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Hordes of the Underdark Walkthrough Guide


Hordes of the Underdark Walkthrough



Hordes of the Underdark is a D&D 3rd Edition cRPG developed by BioWare for Neverwinter Nights 1. HotU can hold its own against most NWN modules of epic, sweeping scope. It's also got the big budget feel to it which no modules have, not even Aielund Saga or Swordflight. I'm referring to the writing; the VOs and OST; the innovations of the reaper relic, demonic grappling hand, puzzle ring and sensei's amulet; environmental dmg; the design of its dungeons (teleporting, secret doors, puzzles); and the fact that it separately pays homage to Baldur's GateIcewind Dale and Planescape: Torment over the course of its three epic acts. 

HotU is the second and final expansion for BioWare's Neverwinter Nights, introducing epic rules with a campaign level range of 15-30. Hordes has 100 areas and 71 journal entries for quest-tracking purposes.

HotU was a great finale to the Infinity and Aurora era.



Hordes of the Underdark Starting Level


Newly created characters start at fifteenth level and can either be auto-leveled or built manually by the player, level by level. This makes Hordes an attractive campaign for those who like to experiment with various characters without having to plod through the low levels, first.

One advantage of importing is that gold carries over, but paltry gold bonuses from low level modules don't factor as concerns in epic campaigns like Hordes. Your imported gear also gets stolen as part of the plot, and, while you can get it back later on, by that time you'll have much better stuff, so you'll probably just sell it off for gold.

Loot the Yawning Portal Inn's armory for all kinds of gear. I took the +2 Longbow and other build-relevant gear as can be seen below.

As you can see on the Quickbar, I already have a decent bag of tricks. My active or "clicky" feats are Seeker Arrow, Imbue Arrow and Hail of Arrows. My most-used clicky will be Rapid Shot. Relevant passive feats are, first of all, Point Blank Shot and also include the usual Dodge, Mobility and Spring Attack along with Weapon Focus, Weapon Specialization and Improved Critical, all obviously for Longbow. (I will describe the clicky feats as I use them).

Note also on the left of the quickbar I have Stand Your Ground, Follow and Attack Nearest hot-keyed. I recommend everyone do this, it makes controlling your Henchman much easier and faster. Oh, by the way. The plot: Drow are ravaging the Inn and Waterdeep - kill the Drow!

Hordes of the Underdark Chapter 1: Descent into Undermountain


We start off in our room at the Yawning Portal Inn. Slay the drow thief, loot the corpse and then speak to Tamsil. Note that you can often Esc-key out of dialogues in order to skip them entirely. Your journal auto-updates, letting you know what to do. You can also hit the Esc-key to skip cutscenes.

Next, raid the armory of all the gear and then head downstairs to the common room.

Yawning Portal Inn


Here are the NWN Henchmen from the NWN OC. We don't need to talk to them or do anything here. Go downstairs again.


Kill the Drow. The first major combat encounter occurs in the common room of the Inn, and here I face off against several Drow and Duergar. But since I have about a dozen allies (including the heroic Henchmen from NWN OC), this fight - while dramatic - is mostly benign, but there is a Drow Priestess who can be killed for a staggering 3,780 experience points, the most Exp for any enemy kill in the entire campaign.

The reason for this, to put it crudely, is that Exp is awarded based on your level relative to the enemy's level, and if the enemy is theoretically supposed to be much more powerful than you but despite that you still manage to beat it, then Exp yield will reflect that. cf. Challenge Rating.

Anyway, suffice it to say this first combat encounter is always won by the allies without any player intervention. And actually, the next encounter down in the Well Room featuring several more drow can play out the same, with Durnan the Innkeep casually slaying them all...


When the fight's over I recruit Deekin, a useful kobold bard companion.


I immediately enter dialogue with him to ensure he levels up as Bard exclusively and not Red Dragon Disciple. Bard Song and higher level spells are far more important than what RDD offers (at least for me, in this run). I remove unneeded items from Deekin's inventory and ensure he only has a crossbow to wield, so that he's never tempted to wade into melee. I also tell him not to help me open locks or disable traps, and to stay in close proximity to me whenever possible.

Talking to White Thesta is recommended here as she gives you a Rod of Resurrection with 20 charges. But unless you really need particular class items from her shop, you shouldn't trade with her because her stuff's expensive. Instead, deal with the Magic Shoppe in Waterdeep.

Waterdeep


Realmslore has it that Waterdeep, the City of Splendors, is one of the largest cities in Faerûn, but in Hordes it's nothing more than a merchant hub at the start of the campaign and a stage for the final showdown at the end. I've always been able to deal with that, bored as I was with BioWare setting their cRPGs in sprawling cities like Baldur's Gate, Athkatla and Neverwinter. HotU is a refreshing change in that it's almost all about delving dungeons and exploring the Underdark and wastelands.


As I exit the Inn onto the streets of Waterdeep, I meet the first combat encounter that isn't decided by immortal NPCs. There are a few duergar littering a courtyard, so I ask Deekin to cast Haste, Improved Invisibility, and to Sing, then I hit the Rapid Shot clicky (for extra attack rate) and make my bow sing, too. The duergar were mowed down before they could cast much or close in on us, though I did get in two stinging crits of about 40 damage each, and that always helps.


There is a locked house next to the blacksmith. Inside, is a weapon rack holding the Longarm longbow.

All unneeded inventory items are sold off in the Magic Shoppe for 30,000 gold; then I use The Relic of the Reaper (a teleporting device, think Stone of Recall, but better") to "bind" a position within the shop, right under Sobrey's nose, to which I can later return to sell off inventory-clogging loot that BioWare loves to throw around like confetti. 

I then head to the blacksmith to buy a Composite Longbow +3, several arrow quivers and a set of entry level armor. Appropriately geared up, the reunited duo head down the well-lift to delve the infamous Undermountain.

Hordes of the Underdark Undermountain Level 1

 
Deekin and I look down upon the entrance to Undermountain

Remember that you can use the Relic to return to the shop whenever you need to. All you need is a Rogue Stone.

Important note: If you have Weapon Focus in a weapon, then you should find magical versions of your weapon in a few boss chests, randomly drawn from preset pools consisting of weapons of the same grouping. For example, I have Weapon Focus: Longbow; thus, I should find Ripper (+3, Mighty +4, Imm: Mind-affecting), Taralash (+4, Mighty +4, perma-Haste) or Elven Court Bow (+3, Mighty +3). In my case, Taralash is the best because it confers Haste status when equipped. You can reload until you get a weapon you're happy with, or make do with what you get.

Also, since there are two boss chests on this level, we can net two of the three on offer. Check the map below. One boss chest is where the ogre mage is, the other behind the three guardians

This sprawling dungeon consists of three separate major sections (north, south, central), and is largely non-linear and explorative in nature. There are mazes, teleports and secret doors that spice up navigation, and also traps to avoid and (simple) puzzles to solve.

Undermountain Level One can be solved in two ways: either by collecting colored rods scattered around that, when inserted into the correct levers, lower corresponding colored pillars blocking the central exit of the Central area, or by blowing open a sealed passage in the North area (ogre mage) with a barrel of alchemist fire found in the South area (nymph). See below map.

I usually solve both exits for extra experience points (+2000 EXP ea).

Deekin's comments are amusing and the OC Henchmen comments aren't bad, either. I even noticed a Spellcraft check related to the environment. Enemies can persistently be found in certain areas (campers), but some types roam around the corridors making nuisances of themselves (ie, drow skirmishers). The drow and duergar are the most interesting generic foes here, using stealth and Darkness spells to tactical effect.


There are many secret doors leading to hidden areas, containing extra encounters and loot, which can be very difficult or take time to spot without at least some investment in the Search skill. The Goggles of Minute Seeing bestow +5 to Search, and are found early. Otherwise, rely on a Henchman like Sharwyn (+9).

The first thing I do here is use the rod to resurrect Sharwyn, the bard Henchman from the OC. I'm not sure why BioWare decided to give the player another Bard so soon when you already have Deekin, but I set Sharwyn to level up as Fighter (since she also specializes in longbow) and give her my old Composite Longbow +2, so now we have three snipers in the party.

Sharwyn is capable of spotting secret doors and picking most locks on this level. For the chests and doors that are beyond her skill, I simply incinerated them with an Imbue Arrow "fireball". You can also cast Knock on locked chests, otherwise you need Power Attack to bash them because some have 40 dmg soak...

Pincushioning the Mummy Lord with Sharwyn

The best way to tackle this dungeon, for most any character build, is to head to the North section first to take out the ogre mage (Olgin) for the Dragon Slippers (nw_it_mboots003) and a "tailored-to-build treasure drop" (in my case, Taralash, a +4 Mighty longbow granting perma-Haste); then hunt down the drow skirmisher for the Cowl of Warding (x0_armhe015) around the same area. Between the slippers and cowl you're bestowed immunity to Knockdown and mind-affecting spells (including fear), and granted modest SR and freedom status. Fear immunity is then worn against the neighboring Mummy Lord whose sarcophagus contains a Greater Amulet of Health (nw_it_mneck037), bestowing immunity to level drain, disease and poison, and granting regeneration.

Equipped with these three items, YOU'RE SET, because you're permanently warding off some of the most annoying and lethal debilitations in the game (keep an eye out for Petrification and Paralysis, though, as there are NO items that ward against them).

Push-over dragon due to a permanent ward against fear.

Apart from the encounters shown in the above screenshots, most of them are small-time skirmish stuff or trashmobs, which are so trivial they just aren't worth relaying. Loot acquired on this level - other than the few items mentioned above - is mostly incremental/temporary or picked up only to be sold off for gold. We must save our gold for CRAFTING our weapon later in the game.

Ogre mage Olgin

Descending to the next level of the dungeon...

Undermountain Levels 2 and 3 (Hordes of the Underdark Part II):

Undermountain Level 2


This next, largely uninspiring dungeon consists of a central region branching off to three separate areas (south, east, north). 

Chain Puzzle


In keeping with Undermountain 1, the center contains the exit; but first a puzzle that blocks the exit must be solved to progress. Much like the last puzzle, this involves collecting coloured chains, placing them onto same-coloured pedestals, watching as a colour code glows above a central pool, remembering the sequence, and then touching the pedestals in the order of the code to open the door leading deeper down. 

But I'm getting ahead of myself - first the four chains must be found

The first chain is found on the corpse of a goblin who was mowed down by drow as it attempted to flee. Off this corridor is a secret chamber many players would miss (green-tinted, far west), the door to which was spotted by Sharwyn. Inside are many chests, but a Spellcraft check reveals them to be an illusion, materializing into bats which flit away as we approach.

Undermountain Level Two - Central & The Chain Puzzle

The southern area is where I encounter the first flanking foes. You face off first against duergar, but then suddenly drow spawn at the entry door, behind you. But other than that triviality, this small, linear area is completely unremarkable, the sniper party simply peppering their way through benign packs of duergar battle clerics and drow spellbinders before dropping the Drow Sub-Commander - surprisingly at least pre-buffed with Stoneskin - who nevertheless put up a pathetic fight despite being also crowned with a Headband of Intellect +6 and flaunting misc. bling. 

Djinni Bottle


The trapped drow chest here contains an item of interest, the Djinni bottle, who when summoned acts as a portable merchant and gives you a stone that activates a free teleport back to Waterdeep. The OC rogue, Tomi, can be resurrected here, but you would have learned by now that Hordes' traps n locks don't require a Rogue, so bringing him back to life is just for +Exp. I should note that en route to the drow sub-boss was an inconsequential - but flavorsome - Listen check at one of the doors.

Shareesh


Moving to the eastern section the trio encounter Rakshasa - First-Borns and Adepts. These guys, led by Shareesh, are somewhat less facerollable than the earlier duergar/drow, self-buffing with Stoneskin and Haste and then unleashing Ice Storm and Ball Lightning, amongst others.

This is where you can activate the teleport (which you probably won't need as the cost of teleportation by means of the Relic is a mere Rogue Stone, and I had several by this time), and where the polite cleric Henchman from the OC, Linu, patiently awaits resurrection.


The forth and last area is the "North" one. We're up against mere goblins, but at least these ones have a unique spin. The goblin pickets fire arrows which cover you in green dye, the effect of which is to make you a target from afar. Unprepared squishy builds will be mowed down by sniper packs and shaman in the second chamber, no doubt. 

Another point of interest is that a narrow bridge must be crossed - blocked by a two metal gates, which must be lowered - as you're being fired upon by goblin archers and two ballistae. Deekin casted Summon Monster V (he would not have had this spell lvling as RDD) and the resulting meatshield soaked up the hail of aggro as my archers rapidly shot down the mobs on the other side, then angrily bashed down the gates.

Argo Blacktooth


In the final chamber is the goblin boss, Argo Blacktooth, mischievously playing with levers which debuff and direct damage anyone still marked with green dye. Argo's corpse is looted for the Belt of Hill Giant Strength and the final chain to the puzzle. The other sub-boss of the North is the hasted and aura'd Stoney (pictured above), his giant corpse looted for the valuable Boots of Speed, a highly sought after item in all NWN campaigns (and droppable by Olgin in UMI btw). Anyway, solving the puzzle as per the method detailed earlier, and trying to forget the utter borefest that is UM2, the trio descend to Undermountain Level Three.


But before that, a character update - the trio reached their second level-up two-thirds through UM2. Here are the party members' unbuffed stats:


Annoyingly, the tactical dialogue option "Don't cast spells until I say so" isn't available for Sharwyn (or other OC Henchmen - only Deekin and later Nathyrra have the option), meaning in combat she stupidly empties her spellbook of cantrips before firing her bow. This is pretty much inexcusable even if BioWare did intend OC Henchmen not to travel with you beyond Chapter One - which is itself unnecessarily limiting and rather rudely enforced, as the player also isn't given fair warning to empty the inventory before the Henchman is removed from the party, necessitating reload to get the gear back!

Undermountain Level Three


UM3 moves away from Halaster's engineered dungeons into the more open, natural (or burrowed) caverns of the Underdark. 

The first two areas are over-populated with encamped drow and host a few semi-tactical and fairly fun battles, also yielding loot actually worth harvesting. 

The trio picked off many drow spellcasters from a distance, long before they could attempt to sway things in their favor. Drow grunts who are fired upon instantly give chase and can inflict serious melee and sneak attack damage if you're not on the ball. Hit n run tactics work well, and are easier to pull off when perma-Hasted by my Taralash bow.

Left: One of the larger battles with the drow Right: UM3 Central

Nathyrra, a drow Wizard (7) / Rogue (3) Assassin (4), auto-joins in the third and final area for a party of four, but her tactics can't be tailored until Chapter Two when she officially joins the party. 

In keeping with the first two battles' theme, UM3 ends with a fight against elite drow and a crabby Drow Handmaiden boss with the object of freeing Halaster. I really enjoyed this fight, though I would have preferred a multi-staged effort with ten times the enemies rather than this one which ended far too soon. 

Unfortunately, the bard level I took which allowed me to pump Spellcraft to +12 isn't enough to identify exactly what the wizards here are casting, but regardless their spells hurt and they need to be dealt with pronto. Uber-loot here includes the Robe of Vecna.

From front to back: Halaster Blackcloak, Drow Wizards, Drow Handmaiden, PC, Drow snipers, etc.

As predicted, my most used clicky is boring old Rapid Shot. What a pity BioWare didn't design Imbue Arrow and Hail of Arrows to be more attractive. IA's fireball is party-friendly even on D&D Hardcore Rules difficulty but it isn't worth it to sacrifice RoF; and HoA circles around the enemy before hitting the target, thereby wasting precious time, doesn't bypass DR and it doesn't seem all that damaging so I can't see it being effective except at killing off mid-level trashmobs at epic player level with a single click (DA: Origins' Scatter Shot is far superior). Seeker Arrow and Arrow of Death are similarly sub-par. So very disappointing overall, but I'm still looking foward to epic levels and uber-enchantments from Rizolvir, the Drow blacksmith of Lith My'athar.

Deekin's spellbook has been pretty serviceable thus far, particularly Improved Invisibility, Haste and Summoning Creature V. His Bard Song currently bestows +2 attack, +3 damage, +2 saves, +16 HPs and +4 AC, a rock solid insta-buff that'll keep scaling into epic levels. He's surviving by virtue of my killspeed, persistently wields his crossbow even in close quarters, and hasn't died once.

Sharwyn as Fighter is an underwhelming performer, her specialty seems to be casting useless cantrips and dying. She gets dumped by the devs now, anyway, and so I relieve her of items and kick her out in preparation for recruiting the tiefling, Valen, in Lith My'athar - a hub where the Hordes campaign finally steps up a gear.

Lith My'athar (Hordes of the Underdark Part III):

Chapter Two: The Valsharess: Lith My'athar



At this point the Drow city, Lith My'athar, takes over from Waterdeep as the hub, and the game opens up somewhat.

There are several minor areas and five major quest regions which can be tackled in any order: 

  • Shaori's Fell
  • Isle of the Maker
  • Chasm of the Eye Tyrants
  • Drearing's Deep
  • Zorvak'Mur

Chapter Two is all about going to these areas, fixing the problems there, and gaining support against the Drow Matron, the Valsharess. To help us in this epic endeavor are three exceptional individuals: 

  • The Seer (can't be recruited)
  • Nathyrra (a Drow companion)
  • Valen (a Tiefling companion)

Nathyrra, The Seer and Valen

The Seer and drow of Lith My'athar are worshippers of Eilistraee, not Lolth. 

The Temple of Lloth, in Lith My'athar. The tailed man in green is Valen, bearded by Project Q.


Lith My'athar is rather striking, and the music by Jeremy Soule is both serene and epic:


I'll be postponing Isle of the Maker until I've beefed up, as Mithral Golems inflicting 4d10+14 damage with 50/+5 soak aren't much fun and the demi-lich, Alsigard, boasts of an insane 30/+20 soak and insta-death spells. Many players don't know that a few of these more difficult encounters are completely optional, but in knowing that I've never been able to ignore them.

Also unknown to many is that we can complete all five major quests by using the Relic to bind a position outside Sergeant Osyyr's trigger zone, preferably under Rizolvir's nose so we can use his forge and trade with him right up until the invasion, which then begins on OUR terms and at a suitable time to US.

First things first, though: Sharwyn is gone, so I recruit Nathyrra for her elven longbow proficiency to keep the Archer Trio idea alive, and obviously for her wizardly ways. The fact that she initially brings Bull's Strength, Cat's Grace, Knock and the very valuable Stoneskin to the table outweighs any repetition between her spellbook and Deekin's, who at this point adds Mass Haste and Energy Buffer to his repertoire. Later they'll both be able to summon and buff Dire Tigers which, while no replacement for a powerhouse like Valen, will nevertheless soak some heavy blows if anything insolent gets through our combined projectile hail.

Lots of loot is sold off, yielding 550,000 gold. Though gold comes thick and fast in Hordes, there is never really enough to fulfill all crafting, quest and "role-playing" purposes, so don't get cocky about your wealth..

cf. Rizolvir crafting.

One of the merchants sells an Arcane Archer-only bow called Forever, for 230,000 gold. Tempting, but through Rizolvir the Blacksmith I was able to craft a +10 AB, +10 Mighty, Unlimited +5 piercing ammo bow for a whopping 410,000 gold which means I don't have to hangout for North Wind +8 from the City of Lost Souls. Plus the +5 piercing damage of the crafted bow is obviously better than Forever's 1d6 fire, an oft-resisted element in this campaign.


I'm not sure if its a bug, but it seems you can only put three enchantments on a bow through Rizolvir, whereas my Weapon Master was able to put eight enchantments on his melee weapon. Not to worry, the extras aren't particularly needed.


Anyway, the Headband of Intellect +6, Robe of Vecna and Dragon Slippers are worn gladly now by Nathyrra, who wields my old perma-Haste Taralash bow. In return, I now wear Nathyrra's Boots of Speed to keep us both on crystal meth. Deekin can cast Haste on himself when he needs to keep up, which will be often.

There is one nasty bug that remained in Hordes 1.69, that of Deekin not being summonable in Chapter 3 unless he's removed from the party and then brought back in (or dies/is resurrected). So I do that now, in case later I forget.

After some minor questing in the city, the trio boards Cavallas' mysterious boat and sails off to Shaori's Fell.

SHAORI'S FELL


This quest area is all about collecting mirror shards - to assemble the Mirror of All-Seeing, to use against the Valsharess - and in the process having recurring skirmishes with Sabal, an assassin and leader of the Red Sisters, who teleports away when she takes enough damage. 

I was probably a little too hard on Imbue Arrow (fireball) earlier; it seems to be taking out drow trashmobs in two shots and that's more efficient than firing the bow twenty times. The third encounter with Sabal is pretty cool with her casting spells atop a ridge, supported by her cleric and seven crossbowmen taking poison-bolt potshots at the trio still stuck down below. 

The trio occupied with an Elder Water Elemental from Summon Creature IX, Sabal then comes down from the ridge to take us on fair and square, casting stuff like Time Stop, Word of Faith, Flame Strike and Hammer of the Gods (Spellcraft, ftw). The best tactic is of course to put her under heavy fire so her spells fizzle and she teleports away, then take out the remaining trash.



Lomylithrar


After disposing of a Drider trashmob, there's a challenge in a temple offered by the winged elven cleric, Lomylithrar. Basically he infects you with Talona's Fever (Greater Amulet of Health is auto-removed) which gets progressively more crippling as you face off against summoned monsters. Do the quest for the mirror shard reward, then put the sicko down for +EXP and a another pair of Dragon Slippers.

Massive physical stat penalties from a hideous disease:


The wizard tower is a boring wild magic zone filled with an unthematic mix of drow, demon, undead and Slaad trashmobs. Imbue Arrow comes into its own here, a single shot taking out an otherwise tedious zombie pack.


Atop the tower cowering in a small room just past a deadly trap is the apprentice, Jansil, who I let live in return for the mirror shard, mainly because I already lost my good alignment by taking out a few non-hostile winged elves, back in the village, and I'd like to get it back later (hopefully in the Dahanna encounter).

I never saw traps like this swinging blade trap in NWN2:


Onward to the castle for the final showdown with Sabal, the trio battle through a veritable drider horde, and this rather long battle is the first that necessitates a serious buff-up beforehand, courtesy of Deekin and Nathyrra, to whom through dialogue I can just tell "Cast all your buffs on me", then watch as both simultaneously turn me into a juggernaut.

Despite being critted early by a drider assassin for 50 damage, I managed to push on to spray arrows through the horde and splatter the Assanti-wielding Drider Chief for a 79 damage crit to get my revenge. I think at this stage my Weapon Master was doing 250 damage crits, so this is a massive step down from that beastly build, even with the AA's superior attack rate and ability to attack from afar (though I take much less damage than the WM, and barely ever have to use healkits).

Sabal


The fourth and final encounter with Sabal is fought in a several-pillared hall, with each pillar having a unique effect when touched. Sabal managed to use one to polymorph into a Mithral Golem but to her dismay the assumed 50/+5 soak was far outclassed by my +10 bow. The trio looted her pincushioned corpse for the Belt of Fire Giant Strength, high-fived each other, and sailed off back to the Seer's camp to unburden themselves of an immense amount of loot, in preparation for the Isle of the Maker.


Isle of the Maker


Cavallas also sails us to the Isle.

There's a non-hostile Duergar camp here led by Dahanna, but other than a merchant there is literally nothing else of interest, so we head straight into the dungeon.

Mind the acid-spike traps throughout the Isle dungeons, they're deadly.

The first section is infested with a variety of golems - clay, iron, stone, minogon. Some of which wander the corridors, some of which are camped in rooms. 

Killed golems are systematically resurrected by a wandering Scavenger Golem, thereby giving the player the opportunity to rekill them for +EXP as the section is explored. Since the SG follows a pre-set path, the player can lure golems into side rooms, kill them there, then shut them in so they stay dead. Or just kill the SG. 

The proper way, though, is to learn the two digit code for the SG, head to the Central Control Room and enter the code to blow it up. There is also a code for the tough-ass Guardian Golem blocking the exit, but the trio managed to knock it on the head.


The next dungeon down hosts a golem war: flesh versus steel. It's just a matter of killing one leader for the other, to gain support against the Valsharess. Once again, Imbue Arrow worked wonders against trash and piercing-immune Clay Golems, but the Greater Minogons guarding the Power Source are best lured into a bottleneck.


As the trio descend into the (optional) Maker's Sanctum, a puzzle blocks the way. Archers will have no difficulty solving it, however - just shoot the mirrors.


The next roadblock is a will-o-wisp asking for a password. The trio refused to answer because killing the two awakened Mithral Golems yields much more EXP. These guys have insane stats, are Hasted and in Hordes they also get the Knockdown feat, which, with only token investment in the Discipline skill, is the bane of this trio of weaklings. The trio buffed their asses off and used summons to buy time, eventually bringing them down.


The EXP yield from those kills brought us into epic levels (21), which means my AA arrows hit +11 enchantment (Imbue Arrow = 15d6 fireball).

I need moar powah for the Maker fight, though. This guy is a custom demi-lich (Alsigard) boasting of epic damage immunity and reduction (which stack). It helps if you can do enough damage before he casts Time Stop, Chain Lightning, Meteor Swarm, Horrid Wilting and whatnot, because then you might endure that assault and finish him up before his next epic battery (which you probably won't survive, unless you save scum or teleport out).

How to beat the Maker


Buffed up to the max, I endured the Maker's initial barrage of Weird as he buffed himself with Premonition and the like. Reducing him to Badly Wounded with Rapid Shot and remaining hitherto unscathed, he then cast Time Stop, after which multiple castings of Chain Lightning and Horrid Wilting wore me down to 20% health as the Maker reached Near Death status. My Cowl of Warding and Ring of Major Electrical Resistance warded off his castings of Slow and Gedlee's, respectively, and he then summoned an Elder Air Elemental that I totally ignored - concentrating fire on the Maker. Stubbornly persisting at Near Death, the Maker then unleashed Negative Energy Burst and Balagarn's Horn (Knockdown warded off with Dragon Slippers), then spammed Harm (I had 50% concealment) and Enervation as the Elder Air Elemental got some lucky hits in. The Maker then unleashed Firebrand, Bigby's Clenched Fist and Isaac's Lesser Missile Storm which necessitated from me a Potion of Heal quaffing. He then started to cast Finger of Death, but my arrow inflicting 1 damage fizzled the deadly incantation and dropped him dead.

I shot about 50 arrows, and the fight lasted about 4 minutes.

You can get immunity to Death Magic (Finger of Death) by wearing the Belt of Guiding Light bought from the Djinni.

Against the Maker, I'm thankful for my infinite +5 arrow upgrade...


You can also assemble your Shield Guardian down here if you collected all the parts on the way, and providing you have at least seven levels of Wiz/Sorc (note that the parts cannot even be found unless you have Wiz/Sorc levels).

Looting the many spell scrolls and potions, the party counts their lucky stars they survived, and in one piece. And with support guaranteed against the Valsharess from the Gold Golem, Ferron, the party teleports out of the Maker's Sanctum and back to the surface. There is an encounter here with the earlier Duergar (Dahanna), who demands a cut of the treasure (10,000 gold), but I pay her off (Persuade 1,000 gold) and give her a further 1,000 out of pity to settle things peacefully for the +7 alignment shift back towards Good.

Zorvak'Mur & Cavern of the Eye Tyrant (Hordes of the Underdark Part IV):

Before leaving Lith My'athar for the Illithid city, Zorvak'Mur, I give the Epic Gloves of Concentration to Nathyrra (+30 Concentration) and Deekin dons the Lichskull (+12 Concentration, +12 Spellcraft, 18 SR), both of which were enthusiastically looted from the Maker's Sanctum.

I also give the Seer the Mirror of All-Seeing for +1,000 Exp, then immediately ask for it back for use in Zorvak'Mur.

My most important utility item against Illithid is the Cowl of Warding, which was looted almost at the very beginning and is used consistently until end-game for Freedom status and immunity to Mind-Affecting. What this means is I don't have to worry about psionic charm (confusion), psionic mind blast (stun), dominate or slow negative status effects from mind flayers, Ulitharid, Darkerners or Venerators (there are no Alhoons in HotU, that I know of, except for Pale Master's SGU). The only things I have to look out for are other spell-like abilities and psionic mass concussion, which does high AoE bludgeoning damage with potential Knockdown.

On the way to the Illithid city the trio are ambushed by Umber Hulks. Low polygon-count aside, these look great reskinned by Project Q.


Closer to the city the trio are waylaid by boorish Duergar raiders who are killed on sight for the Helm of Shielding. This is really just a quest item to wear when talking with Illithid, so as to stop them probing your mind and causing the whole place to go instantly hostile. There is a waterfall here seemingly blocking the path, but its just an illusion. (Later on, BioWare love to troll the player by making chests and other receptacles illusions, too. This trick was also used before in UM1: I clicked on a chest and it turned into a colony of bats, which then flitted away...)

ZORVAK'MUR



Upon entry to Zorvak'Mur, the first thing the trio does is raid an Illithid Chamber, murdering a Ulitharid, a Darkener, a Venerator and two trashmob mind flayers for excellent kill EXP and a Ring of Protection +6.


Lusting for more blood, the trio enter the Thrall Pens and kill off the uncouth Duergar Warden and his minions consisting of Umber Hulks and Intellect Ravagers. There are some unusual creatures imprisoned here ripe for the killin,' including a Manticore (from Undrentide) and a Berserk Krenshar. The trio then rescue a group of Drow, led by Argosus, but Persuade them to delay their revolt until the Elder Brain is bargained with.


Back outside and to the trio's surprise, a mind flayer named Artuur offers to trade, but he has nothing of note. The trio then attend a slave auction and outbid the mind flayers for a human thrall, who is freed for +10 Good and +1000 Exp.

At this point I'm asked to remove my Helm of Shielding in order to speak with the Elder Brain. Agreeing to do so, we're teleported into the Grand Hall of the Overmind...


Elder Brain

The Elder Brain is gifted the Mirror of All-Seeing (assembled in Shaori's Fell) in exchange for withdrawing support from the Valsharess, for a whopping 7,500 EXP.


The trio are then teleported peacefully back to the surface, at which point the Slave Revolt begins (5,000 EXP) and the whole of Zorvak'Mur turns hostile.


After slaughtering the entire city, including the Adamantine Bartender, Pit Boss (Ring of Clear Thought +6) and Minotaur Thrall, the party re-enters the Grand Hall, this time as intruders, buffing up and firing their way through a large dungeon filled with multiple mobs of Umber Hulks, Intellect Ravagers, Ulitharid and Darkeners, on their way to the now-hostile Elder Brain.

After surviving an Overmind-induced dreamscape, the trio lay the smackdown on the Elder Brain (+2,000 EXP) and a few wretched Darkeners make their last stand. This fight actually isn't all that easy with all the psionic concussion spam, but the trio pull through.

One thing to look out for while fighting through the Grand Hall is innocent thralls wrongly flagged as hostile who when killed can stuff up your Good alignment.


With the betrayal of the Overmind complete and the quest failed (the "consequence" is minimal) but EXP maximized, the trio use the Relic of the Reaper to teleport straight back to a binded point west of the Environs, from where access to Drearing's Deep and the Chasm of the Eye Tyrants is granted.

Here is also found various trashmobs including Umber Hulks, Harpies and Driders. The trio also found the Prismatic Dragon Boots (+4 DEX, immunity to Fear/Knockdown and SR 24), which are a perfect fit for Nathyrra. This means all three of us are now immune to the annoying Knockdown effect of the grease pumps in the Beholder Caves coming up...

CHASM OF THE EYE TYRANTS


On the way to the Beholder Caves the trio are ambushed by the Drow, Eldath Ra'sin. Encircled by several crossbowmen and two wizards, this can be a difficult fight. Eldath himself wields a wicked two-bladed sword and looting his corpse yields armor with a kickass once-per-day Battle Tide ability.


The Beholder Caves are just a big, boring maze jam-packed with Beholders and Beholder Mages, the floor thickly coated in grease traps. Deekin seems proactive in casting Greater Dispelling on them. There is a decent Drow encounter in one of the side rooms with several grunts and three Wizards, one of whom is an Emissary of the Valsharess. Otherwise, this dungeon is a faceroll until the central chamber.


Eye Tyrant


In the central chamber dwells the Eye Tyrant and his support crew of several Beholders and Mage-types. With immunity to fear, confusion and domination gaze, the only problem here (other than basic magic damage) is the Eye Tyrant's (DC 15) petrification gaze, because there is no immunity for petrification in NWN, and petrification means game over. But then, unless you have appalling Fortitude (or roll a 1, which is entirely possible), you should be fine. I'm not sure if being able to kill the ET without the obelisk found in the Lower Tunnels is a bug or not, but I was going down there, anyway.


There is an easily missable room behind the central chamber with three Drow chests, containing good loot.

After downing the Eye Tyrant and looting the place you're best off binding a position in the central chamber and then teleporting back to Rizolvir to sell off any heavy gear. The is because the Lower Tunnels are a dead magic zone, meaning spells and magical items simply fail to work, fullstop. Without a Belt of X Giant Strength and still stupidly carrying loads of loot, you can easily find yourself heavily encumbered down there, moving at a snail's pace.

An odd thing happened when I teleported back, though: the game took control of my character momentarily and tried to run me towards Sergeant Osyyr, who was already running for me to trigger the invasion. But since I was Hasted, I just led him on a wild goose chase around Lyth My'athar and then returned to Rizolvir to sell off my gear, after which I teleported back to the Beholder Cave.

Lower Tunnels


OK, so. The Lower Tunnels is quite a cruel place for new players. Magic of any kind does not work down here. Even my +10 longbow has been nerfed to a +0 noob-bow and my infinite +5 arrows have been replaced with an empty slot. Luckily Nathyrra's inventory was stacked with arrow quivers. The Relic of the Reaper does not work down here, but thankfully Bard Song and healing kits function as normal.


The place is infested with Sword and Dire spiders that easily entangle you without the Cowl of Warding and then inflict STR-draining poison which can encumber you. On top of that, Ettercaps cast web. The good thing is that you can still attack while in these immobile states, and with ranged weapons the spiders can be killed before they close in with their venomous attacks. The bad thing is that, unless you roll with stealth, you're bound to get entangled a few times and then have to wait several seconds staring at your screen for the effect to wear off.

Bebilith


There is an ancient mechanism found about two-thirds through the tunnels, which, with high Spellcraft, I was able to decipher in order to open a trapped door. This is a short-cut that bypasses the last third of the dungeon and the fearsome Bebilith, a very difficult foe to beat with no magical gear or spells.


So, through the door and into the next room stands the obelisk with a simple match-the-symbols puzzle that "dispels" the dead magic, after which your gear re-activates, your spells can be cast, and the Bebilith becomes a cakewalk. Note that while the Bebilith is possible to kill under dead magic (my Weapon Master did it), it just isn't recommended. I could easily fire arrows from outside the entrance, knowing that it can't reach me (cheese), or I could just take my chances and try outrunning it to the obelisk. But the elegant solution is the short-cut, and also gives +EXP.

Obelisk Core


The obelisk here is then looted for the obelisk core, an item that harms the Eye Tyrant when activated (which I didn't need, and its all but useless, anyway).


The trio found many +4 weapons in the caves, an Ironskin ring and an Amulet of Radiance which should look divine on Aribeth (+6 CHA for Paladins).

With the Chasm defeated and only Drearing's Deep remaining until the invasion and confrontation with the Valsharess, the trio teleport back to the west-of-Environs binding.

I notice that Nathyrra is pulling her wait in combat with ranged sneak attacks. They seem easy for her to consistently land since the enemy is almost always focused on me and she only has to be within 30 feet of the target. Sweet.

Drearing's Deep & Valsharess (Hordes of the Underdark Part V):

DREARING'S DEEP


The party now tackles the fifth and last quest area of Chapter 2, starting off in the village of Drearing's Deep, oppressed by a strange cult.

There isn't much in this village to relay, just two merchants who sell basic supplies but nothing else of interest.

A gong stands outside an imposing temple, so the party sounds it. A wizard emerges from the temple and marches down to the gong flanked by two Cult Knights, the party and the villagers now circling the gong to listen to his speech. The wizard, known as Sodalis, declares the gathering "a ceremony" and asks who will serve the will of Vix'thra (ie, sacrifice themselves). The trio saves the ass of a villager by offering to serve for +EXP, and so the party is teleported into the Cult Temple where Sodalis makes it clear this is a sacrifice - then leaves to make preparations, leaving the trio alone with his "knights".


With the downstairs crypt needing a key, now its simply a matter of killing the two Cult Knights and then fighting to the top of the temple through more Cult Knights, Skeletal Devourers and Shadow Fiends in order to confront Sodalis. On the second level there is an altar upon which black pearls can be placed to enchant weapons with on-hit DC 24 STR drain. To my dismay, it only works on melee weapons (archers really get the short end of the stick in Hordes - as said before, Rizolvir can also only enchant ranged weapons with three mods whereas melee weapons can have eight, and now this)...

Sodalis


On the third and top level the trio confront Sodalis, who is scripted to move freely about the rooms (after casting Time Stop and unleashing a barrage of AoEs), seducing the trio into pursuing and tripping traps thickly laid over the floor. But under concentrated rapid fire from a +10 bow and Nathyrra's sneak attacks, he was dropped before his second barrage. His corpse and warchests looted for top-tier gear and the crypt key, the trio backtracks down to the first level, and then descends into the crypt...


This first part is just a matter of killing a few Bone Golems (50% piercing immune), snatching the rope from a chest, and then using it to climb down a central pit to drop into the Cult Temple's Inner Sanctum.

Here, the trio drops down in front of a startled Cult Monk flanked by two more Bone Golems. After killing them, a gaseous form rises from the monk's corpse and enters a nearby sarcophagus. The trio quickly bash a nearby crate, collects the resulting splintered wood and drives a stake into the vampire's heart before it regenerates. Now with an energy orb and another key looted from the vampire's corpse, the trio enter the next major area.

In here is a large, electrically-charged hub consisting of pedestals whereupon energy orbs must be placed in order to electrify doors from a central power source, thereby opening them for access to other areas. The first door requires one orb on one pedestal, the second one each on two, the third one each on three. Being currently in possession of just one orb, the trio places it on the singular pedestal on the room's west side, gaining access to the western area.

This area contains several vampiric monks who must be fought at once and then staked before you have to fight them again, and also a Cult Elder Monk who holds the second energy orb.

The first part of the eastern area is no joke: no less than six Bone Golems flanked by the Shadow Master, who nimbly sneaks off before he can be engaged. In this same room lies the astral deva, Lavoera, attached to a blood-extracting device and in Near Death state. Her blood can be extracted then poured on nearby golem parts to create a trio of Bone Golems allies, but I found them too slow to bother with. The devas freedom requires a Nullifier Rod, so the trio head off to find it.


Shadow Master's Lair


Killing off a Drow Handmaiden and her entourage of wizards and warriors, then taking out yet more Bone Golems, the trio reach the Shadow Master's lair.

This rogue vampire dual-wields Hatred and Strife kukris and uses Hide in Plain Sight to get off fairly strong at-will sneak attacks, but being alone he was no real threat. The trio loot his corpse for some wicked rogue gear and the final energy orb, then stake him. In his den is found the Nullifier Rod which is used to finally free Lavoera from her torture device. She can either join the party against Vix'thra or help out in the invasion segments. We ask her to join, as she'll help out in the invasion, anyway, when we ask later.


Placing the three energy orbs on the three pedestals in the north, the gate to Vix'thra is finally opened. But first there is one last vampire to vanquish, Sodalis, the wizard. He puts up less of a fight than last time, so this encounter isn't worth relaying. The four take him out, then stake him in his tomb to seal his fate.



Vix'thra: Draco-lich


Now the intrepid four enter the Hall of the Sacred One to face the draco-lich, Vix'thra'na'arxterys. Unlike BioWare's BG2, this lich actually has a phylactery which must be destroyed, first. Buffed to the heavens, the party sprints past the draco-lich, tripping traps along the way towards his treasure room, and shoots the phylactery to pieces, before the Bone Golems guarding it can even raise an eye-bone. Vix'thra, furious as hell, teleports over and casts Fire Storm and Chain Lightning, then fills the lair with Negative Energy breath, doing major, major harm. But the bows of the heroes continue to sing and, aided by Lavoera's generous castings of Sunburst and Heal, Vix'thra is defeated, his massive framework of bones all that remains. The astral deva flutters away, promising to accompany us once again to defend Lyth My'athar against the coming Valsharess onslaught.




The party loots the draco-lich horde, stuffing their pockets and bags full of gold, gems, jewels, scrolls and epic weapons and items. Deekin was gifted the Crossbow of Murder and RDD-only Greater Wyrm Gauntlets, both perfect for him. Heavily encumbered from phat lewt, the trio bind back to Rizolvir to sell it off, bringing their bank balance to 1,000,000 gold. (I suggest you only sell off what you absolutely need to. The reason for this is that Rizolvir will only pay a max of 10,000 gold for an item at this point, whereas in Chapter 3, coming up, his merchant cap is raised to 50,000.)
 

BATTLE FOR LITH MY'ATHAR


Sergeant Osyyr, exhausted from the wild goose chase we previously led him on, finally catches up and brings us to the Seer where we learn the invasion of the Valsharess is now imminent.

Then follows a multi-segment battle in which the player is held largely responsible for the defense of Lith-My'athar. You can speak to various units at your disposal and control their positioning, to an extent. What you command and what you go up against is dependent on how you solved the major areas.


The first segment involves fighting waves of Duergar and Drow attempting to breach the inner gates. Demons and Devils are summoned into the courtyard, but most of the enemy troops can be held within the bottleneck of the outer gates and burned to a crisp there, with Imbue Arrow.


The second segment is all about defending the Seer from champion Drow troops, within the city. This is somewhat harder, and I recommend having your Battle Golems and Lavoera as support for this part because if the Seer dies, its game over.

Valen (the Weapon Master Henchman) helps out in this fight even if you didn't recruit him, whirl-winding and tanking the enemies. He died in this segment because he was limited to his default gear (I hadn't given him anything else).

Lavoera pissed me off by not wielding her mace, Lavoera's Wrath, which I left her with after the fight with Vix'thra, instead choosing to fight bare-handed. She still kicked ass, though.


I faced a third segment due to my failure with the Overmind, but it was just a token wave of Umber Hulks and illithid led by a Paragon Mind Flayer.

THE VALSHARESS




Emboldened by their victories, the allies march to the fortress of the Valsharess, but the PC alone is teleported away by Mephistopheles, whom the Valsharess falsely thinks she has bound to her will. Meph breaks free, slays the Red Sisters and then frees the PC to fight the Valsharess, one-on-one.

 
Very cool battle, this. Awesome music. The Valsharess first successfully buffs herself with Aura of Hellfire, Battle Tide, Regenerate, Divine Power, Divine Favor and Prayer, despite being under heavy Rapid Shot fire, and then shouts "Ultrinnan!" (Viconia, ftw) before unleashing Hell Inferno, Storm of Vengeance and Fire Storm. Twice she managed to completely Heal herself at Near Death, which was annoying. But she eventually succumbed to the relentless hail of arrows. I reloaded a few times to muck around with this battle, and it seems she's most deadly if she decides to engage in melee with Will of Lloth, a loud-cracking whip which inflicts on-hit DC 26 wounding and STR drain. Plus, each of her melee attacks are augmented with divine, magic and fire from clerical buffs, making her even more dangerous in close quarters (especially for squishy archers).

Mephistopheles kills the PC in a cutscene after the duel with the Valsharess, closing out Chapter 2.




City of Lost Souls (Hordes of the Underdark Part VI):

CITY OF LOST SOULS


Ok, a change of pace in this chapter - at least in the beginning. Lots of talking and non-combat questing.

Basically, the trio are stuck in Cania (the Eighth Hell of Baator). Mephistopheles rules Cania and is devouring souls to fuel his undead legion back in Toril. The only way back to Toril is to discover the "True Name" of the Reaper.

Cania is so bitterly cold that the trio takes cold damage just by walking around the City of Lost Souls. You can light a fire with three Velox Berries and become immune to cold for a long time. The berries are found on shrubs that are dotted about the area. While that's definitely useful later for most players, at this early stage the low damage doesn't really require it.

The spirits of the City of Lost Souls:


After farming initial dialogue EXP, my first quest is to lead the Scrivener creature to three carved pillars, after which I gain access to Aribeth de Tylmarande, the famous, fiery Paladin of Tyr from NWN OC, who, in Hordes, has isolated herself in an icy cave after being quenched by Meph for opposing his policy of Devouring.

I light a campfire at her feet using three Velox Berries, after which the ghostly Aribeth turns hostile but then surrenders after taking heavy damage. I choose the good and justice dialogue choices to placate and recruit her as a Paladin (18)/ Blackguard (6). Our faithful kobold companion, Deekin, is reluctantly dumped at this point (though he might be recruited again for the final fight).

Aribeth eventually becomes opaque:


Ghostly Aribeth proudly receives the Warlord's Breastplate and Amulet of Divine Radiance for a mighty +12 CHA (+12 divine damage under Divine Might). She wields the North Wind bow bought from the demon merchant, Gru'ul, and upgraded by Rizolvir (now in the Hellbreath Tavern) to +10 (cannot upgrade to +5 infinite ammo because it already does +1d6 cold). Aribeth is now capable of Smite-critting for 100 damage, and she also wears Vestaments of Faith, my old Ring of Protection +6 and a Belt of Agility +10 bought from Gru'ul for +4 AB.

Aribeth is far superior geared with sword and shield, but I'm sort of sticking with my archer-only trio throughout this run, if I can. So that Nathyrra doesn't feel left out, her Taralash bow is also upgraded to +10 with +5 infinite ammo. From Gru'ul my Arcane Archer purchases a Ring of Protection +9. For the trio in general, I buy another Rod of Resurrection.

The trio now confidently decked out, we get down to business. We kill the Tavernkeeper Dragon and Arden Swift for giggles and EXP, then solve the Five-Fold Mysteries and correctly answer Dharvana's test for the Sensei's Amulet. I don the amulet, quaff a potion of Owl's Wisdom and, with WIS 15, am able to enter the Sleeping Man's dreams to learn of the Knower of Places, the Knower of Names and to reveal in his chamber an astral door leading to the first dungeon of Chapter 3, in which a Puzzle Ring is located - all of which are required to find the True Name of the Reaper.

Cut through the nonsense: Slay Arden Swift in the tavern, loot his corpse for the trumpet, slay Dharvana in the temple, equip the amulet that is auto-added to your inventory, click on Sleeping Man, ask about the Puzzle Ring, enter the Astral Door that appears:

Subterranean Vault


So the new-formed trio step through the astral door to the Subterranean Vault and find themselves up against three waves of epic undead, who hit like trucks. Our combined ranged DPS was just enough to succeed in this encounter, though on one occasion we were unable to hold our ground. 

Puzzle Ring


Anyway, after killing off the undead we loot the three essence orbs of pieces and combine them in the order of Hope-Faith-Love to assemble the Puzzle Ring artifact. (Just a sidenote, there is treasure down here that cannot be looted until end-game when we have a certain device: the Demonic Grappling Hand.)


Anyway, the Puzzle Ring is a cool concept. When you put it on you see the world differently - some things are revealed that you couldn't see before, some are hidden that you could. Sort of like a switchable spectrum doo-dah. So you swap it on and off in order to explore areas and proceed in the plot. With the Puzzle Ring on the trio spots a hidden altar in the Sleeping Man's chamber, upon which an epic helm for Aribeth (Helm of Righteousness) proudly sits. Arrow symbols also appear on the floor now, pointing in a direction the trio follow. Back outside, the arrows lead to a second astral door. We enter.

Wastes of Cania


We find ourselves now in the Wastes of Cania, and here the periodic cold damage is doubled. Spying Meph's Guardian of the Path (the first of three), Aribeth is told to cast Divine Might and Divine Shield; Nathyrra directed to buff me into a juggernaut. During this battle the demonflesh Guardian casts Time Stop and polymorphs me into three different creatures, a bizarre tactic. Aribeth is the standout in this fight, landing two crits (Divine damage also doubled). We loot the corpse for the Astral Blade +8 (2d6 Sonic), obviously custom made for Aribeth (but she won't be using it).

Sensei's Amulet


Now, using the Sensei's Amulet's unique power, the PC can polymorph at-will into Pixie, Earth Elemental and Wolf form in order to tackle future obstacles. For example, the Earth Elemental is used to bash away fallen ice blocking a tunnel entrance to the Deeper Wastes. (This concept was later employed by BioWare in Dragon Age: Origins' The Fade.)

Now in the Deeper Wastes, the cold becomes even more bitter. There are Ice Troll Berserkers and Shaman mobs here, and an Alpha Hell Frost Worg, neither of which are much of a threat. Unable to proceed due to the lava-flow of the River Styx, we're forced to enter the Mimic's Nest.

Mimic's Nest


In here an animated chest appears (piloted by a Mimic), from which a demonic grappling hand pops out and steals the armor from my body. After fighting off crack-shot axe-throwing Azer Gem Miners (with insane off-screen range), a simple lever puzzle is solved with the aid of the Puzzle Ring and a door is blasted open enabling the trio to further pursue the Mimic.

The Puzzle Ring reveals two hidden levers:


Now we find ourselves in the Hall of Gems, so-called because machines spit out "gem piles" around the area which the Mimic greedily devours. This area is solved by collecting gem piles, placing them down on the ground spaced out to create a path for the Mimic to follow, luring the Mimic into a Fire Conductor's area of effect, then timing the pulling of a lever such that the Mimic is in the AoE and is thereby destroyed.

Grappling Hand


With this done, the grappling hand is added to my inventory and the Mimic's chest is looted to get my armor back and the Boots of Striding +10 (for Aribeth). In a surprise encounter, the winged Gargamesh flies down to duke it out, is killed, and his corpse is looted for Radiant Death +12 katana (crafts are limited to +10).

Radiant Death +12


• Radiant Death +12 katana [X2_WSWMKA006]: Enhancement Bonus +12, Keen, Massive Criticals 5 Damage, Use Limitation: Class: Weapon Master.

We enter through yet another astral door, back into the Deeper Wastes. Here the party peppers more ice trolls with arrows, then uses the grappling hand to pass over the River Styx.

The Mimic is blown up:


Firing at ice trolls on the other side of a fiery rift:


Grimgnaw Party


The Puzzle Ring reveals a hidden astral door, but the trio must first buff themselves to the max, as through the door is the most epic encounter offered by official NWN content. In this battle the trio is up against the NWN OC Monk, Grimgnaw, the NWN OC antagonist Maugrim, the lich Balpheron, the minotaur Koth Uth-Kalin and the rogue Crimson.

First I summon the Djinni merchant and purchase Fletcher's Friend - an AA-only armor for 150,000 gold that bestows +1 AC. I have Nathyrra cast Stoneskin and Improved Invisibility on me, Bull's Strength and Haste on Aribeth and Elemental Shield on herself. Stoneskin is cast by me on Aribeth and Nathyrra from the Gargoyle Boots. I cast Battle Tide on myself from the Dragon Armor, then True Sight from the Gem of Seeing. I quaff a Bless potion and each of the trio quaff a Potion of Aid. Finally, Aribeth casts Divine Might and Divine Shield. We enter the astral door into the Abandoned Entryway.

Upon entry, we find ourselves nose-to-nose with Grimgnaw who is flanked by the four other epics. Without foreknowledge, this fight is touch and go (at least on D&D Hardcore rules). Most new players will have to reload a few times unless they get extremely lucky, since there's lots going on and many things can happen. Instant game-enders are things like Stunning Fist/Knockdown, minotaur 100+ damage crits and Balpheron's necromantics. Hit n run and kiting tactics are limited in a confined area and you can't outrun monk speed, anyway. Not having a solid tank holding back the DPS lords (Grimgnaw and Koth) doesn't help, either. The fight can be made easier with a few potions of full heal, but I don't like relying on more than one or two (even if Grimgnaw's "AI" quaffs like mad.)

Ok, dialogue ends and warcries resound. Ignoring Grimgnaw, I engage Rapid Shot and focus fire on the biggest threat, Balpheron, who drops before he can cast Time Stop (you don't want him buffing the monk and minotaur with Mass Haste, then unleashing Horrid Wilting etc. while you're being beaten to a pulp). Aribeth at this point was soaking huge blows from the minotaur and was knocked down, but was saved from certain death by my hail of arrows, one of which critted for 83 damage. Grimgnaw then kills Nathyrra but he himself follows soon after, his chest pierced with a volly of arrows as he vainly tried to quaff a healing potion. The priest Maugrim, hitherto merrily unleashing his mediocre repertoire unhindered, then stands no chance against a dual volly from Aribeth and myself, taking two stinging crits from me in quick succession (79/83 damage). The cowardly Crimson is then mowed down from afar, ending the epic evil party.

Note that I didn't save-scum in this battle (nor do I in any battle) and that I didn't quaff any full heal potions or even move from my starting position until I mowed down Crimson at the end, who had run away like a coward. The key to this battle, for me, is taking out Balpheron before he casts Time Stop, which my AA was consistently able to do. Note also that Nathyrra is bugged to cast no more than one buff of the same type (if Deekin was with me, all Henchman could have also been under Improved Invisibility). So, I recommend not recruiting Nathyrra unless you intend to build her to assassin because, as wizard, other bugs exist that limit her spell choices as the game progresses (for example, this run I didn't even get her Mantle line or Dire Tiger summon, wtf).

Knocked-down Aribeth is saved from the mighty minotaur, Koth:


Grimgnaw vainly tries to quaff a healing potion:


Maugrim takes two crits:


Crimson is dropped last:


I didn't take a screenshot of the first kill, Balpheron, he just died too quickly; four or five arrow shots.

Loot here is suitably epic, mostly +5, +6 and +7 stuff that you wish you had before this fight. I wear Cloak of Epic Spell Resistance (SR 35) and the Robe of Leathers for Greater Cat's Grace (2d4+1 DEX) once-per-day, but its on-hit lvl 15 Infestation of Maggots has a uselessly low DC of 16. Nathyrra now wears the Robe of Balpheron for the cold soak, its on-hit Negative Energy Burst bugged in that it does divine damage (also melee-only...) Aribeth slips on the Epic Gloves of Discipline, there being nothing else she needs, and both Nathyrra and I don Amulets of Natural Armor +6. I also wear the Ring of Elemental Cold Immunity.

There is a blocked exit here and a sideroom requiring the key from Grimgnaw's corpse, and then the Pixie polymorph (Sensai's Amulet) to reach a lever that clears the way. The trio then enter the Puzzlers' Sepulcher.

Puzzlers' Sepulcher


This next section is filled with winged Puzzlers who are no match for an archer party. The trio must travel over a large lake of lava by pulling levers which teleport them from one platform to another, sort of like stepping stones. Each platform has rotating arrows indicating the direction of teleportation when the lever is pulled. Three platforms have additional levers which emit a coloured glow. With the colour on the three platforms set to "blue", the trio travel to the other side of the lake, rotate three blue-glowing statues to face a door, then pull one last lever to zap it open.

Lava lake and platforms:


The Way is Opened:


The next lava-lake dungeon is explored by means of the grappling hand latching onto chains hanging down from the ceiling. An inventive mechanic. Again, archery shines here.

Camped at the end of this dungeon is the second Guardian of the Path, a stealthy Black Slaad; a damage sponge. 

Knower of Places


After downing it we enter a portal and come face to face with the Knower of Places, who upgrades our Puzzle Ring and opens an astral door leading to the Knower of Names.

The Knower of Places:


Here in the Deepest Wastes, Cania reaches her most bitter chill, but each member of the trio has cold immunity or at least enough soak to fully mitigate cold damage (regen also helps). We fight through boring Frost Giants packs and yet more Ice trolls on our way to a generic fortress, wherein more Frost Giants dwell.


Windswept Battlefield


Passing through the fortress we enter the Windswept Battlefield where the Blood War rages (demons vs. devils). After killing them all the third and last Guardian of the Path (a pit fiend) commands his legions to end us, and we then confront waves and waves of halberd-wielding Devil Warrior spawns (80 in total).

Pit Fiend flanked by Devil Warriors:


His undead legion destroyed, we now face the pit fiend who, under heavy fire, panicked and started spamming heal, but still went down like a sack of potatoes.

Pit fiend panics, then dies:


Catapult


With the rubbish on the battlefield swept away, we grapple-hand across the lava to a catapult, polymorph to Earth Elemental, throw the catapult back to the other side of the lava, cancel polymorph, grapple-hand back, rotate the catapult four times counter-clockwise (or, if the "impaled corpse" is 7 o'clock, then aim for 3 o'clock), and fire it into a sunken section of ice, finally revealing the imprisoned Knower of Names, who flutters out and stands before us.

Knower of Names


At this point I learn from the Knower of Names the True Name of the Reaper (Hecugoth the Abandoned) and also pay 200,000 gold to learn the True Names of Aribeth and Deekin (I don't bother with Nathyrra's, as I'll be dumping her for Deekin soon). You can also pay 500,000 gold for Mephistopheles' True Name, but there's no fun in not fighting him. Lastly, I learn that I'm the True Love of the Sleeping Man.

The Knower of Names, catapult behind:


Sleeping Man's True Love


The Knower of Names returns us to the Sleeping Man's chamber, and here I whisper the True Name of his True Love into his ear: Murdus the Wild (aka, my female character). The Sleeping Man awakens and he promises to help me against Mephistopheles. 

But before that I re-enter the Vault underneath the Sleeping Man's chamber and use the grappling hand to reach a chest containing the Shroud of Kings. This cloak has a -4 penalty to CHA but +2 to all other stats (end-game CHA/Persuade checks can be bypassed with True Names, so I might as well wear it.)

Green guy is the Sleeping Man (a celestial):


I replace Nathyrra with Deekin because Bard Song is just much more useful in the Final Battle than a bugged-out wizard. I upgrade Deekin's Crossbow of Murder to +10 and then portal out of the City of Lost Souls into the Gatehouse.

Reaper's True Name


Commanding the Reaper with his True Name to send us back to Toril, he opens a Planar Gate. I step towards it to trigger dialogue with my companions. With their True Names I command Aribeth (Va'ardalia the Twinsouled) to feel no guilt about Neverwinter, and for Deekin (Ixthyria the Scalesinger) to believe in himself.

After sharing this deep and meaningful moment, the trio wipe away each others' tears and prepare for the final fight. Much like the buff-fest against Grimgnaw, I first cast Stoneskin on the trio with the Gargoyle Boots, then tell Deekin to cast Improved Invisibility and Mass Haste on us all (unlike Nathyrra he can cast the same spell more than once). Deekin casts Energy Buffer and I cast Greater Cat's Grace from the Robe of Leathers and Battle Tide from the Dragon Armor. Now Aribeth casts Divine Might and Divine Shield, and Deekin begins his Doom-song.

Mephistopheles (Part VII Hordes of the Underdark):

MEPHISTOPHELES NWN


We step through the Planar Gate and come full circle back into Waterdeep, where Mephistopheles fails in his attempts to turn Aribeth and Deekin against me (I needed to invoke Aribeth's True Name a second time, and the ultra-loyal Deekin simply defies Mephistopheles, outright).

Mephistopheles:


The fight begins and we immediately fire our pointy projectiles into Mephistopheles' hulking, 20/- damage soak frame as the Sleeping Man drops down from the sky, then casts Improved Invisibility on himself. Meph casts Meteor Swarm, but I have epic fire soak (and cold, btw). At Barely Injured, Mephistopheles takes off leaving us to fight Ice Beasts.



He then returns with a vengeance in melee, inflicting epic physical, cold and fire: slaying the Sleeping Man, Deekin and Aribeth - and almost taking me out as well. I run, quaff a full heal potion and do enough damage for him to hit Injured status; after which, he takes off again.



I manage to resurrect Aribeth and Deekin and tell them both to buff just before the Lava Beasts are summoned. We fight them off, and Mephistopheles returns a second time to kill off both companions, twice more, with me resurrecting them each time and firing from behind my "sacrifices".
 



During this segment I manage to reduce Mephistopheles to Badly Wounded, at which point I just decide to run around kiting him to death, though he occasionally uses a sort of "force-pull" and emits a fiery AoE, so it's risky and requires decent timing. Mephistopheles then surrenders and I lay the smackdown. And that, as they say, is that.



I wasn't able to use acid arrows because you can't replace a ranged weapon's +5 infinite upgrade quiver with them. But still, with 1d8+18 damage and +5 piercing ammo, +2 magic from Battle Tide and +3 bludgeoning from Bard Song I was able to inflict respectable damage. Cold and especially fire resistance is obviously paramount against an infernal power such as Mephistopheles. Bard Song, being a multi-purpose insta-buff, is also extremely valuable here, as it is throughout the campaign. What really annoyed me was that companion buffs don't seem to carry over in the module transition between the Gatehouse and Waterdeep, rendering Deekin and co. even less effective against Meph than they already are (they could hit the Beasts, though).

Overall, the lead-up to the fight and the fight itself bored me somewhat (but then, this is like my forth time through the game since it came out, in 2003). There just isn't much room for tactics, and there's minimal variety (Ice and Lava Beasts? Please...) It's just gear-up, buff-up and then stand and deliver. Again, boring. New players fighting Meph for the first time will probably enjoy it and want to play Hordes again, but not for this (seemingly rushed) final encounter.

IMO, the best parts of Hordes are Undermountain Level One (explorative), Level Three (Drow are fun to fight) and most of Chapter 2 (the freedom, the Valsharess, that music!). Chapter 3 has its moments and inventive mechanics (Puzzle Ring, Demonic Grappling Hand, some actual role-playing, some good writing and characters) but the dungeon and encounter design, for me, just isn't as interesting overall as the previous two chapters. Anyway, I don't consider this run a waste of time - it was fun enough.

FINAL PARTY ROSTER


(Characters Buffed For Meph Fight)

Lilura1: Fighter (7) / Bard (3) / Arcane Archer (16)

  • DEX: 34
  • (Rapid Shot) Attack: 57/57/52/47/42
  • Damage: 1-8 +18, +2 magical, +3 bludgeoning, +5 piercing (crit 19-20 x3), on-hit DC 16 IoM.
  • AC: 51
  • HPs: 318
  • Reflex: 31
  • Tumble (32), Spellcraft (30), Appraise (30)
  • Best clicky: Rapid Shot, Imbue Arrow

The -20% EXP penalty resulted only in -1 level from my Weapon Master run (I should have taken Wizard, not Bard), my gear was not meta-gamed to the max, my build not optimal. To no surprise the overall dungeon/encounter design of HotU does not favor archery and archery misses out on five Rizolvir mods and doesn't get on-hit Strength drain from the Black Pearl. On the upside I almost never needed healing items unlike my extreme DPS Weapon Master. Having Spellcraft makes NWN more interesting to play, too.

Aribeth de Tylmarande: Paladin of Tyr (20) / Blackguard (6)

  • CHA: 35
  • Attack: 39/34/29/24
  • Damage: 1-8 +4, +3 bludgeoning, +1-6 cold, +12 divine (crit 20 x3)
  • AC: 46
  • HPs: 569
  • Fortitude: 55
  • Discipline (44), Intimidate (32)
  • Best clicky: Divine Might, Divine Shield

I forgot to give her Nathyrra's Taralash, she also has no ranged related feats (all weapon feats for longsword). She has Smite and Sneak Attack from Blackguard levels, but the AI rarely lets her use the former. Aribeth is an unstoppable companion and a great and loveable character.

Deekin: Bard (21) / Red Dragon Disciple (1)

Not level 26 (ie, missing 3 lvls) due to dumping him for almost all of Chapter 3.

  • CHA: 28
  • Attack: 26/21/15
  • Damage: 1-8, +3 bludgeoning, +5 piercing (crit 17-20 x2)
  • AC: 39
  • HPs: 246
  • Will: 20
  • Lore (60), Perform (47), Spellcraft (47)
  • Best clicky: Bard Song

Deekin did not receive Lasting Inspiration (21), which is just a rip-off. Great Wyrm Gauntlets do not give +2d6 fire damage on ranged attacks. Can be effective in melee if going RDD (strong and resilient). The best and most entertaining companion in the NWN series.

THE END


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