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Stillwater
Map of Stillwater


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


Possible Encounters
Cult Archmage
Cult Brigadier
Cult Soldier
Lizardfolk
Orc
Orc Leader
Orog
Skeleton
Skeleton Knight
Skeleton Lord
Zombie
Zombie Lord



1 - BEGINNING

You'll first begin the game here, having stepped out of the portal to find yourself face to face with two Orcs. Fortunately, you have the surprise on them, so take them out and then loot the Battle Axe and Salve of Light Healing they drop. Additionally, you'll find a journal that explains what Athan's plans were before he seemingly met his demise.


2 - BRIDGE

Go ahead and check out the signpost on the east side of this bridge, but be cautious as you cross. As you make your way across, two Orcs will attack from the western side. Once defeated, loot their bodies for a suit of Leather Armor +1.

3 - CAVE ENTRANCE

During the course of the game, there will be many times when you'll be able to exit the dungeon areas and return to the surface. A majority of these instances will result in you arriving here, at the mouth of this cave. Once you have come up from an area (such as the Main Halls), you will be allowed to travel back to the location via the cave. Until you've made your way up from somewhere, however, you cannot enter the cave.

4 - BERIAND AND FAERIL'S ABODE

Berand and Faeril live up on this rocky hill, but you must learn the Knocking word before you'll be able to enter. To get the Knocking word, pay a visit to Nottle at area #6. Once you have the word, head inside and speak with them to learn much about Athan's quest and to be offered your first quest - to find Beriand's staff, Deathbane. Before heading off, you'll need to read the book of Mystra and learn the word of power before you can pass the Tumbledown door at area #11 and make your way into the Main Halls. Once you've found Deathbane, return it to Beriand for a nice experience reward.

Later on in the game, after you've liberated the Temple of Mystra in Nightingale Court, you can return to this abode and Faeril will offer to join you. Additionally, some time after that, you can return here to find a standoff between some Orogs and Lizardfolk just outside. A fight is inevitable, but when the dust settles, you can loot yourself a Longbow +3 and Deathspike, Spear of Skewering.

Then, once you have traversed the entire Drow Catacombs, you can return here once more to find that Beriand (and Faeril, if she's not in your party) has been captured by the Cult of the Dragon. Luckily, there is a portal that will take you to the second cellar of the catacombs, where you'll be able to free him/them.


5 - ZOMBIE OUTPOST

Up these stairs is a well guarded by a trio of Zombies. This is a fairly tough battle for first level characters, but luckily you can drink from the well afterwards to be replenished of hit points. Additionally, you can search the barrel near the stairs to find a Hardwood Key that opens the chest next to the well. Inside the chest is a Salve of Light Healing and a couple of Cleric Scrolls of Remove Paralysis.

6 - NOTTLE'S WAGON

The shady and shifty area merchant, Nottle, sets up his shop in a wagon here. Unfortunately, he's currently being bothered by a couple of Zombies and will yell out for help when you approach. Kill the Zombies and Nottle will indulge you with some dialogue and eventually offer to tell you the Knocking word, needed to reveal the ladder at area #4. Once you have a bit of gold, you can buy several items from Nottle, including a Long Sword, a Wand of Stinking Cloud, a Club +1, a Longspear +2, a suit of Chainmail, and a Potion of Light Healing.

7 - BRIDGE TO WINDRIDER GLADE

Initially, this bridge is not lowered, so there is no way to cross it. You must first make your way through the dungeons and lower the bridge when you reach Windrider Glade. Once you've done so, you are free to move between Stillwater and Windrider Glade.

8 - SKELETON AMBUSH

As soon as you enter this small tower and attempt to open the chest inside, two Skeletons will appear from the shadows and hit your party with a surprise attack. Once you've bested them, the chest contents (an Amulet of Constitution and a Ring of Protection +1) are yours for the taking.

9 - ORC ARCHER

When you reach the vicinity of this bridge, you'll enter combat with a couple of Orcs that are up on top of it. One of them will fire a bow at your party while the other makes his way down the stairs to confront your party. Use your starting missile weapons to pick them off and then loot the Longbow +1 and Quiver of Arrows +1 from the Orc archer.

10 - ORC FORT

Just outside this makeshift fort are three Orcs who will declare their allegiance to an Orc named Zud before attacking you. Take them out, then smash the boulder blocking entrance into the fort. Once inside, you'll be faced with another Orc and an Orc Leader, which makes for a pretty tough battle at such a low level. After you've finished them off, disarm the trap on the chest behind the Orc Leader's initial position and grab the Ring of Protection +1 and Warhammer +1 inside.

11 - TUMBLEDOWN DOOR

Two Orc Leaders guard the Tumbledown door here, so be sure to rest before approaching. When defeated, they drop a Great Warhammer and a blue orb that is needed much further in the game to release the magic of the spinning spires found throughout Myth Drannor (in other words, don't worry about it yet). Unfortunately, the door they guard is protected with a glyph, but you can learn the Word of Power needed to pass it from Beriand and Faeril at area #4. Once you have the word, the door will open, and you can descend into the Main Halls.