The Necromancers' Guild is located in the Shadowspire region. It must be explored to destroy the skeleton transformer if the party has decided to ally with the Temple of the Sun in the Form an Alliance quest, and also to recover the shield Eclipse.
1. Entrance Hall[]
Upon entering, the party will encounter quite a few Dark Path Journeymen and Necromancers. As stated above, these individuals will not be hostile unless the party allies with the Temple of the Sun or attacks them first (although they will be quite snobby).
2. Back Rooms[]
At the rear of the Entrance Hall are three back rooms. Two of these rooms are storage areas, and are located at the end of the colonnaded areas on each side of the main staircase. Inside these rooms are more Dark Path Journeymen, and/or Necromancers. A few reagents are on the shelves, to which the party may help themselves, however, there is no other treasure in these rooms. The third room's entrance is behind and beneath the main staircase, concealed by a secret door. This door will glow red if someone in the party has sufficient skill in Perception, but is also detectable by holding the cursor over the area until the word door appears on the status line. Behind it is a Vampire crypt area, which will be empty so long as the Guild remains friendly to the party. Once they are not friendly, the Vampire minions whose coffins these are will be out of them and alert for intruders.
3. Stairs and Hallways[]
The main staircase splits into two on a landing halfway up to the second floor. Several Dark Path Journeymen, and/or Necromancers patrol the area around the landing, guarding the locked door into the secret area of the Guild. A few Dark Path Journeymen, and/or Necromancers patrol the upper hallways, including some who act as guards for four locked rooms accessible from these hallways (two rooms per hallway).
4. Guarded Rooms[]
Inside each of the locked rooms are one or two more Dark Path Journeymen, and/or Necromancers and two to four trapped [Master Disarm] treasure chests. One of these chests contains the artifact shield Eclipse. All contain quite a bit of gold, scrolls, potions, and miscellaneous armor and/or weapons and/or magic items. Note that once the party enters one of these rooms it will be considered hostile even if it was allied with the Guild. Note also that these rooms will not open at all until the Alliance quest has been completed.
Note: There is a bug in the game which sometimes causes Eclipse not to appear. To avoid this, save your game before you open the chests in these four rooms, and if you do not find Eclipse in one of them, re-load from before you opened them.
5. Sandro and Dyson Leland[]
If you follow the upper hallways to the end, go down the staircases there and ride the elevators up to the upper chambers, you will find the doors to the quarters of Sandro [A], the head of the Guild, and Dyson Leland [B], a 15th level cleric spy whom the Guild captured. Dyson Leland will be available to join the party once they have been instructed to use him by either Sandro or by Oskar Tyre, the head of the Temple of the Sun. In fact, the party is required to use him to complete the Guild/Temple quest portion of the game.
Sandro's quarters are on the eastern side of the building, while Leland's are on the western side. Sandro shares his throne room with the head of the Vampires, Thant. When asked to join the Alliance, Sandro will first give the party the quest to Bring him the Nightshade Brazier from the Temple of the Sun, using Dyson Leland to guide them. Should the party recover the Brazier, Sandro will journey to Ravenshore to sit on the council, leaving Thant in charge.
6. Central Hall[]
Dyson Leland has a key to the locked door on the landing, so once he is in the party, they will be able to open the door and go inside. Beyond is a short corridor ending in another door, which they may also open unhindered. Behind that is an elevator [C], which can be taken down to a lower level. As they step off the elevator, the party will encounter two Dark Path Journeymen, and/or Necromancers, who will inform them that the area beyond is off limits. Should the party choose to venture into the off-limits area, they will immediately be considered hostile.
7. Lower Crypts[]
On each side of the guards in the off-limits area is a vampire crypt hidden behind a secret door. So long as the party does not venture past the guards, these doors remain closed. As soon as the party passes them, however, they will open and a crowd of Vampire minions, Vampires, and Greater vampires will emerge to attack the party. The hallway behind the guards contains one to three Necromancers and/or Dark Path Journeymen, including one or two who will wait by the door at the end.
8. Skeleton Transformer[]
Just beyond the door at the end of the hallway in the off-limits area is the control room for the Skeleton transformer. The transformer itself is in a large, cavern-like room beyond the control room, through an open doorway. Inside the control room itself (at the time the party opens the door) are several Necromancers and/or Dark Path Journeymen, who will attack as soon as the door is opened. Beyond, in the cavern area near the transformer itself are a number of Vampire minions, Vampires and/or Greater vampires, and also a number of Skeleton bowmen, Skeleton hunters and Skeleton archers. Once the party opens the door, these creatures will roam freely in and out of the control room.
The transformer may be operated from the control room by first closing and bolting the door. The party may do this by moving the five levers in the proper order (they will not move in the wrong order) until they are all in the up position. Following this, a button must be pushed to move the door bolt into place. After this is accomplished, the party need only walk into the cave area and the skeleton transformer will be destroyed. A CGI sequence will play depicting its destruction. Note that the transformer itself will not physically appear during gameplay: The cave area will appear to be empty except for the enemy NPCs. Dyson Leland must remain alive and conscious (he may be revived if necessary) or the transformer can not be destroyed.
Destruction of the transformer will not automatically kill all the remaining NPCs in the area. These will continue to attack the party. However, once all the NPCs in the transformer area and control room are dead, the party will get a green light on the far side of the cave area and be able to Town Portal out.