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The tunnel is heavily infested by various creatures so you might have Anarchy Credits to switch weapons at every encounter. You will encounter the following.
With that cast of characters, you will need to bring in cold and piercing weapons for the spiders; muck banes for the oozes; blunt or pure good weapons for the undead; reptilian banes for the Trogs; Axiomatic for hellhounds; and decent slashing weapons for the Minotaur’s.
If you have casters in the group, spells such as Magic Missile and Scorching Ray will be very useful. At this level (level 4 on normal), the most useful crowd control to use is Web, Glitter-dust and Hypnotism or Hypnotic Pattern.
Glitter-dust works perfectly against the Trogs who stay invisible until ready to attack. As for resists, acid and fire will come in handy. The Shaman can cast a mean Melf Acid Arrow.
WALKTHROUGH - Upon entering, buff up with the necessary resists. You will be given two options. One is to head west or head straight south. If you decide to go south, prepare for a couple of unfriendly Medium Earth Elementals.
Pray that you save on that Earth-grab. After the encounter, you can continue to head west but be careful of the Spike trap. It can be disabled by the Rogue in the party. You can easily jump over it or time your movement, in case there's no one to disable the trap.