Produced by JULIAN and CARYL TANDY
OVERVIEW AND SET UP
MENZOBERRANZAN usually referred to as MENZO is a typical CRPG from SSI. You
generate 2 characters from the usual assortment of Fighters, Thieves, Clerics,
Mages, Rangers and Paladins. With the standard 6 race types: Elves, Half Elves,
Dwarves, Halflings, Gnomes and Humans. The best option (bearing in mind that for
most of the game the other 2 NPC's that join your party are 2 from a Drow
Fighter, Gnome Thief and a Fighter/Thief/Mage bird) is a Half Elf Mage, and
either a Dwarf Fighter/Cleric or if you feel adventurous a Human Paladin. Your
characters will start between level 5 and level 7 and you do have the option to
super stat them to all 18's. The basic plot is that the Drow have raided your
village and take captive most of its population. Your task is to journey into
the Underdark and rescue them from the city of Menzoberranzan. The game is very
linear, (links to the 3 sections are given below), and is an excellent
introduction to CRPG's as it is fairly easy to comp lete, with a standard fairly
user friendly interface. A full set of maps (viewable in MSDOS Edit) accompany
this Walk through.
After generating your characters and watching the Intro. you start in the local
Inn. This is the point at which the Drow attack the village and your task is to
put out the fire in the store rooms. You must head E to the well, then collect
12 buckets and fill them with water. Use the buckets on each point of fire on
the storeroom (SE building on Village.Map). When the fire is out go N to the
Guardhouse and get Baldassar (4th lvl Fighter) to join you. Get the equipment
from the Guardhouse and then travel around the village collecting other
equipment. Finally go to the Inn to collect your reward (nice +2 helm) and then
exit the village by the Eastern Gate.
Go South and talk to the injured Drow. Go east and talk to Maeldithar
(4th lvl Centaur Ranger), who is willing to join you. Go north to
Vermulean's Cottage (see Woods.Map) and speak to Vermulean. Leave the
area by heading Eastward after Vermulean's cottage.
ICEWIND DALE PLAINS 1
Go to the gap in the Southern Mountains (see Icedale1.Map) and talk to
Drizzt (lvl 15 Drow Ranger). He must join you in order to complete the
game and comes equipped with the best weapons and armour in the game.
Once you have Drizzt proceed N to the cave
that is Drizzt's Hideout. Collect all the equipment in the hideout (a
button in the NE wall opens a secret passage to the Eastern half of
the hideout). Then proceed E to the Leucrotta's Lair.
The purpose of this cave is to find the 4 gems needed to survive in
the Underdark. All 4 are located in the NE corner of the caves (see
Gemcave.Map). You will need either a jump spell or will need to find
the potion of jumping in order to retrieve all the
Gems. There is also a helm of disguise located in the S. Take all 4
gems back to Vermuleans Cottage and get him to magic them into
protection against radiation gems. Then go to the point where you
found Drizzt and proceed S.
ICEWIND DALE PLAINS 2
Go SE and get Vonar (lvl 5/4/4 Fighter/Mage/Thief) to join you (if you
don't get Vonar you will have to complete the later half of the game
with only 3 characters). Wander around the whole area picking up
goodies and killing everything that moves as one o
f the Trog Frogs has a scroll of Improved Identify. Go to the mine
entrance in the SE corner (see Icedale2.Map) and before you enter the
Underdark save the game as there is no turning back once you get into
the mine cart.
UNDERDARK 1 / 2 and THE LAKE
There is not a lot on this level other than a fairly dark and tedious
slog up and down via various dead ends. On the first level (see
Underlv1.Map) Manahath (lvl 5 Dwarf Fighter) must be spoken to in
order to get the Descent map. A ladder in the SW leads
down to level 2 (see Underlv2.Map), you will then need passweb to get
through the N section in order to find the ladder back up to level 1.
The ladder back down is located in the SW corner via a secret wall. By
this ladder is a pickaxe which should be tak
en for later on. From the SW of level 2 head N via a flight area, a
secret wall and a passweb. There is a map NPC called Borenorak (lvl 4
Dwarf Cleric) who whilst giving you valuable information should not be
added to the party. The entrance to the lake i
s in the NW corner. Fight the Aboleth in the lake (see Lake.Map) then
follow the stepping stones back to level 2. Work your way S to find
the exit to the Dwarven Mines.
Go NE to the Secret Door with the frieze on it. Use read languages
spell to translate the wall and then fight your way around to the N
(see Dmine.Map), where the entrance to the Temple of Dumathoin is
located. Watch out for Azarell (lvl 6 Elf Fighter) who
is really a handmaiden of Lolth. There is no entrance to the NE area
from this level.
TEMPLE OF DUMATHOIN LEVEL 1
Go W and collect the pickaxe if you do not already have one (see
Temple1.Map). Listen in to the conversation from the Mid E room. Get
the Silver Moon Key in order to unlock the NE room where after killing
the Darro Savant you will get the Silver Star key
and several interesting books. Looking at the map you should see the
corridors form two hammer shapes running N/S. Go into the E hammer
head, push the button behind the E secret wall to allow you to get
through the W secret wall where the Holy Symbol of D
umathion is hidden. Use the Silver Star key on the W hammer head and
go down to the next level.
TEMPLE OF DUMATHOIN LEVEL 2
Get the Silver Circle key from the South. Free the prisoner
Valkverdling (lvl 6 Gnome Thief) and include him in the party. Use the
Silver Circle key in the NE and use the teleport. Press the hidden
switch on the S wall (see Temple2.Map) and get the horn f
rom the NW. Teleport out and then blow the horn at the middle statue
in the SE room, this will free the chalice. Proceed along the S
passage way with the holy symbol, horn and chalice and go down to the
TEMPLE OF DUMATHOIN LEVEL 3
Clear all the rooms you can before using the Silver Axe Key (see
Temple3.Map), making sure you collect all the gems in the walls
including the Diamond. Use the Silver Axe key and then the Silver
Circle key. Offer the diamond to the fountain, use the chali
ce for healing and pick up the Axe of Hurling. Clean out the N rooms
before proceeding S to the Temple Exit.
TEMPLE OF DUMATHOIN EXIT
After 2 ascents (see Templex.map) the lights will go out and Drizzt
will be kidnapped. Before this happens remove his armour, and if you
can, let someone else wear it. Drizzts weapons and Panther figurine
will always disappear when he goes. Keep ascending
until you reach the caves of the Myconid.
Search all of the N area picking up the Jade Spider (see
Mushroom.Map), before going into the large cave in the middle of the
map. Once you enter this room the wall behind you closes and you
should proceed SE to talk to the Mushroom Men. They will lead yo
u to the King of the Myconids and you should undertake his quest. When
you get the antidote cure Valkverdling and then proceed SW through the
opening provided by the King and pass through the exit to the Mouth
Speak to the Mouth (see Mouth.Map) in the Wall and accept his quest,
to find the stone necklace. After picking up the necklace continue N
and W as there are lots of goodies to be picked up, including
Brogonars Stone, before returning with the necklace. Gi
ve the Mouth the necklace and then head SW to the Caverns of the
This is the largest level in the game and if it is not completed in
the correct order a huge area will remain unexplored, and although
there are no "game critical" items missed, some useful spells will not
be found. From the entrance go NE and pass throug
h teleport 1 (see Drowcave.Map). Completely search this area and head
NW to the entrance back to another area of the Myconid Caves. Explore
this area (see Mushroom.Map) but do not go through the one way exit in
the SE corner. Return to the Drow caves and
go back through teleport 1. Go through teleports 2 then 3 then 4 after
searching each area. Go down to the lower level of the caves, Pick
Vonar back up and talk to the Drider who will give you a scroll of
transform to spider. Leave level 2 via the E exit
and proceed NW to the Chasm. Use the scroll provided by the Drider and
then head NE to the Entrance to the Underground River.
After paying the ferryman his gems, get into the boat. There is
nothing you can do from this point onwards, other than fight the
aerial attackers. The boat will be guided by the current and when it
stops get out and go to the entrance to Menzoberranzan.
APPROACHES TO MENZOBERRANZAN
Follow your left (see Appro.map) and you will soon be at the entrance
to the city of Menzoberranzan. To move around the city just click on
the location to which you wish to travel.
Go to Galenthas Goods shop (see Bazzaar.map) and trade in the helm. Go
to Ssar Tafell's shop and speak to her. She will then send you on a
quest to the Sorcere Tower.
Use the teleport to get up to the 2nd level (see Sorcere.map) and then
speak to the Mage in the WS room. He will trade in the healing box for
the bits needed to release the Drider spirit from House Baenare. Leave
the Tower and enjoy the video clips, befor
e returning to Ssar Tafell in the Bazaar. She will allow you to speak
with Vermulean who will identify the gem of Lolth. You must then go to
the House Fey Blanch.
HOUSE FEY BLANCH
This area is well worth fully exploring (see Feyb.map), as there are
some goodies and lots of experience points. Find Gumsznar in the SW
room and talk to him. He will then turn you into Drow, and send you to
see Rizzen Do'urden in Carpathians Tavern. Rizz
en will tell you the password and give you a map to House to House
Do'urden. You must then go to Gollvelius' Tavern where you must speak
with the rouge Jarlaxle.
Jarlaxle will send you to the Mantle caverns to return his Necklace.
Mantle Cavern 1 (NE) is worth exploring (see Mantle1.map) and contains
some good items (+2 Sword, gauntlets), before going to Mantle Cavern 2
(NW). The necklace can be found in the middl
e of the cave behind a secret wall (see Mantle2.map). Finish the
cavern and return to Jarlaxle. You will then have to return to Mantle
Cavern 1, kill the Drow Patrol in the SW corner and get the 4
insignia. Then proceed to House Do'urden.
Give the password to the guards to enter the Commoner Area. Get the
Gold Red Gem key from the mid N room (see Housedca.map) and go West.
Get the Gold Green Gem key from the S room and go through the N door.
Find the Secret Door and get the White Circle Ke
y from the NW room. Go through the S door, past the villagers cell,
unlock the White Circle door and teleport up to the Noble Area lvl 1.
You can not enter the W area until you have seen Rizzen again, so go
NW (see Housedn1.map) and teleport up to Nobles
Area lvl 2.
Go through the secret door in the NW (see Housedn2.map) and teleport
to the S of the main corridor. Go SW through the secret door, kill
Rizzen, get the Gold Black Gem key and the helm. Add the Gem of Lolth
to the helm of spiders. Teleport back to the NE a
nd return to Nobles lvl 1.
The guards will now have disappeared and you can use the Black Gem key
to open the W door. Go to the SW room and get the Gold Circle key. Go
W and get Drizzts weapons. Unlock the Gold Circle door in the NW. Go
through the Secret wall and get the Gold Blue
Gem key. Open the Blue Gem door and before entering the teleport
prepare for the final battle. Kill Matron Do'urden, free Drizzt and
the villagers and watch the video graphics finish.
This walk through was produced by Julian and Caryl Tandy email
email@example.com. This file is free to copy and distribute please
pass on the location of this file to anyone who needs help. Many
thanks to all on News:comp.sys.ibm.pc.games.rpg who encoura
ged us on this work and thanks to SSI for MENZOBERRANZAN.
On Wed, 13 Nov 1996 01:14:12 GMT, firstname.lastname@example.org (D.D. Johnston)
On 12 Nov 1996 07:13:25 GMT, email@example.com wrote:
I'm stuck in the dwarven mine. I got the horn but the door after that i
can't get to open i have tried clicking every where and using every item i
have on it but no luck. Any know what or how opens this door. Thank you
for any help.
I can't tell exactly where you are located but if you have the Dwarven
Horn, you must be in the Temple of Dumathoin, Level 2.
After you get the horn, use the teleporter in the room where you found
the horn. This will take you to the SW of the level. From there, find
the button on the south wall that will open a door to the west. Go
through that door and look for the statue of the Dwarven Hero. Stand
by the statue and use the horn. You will recieve the Chalice of
Healing Waters. Now look for a button on one of the north walls. This
will open a door to the east. Go east until you come to another door.
This may be the door where you are stuck because it will not open
unless you have in your possession the Chalice of Healing Waters and
the Holy Symbol of Dumathoin.
Because of their draconian heritage, a dracon will almost certainly be able to
breathe something nasty, either acid, fire, poison, or something equally
unpleasant. Typically, as a dracon ages and improves physically, this ability
also improves in both strength and endurance.