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Firewine Dungeon


Did we miss anything in this location? Is there something we didn't discover? Let us know!


This dungeon is perhaps the biggest pain in the butt of all the Sword Coast: the corridors are really tight, making party control really hard and requiring a lot of micromanagement, kobold commandos inhabit it by hundreds, there are numerous traps, often in your way and the respawning rate is really high. Reload once and you're dead. If this pain was not great enough, there is another thing to consider: there is NOTHING of use in this dungeon, no treasure, no nothing! And if this dungeon drives you insane, at least you won't be the only one.


1- EXIT TO THE FIREWINE BRIDGE


2- EXIT TO THE TEMPLE AND WINERY IN GULLYKIN


3- GHOST KNIGHTS:

They cannot find peace until their traitorous comrade joins them because they have sworn that they would enter the dungeon together and leave it together. Their comrade can be found at area (4). Kill him and restore his Ancient Plate to the Ghost Knights so that they can finally find peace. You get 1500 Exp. for doing so.


4- UNDEAD KNIGHT:

The knight who betrayed his comrades for gold and treasures. He asks you to destroy him and to bring his plate to his ancient comrades at location (3).


5- LENDARN AND 3 OGRILLONS:

A mage whose involvement in the story remains unknown to the writer of these lines. He attacks you, however, so you have to defend yourself(he casts such things as Lightning Bolt). He is worth a good 1400 Exp. and has a Mage Robe of Electrical Resistance, 159 gp., a Potion of Power, a Potion of Stone Form and 4 scrolls: Ghoul Touch, Fireball, Cloudkill and Lightening Bolt. His Ogrillons are not far from him.


6- OGRE MAGE:

The ogre mage responsible for the kobold invasion of the ruins and for the harassment of Gullykin. He was the one supervising everything. Kill him for 650 Exp., 2 Ziose Gems and a Pearl Necklace. Then, return to Gandolar Luckyfoot in Gullykin for a nice reward.


7- EXIT TO JENKAL'S HOUSE:

Perhaps the best entrance to the Firewine Dungeon. You can enter, kill the Ogre Mage, kill Lendarn and his Ogrillons, loot them and leave by the same path. This way you avoid the annoying Kobold Commandos and you don't become completely insane! Plus you miss nothing of importance(1500 Exp. for the Knight's quest is not that much).


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K. Kobolds and Kobold Commandos. These are the spots where you find a lot of them, but they run around a lot so you'll find them everywhere!
T. Traps. Watch out, they are often in your path.