[Game]Descent to Undermountain

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McDeath
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[Game]Descent to Undermountain

Post by McDeath »

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I'm sure someone has maybe tried to play this game. I never was able to find it and found out it had some horrible reviews. Well.. I'm going to try to put all the reviews, cheats, links and pics I can in this thread.
Image
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First the easy way:
Google Pics Descent to Undermountain
Wiki Descent to Undermountain

My Hosted Document:
Descent to Undermountain Manual
Mind you that is a rather skimmed up manual trying to find an original might be a pain.

Now if this was Halaster's Project it'd be something like this:
Image
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Cheats & Codes

Post by McDeath »

All I can find atm:
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Cheats & Codes

Descent to Undermountain

Cheat Codes:
————
Submitted by: Alex Burness
E-mail:

Code Effect
———————————————
hometaser – If typed at stats screen gives you 18 for all
shrinkiwannakill – If typed in game gives you ultimate sword
mesmart – if typed in game gives you all spells and all spell
scrolls – good for money Tarrasque.

GameTips:
———
The manual and the hot-key card disagree on which keys to use to
sidestep left and right. The manual is in fact correct: use the Z
and X keys to sidestep.

Break things to find the goodies hidden inside, but don’t hack at
things indiscriminately; you can break boxes, tables, chairs, and
benches, but some of them are there for you to try climbing on; if
you break them, you can frequently find yourself with no way up.

Save often! Not only will you probably find yourself dead often, but
often when you get hung up somewhere, going back to a save game is
the only way to continue the game.

=================================
Game Faq
Decent to Undermountain FAQ
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Patches pt 1

Post by McDeath »

From the Interplay site:
Descent to Undermountain

Platforms: Windows 9X
System Requirements: •3DFX, Rendition V1000, Rendition V2200, or ATI 3D Rage Pro
•Pentium 120 Mhz or better processor
•Windows '95 add with DirectX 5.0 (included)
•16 MB RAM
•30 MB of hard drive space
•2X or faster CD-ROM drive (8X recommended)
•Sound Blaster (Pro, 16, AWE32) and 100% compatibles
•100% Microsoft compatible mouse and keyboard
•Most joysticks and gamepads supported

System Recommended:
Installation Tips: Default Install Directory:

To Install Game:
DOS Installation - 1.Type D:\ and then press the ENTER key on your keyboard. (substitute a different letter for "D" if your cd-rom drive is a different letter.)
2.Type INSTALL and then press the ENTER key on your keyboard.
3.Follow on-screen instructions.

Windows95 Installation -
1.Insert the Descent to Undermountain cd-rom into your cd-rom drive.
2.If you have Autorun enabled, the installer will automatically appear when you insert your Descent To Undermountain cd.
3.If you do not have Autorun enabled, then you will need to install by going to the Windows 95 desktop and double-clicking on the "My Computer" icon. Then double-click on your cd-rom drive and finally double click the SETUP.BAT icon.
4.Follow on-screen instructions.



--------------------------------------------------------------------------------

Game Executable: DTU.BAT

To start Game:
In DOS -
1.Type CD\INTRPLAY\DTU and then press the ENTER key on your keyboard.
2.Then type DTU.BAT and press the ENTER key on your keyboard.

In Windows95 -
1.If you have Autorun enabled, use the Autorun menu that appears to start your game.
2.If you do not have Autorun Enabled, you can start the game as follows: 1.Click on the START button.
2.Click on the RUN item.
3.Type in "C:\INTRPLAY\DTU" (Substitute C:\INTRPLAY\DTU if you have it installed in a different location).


To Re-run the Setup: SETUP.EXE

FAQ: Problem: Sound is not working with Sound Blaster Pro compatible sound cards.
Solution: Unfortunately, DTU does require a Soundblaster 16 or 100% compatible sound card. However, we have a patch that will add support for Sound Blaster Pro sound cards.

Problem: Does Descent to Undermountain have the option of using command line options like Descent 1 uses?
Solution: Yes. Here is a list of command-line options that can be used when starting your game (case is not significant):

-LowMem Lowers animation detail for better performance with low memory
-Verbose Shows initialization steps for tech support -NoMemCheck Disables memory requirement checking -NoDOSCheck Disables DOS version checking
-NoSound Disables sound drivers
-NoMusic Disables music; sound effects remain enabled -NoJoystick Disables joystick support
-NoMouse Disables mouse drivers



Problem: I cannot get my sound to work or the game is locking up on me.

Solution: We have a patch available for Descent to Undermountain that fixes many troubles (including added sound card support). Note: Make sure you re-configure your sound card in the setup.exe program after applying the patch.

Problem: I only have a Sound Blaster compatible sound card (such as the Ensoniq Vivo) and not a Sound Blaster Pro or Sound Blaster 16 compatible.

Solution: Because DTU has no support for sound blaster cards, you may need to apply the DTU1-1.ZIP patch and then start the game up with a -NOSOUND command if you do not have a Sound Blaster 16 or Sound Blaster Pro compatible sound card. The command to start the game would look like:

DTU -NOSOUND


If you have an Ensoniq Vivo sound card, you can try the following to see if this will help:

you can try the following to see if this will help to get the sound working for you. First make sure you have applied our Descent to Undermountain patch. If you are still having a problem with the sound after using it, you can try the following:

You can try editing the DTU.CFG configuration file as follows:

DigiDeviceID=0x1
DigiDeviceID=0xe01e ; This setting is for the Ensoniq Vivo
DigiPort=0x350 ; Change to the address of your sound card in DOS
DigiIrq=-1 ; The Vivo doesn't care about IRQ
DigiDma=0 ; Change this to your sound card DMA in DOS

NOTE: The text following the semicolons ( ; ) SHOULD NOT be entered into the DTU.CFG file. Also, if you do not know the address or DMA of your sound card, you will need to contact your sound card manufacturer to obtain this information.

ALSO NOTE: if this does not help to get sound with your Ensoniq Vivo, you will need to use the -NOSOUND command line when starting your game.

I scratched out those mp3 repeats as I found and downloaded and re-uploaded the mp3s to the Game:
Descent to Undermountain Mp3 Music

Patches: •Version 1.3 Note: Make sure you re-configure your sound card in the setup.exe program after applying the patch (2002-05-18 )

Decent to Undermountain Tech Support
How to get to Work on Win7
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REVIEWS!!

Post by McDeath »

UnderDogs wrote:Descent to Undermountain
RPG First-person

Descent to Undermountain is a very disappointing and buggy first-person RPG from Interplay. Other than a decent plot set in the popular Forgotten Realms (AD&D) universe and using the same engine that powers the hit Descent series, this game is botched in just about every other aspect. The Adrenaline Vault's critical but revealing review explains how the AD&D license was wasted:
"Originally advertised as a true cooperative multiplayer adventure, DtU had the feature axed from it a few months before release. The RPG community, who had been anxiously awaiting an authentic networkable RPG, basically feels shafted. The game could have almost been fun if there was somebody else in it with you, and given the expanse of Descent's ability to multi-play, the resulting removal of this option is baffling.

The graphics are, of course, completely bereft of any acceleration options. Enemies are crudely crafted polygonal characters with ugly, 8 bit texture art stretched haphazardly over their heads. The result is that nearly all of them look pained, as if they are mutations who once appeared semi-presentable. The monsters leap weirdly up and down, and while some of the animation could be passable if it weren't so choppy, it still comes off as very cheap. The game runs on a pixel-bleeding antique version of the Descent code, and even on my P166 with 80 megs of ram, I had to turn the detail down to minimum to get an acceptable framerate in full-screen mode. By minimum, I don't mean that the textures looked a little blockier and the viewable distance reduced a touch. No. This "feature" essentially turned everything more than three steps from me into flat shaded bounding boxes. Everyone knows that an RPG does not have to flaunt the latest in imaging technology to be a good game. But this simply isn't up to par. 'Tis thoroughly unacceptable by today's standards, in the graphical department. Enough said about my aching eyes.

Furthermore, the program code itself appears old, cranky, and somewhat senile. I installed the patch before giving it the birth run, and it still performed like a decrepit, befuddled wizard who's been sniffing the mandrake powder too heavily. The AI present here is lamentable. Enemies will lurch unsteadily toward you in a slippery manner, which betrays the complete lack of object-to-surface code. They spend their spare time smashing their foreheads against walls, and twitching nervously from one frame to the next. Collision detection was left out of these poor saps' DNA. But they can surf in mid-air.

Eventually, I forced myself to ignore all these aesthetic and architecture-spawned blights, and focused on gameplay. I reduced my time-honored full-screen mode to the windowed version where all my statistical info took up 60 percent of the screen space. It ran decently when so limited, and I started over from the beginning, this time with my mind on how much enjoyment I could distill from the characters and storyline.

To its merit, the title sports a solid, accurate AD&D character generation system. Not only can you create all the typical classes and races, but the added ability to play a dark-elven Drow adventurer will have all the Drizzt Do'Urden fans clapping for joy. With only minor referrals to the game's average manual, you will be able to create a pretty smooth in-game persona. One side note: the 2D character portraits are painted masterfully. For the first time in any RPG, I had a picture of my character that fit his opportunistic personality.

The quests take the form of simple dungeon hacks, referring to the actual AD&D system of battle only with regards to armor class and spell memorization. You cut apart the sinister inhabitants of each area, and haul off their goodies. The few stationary NPCs you find will engage in basic conversations with you. Typically, if you give them aid, they will help you along your way. One of the distinct problems here is that when you speak to someone, the screen freezes into an ugly purplish-bluish gray, and the text appears over the top of it. The verbal interaction is achieved through clicking on responses to statements. Simple, but not impressive in the least. I'd have loved to actually hear those creatures, especially considering the time this title took to reach the markets.

The catacombs are laid out in sprawling sub-corridors, each spawning off a locked door that you can access from the central "hubs". Khelben gives you something to access each of these when you complete the preceding quest for him, so the gameplay is linear, but entertaining in that simple sense. Most of these sub-dungeons have a theme, and the creatures you find within correspond with that flavor perfectly. Of course, the beasties get meaner and meaner (though not any smarter) as you go along. I think the mathematical difficulty was scaled correctly, but I cannot consider the title a challenge because of the myriad disturbing flaws in monstrous attitude.

The magic and allure of the Forgotten Realms cannot be captured by a poor, dated Descent conversion. Role playing elements are minimal, and gameplay is linear and typical, even if mildly amusing. The entire visual engine should have been scrapped and rewritten, and the supporting design elements are not strong enough to hold this collapsing castle. Desperate fans of the AD&D world may be able to derive some minor, fleeting enjoyment from the character system and nifty sub-features. But when taken in context of time and technology, this is simply not what the RPG world wants."

Reviewed by: Underdogs
Game FAQ Review
Recycled Thought from a Retro Game
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Post by Tawnos76 »

It is a little buggy but if you like old school games you can get a copy here:
http://www.old-games.com/download/3926/ ... ermountain
IXOYE
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Post by McDeath »

Heh. that was going to be my next post or in this post. I'll have one with patches available also. Only other thing I can do is link youtube experiences.

I'm still looking for ingame maps to post so it might take some time.

Only patch I could find:
Descent to Undermountain 1.1 (1-3) Patch

and it won't work according to this:
Question from GeorgesIV
Asked: 4 years ago

how can I run this game in win xp?(dos box, d-fend etc)

anyone is able to make this game run on win xp? It will freeze all time when I try with dos-box or d-fend.
It seem some peoples were able to, I would really like to see their config file.


Additional details - 4 years ago

I was finaly able to platy this game, wow it was tough to make it work but now it no longer crash at all(even better than playing on a win98 system). It seem that most bugs are caused by memory allocation(usually lack fo virtual memory), disabling loadifx on startup helped a lot to do that. I also I had best results with d-fend reloaded but it worked on dosbox only , in dosbox you can try add -nomemcheck when launching the game to reduce crashes. Now I play the patched version with the soundblaster 16...anyone know what happened to the walktrough of this game?


Accepted Answer
From: artician 4 years ago

I have gotten the game running, but it crashes soon after character generation. Here are the steps I took to install it -

WinXp 64-bit
Dosbox 0.72
D-fend 0.4.1
Descent to Undermountain v1.0 (from the CD, no patch)

Installation:
Setup a Dosbox window to launch from D-fend directly. In D-Fend, configure the drive you want to install on with a virtual 400MB free, and mount that as drive C.
Configure your CDROM as drive D. Default settings.
Launch the Dosbox window from D-Fend.
Browse to the CDROM drive and type Install.bat.
Follow the instructions to install the game where you want.
Exit the installer/Dosbox window.
Configure a new profile for Undermountain in D-Fend. Make certain to mount both the installed drive as well as your CDROM (needs the CD to play).
Set CPU cycles to Max.
Set Memory (RAM) to 64MB (or whatever maximum it allows)
Click Okay and launch the game from D-Fend.

The game will launch but will freeze at the intro movie. Press ESC to bypass this. Afterward you should then be able to create a character and visit a couple locations within the City of Waterdeep. However, once you try to enter the Yawning Portal it will crash to desktop.
I installed the 1.3 patch later, and this caused the game to crash after any option on the title screen was selected, so I'm afraid I can't recommend that. I was only able to get as far in the game using v1.0.

I would love any advice on how to keep the game from crashing further into it. I've been wanting to play this train-wreck of an RPG for ages.

Good luck!


From: GeorgesIV 4 years ago Answer

thanks you for the info, in the time I had found a partial solution to the problem myself
I tryed multiple things and it seem the best is to simply install the game with the windows autoplay(choose full install). Then I go in dos box (mount d d:\ -t cdrom and mount c c:\intrplay) and use the setup to autodetect sound card(I set dosox to use gravis ultrasound) . Then I can run the game and used 'esc' to skip the interplay buggy slow introduction and I was ablo to run game...So far I made it to the first dungeon the game still freeze a lot. The patch doesn't seem to help to make the game better.
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Another Walkthrough

Post by McDeath »

So wish I could find some maps:

www.gamesover.com

Descent to Undermountain

--------------------------------------------------------------------------------

eingesendet von Ulla + Thomas Lieder

Beneath the city of Waterdeep lies a maze of caverns built by the mad wizard Halaster. Over the years, this spell-ridden maze of dungeons has become the home of many fearsome creatures. As a novice adventurer in hard times, you are summoned by Khelben "Blackstaff" Arunson, the high mage of Waterdeep, to "explore" the caverns. Armed with whatever you can get your hands on, you enter the dungeon to find creatures and puzzles abound. Gain experience and discover magic items that you'll need just to survive. In the end, you'll trust no one but yourself ... may Tymora smile on you. Welcome to Undermountain!

On the Interplay message board, a strong-willed soul named John Deily (JDeily@interplay.com) began answering questions posted. A few of his posts consisted of walkthoughs of the areas of the complex game. With permission from the author, here is the compilation of those, to aid you when the drow draw their triggers on you and you know not where to go.

This walkthrough is broken up into tiers as you go through the game in the order that Khelben assigns you quests. Be advised that this guide does not include any sub-quests, such as the Temple of Cyric or helping the Skeleton Priest. However, the information is well laid out, and will certainly be useful to a wandering adventurer. Enjoy!

~Jubilee, Thief/Mage of Tasseldale



Contents:

Tier 1:
Quest One: Kobold Raiders
Quest Two: Undead Raiders
Quest Three: Find the symbol of Mask
Quest Four: Infiltrate the Shadow Thieves

Tier 2:
Quest Five: Recover the Scarab
Quest Six: Something Needs to be Done...

Tier 3:
Quest Seven: Recover Myrkul's Black Wand
Quest Eight: Temple of Clangeddin
Quest Nine: Find the Drow Outpost
Quest Ten: Find the Drow Stronghold
Quest Eleven: Destroy the Drow Stronghold

Tier 4:
Quest Twelve: Slay the Thief Leader
Quest Thirteen: Rescue Asborn
Quest Fourteen: Destroy the Stone
Quest Fifteen: The Flamesword


Tier 1: Kobold Raiders, Undead Raiders, The Shadow Thieves

Upon entering the cage in the Yawning Portal, you appear in the entry chamber to Undermountain. The door ahead of you leads to Hub1. Behind you is the cage that will return you to the tavern above (if you have a gold piece). Exit the entry chamber by going through the door ahead of you. You will find yourself upon a stone bridge above a pool of boiling magma. Examining the room you see that is a large chamber with several passageways leading to doors. Upon the wall of each passage there is a sign giving helpful information.

Left passage leads to the kobolds with the sign: "Flood Control Unit 3, Mine Shafts E - H." Right passage leads to the Ghoulmaster with the sign: "Cassalanter Family Tomb, Entry is Forbidden." Forward passage leads to Tier 2 Hub with the sign: "To the depths below. Do not enter, you have been warned!"

Ahead and above you is a balcony that overlooks the bridge. To either side of the forward passage you will find a ramp leading to the balcony. The balcony is actually a rest stop. Enter the area and press the 'Rest' key to regain your health and spell points. Now back to your mission!
As you cross the bridge spanning the magma you find your first clue. In the dust covering the stone you spot several sets of small footprints leading to the passage to your left. This must be where the kobolds are coming from. Beyond the door you find a glowing portal that leads you further into Undermountain and the lair of the kobolds. Taking the time to examine the other doors in this area, you find them to be securely locked. Even the most experienced of thieves will not be able to open these doors. So on to the left passage, towards the kobolds.

Quest One: Kobold Raiders

Exiting the portal you find yourself in a long corridor that slopes gently down. To your right is a sign confirming that you are in a flood control for the mines. The sign is written in both the common and dwarvish tongue. At the end of the corridor is a stained glass door. Beyond the door you find the water room and the bridge leading to the flood controls. Cross the bridge, turn left, and climb the ladder to the control room access. To your left is the control room. This area seems to have been destroyed by some powerful magic. You find a scroll here that gives you a clue as to what happened. To your right is a bedchamber with 2 kobold guards. They appear to be guarding 4 switches. Only 2 of the switches appear to work. The others have been destroyed. Click both switches and return to the bridge. Continue straight along the bridge and you will find a ramp leading down. You are now beneath the bridge and can see the drains that allow the water to escape. To your left is a lone kobold guard. He sees you but does not seem violent. This is Jaffu the Bowman. Talking to Jaffu reveals that there are two ways to reach the kobold lair. He says that the passage to his left is the rear entry and also the safe way to enter the kobold lair. You need to decide if Jaffu can be trusted.

Kobold Lair: Through the rear entrance.

Jaffu seems to be brighter and less violent than most kobolds so you decide to trust him. Taking his advice you follow the sewer to another chamber with a passage blocked by crates. You destroy the crates and follow a ramp down into the kobold lair. There are 3 chambers here that store the goods from the raids on Waterdeep. This area is not well guarded and should pose no problem. In one of the storage rooms you find a rest area guarded by Jaffu's mate. She is not violent and will gladly tell you where the kobold leader is. She only asks that she be allowed to escape with her mate. After resting here you continue down the corridor. The corridor branches to your right and enters the main kobold lair. To your left is a ramp leading up while ahead of you is the main lair. Here you will find your greatest opposition and a heated battle can not be avoided. It would be to your advantage to fight in the corridor at the mouth of the ramp rather than to enter the main lair where you can be surrounded. After dealing with the kobolds here you can continue on your quest to find their leader. (If you are badly wounded you can run to the rest area and quickly heal up).

Kobold Lair: Through the front entrance.

You decide not to trust Jaffu so you turn and take the passage behind you. In the tunnel you meet a lone kobold guard who poses little trouble. Continuing along the corridor you come to an opening in the ceiling of another chamber below you. Within the chamber you see an iron grate in the far wall. Beyond the grate is the kobold lair. Above the grate and to the left is a platform with a switch (perhaps this opens the grate) and a bowman guard. In the wall opposite the grate is another passage with a ladder giving access to the platform. There is a guard here that must be dealt with as well. At the end of this corridor is a curious kobold who appears to be friendly. The switch opens the gate and allows entry to the main kobold lair. Here you will find your greatest opposition and a heated battle can not be avoided. It would be to your advantage to fight in the corridor at the mouth of the entry rather than to enter the main lair where you can be surrounded. After dealing with the kobolds here you can continue on your quest to find their leader. (Unfortunately this path does not provide access to the rest area).

Kobold Lair: King's room

If you followed Jaffu's advice you have entered the lair from the rear. To your left is a ramp leading up. Otherwise, you need to cross the main lair to the exit in the opposite wall. Here you will find the ramp to your right. Climbing the ramp takes you to the upper kobold areas and the entry to the leader's chamber. The entry to the kobold leader's chamber can be seen in the right hand wall near the ramp. You can reach this area by crossing the planks between the beams. The kobold leader and his guards are within the inner chamber. If you attempt to talk to the king he will ignore you at first. If you are persistent he will eventually talk to you about the raids. The final solution is up to you: word, sword, or spell. Satisfied that you have reached a solution to the kobold raids you return to Khelben for your reward. If Khelben does not acknowledge the end of the kobold raids then you must return to the kobold lair and deal with the leader further. The Kobold King may well have tried to trick you into believing that the raids are over. In that case you will need to present a stronger case to insure his cooperation. Otherwise you are ready for your next mission.

Quest Two: Undead Raiders.

Citizens of Waterdeep are being attacked by undead creatures wearing the tabard of the Cassalanter family. The family, for unknown reasons, constructed a tomb within Undermountain and believes that the undead originate from there. You are to investigate the matter and put an end to it if possible. Return to the tier 1 hub and take the right hand passage. The previously locked door will now open to you. Go through the portal and into the tomb. As you enter the tomb you are confronted by a skeletal guard who warns you away. You may talk to him or tell him to go away. Afterwards, deal with him as you please. Immediately to your right is another rest stop (remember this, you will be needing it). Ahead of you is a room with three exits barred by gates. Upon entering this room another skeleton will appear and must be dealt with. When you examine the gate directly ahead, you discover that it is locked. To find the key, choose the right hand gate. You find yourself in a huge courtyard with an exit in the distance. Approaching the exit you are attacked by two more skeletons.

Destroy them and continue on through the door. This is area is guarded by a lone zombie. Destroy him and continue on into the main temple where you will find the key sitting on the altar. There are more skeletons here for you to deal with. Once you have the key you can return to the locked gate at the tomb entrance. After opening the gate you enter a graveyard. It is guarded by skeletons so be careful. Between the tombstones to your left you find another key. Now, return to the entrance and go through the only remaining gate, to the right as you exit the graveyard. You enter another courtyard, this one guarded by zombies. Behind the zombies is a corridor with barred gates at each end, and skeleton guards as well. After dealing with the zombies and skeletons, you can enter the crypts. Turn right. At the end of the hall the wall to your right is a secret door.

Beyond the secret door is another barred gate and the Ghoulmaster. When you reach the gate, the Ghoulmaster will gloat about his part in raising all the dead and releasing them upon Waterdeep. At the end of his speech the gate will open and he can then be dealt with. The wall to the left of the entrance is illusionary. Behind the wall is an altar with a strange device. Take the device and return to Khelben, you have successfully cleansed the tomb of the undead menace. When you go back to Khelben you are congratulated on accomplishing your mission and asked to continue to check on the tomb from time to time. Khelben then notices the strange device that you found and comments on it. Afterward, you are given your next mission.

Quest Three: Find the Symbol of Mask

Khelben is concerned that shadow thieves have a base somewhere in Undermountain. Your mission is to look for the symbol of their god, Mask. When you find the symbol you are to return and report it's location. Khelben tells you that a new passage should have opened in the Cassalanter Family Tomb and that your search should begin there. Return to the tier 1 hub and take the right hand passage. Go through the door but do not enter the portal. If you look to your right you will see that a new passage, barred by an iron gate, has appeared. The barred gate opens and allows you entry to a natural cavern and a glowing portal. Exiting the portal you find you have entered a series of caves. Follow the path straight ahead. Your first obstacle is a bridge and the bats that live there. After dealing with the bats continue across the bridge. A large cavern with more bats is just ahead. There are two exits from the cavern, take the one to your left.

You will pass through an eerie passage with grates in the floor. Continue on until you come to a passage to your right. Turn down the right hand corridor and, at the end, you will see the symbol of mask across another chamber. Enter the cavern and turn to the left. In an alcove on the far wall you will find a ladder that allows you to climb to the ledge holding the symbol and another gate. Click on the symbol but ignore the gate for now. You can now return to Khelben and report your progress. Upon arriving to Khelben, he congratulates you on your success and warns you to take care. Shadow thieves are deadly enemies and should be dealt with firmly. It is suggested that you slay as many of them as possible, they will certainly try to do the same to you.

Quest Four: Infiltrate the Shadow Thieves

Khelben wants more information. He needs to know exactly what the thieves guild is up to and if they have any allies in Undermountain. You are to infiltrate their base, slay as many thieves as possible, and return with information on their activities. Return to the symbol of Mask and enter the portal you found. This takes you to yet another series of caves. Your first encounter is with rats. Ignore all the exits from this room and go to the rear of the ramp to your right (do not climb the ramp, go around behind it). There is an illusionary wall here that gives entry to a winding passage. Open the door at the end of the passage and you find another portal. This is the front entrance to the thieves den, but there is also a safer rear entry. To find the rear entrance, ignore the ramp and take the passage to your left. Follow this passage around to the left until you come to a cavern with a stream running through it. Enter the stream and turn right. The stream leads down into the ground and there is a corridor to your left sealed by an iron grate. The wall to the left of the grate is an illusion and hides a switch that opens the grate. Pass through the wall, click the switch and then head down the corridor. The alcove leading to the rear entry of Thieves Den one will be on your right. Enter the alcove, pass through the illusionary wall ahead of you, and the portal will be on your left.

Front Entrance

You appear in a corridor beneath an archway. Step through the arch and turn right. Go through the illusionary wall here and follow the corridor around to your left. Capture the key and step into the hall beyond. Turn right and go through the door ahead of you. There are archers guarding this hall so quickly pass through it and through the next door. This intersection is guarded by two thieves. Deal with the guards and turn down the passage to your left. Continue forward and go through the door ahead of you. Just ahead to your left is an alcove. Enter the alcove, go through the illusionary wall, and climb the ladder you find on your right. After clicking the switch at the top of the ladder, climb back down and return to where you fought the two guards. You are now ready to go through the door to your left.

Rear Entrance

Upon exiting the portal you appear to be standing in a storage room. Glancing behind you, you see solid wall with no way out. Don't worry, this is only an illusionary wall. To your right is a door and beyond the door a ramp leading up. Go up the ramp and enter the alcove on your left. The wall here is an illusion so pass on through. To your left is a ladder leading up and a switch is on the ledge at the top. Click the switch and come back down. With the ladder on your left, go through the wall ahead of you and turn right into the corridor. Go through the door before you and continue straight until you come to 2 guards near a door on your left. Fight the guards and get ready to go through the door on your left.

Continuing On

Open the door and fight the two guards here. Immediately to your left is another door, pass through it and fight the guards here. Be careful of the floor in front of the archer. It is an illusion that covers a shaft. Go around this part of the floor, face the door that you entered through, and then step onto the floor. You will climb down the ladder to the next level. Follow this corridor to its end, deal with the archer guard, and then continue to your left. The next room you enter has the exit portal on your right (behind an iron grate) and a switch (controlling the grate) on your left. There are two guards here that must be dealt with. Click the switch and head for the portal.

Thieves Den 2

Upon exiting the portal you find yourself in the heart of the shadow thief levels. Continue forward through the door ahead of you. At the end of this corridor are two archers guarding a door. Deal with the archers then click on both symbols of Mask that border the door. Go through the door and continue to the end of the hall ignoring all other passages. Deal with the thief leader here then turn left. Follow this passage around to the left and you will find a symbol of Mask in an alcove on your left. Click on the symbol and the wall opposite it will open revealing a hidden passage. Enter the hidden passage and turn left. Go through the illusionary wall here, turn right, and follow this passage to the left until it ends. Go through the door here and you are now in the main guild halls. The guards here are very tough so you may want to avoid them if possible.

Turn to your right and follow the passage there until it turns to your left. Go past the alcove on your right and continue straight ahead. The wall before you is an illusion. Go through the wall and into the portal at the end of the hall. This will take you to the guildmaster, Georges. Georges, the guildmaster, is on your right. He is rather tough so you may want to talk to him rather than fight. Regardless of how you deal with Georges you will need the document he carries. After you acquire the document you are ready to leave. Turn around and exit through the portal you see. Go straight past the alcove that is on your left, turn right and then go through the door on your left. Follow the hall until it turns to the right and continue straight. The walls at the end of this hall to the left and ahead of you are illusionary. The left wall is where you can in but there is a quicker way out. Pass through the wall ahead of you and you find another portal. Go through the portal and you are back in Hub 1 ready to report to Khelben.


Tier 2: Temple of Bane, Scarab Quest, Spider Piece Quest

The final passage on hub 1 leads to Hub2. Examining the room you see that it is a large chamber with several alcoves leading to doors. There is a large central pool here with a rest spot surrounded by waterfalls. Upon the wall beside each door there is a sign giving helpful information. From left to right (beginning with the door behind you) the signs read as follows:

Sign one: "To the realms above."
Sign two: The symbol of the Drow. On it is written: "These realms are ours, enter them and you shall die."
Debris: (The floor here is littered with debris. When you examine it you find that it was once a sign. It said: "To the realms below.")
Sign three: "The Temple of Bane. May he rest in..."
Sign four: "Tomb of Ankh-Kephera, Archmage of Thoth."
Sign five: "The Prison. Do not enter."

Taking the time to examine the doors in this area, you find all but 2 of them to be securely locked. Even the most experienced of thieves will not be able to open these doors. The first of the unlocked doors leads to the Temple of Bane (this is not an assigned quest level), the second to the Tomb of Ankh-Kephera. Your quest is to recover the golden scarab so enter the door that leads to the Tomb.

Quest Five: Recover the Scarab

You appear in a large room of unique architecture, ahead of you is a door. As you approach the door a woman's voice warns you away. It seems that someone does not want visitors here. You continue towards the door but have to jump back as arrows fly from the walls toward you. You cautiously approach the door again and this time it seems safe. The room beyond the door is small with a central, well lit area surrounded by pillars. To both your left and right is a hieroglyph panel, while ahead of you is a door. Avoid the well lit floor and go around it. Examining the hieroglyph panel to your left you find it is an illusion. Pass through it and enter the hall beyond. There are rats here but they should pose no problem for you. Continue down the hall, go up the ramp at the end and through the door at the top.

Continue down this passage to the second opening on your right. In this floorless room you are high above another chamber but there are ledges here that can be jumped to. Above the ledge across from you is a skeleton guard and a switch. Jump around the ledges until you can fight the guard and click the switch. Return to the room with the hieroglyphic panels. Go to the other hieroglyph panel (avoiding the well lit floor) and pass through it (it is an illusion as well). Continue down this hall, up the ramp at the end, and through the door. Here you find a similar hall with openings on your left. Go to the second opening and repeat the process of jumping to the ledges until you can fight the guard and click the switch. Return to the room with the illusory panels. You can now go through the door to your right (directly across from the entry).

You are now in the large chamber that you viewed from the rooms above. The door behind you is locked but if you pass through the illusionary wall immediately to your left you will find the switch that opens the door temporarily. The other doors in this room were unlocked by the switches in the rooms above. If you need healing, you can find a rest spot beyond the door to your left. Continue forward to the door ahead of you and watch your backside (this area is full of monster traps). You are warned by the same woman against entering this area but continue on. Beyond this door is a temple area, some beetles, and skeletons. Immediately to your left and right are two locked doors. Continue into the room and deal with all monsters that you encounter (remember there is a healing area outside). After dealing with the monsters you should destroy all furniture in these rooms since they can get in your way for your next trial.


From the entry door proceed into the room to your left. In the alcove you will see an ankh and to the right of that is a hidden switch. Click the switch and run for the locked door to the left (now on your right as you approach) of the entry door. The door is timed so if you don't make it try again. Inside the small room you will find a switch. Click the switch. Now continue into the room that is to the right of the entry door. You will find a similar switch here. Click this switch and proceed to the door that is to the right (now on your left) of the entry door. You don't have to run, it is simply unlocked now. Go through the door, up the ramp, and take the key you find. If you continue up the ramp you will find a locked door that requires an ankh to open, so let's go get the ankh.
Leave this area and return to the large chamber. You will find that the floor ahead of you is gone and there is now a ramp leading down. Head down the ramp and you are chastised by the voice of an angry man. At the end of the ramp is a small room. Stand in the middle of the room and turn left. The blank wall in front of you is a secret door. Open the door and go down the ramp. As you do, a woman yells at you to run.

From behind, you hear the sound of arrows being launched at your back. Once at the bottom of the ramp you can open a secret door to your right leading to another secret room. This room contains skeletons and a mummy; you'll need to deal with them all. To your left from the entry you will see an opening and a key. Jump over the water here and take the key. Facing the entry, the wall to your left is illusionary. Pass through this wall, take all the treasure, and use the rest spot to heal up. The wall directly opposite the rest spot is an illusion as well. Pass through this wall, collect the scrolls, and go back into the mummy's chamber. The exit is behind the torch on the far wall. Leave here and return to the main chamber above. You can now go through the last door in this chamber which is to your right as you exit the underground tomb. Cross over the bridge and go through the door at the opposite end.

Fight the guard here and then go through the torch bearing wall opposite the entrance. Click the switch, return to the outside room and go through the now open wall to your far right. Deal with the skeletal archer and go down the ladder that is between the central pillars. Facing the lava, there is a door to your left. Approach the door and it will open revealing the ankh. Take the ankh, go back up the ladder, into the previous room, cross the bridge, and go back into the main chamber. Go through the door to your right and then through the door immediately to your right again. Here is the ramp leading to the barred gate that requires the ankh to open. As you approach the door it will open. Follow the passage straight to the end where another gate will open revealing a portal. Enter the portal to continue your quest for the beetle.

The Pyramid

You are now in a sealed area with no apparent way out. If you search the area carefully you will see a switch on the wall, high above the entry portal. Use a ranged weapon to click the switch. If you do not have a ranged weapon, go straight into the next area in front of the portal, make an immediate right, and go through the illusionary wall ahead of you. To your right is a ladder that will take you up to the switch. You can also find some treasure here. After clicking the switch, the wall to the left of the entry portal will open. Go up the ramp and through the door at the end. Fight the spider and click the switch on the right wall. Go back down the ramp, into the entry area and through the door opposite the portal. Go to the pyramid and hit the door with a weapon several times. Eventually the door will open. Once inside the pyramid click on one of the wall textures that looks like an ankh (on the wall to either the left or the right) and the floor of the pyramid will open.

Go down the ramp and through the door. Go to the end of the corridor and turn left. Click on the left hand pillar at the mouth of the corridor. The pillar will open revealing a switch. Click the switch. The floor of the corridor to your left will now open. Go down the ramp and through the door at the end. You are now in the scarab room. Upon entering the scarab room you see a man and a woman watching you from the other side. You think that this may be the woman who has been helping you to avoid the traps and such so you talk to her. If you agree to leave the scarab here and tell Khelben that you could not find it, the woman will thank you and give you the scarab because of your generous act (the scarab is hers and was stolen ages ago). Take the scarab and go back up the ramp. Go through the door in front of you. In this room you find a huge ankh with a portal in the center. Go through the portal and back to Khelben with your prize.

Quest Six: Something Needs to be Done...

Upon returning to Khelben you are told that something else needs to be done. He is not sure what, but wants you to look around some more. When you return to Hub 2 you will find that another door has opened. The sign declares this to be the Prison.

You enter the prison and find yourself in an entry hall with an orc guard. Deal with the guard then go through either of the two door ahead of you. There is another guard here and a switch on the wall. Click the switch and go through the side door (not the one ahead of you) and click the switch you find there. This unlocks the door ahead of you. Go through the door and down the corridor beyond. There is a locked door here and another guard. On the wall next to the door is a skull. Click on the skull and the door unlocks. In the next room is another switch and a barred gate. Click on the switch and go through the gate. You are now in the prison cell wards and, unfortunately, you have been locked inside. You need to find a way out of here. Go forward through the next couple of rooms and you will come to a gate. Go through the gate, fight the guards, and follow the corridor to the left or right (depending on which door you entered from) until you come to the door in the middle of the corridor.

Go through this door, fight the guards, and go through the door at the opposite end of the room. Deal with the kitchen guard and talk to the servant woman. When you question her she tells you she has heard noises under the drainage grates. Go to the grate in the kitchen and pass over it several times or hit it with a weapon. The grate breaks and allows you to enter the sewers. Follow the sewer down and go through the gate at the bottom. Go left and through the gate here. Follow the passage up, turn right, and go through the gate. Continue forward and go through the passage to the right. You will come to a central area with a grate in the floor. Turn right and pass through the illusionary wall here. Click the switch on the wall, turn around and exit through the wall. The grate in the floor is now open so climb down the ladder and pass through the portal at the bottom. This will take you to the mines.

The Mines

You are now in a series of mines. Deal with the two guards here and continue down the corridor straight ahead. Turn down the second passage on your right and then left at the next intersection. Deal with the miners here. At the end of this corridor you will find a ladder so climb up it and grab the key that is here. Use the rest stop in this area if you need it. Behind the rest stop is an opening in the floor. Drop through it, turn around, and continue straight down the corridor. The next room you enter has three pits to your left sealed with grates. There is an alcove to the right with an ogre guard. Deal with the guard and click the switch behind him. Drop down the middle pit to the mine shafts below. Deal with the ogres here. Continue down this passage and turn down the first corridor to your right.

Go down the ramp and cross the chasm via the plank at the bottom. Cross the bridge over the lava and go through the door to your left. Go through the next door and you will find another spider piece. Take the piece and go back to the shafts above. After exiting the pit turn right and go straight down the corridor. Turn right at the first intersection and go down the ramp until you come to the bridge. Jump off the bridge to your left and go through the gate. Turn right down the first passage you come to. Go down the ramps until you come to the lower chamber and go through the opening in the wall to your right. Ahead is another door and beyond it is a portal. Go through the portal to the Dwarven Crypts.

The Dwarven Crypts

Go forward and through the door at the end of the hall. Turn right and go through the waterfall. Go through the door you find here. Follow this corridor to the end, deal with the guards, and go through the next door. There is a rest area here and a symbol of Clangeddin on the far wall. Rest if you need it and then click on the symbol. Return to the waterfall room and pass through the waterfall to the left of the entrance. Go through the door that you find here. Continue down the corridor and into the main room. Deal with all the critters here and then go to the center of the room. The floor here is an illusion and gives access to a room with three switches. Click the middle switch and then climb back up the ladder. Turn and look behind you and you will see a door in the center of the far wall. Beyond the door is another portal that takes you back to Hub 2. You can now return to Khelben. When Khelben sees that you have a second spider piece he tells you that this is what he was looking for. He wants to do some research on the object and will let you know his findings. In the mean time, he has another mission for you.


Tier 3, Myrkul's Wand, Temple of Clangeddin, The Drow

After entering the portal from Hub2 to Hub3 you see that this is some sort of sewer system. Immediately to your right is a gate with a portal to the left. To your left is a passage leading to another gate and to the right of that is a ramp leading up to yet another door. Each of the exits have signs nearby. From left to right they are as follows:

Sign One: "We are the shadows that stalk the night. Enter our realm and you will embrace the darkness."
Sign Two: "To the depths below"
Sign Three: "Temple of Myrkul"
Sign Four: "Temple of Clangeddin, all are welcome.

All the doors in this area are locked except for the open portal to the temple of Myrkul. Enter the portal to begin the search for the wand.

Quest Seven: Recover Myrkul's Black Wand

You appear in a courtyard with a pool and fountain. There are some undead here that need to be made dead. Ahead of you is the entrance to the temple. The doors are locked so look behind the waterfall near the pool and click the switch you find there. Open the doors and head in. This room is guarded by several fighters. Deal with them and then examine the pillars in this room. Two of the pillars open revealing switches. Click either switch and a secret panel opens near the altar. Go through the passage, behind the altar, and then pass through the wall (illusionary) in front of the large skull. In the next room is a glowing mace and some undead. Take the mace, deal with the dead, and go through the skull wall (illusionary) to your left.

Climb the ladder and take the key you find here. Beware of the gargoyles. Climb back down the ladder and go through the door ahead of you. This short passage leads to a small temple. Destroy the altar and continue through this room and out the gate at the opposite end. Turn right and deal with some more undead. To your left is another door that opens as you approach with the key. Behind the large skull in the center of this room is an alcove with another door. Go through the door and into the main temple. There are more undead things here. The wall to your left is an illusion. Go through the wall and climb the ladder. Follow this passage to the door at the end. Go through the door and into the crypts. Enter the crypt directly ahead and click on the back wall. It opens into a hidden shrine with another key. Take the key and return to the temple below.

Opposite the main entry is a lava passage with another door. Open the door and enter the next room. Fight the undead here and then examine the wall to your right. Go through the illusionary wall and click the switch that you find. When you return to the temple you will find that the floor has now opened revealing another passage. Climb down into the pit and follow the passage to the hidden shrine. On the altar is the black wand of Myrkul. You can now return to Khelben.

Quest Eight: Temple of Clangeddin

Waterdeep has lost contact with a dwarven temple located in Undermountain. It seems that a large number of undead have been spotted in the area as well, so you are to go there and see what is going on. Any undead that you encounter are to be eliminated.

Return to Hub 3 and go through the gate to your right. It should now open for you with no problem. You find yourself outside the dwarven temple. The door here is locked and there is no visible means of opening it. On the wall to the left of the door is a battered shield. Strike the shield with your weapon and the door opens. This is a short passage with some undead. Deal with them and proceed through the door at the end of the hall. Turn left and at the end of this hall turn right. Continue forward and turn right again at the end of this hall. Continue down this passage and go through the first door on your left. There is a fighter here that must be dealt with. Go through the door in the opposite wall, fight more undead, and take the dwarven scimitar at the far end of the room. Go back to the main hallway and turn right. At the end of the hall go through the door to your right. Go to the end of this short hall and click on the symbol of Clangeddin to your right. The wall in front of you opens revealing a portal. Go through the portal. You appear on a walkway above a shrine.

Before you is a dwarven long sword. Take the sword then jump down from the platform. You will need to fight the undead here. There is only one exit from this room so take it. Fight the undead guard outside the door and turn left. At the end of the hall climb the ladder on your right and then go through the illusory wall to your right. Ahead of you is a rest spot. Use it if you need to and then look to your left. On the wall flanking the door you see two shields that are missing weapons. Click on each shield and the two dwarven weapons that you found will appear in the shields. Go through the door between the shields and fight the undead. Go through the gate ahead of you and immediately turn right. Go through the illusory wall, click the switch and return to the room. You will see that the wall to your left has opened revealing a long passage. Continue down this hall and through the door at the end.

You are in the dwarven crypts. Ahead of you is a gate with a guard. Go through the gate, deal with the guard and continue forward to the next guard. Deal with it and pass through the gate. Turn left and go to the last crypt on the left. Open the door and take the potion of flying. Turn around and go to the last crypt on your right. Open the door and take the key. Return to the main room, turn right and go through both gates. Ahead of you is a shield on the wall. Strike the shield and you hear a click to your left and above you. Looking there you see an indentation in the wall. Take the potion of flying, fly through the illusory wall, go through the gate, and click the switch. Fly back down to the shield and you find the floor has opened below it. Fly into the hallway and follow it to the end. Go through the door and fight the undead here.

This appears to be a crypt. To your left and right are alcoves and ahead of you is an area sealed by iron grates. Behind the grate is the lich who has been spreading the undead menace through Clangeddin. Go to the left hand alcove and then through the left hand wall (another illusion). Click the switch and come back out. The grates have opened so go kill the lich. Afterward, go back down the hall, climb the ladder, turn left and climb the ramp on the opposite wall. Go through the door and then through the portal that you find there. Go through the door ahead of you and then turn left. Fight the undead, continue forward and turn left. Go through the door and continue down the hall to the door at the end. Go through the door and follow the curving passage to the left. Turn right and go through the door at the end of the hall. Continue forward to the end of the passage, turn left, and the entrance will be the first door on your right. You can now return to Khelben for your reward.

Quest Nine: Find the Drow Outpost

Returning to the tier 3 hub you find that another door has opened for you. Turn left and enter the first passage you find. Follow it around and go through the gate. Cross the bridge and go through the portal at the opposite end. You appear in what looks like another mine. There is an orc guard to your left that must be dealt with. Turn left and continue down the hall. There are four drow guards here to be dealt with. There are alcoves on each side of the hall, the last two have switches. Click the switches and follow the hall around the corner to the right. Continue down this hall and stop at the door to your right. You overhear a conversation about shutting down a portal now that the dwarves have been slain. Obviously the drow were behind the massacre. Continue down the hall, past the cells on your right, and then turn left at the next junction. Continue forward to the next set of doors.

Fight the two drow guards in the passage to your right, then go through the door to your left. Fight the guard and go through the next door. Talk to the priestess here and take the key. Leave this room and go through the door that will be on your left. You must slay the drow priestess in this room. Leave and go down the passage that is now on your left. Deal with the drow archer in the large chamber and go through the door behind him to the spider warrens. Starting from the beginning of the Spider Warrens, enter the chamber beyond the door, cross the bridge, and go through the door at the end of the hall. Kill the spiders here then take the third passage on your left after the door. Go up the ramp and make a right.

Go down this passage until you come to the next chamber (ignore the passage on your left). Jump down and kill the spider. Go through the door ahead of you, deal with the drow mage, take the key on the table behind him. Leave this room. Go back to where you fought the spider and cross to the opposite side of the lava stream. Turn left and go through the illusionary wall that will be on your right. Follow the hall until you come to the bridge. Jump down on the left side of the bridge, kill the spider, and go through the gate here. Continue down the center passage in this chamber until you come to the next chamber. The wall to your left is an illusion. Go through it, jump over to the plank near the lava in this room, then climb up the far wall to get the spider piece that is here. Jump back down to the chamber floor. Go up the ramp on the far side of the room (opposite the entry passage) and follow this corridor until you come to a gate. Go through the gate, down the hall, and make a right. You are now back at the entrance to the spider lairs. Go through the door, over the bridge, and back through the gate into the drow cavern. You can report back to Khelben now.

Quest Ten: Find the Drow Stronghold

Khelben thanks you but asks you to return to the area and look around some more. The drow usually have a stronghold near their outposts and you must locate and destroy it. Return to the drow outpost and continue through it to the cavern with the waterfall (where the entrance to the spider lair was). If you examine the waterfall it does not sound right. Jump into the water here (its an illusion), fight the guards, and continue down the tunnel. Pass through the gate and then the portal at the end. You are at a well fortified entry to a drow building. Fight the guards here then go through the door ahead of you. This room has four large pillars and balconies to the left and right. Checking the door behind you, you find that it is locked. The door in the opposite wall is locked as well. As you approach the door the pillars open and four orcs charge you.

Deal with the orcs and then go to the pillars at the entrance. Go behind the pillar and climb the ladder to the balcony. Click the switch you find here then do the same at the other pillar. The doors are now unlocked. Continue through the exit door. You are now in a courtyard area with pools and waterfalls. The waterfalls are actually rest spots, so use them if you need to. Continue across the courtyard, fight the guards, and go through the door here. Fight the guards, then fight the priestess at the opposite end of the room. There is an illusionary wall behind the priestess. Go through the wall and you will find a portal that takes you to the main temple area. Ahead of you is a stone bridge. Drop down to the left of the bridge, jump over the lava, and kill everyone in this room. It is important that both drow priestesses be slain. Take the spider piece you find here. You can now report back to Khelben.

Quest Eleven: Destroy the Drow Stronghold

Khelben is happy that you destroyed a drow temple but you must still find their stronghold and destroy it as well. So back you go again. Return to the lava room in the drow temple where you found the spider piece. There are three stained glass door here. Go through the central door and then through the gate to your right. Enter the portal and you are off to the stronghold. This large room is spanned by a stone bridge. Go to the left side of the bridge and drop down below. To your left is a waterfall and behind it is a switch. Click the switch and leave. To your left is a gate. Go through the gate and continue through the sewers. Take the second passage on your right and follow it around to the left and then the right. Continue to the end of the sewer and follow it to the left, over the grate in the floor, and then to the right. At the next right you find a ladder. The wall to the right of the ladder is an illusion. Go through the wall and follow the ramps down. You enter a large chamber divided by a chasm. On the opposite side you can see another spider piece and a priestess and her guards. Also on the opposite wall is a switch. Use a ranged weapon to shoot the switch and a bridge will appear to let you cross the chasm (you can use a spell, wand, or potion of flying as well). Deal with the guards and make sure you slay the priestess. Take the spider piece and return to Khelben.


Tier 4: Slay the Thief Leader, Find Asborn, Destroy the Stone, The FlameSword

You appear in a cavern at the foot of a slope. You are standing in a swift moving stream. Climbing the slope you see several doors about the area with signs describing each. Starting at your far left the signs read as follows:

A sign: "Home of Xabash. Go away. If I want to see you, I will send for you!"
A sign: "The Garden of the Drow."
A sign: "Ibbalar, Master Mage."
The symbol of Lolth, the spider queen.

Your first mission here is to destroy the thief
leader, Xabash. Enter this door.
Quest Twelve: Slay the Thief Leader

You appear in a huge cavernous area high above the floor. Turn right and go through the illusionary wall here. Click the switch on the wall then turn right and go through another illusionary wall. Click the switch you find here twice. Return to the hallway. There is another illusionary wall directly opposite the one you are exiting so continue on through that one. Go to the end of the hall and through the opening on your right. The wall to your left is an illusion so go through that one as well. Go through the door to your right.

You are in a huge bedchamber. Go straight across the room to the door in the opposite wall. Go down the ramps beyond this door and through the door at the end. Turn right and go around the pillar in front of you. You will come to a passage on your right. Turn right and enter the main thief chamber. Continue forward until you come to the next pillar and then turn left. Continue forward and you will enter the main chamber again. Go through the door on your right, fight the troll guards here then continue forward. Climb the ladder in the next chamber, turn around and fight the beholder here. After slaying the beholder turn toward the waterfall in this room. If you look up you will see another room high above the waterfall. Use a potion of flying (or something similar) to fly up and through the waterfall here. Fight the guard and go through the door next to him. Slay the beholder, Xabash, that is here and you are ready to return to Khelben.

Quest Thirteen: Rescue Asborn

You are to go down into Undermountain and rescue a foolish nobleman, Asborn. Return to the tier 4 hub, go up the stream and turn left. Go past the wood pillars, turn right, and go up the ramp to the gate on the right above. Beyond the gate is the portal to the garden. Here you are, outside the monastery. Go around the planter and through the door ahead of you. Go through the hall ahead of you and at the end turn right. Go to the end of the hall and through the door on your left. You are in the kitchen. Go through the door at the opposite end of the kitchen, jump over the handrail, then follow it around to the left. Take the key that you find and return to the kitchen. Exit the kitchen through the same door you entered and then turn right.

Go to the end of the hall and turn right. Follow this hall to the door on your right, go through the door. Destroy the crates that are in this room and click the switch on the wall behind them. Go through the door that opens in the floor. Follow this small hall down to the cellar, go through the door. To your left behind some crates is a key. To your right is another spider piece. Take both and return to the room above. Exit the room, turn left, then turn right down the hall immediately to your right. Go through the door at the end of the hall and through the gate in the opposite wall. In the next chamber you will find the remains of poor Asborn in an eternal undead state. Behind him is the crystal rose that he sought. Take the rose and return to Khelben.

Quest Fourteen: Destroy the Stone

Spectators have been appearing in Waterdeep and causing some trouble. Khelben believes that one of Halaster's apprentices is responsible. You are to seek him out, destroy the spectator summoning device and deal with the apprentice Ibbalar. Return to the hub, go up the ramp to the Garden gate then follow the passage to the left. This next gate takes you to Ibbalar's realm. You appear at the base of a ramp. Go up the ramp and into the portal in the middle of the floor. You appear on the balcony above the main chamber in front of a door. Go through the door, up the ramp, then through the next door. Turn right and go through the door in the next hall. Here you will find Ibbalar. Leave Ibbalar's room and go straight across the room to the next door.

In this room you find a small room of exhibits. In the far wall are two more doors. Go through the left door into the display room. Smash the case containing the spider piece and take it. Return to the balcony above the main room. Drop down into the main room. To your right is another door. Go through the door and continue down the hall. Go through the door at the end. Follow this hall to the end, turn left, then go down the ramp. At the base of the ramp is a gate. Go through the gate into the chamber beyond. To your left is another portal in the middle of the room. Go through the portal. You are now in the 'Spectator Stone' room. Turn right and you will see an alcove with the stone in it. Destroy the stone, turn around, and go through the gate in the middle of this room. You have returned to the chamber with the ther portal. Return to the main room, turn right and go down the ramp in the middle of this wall. Enter the portal machine and you are back in the hub. You can now return to Khelben.

Quest Fifteen: The Flamesword

Khelben asks that you face your greatest challenge by conquering the flamesword. Return to hub 4, go up the ramp, and through the gate to your right with the symbol of the spider. The portal here leads you to Lolth's realm. You appear in a temple with a few guards. Deal with them then go through the door opposite the entrance. More guards here so deal with them and continue forward. Go through the next door and enter the shrine. Along the walls are several plaques. Click on each plaque and an altar opens with a spider piece on it. Checking your inventory you find that your pieces are gone. Continue going around the room and clicking on the plaques until all seven pieces have been placed. The eighth piece is already here on an altar.

In the center of the room near the entrance is another plaque. After you have placed all the pieces you need to click here. The wall opens revealing a hidden chamber in the floor. Here is the assembled spider statue. Take it and return to the main entrance. Back in the main room you can see that there are two doors, one on each side of the portal. Go through either door and climb the series of ramps here. Go down the corridor at the top of the ramps, click on the gate, and have your first encounter with Lolth's avatar. Cross the bridge, click on the door here and it opens for you if you have the statue. Go through the door and have your second encounter with Lolth's avatar. Go through the door behind her and into the flamesword chamber. In this room you see both Lolth's avatar and the flamesword. Talk to Lolth, fight her, and go to the flamesword. Now that Lolth has been defeated the sword explodes and the world is saved ... for now.

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Beowulf
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Post by Beowulf »

Kind of cool. Somehow I never saw it "back in the day."
RIP E. Gary Gygax- The DM's DM!
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McDeath
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Post by McDeath »

Game needs a serious remake. I think there are a few modes to the Hordes of the Underdark for NWN though. I was watching one on youtube.

Can't say any game will ever do tabletop justice.
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McDeath
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Post by McDeath »

Anything you all think I may have missed on this besides ebay copies on sale? I know I couldn't find better walk throught or maps. I really wanted to see how far they deviated from the main boxed set.
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Tarrax Ironwolf
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Post by Tarrax Ironwolf »

I had the game Descent and I absolutely LOVED that game. It made my wife sick as all get out from all the free 3D movement. And when I saw the game for the Descent to Undermountain, I was absolutely excited, but alas my computers specs at the time could not handle that game. So in the end I lost out as it gradually faded to obscurity in my mind.

Thanks for the wonderful flashback. :D
"We played Dungeons & Dragons for three hours! Then I was slain by an elf." -- Homer Simpson

Dragynn (My new AD&D gaming blog)
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McDeath
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Post by McDeath »

Well supposedly with a bit of work you can actually play it on modern systems. I have yet to try. I'm much rather just post all the ingame info and compare notes to the PnP product.
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McDeath
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Post by McDeath »

MAPS
Image

Thus far.....
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