Nashkel Mines

On the level closest to the sky can be found these enemies: Wolves, Winter Wolves, Kobolds, War Dogs, Ghasts

Main Quest: Talk to Emerson, 980, 1125. Talk to the Amnish soldiers guarding the mine entrance at 1200, 665, and two of the guards will disappear inside, making way for the party's entrance into the mine


 * Prism: Southwest / lower left, 640, 2710, is working on his masterpiece. As with Oublek in Nashkel, deny associations with Greywolf. The player may agree to defend him, and the game will pause for the approach of Greywolf. The player must again choose to side with Prism, whereupon Greywolf will attack. Greywolf gives 1400XP and drops Long Sword +2, Studded Leather, and 102GP. Prism will fall over in a heap, dead; it must be natural causes, but it sure looks awkward. 1000 XP, Reputation +1, 3GP and two Emeralds on Prism's corpse.


 * Galtok is escaping from Kobolds at 3100, 2870


 * Wand of Frost in the trunk of a tree, Northwest / top left of the map, 165, 180

Underground
Kobolds can be found on all levels; additional enemies are listed by area

First level
Miner at 1185, 1685 gives the party a dagger belonging to Kylee, who is on the next level down at 835, 2110. Exit is at 2105, 1835.

Second level
Kylee 835, 2110 gratefully accepts his dagger and the party gets 200 XP. Miner Beldin hurries toward the party, running from Kobolds. Exit is at 3570, 2560.

Third level
Lots of traps. With 60% in Find Traps, a thief will not be able to find some of the traps, but those that they cannot find will not do more than 10 damage each. Send the thief, (probably Imoen) ahead and pull her back if she sees Kobolds. A good place to have pathing configured to a high number of search nodes, as party members may wander off and set off traps


 * Joseph's body at 1600, 260 cannot be missed if it is there, but will only appear if his wife was consulted before the player reaches the Mines' third level. His Greenstone Ring is on his body
 * Huge Spider lair, 1310, 2630

A couple of Kobold Commandos will add some Fire Arrows to the player's inventory, which work well against creatures immune to regular damage

Mulahey's rooms

 * Ring of Holiness adds an extra Priest spell (both Clerics and Druids) for every level 1-4, whether identified or not.
 * Short Sword +1


 * Companion Xan

Xan will leave if you turn him down. There is no option but to accept him in the party or insult him. He will leave the party thereafter without protest and remain where he is left, to be recruited again if desired, so there is absolutely no downside to not insulting him. He also has no spells memorized (it may be possible to rest in the Mines)

Xan's Moonblade is in Mulahey's chest


 * Mulahey, skeletons and Kobolds spawn to defend him, chest contains Moonblade, letters that are proof of the conspiracy and also lead towards Beregost again, where a contact between Mulahey and the Bandits can be found in Feldepost's Inn

Exit
A Ghoul and a couple of Slimes guard the exit to Southeast of Durlag's Tower / East-Northeast of Nashkel Mines]] / East-Southeast of Nashkel, an area sixteen hours from the Mines map and Nashkel. This is hard to reconcile with the zero hours of travel from the Mines levels and the tunnel connecting them to this area.

In this new area, should the player choose to take the underground exit, there is an assassination party waiting, north of the exit from the Mines, that is very tough, but yields some nice rewards if defeated