Quests

Quests in Underkeep are built around items and conversations. You can be carrying the letter someone in the village wants before they ever ask you for it. So hang on to named items and written clues until you find out who wants them.

Watch out for two letters that are easy to mix up. The one that brought your party to Underkeep and the one from the cottage are different items, and one won't stand in for the other.

The cottage letter

Have the cottage letter on you when you talk to Khelebar in Underkeep Village. He'll send you off to look for someone.

Point me in the right direction

The trail leads south of the village.

Give me another hint

Explore the cemetery and what's underneath it.

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Jacob is being held in Cells of the Forgotten under the cemetery. Free him and go back to Khelebar. The Secret areas page covers a side entrance into the mausoleum.

The odd item from the Rat Nest

In the Rat Nest you'll find an item that isn't ordinary gear. If you've brought it back and don't know what to do with it, don't try to equip it.

Point me in the right direction

Keep it and talk to people in the village.

Give me another hint

Try Barlo, who sells general goods.

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Give the Cursed Doll to Barlo in Underkeep Village. Once that's dealt with, he can offer you a quest about five lost mushrooms.

The missing miners

The mayor asks you to find out what happened to the miners who never came back. If you've cleared a cave and the quest hasn't moved on, you're probably in the wrong place.

Point me in the right direction

Caerlin Woods has several entrances underground, and each one leads somewhere different. The first crypt you find may not be the place you're looking for.

Give me another hint

Look for a mine in the western part of Caerlin Woods.

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The miners' trail leads to Blightvein Mine; Gravewood Crypt is a different area. In the mine, a pressure-plate puzzle with two statues opens the way to the miner's key. Use the key on the locked gate, fight your way through the infected enemies and deal with the encounter deeper in the mine. Then go back to the mayor. When you report to him, you can choose what you tell him.

Five lost mushrooms

More than one character wants the five small lost mushrooms. Find them first and decide who gets them after that.

Point me in the right direction

Search the quieter edges of the village too, not just the main street.

Give me another hint

Someone in the north of the village wants the mushrooms as well.

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Barlo asks you for the five lost mushrooms, but the mother mushroom in the north wants them back too. You can give all of them to only one of the two. Barlo should give you supplies; the mother mushroom should leave you with a permanent drawback tied to turning into a mushroom. If you want to compare both outcomes, make a separate save before you choose.

The Light That Burns Twice

You'll come across a lantern after entering Duskhollow Woods from Caerlin Woods. These hints and the expedition hints below draw on Fahad Suleman's community walkthrough on Into Indie Games.

Point me in the right direction

Inspect the lantern closely without harming it. Listen to the voice inside.

Give me another hint

The voice mentions fire, roots and a grave. Search south of the lantern; a path continues south from the shrine statue.

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Interact with the grave to the south to summon a ghost. Don't attack it; lead it back to the lantern. Then face and defeat the warden to finish the quest.

Getting into the expedition camp

Point me in the right direction

The guard at the camp in southern Duskhollow Woods asks why you're there. Information from the village can help.

Give me another hint

Say you're looking for the expedition. The guard asks you to name one of its members.

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You can learn in the village that Durok is a priest. Give the guard that information. If your first answer was wrong, the community walkthrough also describes paying the guard 10 coins to let you in. Once inside, find Captain Korr and Durok.

The dragon expedition

Speak to Durok before leaving with Korr. These hints follow the branch recorded in the community walkthrough; they don't cover every outcome of the encounter.

Point me in the right direction

Korr and Durok disagree about the dragon. Hear both of them out before confirming Korr's attack.

Give me another hint

Durok suggests sparing the dragon and destroying the pillars in its lair. The walkthrough author tried reasoning with Korr during preparations at all three entrances.

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Offer Korr your help, then confirm you're ready to leave for the dragon's lair. Puzzles and hints covers the five plates; Secret areas covers the illusion tunnel. At the three entrances where Korr prepares explosives, the walkthrough author reasoned with him three times in a row. Korr agreed to spare the dragon in that run; this is not a confirmed guarantee for every branch. During the encounter, move towards the pillars so the dwarves begin attacking them, and keep your party alive until the pillars are destroyed. Once all the pillars are gone, the dragon leaves. Return to Durok at camp and report that you spared it. He gives you permission to enter Soulforge. The walkthrough does not document the outcome of killing the dragon.

For the obstacles inside the lair, use the separate hints in Puzzles and hints and Secret areas.

What to note down

When you go back to someone in the village, bring what you found and check for new conversation options. On the map, note who asked for what and where the unfinished lead points.

Finding the barbarian helmet before accepting the quest could make the blacksmith stop responding in some situations. That bug has been fixed.