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Pool of Radiance: Ruins of Myth Drannor in 2018

Shaewaroz

Arcane
Patron
Joined
May 4, 2013
Messages
2,923
Location
In a hobo shack due to betting on neanderthal
I'm very into cock and ball torture
I enjoyed this back in the day. The dungeons have a very strange, captivating atmosphere. I also liked the DM narrator.

You can get some hours of enjoyment out of this if the stars align and The Golden Baby smiles favorably on your effort.
 
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KeighnMcDeath

RPG Codex Boomer
Joined
Nov 23, 2016
Messages
12,874
I guess Ubisoft doesn’t want it on gog. And with the descent franchise on gog I am surprised the Undermountain one isn’t also available. Got some others like death keep, slayer, order of the griffin, warriors of the eternal sun, etc etc (most emulators can handle the Roms). And I want a playable offline Crimson sands. Don’t forget that bug fuckfest Pirates of realmspace (I never boarded because of this. Just blast and collect debris).

But these games:
“Are We Ready to Turn Dreams into Nightmares?” Like.....

drakeofthe99_00.gif


After watching so many reviews why not make it an rpg. A steam must get right? POR, DTU, or DT99D
 
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Martyr

Arcane
Joined
Jan 28, 2018
Messages
1,102
Location
Bavaria
Martyr said:
that's just my individual form of autism: I feel like I have to play games in the exact state they were in as they were released. gog only offering Gothic 3 with the Community Patch or KotoR 2 with Restored Content Mod breaks my heart.
Then I assume You also play Pathfinder: Kingmaker in version 1.0 - "in the exact state it was released"?
Good luck.
:smug:
I would if I could. but these damned fools at gog auto-update the files and since I've bought Pathfinder during Black Friday Sale the game has already been updated many many times :negative:


I demand a Beamdog "remaster" so we can highlight secret doors !!

That would be so niiiiiiice, characters would become genderless and they'd be able to romance each other, also, for more incline, they'd be side quests to romance the orc chieftain before the dungeon and then to romance a mage skeleton ... and a dog (there wasn't any but it'd wouldn't be too much of a hassle to add one, right ? ) .. and a sheep ? And ... well, i guess that's enough even for them.
my gender-fluid pansexual dwarf approves of this !


I bought this game used off of Amazon, but it came with a Lord of The Rings DVD inside, so I never played it.
but did you watch the DVD ??????


Well, i tried a fix for the transparent glitch, didn't work, also, i forgot about the false TB thing with a timer.

Not worth the effort.
thanks for the combat speed fix, I will try vanilla first but if that annoys me I will use the fix.
that doesn't bode well, with the transparency issue ... and what do you mean by timer?? do you have a limited amount of time during the individual turns??????
oh, reading on it seems like this isn't an issue.

KeighnMcDeath oh my god, thx for mentioning Undermountain! haven't played that one yet, time to go hunting on ebay :smug:


It'll take me a while to consider re-installing it, maybe if Martyr enjoys his play-through, i'll give it some thoughts.
yes, I'll give some feedback on whether I like/dislike the game and why. and if it's playable.
 

KeighnMcDeath

RPG Codex Boomer
Joined
Nov 23, 2016
Messages
12,874
There’s plenty of free ISO’s and such for it. Myabandonware has it. Patches here and there. Supposedly there were old uge cheat files for it but the links are gone.

Looking at the in-game auromap from screenshots looks confusing. I haven’t seen a map layout of it.

I posted this to another but on the topic of 5e and why so many rooms with shields: the DTU game manual must be the answer for such inspiration.

Hal, I was going to post this on the BIP but it’s down atm. Anyways, the reason for all those rooms with shields could very well be inspiration from this CRPG:

220px-Dungeons_and_Dragons_Descent_to_Undermountain_box.png


Check the manual here:

Descent to Undermountain Manual


Btw, if anyone has some game maps to that CRPG let me know. I can’t find any.


The story:

The Story

Undermountain is a dungeon labyrinth built by the mad wizard Halaster a millennium ago. Located directly beneath the City of Waterdeep, its shadowy halls, crypts, abandoned temples and natural caverns have always been a source of fear for those who make their homes in the city above.


Undermountain is a dungeon labyrinth built by the mad wizard Halaster a millennium ago. Located directly beneath the City of Waterdeep in the Forgotten Realms, its shadowy halls, crypts, abandoned temples and natural caverns have always been a source of fear for those who make their homes in the city above.


Undermountain is again making its presence felt in the city of Waterdeep. Citizens are disappearing without even a ransom note. Strange creatures have been sighted in the shadows of Waterdeep. And perhaps more frightening are the whispered tales of brave souls who have recently ventured into the depths of Undermountain; the ones that return alive tell of things half-seen that are more horrible than even Undermountain's usual abominations.


At the request of Waterdeep's most powerful mage, Khelben Blackstaff, the player is asked to descend into Undermountain to find the source of the recent troubles afflicting Waterdeep. As the player explores Undermountain, the cause of Waterdeep's problems slowly reveals itself...


Buried deep in the dungeon is the lost Flame Sword of Lolth, an artifact fashioned by Lolth the Spider Goddess. The Flame Sword has the power to open gateways to the abyss -- and bring the inhabitants of that foul place into the Forgotten Realms under the control of whomever possesses the Flame Sword. The command of an infinite army of horrific creatures is the reward for anyone who can find and tame the Flame Sword.


The spider-goddess Lolth fashioned the Flame Sword millennia ago. In the ancient wars between the surface elves and Lolth's worshippers, the Drow, Lolth used the Flame Sword's power to decimate the armies of the surface elves. The sword was not without a weakness, however; its power was controlled by means of a spider statue sacred to Lolth. This statue was stolen by an elven hero who shattered it and scattered its pieces throughout Undermountain. Without the statue to harness its power, the flame sword disappeared and Lolth lost the war against the surface elves.


Knowledge of the Flame Sword and its location have long disappeared from the surface civilizations, save in a few written accounts. But Lolth and her worshippers, the Dark Elves, have searched for the artifact ever since. Without the spider statue to control it, the Flame Sword's power is unharnessed -- it is capable of opening gates at random, bringing dangerous extra-dimensional creatures into Undermountain and placing Waterdeep in great danger.


In order to save Waterdeep, gather the eight pieces of the spider amulet used to control the Flame Sword, reassemble the spider amulet, then use it to subdue the Flame Sword itself. Standing in your path are Undermountain's horde of creatures, fiendish traps designed by the mad wizard Halaster, legions of Dark Elves, and the spider goddess Lolth herself.

From: Descent games.con
 

Martyr

Arcane
Joined
Jan 28, 2018
Messages
1,102
Location
Bavaria
KeighnMcDeath yeah I know, I've already seen DTU on multiple abandonware sites. I'm just looking for nice boxes of old school RPGs with big manuals right now. but I've decided not to buy the game right away and download/playtest it first, because I haven't found a single positive review yet.
 

KeighnMcDeath

RPG Codex Boomer
Joined
Nov 23, 2016
Messages
12,874
The solution:
The following document is provided courtesy of John Hupp. Please visit his web
site at http://www.netwalk.com/~jubilee

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

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

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

~Jubilee, Thief/Mage of Tasseldale

Contents:

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

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

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

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

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

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

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

Ahead and above you is a balcony that overlooks the bridge. To either side of
the forward passage you will find a ramp leading to the balcony. The balcony
is actually a rest stop. Enter the area and press the 'Rest' key to regain
your health and spell points. Now back to your mission!

As you cross the bridge spanning the magma you find your first clue. In the
dust covering the stone you spot several sets of small footprints leading to
the passage to your left. This must be where the kobolds are coming from.
Beyond the door you find a glowing portal that leads you further into
Undermountain and the lair of the kobolds. Taking the time to examine the
other doors in this area, you find them to be securely locked. Even the most
experienced of thieves will not be able to open these doors. So on to the left
passage, towards the kobolds.

Quest One: Kobold Raiders

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

Kobold Lair: Through the rear entrance.

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

Kobold Lair: Through the front entrance.

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

Kobold Lair: King's room

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

Quest Two: Undead Raiders

Citizens of Waterdeep are being attacked by undead creatures wearing the
tabard of the Cassalanter family. The family, for unknown reasons, constructed
a tomb within Undermountain and believes that the undead originate from there.
You are to investigate the matter and put an end to it if possible. Return to
the tier 1 hub and take the right hand passage. The previously locked door
will now open to you. Go through the portal and into the tomb. As you enter
the tomb you are confronted by a skeletal guard who warns you away. You may
talk to him or tell him to go away. Afterwards, deal with him as you please.
Immediately to your right is another rest stop (remember this, you will be
needing it). Ahead of you is a room with three exits barred by gates. Upon
entering this room another skeleton will appear and must be dealt with. When
you examine the gate directly ahead, you discover that it is locked. To find
the key, choose the right hand gate. You find yourself in a huge courtyard
with an exit in the distance. Approaching the exit you are attacked by two
more skeletons. Destroy them and continue on through the door. This is area is
guarded by a lone zombie. Destroy him and continue on into the main temple
where you will find the key sitting on the altar. There are more skeletons
here for you to deal with. Once you have the key you can return to the locked
gate at the tomb entrance. After opening the gate you enter a graveyard. It is
guarded by skeletons so be careful. Between the tombstones to your left you
find another key. Now, return to the entrance and go through the only
remaining gate, to the right as you exit the graveyard. You enter another
courtyard, this one guarded by zombies. Behind the zombies is a corridor with
barred gates at each end, and skeleton guards as well. After dealing with the
zombies and skeletons, you can enter the crypts. Turn right. At the end of the
hall the wall to your right is a secret door. Beyond the secret door is
another barred gate and the Ghoulmaster. When you reach the gate, the
Ghoulmaster will gloat about his part in raising all the dead and releasing
them upon Waterdeep. At the end of his speech the gate will open and he can
then be dealt with. The wall to the left of the entrance is illusionary.
Behind the wall is an altar with a strange device. Take the device and return
to Khelben, you have successfully cleansed the tomb of the undead menace. When
you go back to Khelben you are congratulated on accomplishing your mission and
asked to continue to check on the tomb from time to time. Khelben then notices
the strange device that you found and comments on it. Afterward, you are given
your next mission.

Quest Three: Find the Symbol of Mask

Khelben is concerned that shadow thieves have a base somewhere in
Undermountain. Your mission is to look for the symbol of their god, Mask. When
you find the symbol you are to return and report it's location. Khelben tells
you that a new passage should have opened in the Cassalanter Family Tomb and
that your search should begin there. Return to the tier 1 hub and take the
right hand passage. Go through the door but do not enter the portal. If you
look to your right you will see that a new passage, barred by an iron gate,
has appeared. The barred gate opens and allows you entry to a natural cavern
and a glowing portal. Exiting the portal you find you have entered a series of
caves. Follow the path straight ahead. Your first obstacle is a bridge and the
bats that live there. After dealing with the bats continue across the bridge.
A large cavern with more bats is just ahead. There are two exits from the
cavern, take the one to your left. You will pass through an eerie passage with
grates in the floor. Continue on until you come to a passage to your right.
Turn down the right hand corridor and, at the end, you will see the symbol of
mask across another chamber. Enter the cavern and turn to the left. In an
alcove on the far wall you will find a ladder that allows you to climb to the
ledge holding the symbol and another gate. Click on the symbol but ignore the
gate for now. You can now return to Khelben and report your progress. Upon
arriving to Khelben, he congratulates you on your success and warns you to
take care. Shadow thieves are deadly enemies and should be dealt with firmly.
It is suggested that you slay as many of them as possible, they will certainly
try to do the same to you.

Quest Four: Infiltrate the Shadow Thieves

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

Front Entrance

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

Rear Entrance

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

Continuing On

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

Thieves Den 2

Upon exiting the portal you find yourself in the heart of the shadow thief
levels. Continue forward through the door ahead of you. At the end of this
corridor are two archers guarding a door. Deal with the archers then click on
both symbols of Mask that border the door. Go through the door and continue to
the end of the hall ignoring all other passages. Deal with the thief leader
here then turn left. Follow this passage around to the left and you will find
a symbol of Mask in an alcove on your left. Click on the symbol and the wall
opposite it will open revealing a hidden passage. Enter the hidden passage and
turn left. Go through the illusionary wall here, turn right, and follow this
passage to the left until it ends. Go through the door here and you are now in
the main guild halls. The guards here are very tough so you may want to avoid
them if possible. Turn to your right and follow the passage there until it
turns to your left. Go past the alcove on your right and continue straight
ahead. The wall before you is an illusion. Go through the wall and into the
portal at the end of the hall. This will take you to the guildmaster, Georges.
Georges, the guildmaster, is on your right. He is rather tough so you may want
to talk to him rather than fight. Regardless of how you deal with Georges you
will need the document he carries. After you acquire the document you are
ready to leave. Turn around and exit through the portal you see. Go straight
past the alcove that is on your left, turn right and then go through the door
on your left. Follow the hall until it turns to the right and continue
straight. The walls at the end of this hall to the left and ahead of you are
illusionary. The left wall is where you can in but there is a quicker way out.
Pass through the wall ahead of you and you find another portal. Go through the
portal and you are back in Hub 1 ready to report to Khelben.

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

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

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

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

Quest Five: Recover the Scarab

You appear in a large room of unique architecture, ahead of you is a door. As
you approach the door a woman's voice warns you away. It seems that someone
does not want visitors here. You continue towards the door but have to jump
back as arrows fly from the walls toward you. You cautiously approach the door
again and this time it seems safe. The room beyond the door is small with a
central, well lit area surrounded by pillars. To both your left and right is a
hieroglyph panel, while ahead of you is a door. Avoid the well lit floor and
go around it. Examining the hieroglyph panel to your left you find it is an
illusion. Pass through it and enter the hall beyond. There are rats here but
they should pose no problem for you. Continue down the hall, go up the ramp at
the end and through the door at the top. Continue down this passage to the
second opening on your right. In this floorless room you are high above
another chamber but there are ledges here that can be jumped to. Above the
ledge across from you is a skeleton guard and a switch. Jump around the ledges
until you can fight the guard and click the switch. Return to the room with
the hieroglyphic panels. Go to the other hieroglyph panel (avoiding the well
lit floor) and pass through it (it is an illusion as well). Continue down this
hall, up the ramp at the end, and through the door. Here you find a similar
hall with openings on your left. Go to the second opening and repeat the
process of jumping to the ledges until you can fight the guard and click the
switch. Return to the room with the illusory panels. You can now go through
the door to your right (directly across from the entry). You are now in the
large chamber that you viewed from the rooms above. The door behind you is
locked but if you pass through the illusionary wall immediately to your left
you will find the switch that opens the door temporarily. The other doors in
this room were unlocked by the switches in the rooms above. If you need
healing, you can find a rest spot beyond the door to your left. Continue
forward to the door ahead of you and watch your backside (this area is full of
monster traps). You are warned by the same woman against entering this area
but continue on. Beyond this door is a temple area, some beetles, and
skeletons. Immediately to your left and right are two locked doors. Continue
into the room and deal with all monsters that you encounter (remember there is
a healing area outside). After dealing with the monsters you should destroy
all furniture in these rooms since they can get in your way for your next
trial.

From the entry door proceed into the room to your left. In the alcove you will
see an ankh and to the right of that is a hidden switch. Click the switch and
run for the locked door to the left (now on your right as you approach) of the
entry door. The door is timed so if you don't make it try again. Inside the
small room you will find a switch. Click the switch. Now continue into the
room that is to the right of the entry door. You will find a similar switch
here. Click this switch and proceed to the door that is to the right (now on
your left) of the entry door. You don't have to run, it is simply unlocked
now. Go through the door, up the ramp, and take the key you find. If you
continue up the ramp you will find a locked door that requires an ankh to
open, so let's go get the ankh.

Leave this area and return to the large chamber. You will find that the floor
ahead of you is gone and there is now a ramp leading down. Head down the ramp
and you are chastised by the voice of an angry man. At the end of the ramp is
a small room. Stand in the middle of the room and turn left. The blank wall in
front of you is a secret door. Open the door and go down the ramp. As you do,
a woman yells at you to run. From behind, you hear the sound of arrows being
launched at your back. Once at the bottom of the ramp you can open a secret
door to your right leading to another secret room. This room contains
skeletons and a mummy; you'll need to deal with them all. To your left from
the entry you will see an opening and a key. Jump over the water here and take
the key. Facing the entry, the wall to your left is illusionary. Pass through
this wall, take all the treasure, and use the rest spot to heal up. The wall
directly opposite the rest spot is an illusion as well. Pass through this
wall, collect the scrolls, and go back into the mummy's chamber. The exit is
behind the torch on the far wall. Leave here and return to the main chamber
above. You can now go through the last door in this chamber which is to your
right as you exit the underground tomb. Cross over the bridge and go through
the door at the opposite end. Fight the guard here and then go through the
torch bearing wall opposite the entrance. Click the switch, return to the
outside room and go through the now open wall to your far right. Deal with the
skeletal archer and go down the ladder that is between the central pillars.
Facing the lava, there is a door to your left. Approach the door and it will
open revealing the ankh. Take the ankh, go back up the ladder, into the
previous room, cross the bridge, and go back into the main chamber. Go through
the door to your right and then through the door immediately to your right
again. Here is the ramp leading to the barred gate that requires the ankh to
open. As you approach the door it will open. Follow the passage straight to
the end where another gate will open revealing a portal. Enter the portal to
continue your quest for the beetle.

The Pyramid

You are now in a sealed area with no apparent way out. If you search the area
carefully you will see a switch on the wall, high above the entry portal. Use
a ranged weapon to click the switch. If you do not have a ranged weapon, go
straight into the next area in front of the portal, make an immediate right,
and go through the illusionary wall ahead of you. To your right is a ladder
that will take you up to the switch. You can also find some treasure here.
After clicking the switch, the wall to the left of the entry portal will open.
Go up the ramp and through the door at the end. Fight the spider and click the
switch on the right wall. Go back down the ramp, into the entry area and
through the door opposite the portal. Go to the pyramid and hit the door with
a weapon several times. Eventually the door will open. Once inside the pyramid
click on one of the wall textures that looks like an ankh (on the wall to
either the left or the right) and the floor of the pyramid will open. Go down
the ramp and through the door. Go to the end of the corridor and turn left.
Click on the left hand pillar at the mouth of the corridor. The pillar will
open revealing a switch. Click the switch. The floor of the corridor to your
left will now open. Go down the ramp and through the door at the end. You are
now in the scarab room. Upon entering the scarab room you see a man and a
woman watching you from the other side. You think that this may be the woman
who has been helping you to avoid the traps and such so you talk to her. If
you agree to leave the scarab here and tell Khelben that you could not find
it, the woman will thank you and give you the scarab because of your generous
act (the scarab is hers and was stolen ages ago). Take the scarab and go back
up the ramp. Go through the door in front of you. In this room you find a huge
ankh with a portal in the center. Go through the portal and back to Khelben
with your prize.

Quest Six: Something Needs to be Done...

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

You enter the prison and find yourself in an entry hall with an orc guard.
Deal with the guard then go through either of the two door ahead of you. There
is another guard here and a switch on the wall. Click the switch and go
through the side door (not the one ahead of you) and click the switch you find
there. This unlocks the door ahead of you. Go through the door and down the
corridor beyond. There is a locked door here and another guard. On the wall
next to the door is a skull. Click on the skull and the door unlocks. In the
next room is another switch and a barred gate. Click on the switch and go
through the gate. You are now in the prison cell wards and, unfortunately, you
have been locked inside. You need to find a way out of here. Go forward
through the next couple of rooms and you will come to a gate. Go through the
gate, fight the guards, and follow the corridor to the left or right
(depending on which door you entered from) until you come to the door in the
middle of the corridor. Go through this door, fight the guards, and go through
the door at the opposite end of the room. Deal with the kitchen guard and talk
to the servant woman. When you question her she tells you she has heard noises
under the drainage grates. Go to the grate in the kitchen and pass over it
several times or hit it with a weapon. The grate breaks and allows you to
enter the sewers. Follow the sewer down and go through the gate at the bottom.
Go left and through the gate here. Follow the passage up, turn right, and go
through the gate. Continue forward and go through the passage to the right.
You will come to a central area with a grate in the floor. Turn right and pass
through the illusionary wall here. Click the switch on the wall, turn around
and exit through the wall. The grate in the floor is now open so climb down
the ladder and pass through the portal at the bottom. This will take you to
the mines.

The Mines

You are now in a series of mines. Deal with the two guards here and continue
down the corridor straight ahead. Turn down the second passage on your right
and then left at the next intersection. Deal with the miners here. At the end
of this corridor you will find a ladder so climb up it and grab the key that
is here. Use the rest stop in this area if you need it. Behind the rest stop
is an opening in the floor. Drop through it, turn around, and continue
straight down the corridor. The next room you enter has three pits to your
left sealed with grates. There is an alcove to the right with an ogre guard.
Deal with the guard and click the switch behind him. Drop down the middle pit
to the mine shafts below. Deal with the ogres here. Continue down this passage
and turn down the first corridor to your right. Go down the ramp and cross the
chasm via the plank at the bottom. Cross the bridge over the lava and go
through the door to your left. Go through the next door and you will find
another spider piece. Take the piece and go back to the shafts above. After
exiting the pit turn right and go straight down the corridor. Turn right at
the first intersection and go down the ramp until you come to the bridge. Jump
off the bridge to your left and go through the gate. Turn right down the first
passage you come to. Go down the ramps until you come to the lower chamber and
go through the opening in the wall to your right. Ahead is another door and
beyond it is a portal. Go through the portal to the Dwarven Crypts.

The Dwarven Crypts

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

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

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

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

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

Quest Seven: Recover Myrkul's Black Wand

You appear in a courtyard with a pool and fountain. There are some undead here
that need to be made dead. Ahead of you is the entrance to the temple. The
doors are locked so look behind the waterfall near the pool and click the
switch you find there. Open the doors and head in. This room is guarded by
several fighters. Deal with them and then examine the pillars in this room.
Two of the pillars open revealing switches. Click either switch and a secret
panel opens near the altar. Go through the passage, behind the altar, and then
pass through the wall (illusionary) in front of the large skull. In the next
room is a glowing mace and some undead. Take the mace, deal with the dead, and
go through the skull wall (illusionary) to your left. Climb the ladder and
take the key you find here. Beware of the gargoyles. Climb back down the
ladder and go through the door ahead of you. This short passage leads to a
small temple. Destroy the altar and continue through this room and out the
gate at the opposite end. Turn right and deal with some more undead. To your
left is another door that opens as you approach with the key. Behind the large
skull in the center of this room is an alcove with another door. Go through
the door and into the main temple. There are more undead things here. The wall
to your left is an illusion. Go through the wall and climb the ladder. Follow
this passage to the door at the end. Go through the door and into the crypts.
Enter the crypt directly ahead and click on the back wall. It opens into a
hidden shrine with another key. Take the key and return to the temple below.
Opposite the main entry is a lava passage with another door. Open the door and
enter the next room. Fight the undead here and then examine the wall to your
right. Go through the illusionary wall and click the switch that you find.
When you return to the temple you will find that the floor has now opened
revealing another passage. Climb down into the pit and follow the passage to
the hidden shrine. On the altar is the black wand of Myrkul. You can now
return to Khelben.

Quest Eight: Temple of Clangeddin

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

Return to Hub 3 and go through the gate to your right. It should now open for
you with no problem. You find yourself outside the dwarven temple. The door
here is locked and there is no visible means of opening it. On the wall to the
left of the door is a battered shield. Strike the shield with your weapon and
the door opens. This is a short passage with some undead. Deal with them and
proceed through the door at the end of the hall. Turn left and at the end of
this hall turn right. Continue forward and turn right again at the end of this
hall. Continue down this passage and go through the first door on your left.
There is a fighter here that must be dealt with. Go through the door in the
opposite wall, fight more undead, and take the dwarven scimitar at the far end
of the room. Go back to the main hallway and turn right. At the end of the
hall go through the door to your right. Go to the end of this short hall and
click on the symbol of Clangeddin to your right. The wall in front of you
opens revealing a portal. Go through the portal. You appear on a walkway above
a shrine. Before you is a dwarven long sword. Take the sword then jump down
from the platform. You will need to fight the undead here. There is only one
exit from this room so take it. Fight the undead guard outside the door and
turn left. At the end of the hall climb the ladder on your right and then go
through the illusory wall to your right. Ahead of you is a rest spot. Use it
if you need to and then look to your left. On the wall flanking the door you
see two shields that are missing weapons. Click on each shield and the two
dwarven weapons that you found will appear in the shields. Go through the door
between the shields and fight the undead. Go through the gate ahead of you and
immediately turn right. Go through the illusory wall, click the switch and
return to the room. You will see that the wall to your left has opened
revealing a long passage. Continue down this hall and through the door at the
end.

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

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

Quest Nine: Find the Drow Outpost

Returning to the tier 3 hub you find that another door has opened for you.
Turn left and enter the first passage you find. Follow it around and go
through the gate. Cross the bridge and go through the portal at the opposite
end. You appear in what looks like another mine. There is an orc guard to your
left that must be dealt with. Turn left and continue down the hall. There are
four drow guards here to be dealt with. There are alcoves on each side of the
hall, the last two have switches. Click the switches and follow the hall
around the corner to the right. Continue down this hall and stop at the door
to your right. You overhear a conversation about shutting down a portal now
that the dwarves have been slain. Obviously the drow were behind the massacre.
Continue down the hall, past the cells on your right, and then turn left at
the next junction. Continue forward to the next set of doors. Fight the two
drow guards in the passage to your right, then go through the door to your
left. Fight the guard and go through the next door. Talk to the priestess here
and take the key. Leave this room and go through the door that will be on your
left. You must slay the drow priestess in this room. Leave and go down the
passage that is now on your left. Deal with the drow archer in the large
chamber and go through the door behind him to the spider warrens. Starting
from the beginning of the Spider Warrens, enter the chamber beyond the door,
cross the bridge, and go through the door at the end of the hall. Kill the
spiders here then take the third passage on your left after the door. Go up
the ramp and make a right. Go down this passage until you come to the next
chamber (ignore the passage on your left). Jump down and kill the spider. Go
through the door ahead of you, deal with the drow mage, take the key on the
table behind him. Leave this room. Go back to where you fought the spider and
cross to the opposite side of the lava stream. Turn left and go through the
illusionary wall that will be on your right. Follow the hall until you come to
the bridge. Jump down on the left side of the bridge, kill the spider, and go
through the gate here. Continue down the center passage in this chamber until
you come to the next chamber. The wall to your left is an illusion. Go through
it, jump over to the plank near the lava in this room, then climb up the far
wall to get the spider piece that is here. Jump back down to the chamber
floor. Go up the ramp on the far side of the room (opposite the entry passage)
and follow this corridor until you come to a gate. Go through the gate, down
the hall, and make a right. You are now back at the entrance to the spider
lairs. Go through the door, over the bridge, and back through the gate into
the drow cavern. You can report back to Khelben now.

Quest Ten: Find the Drow Stronghold

Khelben thanks you but asks you to return to the area and look around some
more. The drow usually have a stronghold near their outposts and you must
locate and destroy it. Return to the drow outpost and continue through it to
the cavern with the waterfall (where the entrance to the spider lair was). If
you examine the waterfall it does not sound right. Jump into the water here
(its an illusion), fight the guards, and continue down the tunnel. Pass
through the gate and then the portal at the end. You are at a well fortified
entry to a drow building. Fight the guards here then go through the door ahead
of you. This room has four large pillars and balconies to the left and right.
Checking the door behind you, you find that it is locked. The door in the
opposite wall is locked as well. As you approach the door the pillars open and
four orcs charge you. Deal with the orcs and then go to the pillars at the
entrance. Go behind the pillar and climb the ladder to the balcony. Click the
switch you find here then do the same at the other pillar. The doors are now
unlocked. Continue through the exit door. You are now in a courtyard area with
pools and waterfalls. The waterfalls are actually rest spots, so use them if
you need to. Continue across the courtyard, fight the guards, and go through
the door here. Fight the guards, then fight the priestess at the opposite end
of the room. There is an illusionary wall behind the priestess. Go through the
wall and you will find a portal that takes you to the main temple area. Ahead
of you is a stone bridge. Drop down to the left of the bridge, jump over the
lava, and kill everyone in this room. It is important that both drow
priestesses be slain. Take the spider piece you find here. You can now report
back to Khelben.

Quest Eleven: Destroy the Drow Stronghold

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

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

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

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

Your first mission here is to destroy the thief leader, Xabash. Enter this
door.

Quest Twelve: Slay the Thief Leader

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

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

Quest Thirteen: Rescue Asborn

You are to go down into Undermountain and rescue a foolish nobleman, Asborn.
Return to the tier 4 hub, go up the stream and turn left. Go past the wood
pillars, turn right, and go up the ramp to the gate on the right above. Beyond
the gate is the portal to the garden. Here you are, outside the monastery. Go
around the planter and through the door ahead of you. Go through the hall
ahead of you and at the end turn right. Go to the end of the hall and through
the door on your left. You are in the kitchen. Go through the door at the
opposite end of the kitchen, jump over the handrail, then follow it around to
the left. Take the key that you find and return to the kitchen. Exit the
kitchen through the same door you entered and then turn right. Go to the end
of the hall and turn right. Follow this hall to the door on your right, go
through the door. Destroy the crates that are in this room and click the
switch on the wall behind them. Go through the door that opens in the floor.
Follow this small hall down to the cellar, go through the door. To your left
behind some crates is a key. To your right is another spider piece. Take both
and return to the room above. Exit the room, turn left, then turn right down
the hall immediately to your right. Go through the door at the end of the hall
and through the gate in the opposite wall. In the next chamber you will find
the remains of poor Asborn in an eternal undead state. Behind him is the
crystal rose that he sought. Take the rose and return to Khelben.

Quest Fourteen: Destroy the Stone

Spectators have been appearing in Waterdeep and causing some trouble. Khelben
believes that one of Halaster's apprentices is responsible. You are to seek
him out, destroy the spectator summoning device and deal with the apprentice
Ibbalar. Return to the hub, go up the ramp to the Garden gate then follow the
passage to the left. This next gate takes you to Ibbalar's realm. You appear
at the base of a ramp. Go up the ramp and into the portal in the middle of the
floor. You appear on the balcony above the main chamber in front of a door. Go
through the door, up the ramp, then through the next door. Turn right and go
through the door in the next hall. Here you will find Ibbalar. Leave Ibbalar's
room and go straight across the room to the next door. In this room you find a
small room of exhibits. In the far wall are two more doors. Go through the
left door into the display room. Smash the case containing the spider piece
and take it. Return to the balcony above the main room. Drop down into the
main room. To your right is another door. Go through the door and continue
down the hall. Go through the door at the end. Follow this hall to the end,
turn left, then go down the ramp. At the base of the ramp is a gate. Go
through the gate into the chamber beyond. To your left is another portal in
the middle of the room. Go through the portal. You are now in the 'Spectator
Stone' room. Turn right and you will see an alcove with the stone in it.
Destroy the stone, turn around, and go through the gate in the middle of this
room. You have returned to the chamber with the ther portal. Return to the
main room, turn right and go down the ramp in the middle of this wall. Enter
the portal machine and you are back in the hub. You can now return to Khelben.

Quest 15: The Flamesword

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

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

Be warned: this DTU spoiler is so TLDR you’d best just chuck it on a notepad for leisure reading.
 

KeighnMcDeath

RPG Codex Boomer
Joined
Nov 23, 2016
Messages
12,874
I lament I didn’t buy it along with 3rd, 4th D&D modules or TWE miniature Undermountain. I’m considering trying to find the old DMA 1 encounters & monsters for the Amiga. I’d probably have a rom made since #2 is was made.

Btw, sad as it is DOS version of DMA is the best. The c64 emulation sucks as. Apple2 is ok but still too many dsk changes unless you manage to hard disk it. Amiga has that suave blue background and some mouse support. It’s ok. Well, the whole thing is underwhelming compared to today’s freeware projects for managing D&D.
 

Sharpedge

Prophet
Joined
Sep 14, 2018
Messages
1,061
I finished this game twice. Does this mean I have some sort of condition? Patching it up and finding an unofficial fix for character occlusion is pretty much a must to play it these days though, as I found out the second time I played through it.
 

Miner 2049er

Scholar
Joined
Apr 27, 2016
Messages
185
Back in its day I really enjoyed it. We didn't have ToEE or NWN and it was turn based. That was good enough for me.
It's biggets flaw was not being able to pick the feats. But there are many games that doesn't let the player choose, it's just unusual (read: not good) for a D&D game.
When you level up you can only pick the class to level, so at least you could multiclass to have a little influence on the character building (and reloading if you only got 1 HP for your fighter). Dissapointingly there is no Wizard class, just Sorcerer, so you don't have to memorize spells. That was too hard to implement.
The game never looked good (outside of some few outdoor areas), but I dug the atmoshpere of the endless 20h first dungeon.
The struggle when you meet the first phantom / ghost opponents you can't hurt with non magical weapons. Every little spell helped and if you were lucky, you already had one or two +1 weapons.
You only get a fraction of the XP the slain creatures should give, so leveling takes ages. I remember in the later dungeons I was spending 8 hours without gaining a single level. Your take if that's a good or a bad thing. Personally I don't like leveling every hour.
I think with the right attitude there's still fun to be had with the game but please get the speed tool. You don't have to use it, but there will be encounters with 10 or even more zombies from far away, taking forever to even reach you.
 
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ProphetSword

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Fun fact: This game started out as an AD&D 2e game, but then the developers got the bright idea to switch to the new 3e rules during development. The game would have probably been better if they had just stayed with 2e and focused more on the game play features, the UI and the encounter designs.
 
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Sacred82

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Fun fact: This game started out as an AD&D 2e game, but then the developers got the bright idea to switch to the new 3e rules during development. The game would have probably been better if they had just stayed with 2e and focused more on the game play features, the UI and the encounter designs.

it was the promised implementation of 3E rules that generated a lot of buzz though. It would have been the first game to do that.
 

Miner 2049er

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Rofl. Have you played anything working on ADnD at all? The pre-3.0 editions didn't let you choose anything, save for maybe a couple of wizard spells.

True. And some thief skills and weapon proficiencies.
 

ProphetSword

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it was the promised implementation of 3E rules that generated a lot of buzz though. It would have been the first game to do that.

I'm not sure it needed it, though, being a sequel to one of the most well-regarded D&D games of all time already. If they had spent less time worrying about what system they were using and more time developing an actual game, this could have been fantastic.

Maybe there's a parallel universe out there somewhere where the game is one of the best D&D games ever made. But that sure ain't here.
 
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Sacred82

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it was the promised implementation of 3E rules that generated a lot of buzz though. It would have been the first game to do that.

I'm not sure it needed it, though, being a sequel to one of the most well-regarded D&D games of all time already. If they had spent less time worrying about what system they were using and more time developing an actual game, this could have been fantastic.

Maybe there's a parallel universe out there somewhere where the game is one of the best D&D games ever made. But that sure ain't here.

well yeah I'd take a good 2E game over a broken 3E game any day.
 

KeighnMcDeath

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There was a definite rough patch out there. It ran too slow on my now deceased win98 machine. I had a literal crap machine... well actually I still do considering Lenovo laptops.

I know many say goldbox is king but when you look back it gets repetitive. I played the Pools and Krynn series so much I didn’t see much variance. I barely looked at buck Rogers. I felt Dark Sun made a little progress but I missed the first person tile walking. DS reminded me of kyrandia walking around pocketing shit.

I wanted to give the game a good shot but running like the worse stop animation wasn’t going to cut it. Reminded me of my ancient dos computer that could barely run Origin crusader games.
 

ProphetSword

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I know many say goldbox is king but when you look back it gets repetitive. I played the Pools and Krynn series so much I didn’t see much variance.

And yet, there are those of us who would have gladly played another twenty games made in that engine. I’ll never understand why people want to change things that work.
 

KeighnMcDeath

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I had to push them away... too addictive. The fun shit started with FRUA. I had dialup and was downloading everything frua related on my dos 486. Then I found the programs to strip portraits out and other gfx. God that was fun.... until......

I got a virus and it wiped out everything. I had some diskettes but all that work ruined I just said fuck it for a while. Then BTCS I got and did it all again. God I fucking hated viruses.

I bought this from drivethru rpg:
Old School Computer Game

It’s a nifty game.
 

ProphetSword

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I had to push them away... too addictive. The fun shit started with FRUA. I had dialup and was downloading everything frua related on my dos 486. Then I found the programs to strip portraits out and other gfx.

You know, FRUA is still around and modules are still being made for it. It's not to late to enjoy that again.

I bought this from drivethru rpg:
Old School Computer Game

An excellent game. I bought it myself about two years ago.

And (shameless plug), I am also making a game similar to the Gold-Box games...
http://ua.reonis.com/index.php?topic=3757.0
 

KeighnMcDeath

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But then we might think we are in Xebec’s Demise and the last thing I want to do is run into a brown mold get diseased, drink an unmarked potion, get drunk and stagger with blackouts while a zombie assaults me but keeps losing a piece of flesh. A nightmare.


... ah AR.
 

Martyr

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But then we might think we are in Xebec’s Demise and the last thing I want to do is run into a brown mold get diseased, drink an unmarked potion, get drunk and stagger with blackouts while a zombie assaults me but keeps losing a piece of flesh. A nightmare.


... ah AR.
oh btw what's that "Old School Computer Game" you posted? is this similar to Knights of the Chalice?
 

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