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Main Halls
Map of the Main Halls


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


Possible Encounters
Ancient Zombie
Ghast
Ghoul
Inglore
Lizardfolk
Lizardfolk Chief
Lizardfolk Ghoul
Lizardfolk Leader
Lizardfolk Shaman
Master Shadow
Mol
Mol's Shaman
Onglore
Orc
Orc Ghoul
Orc Leader
Orc Shaman
Orc Witch Doctor
Orog
Preybelish
Scarred Mage
Shadow
Skeleton
Skeleton Elder
Skeleton Knight
Skeleton Lord
Wounded Lizardfolk
Wraith
Zombie
Zombie Lord
Zud



1 - MAIN HALLS ENTRANCE

You'll be welcomed into the ruins of the Main Halls by two Orcs and an Orc Leader. Take them out, then search the table and chest to find the Key of the Dead, the Key of the Living, a Shortsword +1, and a Sling +2. The two keys are used to open the two doors inside this first room.


2 - ORC AND ZOMBIE BATTLE

As you make your way down this hallway, you'll find yourself amidst a battle between some Orcs and Zombies. When all is said and done, you'll have to kill them both (or let them kill each other), but you can loot a Longspear +1 afterwards.


3 - SKELETONS

Littered on the floor of this room are several Skeletons that will attack your party as you get near them. You can take them out in pairs if you aren't strong enough to take them all on, but once you have them all dead, you can search the chest on the west side of the room to find a Battleaxe +1 and some potions of Restoration.


4 - ORCS AND WRAITH

Here you'll encounter a couple of Orcs and their leader, as well as a Wraith towards the southern area of the room. The Orcs will wait to see who you attack, and I would recommend attacking them first, due to the fact that regardless of the outcome, they will still attack you.

Once you have the Orcs dead, you can kill the Wraith and loot the chest behind it to find some Chainmail, Leather Armor +3, a Longsword +1, and the Ancient Dwarven Chest Key (needed to unlock the chest at area #17). Additionally, the Orcs can be looted to find a Potion of Speed.


5 - RHONGLYN ROOM

This room can only be entered by smashing the frozen doorways that seal it off from the rest of the dungeon. Once inside, you'll unfortunately not be able to do a whole lot until you have destroyed the ice that covers the Rhonglyn in the Deep Halls. Once you've done that, however, this contraption can be used to teleport your party throughout the dungeons, including the Hall of Wizards. Each colored pedestal brings you to the following: Red - Deep Halls; Pink - Halls of Light; Yellow - Main Halls; Green - Halls of Stone; Blue - Hall of Wizards.


6 - AXEHANDLE INN

The Axehandle Inn is crawling with Orcs, so be prepared for a fairly big fight here. Once you've killed them all, you can find a chest in the lower left portion of the room that is locked and requires the Wrought Iron key. This key is found behind the secret door in area #7. Once you have the key, the chest can be opened to reveal a Warhammer +2.


7 - TAVERN OF HEALTH

After stepping through the secret door in the Axehandle Inn, you'll find yourself in the Tavern of Health. Not far from the door, you'll want to grab the Wrought Iron key, which is lying on a table. This key opens the locked chest back in the Axehandle Inn. Further in, you'll find some old wooden kegs that can be used to draw out a couple Potions of Power and Salves of Light Healing. While fiddling with the kegs, however, you will be attacked by a Shadow and a Zombie, so be wary.

You'll want to investigate the barrels in the eastern corner, as they are capable of raising your characters' stats. By right clicking each barrel, it will tell you what number it is, which you can match to the following: Barrel #1 - Strength +1; Barrel #2 - Dexterity +1; Barrel #3 - Constitution +1; Barrel #4 - Intelligence +1; Barrel #5 - Wisdom +1; Barrel #6 - Charisma +1.


8 - SKELETONS

These skeletons are definitely worth killing, as they drop several magic weapons when killed, including a couple of Shortswords +1, Longswords +1, a Scimitar +1, and a Dagger +2.


9 - SECRET STAIRWAYS

These two staircases are hidden behind a secret door (which must be unlocked with the Black Skeleton key from area #10) and lead down into secluded areas of the Deep Halls. The northern set of stairs leads down to a small area where you can find the Winter Blade and the Blood Moon key (which you'll need when you go down the southern set of stairs) in a barrel. The southern set of stairs leads to a few smaller rooms where you'll be able to turn up Kluusar's Bloodstone Amulet. Check out our Deep Halls walkthrough for more info.


10 - SKELETON KNIGHTS

This room is inhabited by a few Skeleton Knights. Take them out and be sure to look at the three battleaxes they drop, as one of them is actually a Battleaxe +2. Once you've grabbed the axe, disarm the trap and loot it for the Black Skeleton key (used to open the secret door at area #9) and a Wand of Magic Missiles.


11 - SCARRED MAGE

You'll want to enter this room with caution, due to the fact that there is a Scarred Mage in the western corner. He is capable of casting Fireball, so be sure to surround him as soon as you can to interrupt his casting. Once he and his undead friends are dead, you can find a Scroll of Lightning Bolt and a Wand of Resurrection.


12- ZOMBIES AND SECRET DOOR

Kill the three zombies in this room to search the northern wall for its secret door.


13 - GUARDED CHEST

A few powerful undead guard a chest in this room, including both a Ghast and a Ghoul. Dispose of them, then loot the chest for the Reptilian Scale Mail +3 and a Wand of Melf's Acid Arrow.


14 - ZOMBIES AND SECRET DOOR

This room contains three freezing wells which are responsible for the iced doorway at area #15. Destroy the wells, but make sure you have your party members to the side of each beforehand to avoid getting hit by a burst of cold. Once the wells are destroyed, you can make your way into area #15.


15 - DOOR OF ICE

A doorway of ice keeps your party from entering this room until you have destroyed the wells at area #14. Once that is complete, you can head inside to be confronted by a lone Shadow. Kill the Shadow, then loot the chests for a couple of scrolls and a Wand of Chain Lightning (very useful).


16 - ORCS AND SECRET DOOR

Take out the Orcs in these small rooms and then search for the secret door in the western wall of the north room.


17 - ANCIENT DWARVEN CHEST

Behind yet another secret door is an old dwarven chest guarded by a Ghast. Once he's dead, you'll need the Ancient Dwarven Chest key (found at area #4) to unlock the chest and grab its contents, which includes the Dwarven Great Warhammer of Death, two Dwarven Ceremonial Daggers, two Potions of Restoration, and the Pale Blue key (needed at area #57).


18 - ZUD

The Orc Chief, Zud, makes his home in this large hall, guarded by both an Orc Shaman and Witch Doctor. This is a pretty tough fight for lower level parties, but using some of the magic items you've picked up so far (wands, potions, etc) can turn the tide of the battle. After you've finished them off, you can grab a Wand of Cold, a Wand of Healing, a couple Potions of Neutralize Poison, the Crude Pot Metal key (used to open the chest at area #19), and a decent sum of gold from the chests along the northern wall.


19 - DEATHBANE

Inside this room, you'll encounter a couple more of Zud's Orc Leaders, of which you can loot a Scimitar +1 from once you've taken them down. After you've taken care of them, open the chests and search the barrels within the surrounding rooms to find a pair of Gauntlets of Dexterity and Deathbane (the staff that was stolen from Beriand back in Stillwater), among other things.


20 - IRON KEY

Lying on the floor at this dead end is the Iron Key, used to open the door at area #21.


21 - ONGLORE AND INGLORE

With the Iron Key from area #20, you can open this door to find the coffins of Onglore and Inglore, two Ghasts who are not very happy to have visitors. Once you've bested them, you can find a couple of nice items: an Amulet of Strength and Onglore's Amulet of War.


22 - A FEW ORCS

Kill the group of Orcs here to loot a Great Warhammer +1.


23 - MAGIC ARROWS

Search these coffins to turn up a Quiver of Arrows +1.


24 - GEB THE ORMYRR

This room is inhabited by Geb, an Ormyrr that is part of the Sharpstick clan and has been separated from a few others in his clan (found in the Halls of Light). If you're friendly to Geb, he will give you a Wand of Cone of Cold, which works very well against some of the tougher non-undead fights here in the Main Halls.


25 - SECRET JAIL

Behind a secret door in the northwestern wall, you'll find yourself in this area, which contains a stairway down to some jail cells in the Deep Halls.


26 - MAGIC ITEMS

Search the two chests along the northern wall here to find yourself a Ring of Constitution, a Ring of Protection +1, a Great Warhammer +1, and a Wand of Restoration.


27 - LIFESPRING WELLS

When you first approach this area, you'll be attacked by four Orcs. Once you've defeated them, a ghost named Elena will approach your party and request that you defeat the Lifespring Guardian in order to restore the wells here to their former glory. To aid you in your cause, she will teach you the Echoing Word of Power (needed to access the Lifespring Guardian's area in the Deep Halls) and provide the advice that "friends will help you, if you know where to look...".

Once the Lifespring Guardian has been defeated, you can return to this area to drink from the fountains. Each well has a different effect on your character, as follows: Well of Rest - heals party; Well of Beauty - Charisma +1; Well of Endurance - HP +3; Well of Wisdom - Wisdom +1.


28 - JARIAL

The first NPC you will come across, Jarial, can be found in this room. He has the intriguing problem of being stuck inside a block of stone and will ask you to solve a riddle for him. To solve the riddle, simply click on the stone with any character wearing a magical ring and Jarial will be released from his earthly prison. Speak with him after he's free and he will offer to join your party (see our NPC section for more info on Jarial).


29 - UNDEAD CELL

To gain access to this cell, you must have the Undead Cell key, which can be looted off of Mol in the room just north of area #34. Inside, you'll encounter a few Zombies, after which you can grab a pair of Magician's Boots off of one of the corpses lying on the floor.


30 - HIDDEN CHEST

Take out the Orcs that guard this hallway and then grab the Quiver of Arrows +1 off of the shelves on the west wall. The small room next door holds a chest that can be opened with the Hidden Chest key (found at area #34). Inside the chest, you'll find a Wand of Charm Monster and a couple of Bucklers +1.


31 - LONGBOWS

Two chests are guarded by 2 Orcs. Put them to rest and search the chests for 2 Longbows +1. Be sure to check the chests for traps.


32 - ANCIENT DWARVEN CHEST

Again you will come to face some undead as soon as you enter the room. After you defeated them make your way to the north of the room. A spike is blocking the way to the Ancient Dwarven Chest. Lower it and search the chest. You will find, a Jewelled Dagger +3, the Ancient Rusted Iron Key needed for area #44 and a note.

33 - FISTS OF RANMAN

If you have a Ranger in your party he will alert you that that some undead were here. Soon after, 2 zombies will attack you. This area contains several barrels, one of them contains a Scroll of Harm and some gauntlets, the Fists of Ranman.


34 - HIDDEN CHEST KEY

A party of Orcs lead by an Orc Witch Doctor duels here. Defeat them to earn the Hidden Chest Key needed to open the chest in area #30. They also drop a Massive Club +3.


34*- MOL CHIEF OF THE ORCS

North of the room with the Orc Witch Doctor you will encounter Mol along with some other orcs. After you defeat him you will gain the Undead Cell Key needed to open the locked door in area #29 his mace, Orcish Lead Mace, a Longbow +2, 2 Chain Shirts +1, a Quiver of Arrows +2 and a Ring of Cold.


35 - LIZARDFOLK

This area is occupied by some lizardfolk. Fight your way to area #36 to gain some powerful magical weapons.


36 - BRASS "L" & "R" KEYS

You will have to fight some more lizardfolk again. The lizardfolk shaman will drop the Brass "L" Key after you kill him. This room also contains 2 trapped chests, disable the traps and unlock the Brass "L" chest to find Brass "R" Key, a Greatsword +2 and a Large Shield +2. With the Brass "R" Key unlock the other chest and loot a Greataxe +2.


37 - MAGIC ITEM AND KEG OF HEALING

A trapped locked chest can be found in one of rooms. Use your rogue to disable the trap and unlocked the chest to earn the Boots of Health. You can also find a Keg of Healing in the room to the south.


38 - AREA OF THE DEAD

This area is accessed through a series of rooms full of dead creatures. Once in the room a wounded lizardfolk will tell you (if you don't attack him) that there is some kind of curse upon all these dead creatures and then die. As soon as he is dead, you will be attacked by two Ghouls. Defeat them and head to the room to the north. There you will find some loot, Ghoul's Stopper (necklace) a Handaxe +3 and a Large Shield +1. One of the barrels there contains a Wand of Resurrection.


39 - CAVE TO SURFACE

A door leads up to Silkwater from here. After you found a passage to surface (there are more than one), the cave will be open and you will be able to travel back to any passage you clear from the dungeon.

40 - BURNISHED DWARVEN PLATE MAIL +1

This room contains a coffin. If you try to open it you will be attacked by a shadow and a zombie. Put them to rest and you'll get the Burnished Dwarven Plate Mail +1 and a Wand of Resurrection.


41 - IDOLONS

Fight two Ghasts here. There are also two chests. One of them contains 2 Scrolls of Heal and an Idolon and the other 2 Scrolls of Harm and another Idolon. Both chests are trapped and locked.


42 - CEREMONIAL STONE

There is a ceremonial stone here. Touch it to see a vision. If you possess the Ancient Rusted Iron Key taken from area #32 you will have a different vision and you will be transferred at the ancient dwarven crypts down to Deep Halls.


43 - AXES OF BLESSING

In this room there are 2 coffins and three spikes blocking a secret door. Each time you lower a spike you will be attack by an undead creature (a master shadow and 2 ghouls), when you lower all three of them search the wall behind the spikes to find a secret door. Each of the coffins contains an Axe of Blessing. Pass the secret door there is another locked door leading to area #44. You will need the Ancient Rusted Iron Key to open this one found in area #32.


44 - ANCIENT RUSTED IRON KEY

Unlock the door with the Ancient Rusted Iron Key to enter this area. Fight a ghoul for the Ceremonial Dwarven Staff. A bookshelf contains some polished gems. To the north some screens are blocking the way to the fountain of the dead. You can break the one in the middle to move forward. You will have to face a master shadow in order to get the Necklace of the Dead from the fountain.


45 - SQUARE WELL

This area is full of zombies. The north room contains the square well. In the well you can find a Ring of Intelligence, a Ring Mail +2 and a Longspear +1.

46 - BLUNTED DAGGER OF ARMOR

On the table in this area you will find the Blunted Dagger of Armor. Be sure to loot a nice amount of gold from the Wishing Well as well. Southwest of the room you will find an Ancient Dwarven Shield of Protection +1 on the ground.


47 - BOOTS OF HIGH WISDOM

This room contains 2 chests guarded by a master shadow and some zombies. One of them contains the Boots of High Wisdom amongst some other useful items.


48 - WAND OR RESURRECTION

A closet here contains a Wand of Resurrection. In this area you will also be attacked by six Orcs, defeat them for a nice boost of experience.

49 - QUIVERS OF ARROWS +1

Search the bookshelves here to find 2 Quivers of Arrows +1, some shortbows and Shortswords.


50 - FOUNTAIN OF HEALING

To enter this area, search for a secret door to the north wall. Upon entering the room you will be attacked by some undead creatures. There is a Fountain of Healing and 2 chests here. Inside one of the chests you will find Miner's Burnished Light Plate of Protection and a shield, Miner's Ward of Invulnerability. In the other there is a Warhammer, Miner's Greater Warhammer. Both chests are trapped.


51 - OROGS & A MAGICAL WEAPON

In this room will be forced to fight 3 Orogs. After defeating them, follow the wall-like path and you will find a chest at the end to the south or the room that contains a Club +4.


52 - SNAKESKIN BOOTS

Inside a barrel in this area you'll find a couple of Restoration Potions and a scroll of Remove Paralysis. To the east of this room near the room with Preybelish in area #53 there is a body. Search it and gain the Snakeskin Boots.


53 - PREYBELISH

This sealed door only opens if you have the Word of Venom or if you bring Preybelish a fine amulet. The Onglore's Amulet of War found at area #21 with trigger Preybelish to talk with again letting you know that he wants the amulet for his collection. In each case you will confront Preybelish a black Naga. Have a word with him but eventually you will have to fight him. Defeat him and you will earn your self a nice set of amulets along with Wizards Torc (broken). Keep in mind that you will fight Preybelish in the darkness, if you manage to anger him enough he will come out of the darkness and attack you making the fight much easier.

54 - WELL OF WORSHIP

The fountain of Worship and the Well of Worship lays here. The fountain contains nothing. If you drink from the well though the party will gain some experience, but the character that drinks from it will lose 1 point from his wisdom and became unconscious. You will also have to fight a master shadow.


55 - STAIRS TO UPPER HALLS

A locked door is blocking the way to the upper halls in this area. You need "Lockpick" key to open this door hence unlocking the way to the Upper Halls.


56 - CAVE TO SURFACE

Another passage here leads to Silkwater. Once again after you clear this path you will be able to travel back here again from the cave to the surface. A chest here contains the Pale Green Key and the Dwarven Ringmail of Protection +4. The Pale Green Key is needed to open the first door in area #57. Under the bed you will also find the Silver Key that unlocks the door to the east of the room. Once inside the other room, get yourself a Ring of Wisdom and a Ring of Strength from the barrels.


57 - FOUNTAIN OF EARTH

In order to reach the Fountain of Earth you must first unlock the 2 doors blocking it. The first door needs Pale Green Key taken from area #56, inside this first room the barrels contains 2 more rings, the Ring of Intelligence and the Ring of Charisma. The second door requires Pale Blue Key taken from area #17. In the second room lays the Fountain of Earth. The character that drinks from the fountains will boost his constitution by 4 points but his Dexterity will drop by 1 point and his Charisma by 2. Don't forget to get the Wand of Fireball from the bookshelf nearby.


58 - LIZARDS

In this area some lizardfolk are fighting with some zombies and orc zombies. There is also a trapped chest in the room that contains the Staff of Flamestrike and a Spear +3. North of the room with the lizardfolk you will find 2 more trapped chests. One of them contains the Boots of Withering Beauty and the other a Ring of Brute Strength. The chests are both trapped and locked.

59 - SCARRED MAGE

Be prepared for a tough fight here. You will have to face a large number of undead and a scarred mage. After you defeat them you will eventually learn the identity of your enemy. You will find out that the scarred mages are behind the Cult of the Dragon. You will also be able to use the stairs in area #60 to travel to Deep Halls or to the Halls of Stone. Don't forget to loot the area after the fight, you will find some potions of cure critical wounds and a note.

60 - STAIRCASES

There are 2 staircases here one leading up and one leading down. The one leading up takes you to the Hall of Stone and the other leading down to the Deep Halls.


61 - ZOMBIE LORD

A tough fight takes place here. A level 9 skeleton lord is guarding a chest. Since your characters are still very weak a hand-to-hand combat will be fatal. In order to defeat him use magic or even better if you still have the Wand of Chain Lightning from area #15 you can easily dispatch him with a single charge. After you defeat him loot the chest (trapped and locked) to gain the Staff of Harm and the Greatsword of Fire.

- Another Keg of Healing can be found south from the room with the Zombie Lord in area #61.