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The High Hall: Difference between revisions
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* {{MdCharLink|Isobel Thorm}} | * {{MdCharLink|Isobel Thorm}} | ||
* {{MdCharLink|Jaheira}} | * {{MdCharLink|Jaheira}} | ||
* {{MdCharLink|Koll|Koll the Red}} | * {{MdCharLink|Koll (kobold)|Koll the Red}} | ||
* {{MdCharLink|Nine-Fingers Keene}} | * {{MdCharLink|Nine-Fingers Keene}} | ||
* {{MdCharLink|Owlbear Cub}} | * {{MdCharLink|Owlbear Cub}} |
Latest revision as of 07:04, 29 September 2024
Overview[edit | edit source]
The Watch Citadel[edit | edit source]
The Watch Citadel is a small area visited before the High Hall's Courtyard. Any allies gathered during the game will appear here and give short lines of support dialogue. There is also a trader for last minute supplies, Koll the Red.
The High Hall Courtyard[edit | edit source]
The High Hall Courtyard is a large area before the High Hall proper. Entering this area will begin a fight with Absolutist cultists, Winged Horrors, goblins, an Ogre, a Spectator, and several Mind Flayers. It is possible to bypass this battle by approaching the High Hall from the northern or southern routes, or taking the sewers.
Upper City Sewers[edit | edit source]
The Upper City Sewers is an area accessible though metal door in a hidden area, underneath part of the northern pathway around the Courtyard X: 263 Y: 126. This area provides a shortcut between the Courtyard entrance and the High Hall. This route features few goblins, a Mind flayer, Absolute cultists, Bane cultists, Necromites and a Death knight named Stalker Svignee.
The High Hall[edit | edit source]
The High Hall itself is located just past the courtyard. Once sighted while in this area, the party will enter combat with the intellect devourers, Bhaal cultists, and a nautiloid which will spawn additional intellect gluttons.
Traversing up the stairs and approaching the stem of the Netherbrain will end combat. Once here, the party can use a restoration pod (not on tactician difficulty) to heal, and then traverse up the stem to the final area .