Подземье, BGII

Материал из AERIE Wiki

5. > > > > Chapter 5: The Underdark (AR 2100)


 Начало:
 -----------
   Если вы прошли через портал в подземелье Спеллхолда, то окажетесь здесь. 
   Если поплыли на корабле, то окажетесь здесь же, но после города сахуагинов.
   Следует видеовставка, из которой понятно, что Айреникус заключил союз с 
   Дроу с целью уничтожить эльфов с поверхности. Один из пленных называет его 
   "Джонелет", и Айреникус быстренько затыкает ему рот. Видимо, его там знают...
 Прохождение:
 ------------
   - НАЙТИ СЛЕДЫ АЙРЕНИКУСА
     Пройдя на восток и немного на юг, вы найдете несколько торговцев - дуэргаров
     (x 1600 y 3700).Они видели, как Айреникус и Бодхи шли в сторону города 
     Дроу, но уверены, что войти вы туда просто так не сможете. Один, впрочем,
     упоминает какой-то "другой" путь. Потом можно продаться/закупиться в их 
     магазине. Еще здесь же можно взять квест про заточенного мага.
     Далее на север, через группу Дроу, потом на запад через Миконидов и на
     север в город Свирфнеблинов(x 630 y 1135). (Свирфнеблин это другое название
     глубинных гномов (Deep Gnomes)). Они говорят, что вам стоит 
     поговорить с их лидером и считают, что вы "можете оказаться полезными".
     Войдите в город, идите по проходу, потом до конца на юг, затем на запад.
     Здесь две комнаты, левая это таверна, в правой обитает лидер.
     Он хочет чтобы вы расправились с потусторонней тварью которую они случайно 
     раскопали, со своей стороны он соглашается помочь вам попасть в город дроу
     для продолжения охоты на Айреникуса.  Внутри глубокой темной пещеры обитает 
     существо именуемое Адалон, способное помочь вам попасть в город.  Однако,
     вы не сможете попасть к нему не получив у гномов особый камень. 
     (Свирфнеблины - другое название "Глубинных гномов")  Соглашайтесь помочь им 
     решить проблему с демоном в обмен на камень. (Конечно, будучи Злым, вы могли 
     бы просто убить его и отобрать камень... Если бы вы были злым)
       Note:  Gunslinger напоминает, что вы можете просто обворовать гнома таким 
              образом заполучив камень... ему это не понравиться, но в таком случае 
              вам не придется ему что-либо доказывать.
   - ПОБЕДИТЬ ГНОМСКОГО ДЕМОНА
     Он скажет вам, что демон обитает в новом тоннеле на северо-востоке. Вы найдете 
     этот тоннель в (x 3600 y 600). Поговорите там со стражем чтобы открыть дверь.
     Когда будете готовы, нажимайте на яму после чего появится Балор. Для того что бы 
     его ранить нужно оружие не меньше +3. (Но если вы следовали этому прохождению, то 
     у вас уже должны быть несколько орудий +3 или лучше) Его убийство дает 26,000 
     опыта. Но мы еще не закончили! О нет. Положите свиток (выданный вам гномом) в один 
     из Быстрых слотов и используйте его. Это закроет дыру.
     Возвращайтесь к лидеру гномов за наградой:
       Булава +3, Череполом (дополнительный урон гуманоидам)
       Камень света
       25,000 опыта всем персонажам
   - РАЗГОВОР С АДАЛОН
     Выходите из города и отправляйтесь на восток. Возможно, вы встретите Куо-Тоа, с которыми
     придется драться (а может и нет). Затем идите на север, чтобы добраться до моста
     (x 3950 y 1890). Когда вы пересечете мост, объявится компания Дроу, ждавших вас в засаде.
     После драки удостоверьтесь, что все, кто может, одеты в элегантную броню Дроу.
     Здесь дорога разделяется на две. Идите по левой и заходите в пещеру. (x 4100 y 1200) 
     Это логово Серебряного Дракона Адалон. (Если вы злой, вам потребуется Кровь Серебряного 
     Дракона для создания "Брони из человеческой кожи"... ПОДОЖДИТЕ, заберете её позже!)
     Идите и поговорите с ней. Она хочет от вас помощи (как обычно). Её яйца были украдены Дроу
     (прим. пер. - разьве не Айреникусом лично?), чтобы она не вмешивалась и не помешала им
     напасть на поверхность для Айреникуса. В обмен за помощь она поможет вам выбраться из 
     Андердарка, чтобы вы смогли спокойно убить Айреникуса. Чтобы помочь с возвращением яиц,
     она создаст могущественную иллюзию на вашу группу, превратив их всех внешне в Дроу.
   - ВХОД В ГОРОД ДРОУ, УСТ НАТА
     Покиньте пещеру, идите вниз (не преходите мост), затем по другому проходу к воротам Дроу.
     Ворота сами откроются и страж Дроу спросит кто вы. Будьте понаглее (у Дроу это обязательно)
     и представьтесь как "Ведрин из Чед Нассад". Вам скажут явиться в Общество Мужчин-Воинов в
     течение трех дней.
     Заходите в Уст Ната.
 Квесты:
 -------
   Другое: Ловцы разума
           Ловцы разума - Подземье (AR 2100, x 200 y 2650)
           Сразу к северу от места, где вы впервые вошли в эту область, вы
           найдёте несколько Ловцов разума. Эти три бандита будут хорошей
           практикой по борьбе с ними, которая понадобится, если мы соберёмся в
           город Иллитидов. (9000 опыта каждый.)
   Другое: Первая битва с Дроу
           Дроу - Подземье (AR 2100, x 1735 y 2170)
           Первая настоящая битва с дроу произойдёт сразу к северу от места,
           где вы освобождаете Витала (смотрите следующий квест ниже). Дроу
           хорошо сражаются с магией, призывают существ на помощь себе для
           победы над вами и довольно разумно колдуют. Наиболее примечательная
           их особенность - броня дроу, которую вы определённо должны взять.
           Полный доспех дроу +5 - это лучшая броня в игре. Она рассыпется,
           когда вы попадёте на поверхность, но она очень полезна здесь. 
   Квест:  Заключённый маг
           Удер Мордин - Подземье (AR 2100, x 1770 y 3800)
           Маг - Подземье (AR 2100, x 1930 y 2090)
           Свирфнеблин - Подземье (AR 2100, x 1633 y 750)
           Витал (позднее) - Подземье (AR 2100, x 2375 y 3320)
           Поговорите с последним дуэгаром, Удером Мордином, он поведает о
           маге, который был заключён в земле после битвы. Видимо, этот
           товарищ искал какой-то важный артефакт. Поговорите с дуэгаром-
           продавцом и купите свиток Свободы. Не записывайте его в свою книгу
           заклинаний, просто наколдуйте заклинание, затем идите на север,
           чтобы найти мага. (10,000 опыта)
           Поговорите с Виталом, чтобы узнать, что он ищет великую ценность
           определённого вида. Он просит помощи в завершении работы. Он хочет
           достать свою Книгу Ритуалов у Свирфнеблина. Город свирфнеблинов
           может быть найден свреху слева области. Вы найдёте книгу у держателя
           таверны в левой коснате города. Вы можете купить её у него за 300
           золотых. Если вы сейчас в виде дроу (если вы уже побывали у Адалон),
           он отдаст книгу бесплатно.
           Вы найдёте Витала стоящим к северо-востоку от дуэгарского расположения,
           около одного из трёх порталов в область. Поговорите с ним и дайте ему
           книгу ритуалов. Согласитесь помочь ему выбраться. Затем появится
           Большой элементаль земли (10,000 опыта). Берегите от него Витала.
           Подождите чуть-чуть, тогда он снова появится и скажет вам идти к Огненным
           Вратам, которые сразу выше этих ворот. Поговорите с ним снова. Появится
           Большой элементаль огня (10,000 опыта). То же самое случится, когда Витал
           войдёт в портал. Затем идите налево к Вратам Воздуха.
           Поговорите с Виталом снова и то же самое случится с Большим элементалем
           Воздуха в этот раз. (11,000 опыта)
           Когда Витал вернётся (каждый получит 20,000 опыта) он предложит немного
           ценностей:
             Жезл Поглощения
           Если вы выразите недовольство, он даст пару заклинаний (Подобие и Жуткое
           увядание Аби-Дальцима). Если выразите недовольство снова, он атакует. 
           Постарайтесь быстро его забить, чтобы избежать его Заточений.
             Витал - 20,000 опыта
                     Череп Смерти (Шлем, колдует Заклинание Смерти)
                     Заклинания - Вопль Баньши
                                  Обжигающее облако
                                  Остановка времени
                                  Инфравидение
           (Впрочем никто не мешает вам его банально обокрасть, используя "Fake Talk")
   QUEST:  Тюрьма Душ
           Тюрьма душ - Underdark (AR 2100, x 1940 y 1860)
           Dagglefodd - Underdark (AR 2100, x 1770 y 610)
           Слева от центра на этой локации находится Тюрьма Душ. Она имеет 6 граней, нажатие на грань освободит одного из узников.
           Они будут драться с вами.   
           Слева направо:
             Грань 1 (x 1845 y 1862) - Madman Aganalo - 6000 опыта
                                       Jhor the Bleeder (Меч-бастард +2)
             Грань 2 (x 1872 y 1901) - Raevilin Strathi - 20,000 опыта
                                       Свиток (summoning)
             Грань 3 (x 1920 y 1920) - Riti - 8000 опыта
                                       Spear +3, Backbiter (Проклято)
                                       Свиток - Improved Haste
             Грань 4 (x 1980 y 1920) - Alchra Diagott (Lich) - 22,000 опыта
                                       Свитки - Summon Nishruu
                                                Delayed Blast Fireball
                                                Spell Turning
             Грань 5 (x 2025 y 1885) - Bedlen Dagglefodd (не атакуйте его!)
             Грань 6 (x 2035 y 1850) - Gont of Riatavin - 7000 опыта
                                       (если вы его отпустите, то не получите 
                                        ничего кроме рассказа)
             Примечание:  Освобожденный сумасшедший чародей, Raevilin Strathi,
                          нападает на вас. Но если применить заклинание клерика Heal,
                          то он исцелится и в награду отдаст вам меч Albruin +1. 
                          (from John Howard)
           Затем поговорите со старшим Dagglefodd в Svirfneblin city и получите
           дополнительное вознаграждение:
             Bracers AC 4
             10,000 опыта
           Теперь вы сможете покупать у него товар дешевле (правда ничего стоящего
           у него нет)
           

5.1 > > > > Ust Natha (AR 2200)


 Exposition:
 -----------
   When you enter the city you get to watch a little display between a Drow
   and his slave.  He kills the slave, and is in turn killed by his mother.
   This just emphasizes that Drow are evil.  Really evil.
   Do NOT reveal yourselves as "non-drow" or the entire city becomes hostile.
   Worse than that, they might seal you in.
 Walkthrough:
 ------------
   - GETTING ESTABLISHED IN THE CITY
     We are here to do one thing and one thing only, get the Silver Dragon
     eggs to give to Adalon.  In order to do that we need to keep our ears to
     the ground and search for information.  Also we need to ally ourselves
     with a Family.  Once we are allied then the quests become available
     (for instance, you can't "Free the Humans" until you have become allied).
     Head over to the Male Fighter's Society (x 3535 y 1650).  Here you will
     meet up with Solaufein.  He asks for your name, tell him that it doesn't
     matter what your name is and he will be amused and like you more for it.
     He tells you that you are going to be working for the Matron Mothers, and
     to meet up with her handmaiden on a platform near the entrance.  From
     this point you have three days to get to that platform and meet with the
     Handmaiden.
     On your way back to the entrance, you will see a meeting between some
     Mind Flayers (Ambassadors, no less) and Drow.  This isn't particularly
     important, but it is interesting.  Go to the platform. (x 1550 y 3300)
     Talk to Solaufein again.  He explains that some "devourers" have taken
     a priestess hostage.  He asks if you know what those are:
       Int 15+        - You can say "Illithid" and Solaufein likes you more
       Int 9 to 14    - You can say "Mind Flayers" and nothing happens
       Int 8 or less  - You say "Otyugh" and Solaufein likes you less
       "I don't know" - nothing happens
     You are to rescue that Drow from the Illithid before they take her to
     their city.  You have three days.
   - RESCUE PHAERE FROM THE ILLITHIDS
     So, exit the city, and head south.  I encountered an adventuring group,
     that naturally assumed that I was evil.  (x 3300 y 2225)  One of these
     goons has:
       Dragons Breath, Halberd +4 (+1 ice, fire, elec., poison & acid dmg)
     Continue south, then cross the bridge to find Solaufein (x 4715 y 3100).
     He asks if you have any questions.  If you apologize to him, he will like
     you more.  After which he tells you to get ready for battle.  Cast all
     your protective spells (Protection from Evil is very useful) and get
     ready for combat with some Mind Flayers.  You must fight 3 Mind Flayers
     as well as 2 Umber Hulks.  I would take out the Flayers first, one at a
     time, then the Hulks.  After the battle, Phaere (whom you just rescued)
     sort of thanks you. (20,000 experience)   Nothing you say to Phaere
     matters.  They both go back to the city.  You have three days to go back
     and talk with Solaufein again.
       Battle Tip:  Death Spell will annihilate your enemies here.  Don't
                    assume it will always work on Mind Flayers, it won't. It
                    works here because these Mind Flayers are considered by
                    the game to be "summoned."
   - WORKING FOR HOUSE DESPANA
     Enter the tavern and find Phaere and Solaufein.  Phaere automatically
     talks to you and asks you to join forces with her house.  Respond to this
     in the affirmative (say "yes")... you can also intimate that you would
     rather have her as a reward (if you know what I mean), but that has some
     bad consequences if you are currently in a romance with someone else.
     She wants you to meet her at the same platform as before... but not right
     now.  For now she wants you to enjoy yourself in the Tavern. (see the
     Quests below if you need something to do)  When she leaves the Tavern
     you have 3 days to get to the Platform.
     Get to the Platform and talk with Phaere.  She tells you that a Beholder
     is in the city smuggling Adamantite.  She wants you to go over there and
     kill it.  Solaufein and her will scout it out ahead of time.  You will
     find Phaere again in the Southeast part of the city (x 4200 y 3340).
     Talk with her to get the battle rolling.
     Kill the Beholder (14,000 exp) and Solaufein seems happy about things.
     Phaere mentions that the body is going to be collected for... other
     uses (20,000 exp).  Phaere tells you to visit her in the tavern within 3
     days.
   - DROW VS. SVIRFNEBLIN
     Phaere wants you and Solaufein to attack a Deep Gnome patrol to keep them
     properly fearful of the Drow.  Solaufein naturally hates being sent on
     such stupid missions, especially given how weak the Gnomes are.  You will
     meet up with Solaufein west of Ust Natha near the gnomish city. (x 890
     y 2225)
     Talk to Solaufein.  If Solaufein likes you, you can convince him to let
     you handle this on your own.  At that point he goes back to the city.
     (of course, if you have been cheesing him off, then he won't leave)  The
     Gnome Patrol arrives, tell them that you were sent to kill them, and that
     you won't.  Then ask for their helmets as a sign that the deed was done.
     Head back to the tavern.
   - PHAERE
     Phaere is pleased that you brought her the helmet, and asks that you meet
     her in her chambers at the Female Fighters guild within ONE HOUR.
     (everyone gets 28,000 experience)  Head over to the Female Fighters
     (x 2500 y 2050), enter and talk with Phaere.  She wants Solaufein dead.
     Why?  Lover's quarrel.  She wants you to enter his home in the Male 
     Fighters guild, kill him, and take his Piwafwi Cloak as proof of his 
     death.  Agree to her demands.  You now have 3 days to get to Solaufein. 
     (x 3500 y 1575)
     Talk to Solaufein and tell him that you were sent to kill him, but that
     you don't want to do it.  Then ask him for his Piwafwi Cloak as proof
     that he is "dead."  Solaufein has a little speech, and he likes you more.
     You can then search his place, but there is nothing good here.
       Evil Alternative: (from Cyrille Artho)
         When you kill Solaufein, he obviously cannot give you his fake dragon
         eggs, which you normally use to trick Phaere.  However, not
         everything is lost.  When you give the real dragon eggs to Phaere,
         there are three possible outcomes:
         1) You interrupt the ritual (bad idea).  Matron Ardulace then casts a
            spell that reveals the true identity of the party, and you are
            chased out of the city.  It will be rather difficult to recover
            the eggs and kill all the drows.
         2) You let the ritual be completed.
            a) You prevent Phaere from handing over the eggs to the Demon Lord
               (good idea).  The Demon Lord then attacks everybody.  He does
               not have many hit points but you need a +5 weapon to hit --
               which you probably don't have at that point (unless you have a
               Paladin with the Holy Avenger).  A cleric with four Bolts of
               Glory (10d6 damage to demons) works well enough, since that
               spell ignores magic resistance (which is 95 or 100% for the
               Demon Lord).  Killing the demon lord gives 26000 exp.  Pray
               that his initial "Wail of the Banshee" does not kill anybody;
               if it does, *hurry* and don't try to re-equip everything
               perfectly -- just get your stuff and leave *quickly*!  If
               nobody is killed, you actually even have time to sell Phaere's
               gems to the drow before they all turn red and try to kill
               you.  Incidentally, "Protection from Evil" will not prevent the
               Demon Lord from casting his first attack spell, but he will not
               attack you immediately.  Also, I could still get out of the
               city just after the drow turned hostile -- probably it takes a
               few seconds until the city gates are locked.
            b) You let Phaere give the eggs to the demon lord (bad idea).  He
               (being a mean guy) reveals the true identity of the party.
               Immediately, all drows turn hostile and attack the party.
               Again, this way is not the best (you will also have to deal
               with an angry silver dragon then).
         Note:  If you have recovered the eggs, don't talk to Adalon --
                otherwise you can never kill her for her blood (because she'll
                teleport you away). Instead, attack her right away. This gives
                you less experience and no crossbow +3, only some gold and a
                scroll that allows you to proceed to chapter 6 :-(
         Personal note: I found it a pity that evil parties cannot let the
         drow ritual take place as planned - a duel between the silver dragon
         and the demon lord would have been a grand sight.  Also, the story is
         not very logical in the sense that the drow attack still happens,
         despite the loss of their leaders (and a few powerful warriors due to
         duels in the tavern and mysterious murderers) and not having the
         demon on their side. No surprise, they lose.
       /End of the Evil Alternative
     Report back to Phaere. (everyone gets 30,000 experience)  If you are male
     then she wants to talk to you alone... for a little nooky.  If you refuse
     her, she will sound the alarm and the entire city turns hostile.  Of
     course, you could try to convince her that you "*really* can't", i.e. are
     impotent.  In order to pull off one of these deceptions you need either
     17 INT or 13 CHA (and in some cases 17 CHA).
     After that (whether you talked your way out of it, did it, or didn't get
     offered because you are female) she wants you to meet the Matron
     Ardulace Despana, who is currently in the Temple.  You have 3 days to get
     there (everything takes 3 days, for some reason).  Oh, and if you did
     sleep with Phaere, then anyone you had a romance with is upset with you.
   - MATRON ARDULACE
     Head down to the Temple of Lolth (x 4200 y 2350).  Enter, and walk
     forward until you find Phaere, who will automatically talk to you and
     introduce you to the Matron.  The Matron wants you to prove yourself to
     her, and in order to do that you must bring back the Blood of one of the
     "noble races", which are Beholders, Mind Flayers or Kuo-Toa's.  Oh, and
     it can't be any of them, it must be something special.
     So, depending on what you want to do:
       Beholders go to the next section "Beholder City"
       Mind Flayers go to the section after that "The Illithid Lair"
       or the easiest Kuo-Toa's "Exit from the Underdark"
     If you don't retrieve one of these items in a timely fashion, (three
     days) then Phaere will track you down (wherever you may be) and tell
     you that your disguise has failed, thus instigating a battle (and
     forevermore keeping you out of Ust Natha).  So don't waste time.
     Come back when you have one of these items and she will take them and
     reward you with 22,000 experience for each character.  Phaere then asks
     to see you in her rooms, within one hour. (she lives in the Female
     Fighter's Society, if you have forgotten)
   - THE DRAGON'S EGGS
     Phaere details her plans to overthrow the Matron Ardulace and set herself
     up as head of the house.  She wants your help in this, so agree to help
     her get rid of the Matron.  House Despana is going to use the Blood you
     collected along with the Silver Dragon's Eggs to summon a demon.  What
     Phaere wants to do is replace the Eggs with false ones so that Ardulace
     is destroyed when the demon is summoned.  She can then use the real eggs
     to gain control of the demon.  She gives you a key and a set of false
     eggs marked as "Phaere's".  Leave her house.
     Return to the Temple as that is where the eggs are kept.  If you did well
     by Solaufein, he will appear near the entrance with a further proposition
     for you.  He wants to give you a second set of false eggs that you can
     give to Phaere.  This way both the Matron and Phaere get killed by the
     Demon.  Agree to his plan and enter the temple.
     Brian Camley has an interesting strategy for the temple:
       While I was in Ust Natha, and was sent to retrieve and replace the
       dragon's eggs, I really didn't feel like fighting Drow and Golems, so I
       saw if SpookyScarecrow's trick for the Golems in the De'Arnise Hold
       would work in this case - I gave Aerie the Boots of Speed, and had her
       cast Sanctuary.  She got in and out quickly - this works for most
       encounters with guards of some sort - the exception being, of course,
       getting the Gesen Bow String - using this strategy will leave your
       cleric trapped in a room with some angry guardians.  Not a good idea.
     Once in the temple, take the passage immediately to your right, and take
     that up to the Egg Room (x 2067 y 780).  Kill the 2 guards and enter.
     There are 5 Golems in here, just waiting to pounce on you once you have
     taken the eggs.  Kill the Golems.  Take the Real Eggs and REPLACE THEM
     with PHAERE'S EGGS. (don't forget to do that!)
     Back to Phaere's.  Give her Solaufein's Eggs (20,000 experience) and she
     seems awfully pleased.  Well, that won't last.  Listen to the Imp when
     it appears, then get back to the Temple.  Phaere is right within the
     first passage and soon the Ritual of Summoning begins.  The Demon kills
     the two Drow women one by one, then will leave if you remain silent.  Be
     sure to search the two corpses for treasure:
       Ring of Spell Turning
       Gorgon Plate +4
       Lots of Gems
       4500 gold
       Evil Alternative: (from Daniel Pang)
         In the Drow City, if you give the Demon lord the real eggs after
         Phaere and Ardulace are gone you can ask him for a tithe in return.
         Asking him for a powerful magical item yields the Halberd +4:
         Blackmist, and asking him for safe exit from the Underdark will get
         you just that. Ask him for anything else however, and he attacks you.
     Now, QUICKLY, leave the Temple and get OUT of the city as fast as is
     humanly possible.  If you delay, you will be trapped in the city forever.
     (Actually, in that case, you simply have to kill everyone in the city,
     then you can leave)
     Return to Adalon and give her the real eggs.  She gives you an Item:
       Necaradan's Crossbow +3
       78,500 experience (for each character)
     And you are then teleported to the Exit from the Underdark.  The gate out
     is just to the left, but you can explore around if you didn't already.
     (see the "Exit from the Underdark" section for more details)
       Trick:  On the surface, Drow items are meant to turn to dust.  Want to
               keep that nifty Drow stuff you got?  If you have NOT gotten the
               Harper's Pin for Jaheira, you can give her all of your Drow
               items, and kick her out of the party.  She should go out to
               the Harper Hold in the Docks District. (If you have done all
               the Harper quests already, then she just leaves for good)
               Then when you pick her up again, all the Drow items are still
               there and can be worn in the daylight!  As long as you never
               take these items to the "Exit from the Underdark" area, you
               can keep them forever. (Gabriel)
       Alternate Trick: (from Chris Norman)
               I noticed there was a trick to save the drow items
               upon leaving the underdark.  I liked this idea, but did not
               want to kick a member out of my party to do it.  Also, my main
               character was in a romance with Jaheira so I didn't know what
               kicking her out would do.  I decided to try to come up with an
               alternate method of doing this.  What I came up with works, but
               it is somewhat inconvenient to do if you're walking around with
               full inventories due to having to trade the armor between many
               people.  My trick works because the game only checks the items
               every round or so and will not decay items on the ground.  Here
               is what you do.  (When picking up items, use the inventory
               screen instead of the overhead display method of picking stuff
               up)
               1. Immediately pause the game when you gain control of the
                  party after leaving the underdark, before the drow equipment
                  decays.  Transfer ALL the drow stuff you want to keep on to
                  one person and have that person drop it all into a pile on
                  the ground.  You can then unpause it.  Adamantine dust will
                  appear in your inventory just like if the items decayed, but
                  they will still be on the ground.  Also, opening the bag of
                  holding seems to decay items as well even if paused, so do
                  not put anything you want to keep in there.
               2. Next, string your characters to the edge of the map, and
                  have one of them as close as you can get without trying to
                  exit the screen.  The trick here is to have the people
                  close enough together that they may pass items still.  Keep
                  the character that dropped the items in the same spot so
                  that he can pass them all to the next person.
               3. Now, repause the game, and have the character over the
                  stack of items pick them up and pass them down the line of
                  characters until the person near the edge has them.  Have
                  that person drop them all in a pile on the ground again.
                  (Since the game is paused here, you are in effect, moving
                  the items to the edge of the map before any time can pass,
                  so they do not decay.)
               4. Move your whole party close enough to the edge of the map so
                  that you can leave the area with just a single click and no
                  one will have to walk.  Leave the guy on the stack of items
                  again.
               5. Pause again, and pick up all the equipment, passing some of
                  it to other people if you need to again.  Leave the
                  inventory screen, and click where the party will leave the
                  area.  Then unpause, and the party will leave before the
                  items decay.
               Note:  I had to do this procedure again after the Drizzt
                      meeting.  I guess that the program checks for drow items
                      on that screen as well, so you will probably have to do
                      it again as well.  After leaving the Drizzt zone, items
                      stuck just fine though, just like with the Jaheira
                      trick.
                      Also note that normal Drow Longswords don't turn to
                      dust.
               Yes, this is a somewhat complex method, but if you don't want
               to kick out a party member, or have Jaheira's quest completed,
               this will keep your drow armor intact.
               Note:  Drow items aren't worth much, so unless you want to
                      wear them, don't bother keeping them.
 Quests:
 -------
   QUEST:  The Duergar's Tank, the Aboleth
           Duergar - Ust Natha (AR 2200, x 1050 y 3150)
           Qilue - Ust Natha (AR 2200, x 2725 y 1890)
           Just after freeing Phaere from the clutches of the Mind Flayers,
           a Duergar near the entrance will tell you to talk to his "master"
           who is in a big tank just behind him.
           Talk to the Aboleth, the creature in the tank, and he wants an
           exchange.  You get him Qilue's brain and he won't reveal that you
           are not Drow.  Sounds good.  You can find Qilue's home right next
           to the Female Fighter's society.  Enter.
             Alternatively:  When talking to the Aboleth the first time, you
                             can refuse to do his quest.  Then when he asks
                             why, simply tell him that if he reveals you, then
                             you will reveal his treachery as well.  For this
                             you get 12,000 experience. (from Cyrille Artho)
           Once inside, kill everything that moves.  Besides Qilue, there are
           5 servants (mages mostly) to be killed.  You can find most of these
           to the right.  Search Qilue: (4000 exp)
             Boneblade Dagger +4
             Qilue's Brain
           There isn't really anything else here, so return to the Aboleth,
           who gives you 10,000 experience and promises not to tell anyone who
           you are.
   QUEST:  Free the Humans
           Slave Trader - Ust Natha (AR 2200, x 1111 y 1808)
           Just north of the tavern is the slave area, where humans are sold
           to Drow masters.  If you've been on the second floor of the Tavern
           you probably know that slaves don't have much to look forward to
           in Drow Culture.
           After you have talked to Matron Ardulace, talk to the Slave Trader
           and buy the slaves.  We want them armed, so pay him the full
           price of 2000 gold.  He will actually lower the cost to 1500 if you
           ask him.  The slaves will be teleported near you.  Tell them that
           they are now free, and that they should head to the surface.  For
           this you get Reputation +1 and 7500 experience.
   QUEST:  Defeat the Cultists
           Taso Kala - Ust Natha (AR 2200, x 2480 y 2100)
           Cult - Ust Natha (AR 2200, x 4200 y 3340)
           After accepting the quest from Matron Ardulace, you will find Taso
           Kala in front of Phaere's doorway.  She automatically talks to you
           and ORDERS you to find and destroy the Cult of Ghaunadaur.  Accept
           this (if you don't want your cover story blown).  You will find
           the "cultists" where the Beholder was earlier, in the southeastern
           part of the city.  You have one day to complete this quest.
           This battle consists of Drow, Otyughs and Oozes of all colors.
           Destroy them.  None of them have any significant treasure.  Go back
           to the Priestess to report your success.  Be subservient and she'll
           go away (you weren't expecting a reward were you?).
   QUEST:  The Trapped Djinn
           Dola Fadoon - Ust Natha (AR 2200, x 1930 y 3180)
           Just to the right of the entrance is a djinn being tortured for the
           fun of it (or whatever).  It begs for someone to destroy it.  I
           wouldn't do that until you have talked to Matron Ardulace.  Kill
           it.  Then the torturer will demand compensation.  She wants 4000
           gold as compensation and if you don't have it, you get a day to
           come up with it.  If you have talked to Matron Ardulace, then you
           can wheedle it down to a mere 2000 gold.
           This quest is best done just before you leave the Underdark
           forever.  That way you can kill Dola Fadoon, tell her that you
           don't have the money, and leave the Underdark before anything bad
           ever happens to you.  For all this you get a measly 5000 exp.
   QUEST:  Deirex the Lich and Jarlaxle the Mercenary
           Visaj - Ust Natha (AR 2200, x 3000 y 2275)
           Deirex's Tower - Ust Natha (AR 2200, x 3700 y 2850)
           House Jae'llat - Ust Natha (AR 2200, x 3260 y 1460)
           Just after meeting the Matron Ardulace for the first time, Visaj
           appears on the path just north of Deirex's Tower.  He approaches
           you and wants to sell you a Rope.  Not just any rope, but a magic
           lich-defense negating rope.  Useful, no doubt, for breaking into
           Deirex's Tower and stealing his items.  There is the small chance
           that the famed mercenary Jarlaxle will come looking for it, but
           how likely is that?  Buy the rope for 1000 gold. (If you don't have
           that much he'll sell it for 750 gold.  If your charisma is 15 or
           higher, you can talk him down to 500, OR you could just threaten
           him and take the rope from him)
           Now head down to Deirex's Tower and enter.  Deirex is right there,
           and although the Rope does seem to do what it was advertised to do,
           you are soon teleported to Jarlaxle's Pocket Dimension®.  There
           isn't really any way to change how things turn out in here.  He
           tells you that he wants some Gems from Deirex, as his men are
           imprisoned within them.  He gives you a day to accomplish this
           before teleporting you back to Deirex's Tower.
           Fight with Deirex.  He is a fairly standard Lich and fights as
           such. (Time Stop, Abi Dalzim, etc.)  By this point Liches shouldn't
           present too tough a challenge for you. (22,000 experience)  Be
           sure to search his body for the Lich's Tooth and the Jae'llat
           Wardstone.
           Then search the place for treasures: (4 containers, not all in this
           room, and some are trapped)
             Spells - Glitterdust
                      Wizard Eye
                      Deafness
                      Contagion
                      Remove Magic
                      Limited Wish
                      Melf's Minute Meteors
                      Spook
             Leather Armor of the Viper +5
             Jarlaxle's Gems
           Take the Gems and you will instantly be teleported back to his
           little Pocket Dimension.  Jarlaxle takes the Gems and thanks you
           for your efforts.  Now you can either accept his thanks (2500 gold
           and 10,000 experience) or you can attack and kill him and his
           mage (14,000 experience and 12,000 experience).  They don't have
           any good items for you to take.  In any case you will be teleported
           back to Deirex's Tower.
           Go up to the next door (x 3475 y 2730), and enter.  Search the lake
           for treasure:
             Gold
             Gems
             Spells - Cacofiend
                      Ruby Ray of Reversal
             Spear +3
             Wand of Frost & Wand of Magic Missiles
             Two Handed Sword +2
             Crossbow of Affliction +4 (-2 STR, +4 DMG & THAC0)
             Short Sword +2
             Ring of Folly (cursed)
           That's it for the Lich's treasure (the other door on the outside
           leads in here).  Leave the tower, go up and right to reach the
           House Jae'llat (it's marked on the map).  The Wardstone will allow
           you entrance. (x 3260 y 1460)
           This is, of course, a fairly large battle against many Drow
           warriors and priestesses.  It just wouldn't be a Drow House
           without those elements.  Each Jae'llat Guard is worth 6000
           experience.  This is the first battle, there is another one when
           you go over to the right.  This battle has Hindra Jae'llat in it
           (14,000 experience) as well as Istar Jae'llat (16,000 experience).
           Then search the place for treasure:
             2500 Gold
             And a LOT of Gems (about 50)
           If you are wondering about the other warded door out there, it also
           leads into the Jae'llat house.
   OTHER:  The Running Girl
           Near the female fighter's society you will see a human girl running
           for her life.  Later a couple of drow warriors ask you which way
           she went.  You can lie or tell the truth, I've seen no real
           consequences of it.
   OTHER:  The Tavern Duels
           Tavern - Ust Natha (AR 2200, x 1835 y 2550)
           Sondal - Tavern (AR 2202, x 580 y 1133)
           On the main level of the tavern, to the left near the stairs, you
           will find Sondal, the Duel master.  Agree to watch the first duel.
           One Drow easily defeats four others, comes out and asks for your
           opinion on the matter.  Tell him that he shouldn't gloat over
           children and he challenges you to a duel.  Accept.
             Note:  If you lose any duel, you will be permanently barred from
                    dueling.  Also, all the duels here are One-on-One (unlike
                    the Monster battles).
           When Lasonar is close to being defeated (30,000 experience) he
           yields the fight and gives you his sword.
             Blade of Searing +3 (Bastard Sword, with extra "searing" dmg)
           After the battle, Chalinthra challenges you to a duel. (She was
           involved with Lasonar, and found insult in you beating him)  When
           you are ready, talk to Sondal again to get the duel going.
           Chalinthra is a Cleric of no small ability.  However, she dies just
           the same. (12,000 experience)
           The next fight is against a Mage, and requires a Mage from your
           party to duel him.  So send a mage over and let the battle begin!
           (6000 experience)  The next battle is also a mage battle, but this
           one is slightly more difficult (8000 experience).  After that there
           is one final mage (11,000 experience).  I won these battles by
           summoning a Nishruu and using the Cloak of Mirroring.
   OTHER:  The Tavern Monster Battles
           Tavern - Ust Natha (AR 2200, x 1835 y 2550)
           Szordrin - Tavern (AR 2202, x 1450 y 840)
           On the main level of the Tavern is a man standing to the right,
           Szordrin.  Talk to him if you want to duel some animals.  He has
           several combats, which must be done in order: (return to him after
           the battle to get a reward and another battle)
             Umber Hulk - 4000 exp, 250 gold (from Szordrin)
             Nabassu    - 16,000 exp, 500 gold (from Szordrin)
             Sahuagin Prince - 2000 exp, 750 gold (from Szordrin)
             Beholder   - 14,000 exp, 1000 gold (from Szorddrin)
           He then claims that he will go to the pens to find more challenges
           for you to fight, but he never returned (for me at least).



5.2 > > > > Beholder City (AR 2101)


 Walkthrough:
 ------------
   - BEHOLDER CITY
     You will find the entrance to the Beholder City in the Southeast part of
     the Underdark (x 4120 y 3700).  It is the passage that leads down. (The
     other one goes to the Illithid Lair)
     We are here to find a Beholder Eye Stalk, and conveniently enough, we
     can find it on one of the first Beholders here.  Kill the Elder Orb to
     find:
       Elder Orb Eye
       Blade of the Equalizer
       Amulet of Spell Warding
     Once you have the Eye, you can head back to Ust Natha and give it to the
     Matron Mother.  Or you can finish exploring in here and kill a LOT of
     Beholders.  If you have either the Shield of Balduran (from the
     Collector's Edition bonus shop) or the Cloak of Mirroring (from the
     Sahuagin City), then this place is a breeze.  Put those items on your
     two best fighters, and only send them out.  The Beholders won't be able
     to touch you.  Elder Orbs can still cast Imprisonment on you, so you are
     NOT invulnerable.  This just means that you should attack Elder Orbs
     first.
   - FURTHER EXPLORATIONS
     Go up and right to find Drow battling a Beholder.  Explore the place at
     your leisure.  There are many Beholders, Gauths and a few Mind Flayers.
     Just above and to the left of the Drow (x 790 y 605) is a small nook of
     treasure: (all treasures here are hidden in "nooks")
       Minor Treasures
     Just to the right of the Drow (x 1213 y 770) is another nook o' treasure:
       Sling of Avoreen +4 (casts Sonic Boom once a day)
       Minor Treasure
     Along the path to the top of the map (x 2500 y 580) is some treasure:
       Greenstone Amulet (can protect user from Charm, Stun and Psionics,
                          useful against Mind Flayers, no doubt)
       Rainbow Obsidian Necklace
     There is treasure at the top of the map (x 2130 y 175):
       5200 gold
       Gems
     Just left of that one is another treasure (x 1815 y 195):
       Minor Treasures
     Well south of that (x 2450 y 1080) in a passage to the left is a larger
     thing of treasure (it's not a nook, I mean):
       Minor Treasures
     That is that for the Beholder City.  Once you have killed all the
     Beholders, you can take your leave and know that you have done good work
     here.



5.3 > > > > The Illithid Lair (AR 2400)


 Walkthrough:
 ------------
   - THE ILLITHID LAIR
       Note:  You WILL want to make an Archive Save before going in here!
              So, do a normal save, and call it "Illithid Lair", and don't
              save over it until the entire lair is finished.  That way, if
              you screw up, you can easily go back to the beginning.
     The most difficult, and potentially rewarding, of the three lairs is the
     Illithid Lair, which you can get to via the Underdark.  It is located in
     the Southeast corner of the map, and you go right (x 5070 y 3400).
     Once you have entered, you will be quickly captured by a group of Mind
     Flayers who then enslave you.
   - ENSLAVED
     You wake up in a very small cell.  Despite being slaves now, you still
     have all of your items.  After all, Illithids don't really fear physical
     attacks.
     A minute or so later, an Ogre will open your door and tell you that it is
     time for you to fight.  Remember the Gladiators back in the Copper
     Coronet?  Same idea, except now YOU are the gladiators.  Soon enough you
     are thrown into a pit to fight 3 Umber Hulks.  Beat them and you will be
     put back in your cell.  When you are back, you will be given Healing
     Potions.
     Open the side door and talk to the Gith, Simyaz, inside.  These Gith were
     here to recover the Silver Blade (which you now possess, assuming you
     went with Saemon) and ended out here instead.  He offers no solutions.
     Soon the Ogre comes again and this time takes the Gith out to fight.
     Soon the Gith return and tell you that they are to fight you in the next
     battle.  However, they have a better idea.  They will keep the Mind
     Flayers busy, while you try to find an escape from the Lair.  You will
     soon be taken into the battle.  Defeat the Kuo-Toa's and then escape out
     to the right while the Githyanki keep the Mind Flayers busy.
   - ESCAPE
     Kill the Ogre Jailor here (10,000 exp).  Then search the table:
       Hilt of the Equalizer (which means that you probably have all 3 pieces)
     Go right into the next half of the room.  There are four doors here.
     Open the bottom one first (x 3390 y 1760).  Kill the 2 Kuo-Toa's here.
     Then open the top right door (x 3270 y 1515) next to kill a couple of
     Sahuagins.  Next open the right door (x 3380 y 1620) and follow this
     passage right.  Kill the Mind Flayer here.  Then go to one of the Vats,
     and manipulate it until you get the Goo.
     Go back to the Ogre Jailer room, and open the southern door (x 3050
     y 1960).  Go down this passage, fight the 2 Mind Flayers, and then go
     right into a weird slave-control room.  Find one of the smaller machines
     and pour the goo into it (via clicking it twice).  This frees the slaves
     from their stasis.  They tell you of a way to make Control Collars, as
     well as ask you to find them a way out.
     Go up to the big machine in the room and Use it to make Collars.  Keep
     using it until it no longer works.  You will get 4 Collars.  Equip these
     in your Quick Item slot to use them.  Then when you find a Mind Flayer,
     use the item on him to control him permanently. (Control ends when you
     open a door with him)
       Note:  How to get extra Mind Flayers (to open doors for you). There is
              a room where you get the "Goo" which frees the slaves. In this
              room a lone Mind Flayer will spawn once every minute or so (if
              one is there, a new one won't spawn). There are at least two
              doors that require a mind flayer to open and for both doors I
              just went back to this room, controlled the mind flayer with one
              of the collars and marched him over to the door. I didn't have
              to turn into the Slayer once throughout the game (after the
              first time which you don't control).  (from Rakhiir)
     Return to the right portion of the jail, and open the northern door
     (x 3050 y 1450).  Go through the passage and into the room.  Search the
     grate on the northern wall to find:
       Methild's Harp (Bards can dispel Hold Person effects, 3x day)
     Now try to open the door to the right and you get a strange message.
     Only a great mind or a creature with godlike strength can open this door.
     Which means either you go capture a Mind Flayer with the collars... or
     you turn into the Slayer and force the door open.  Turn into the Slayer
     (unless you managed to keep a Mind Flayer alive), lose the 2 reputation
     points, and go through the LEFT door.  Once you are in the next room, go
     up through the north door until you reach the Brine Room.
     The Githyanki will now be freed and will come out to congratulate you.
     Oh, and they aren't going to help you get out of here.  (everyone gets
     25,000 experience)
     Once in the Brine Room, try to capture some Mind Flayers (don't use all
     your collars).  Click on the 8 vats to create 8 Brine Potions, which can
     be used to protect your party from Psionic Attacks.  Give these potions
     ONLY to front line fighters, and use them ONLY when you are near Mind
     Flayers, they have a very short effectiveness.
     Go back to the previous room and open the lower left door (opening these
     doors requires only that you have a Mind Flayer in the party, x 1690 
     y 1235).  Have only your best fighters proceed, each having taken a swig
     of the Brine Potion.  (or using the Greenstone Amulet from the Beholder
     City)  Continue left to find a large group of Illithid and Umber Hulks.
     From this room there are 3 doors, one to the north, one to the south and
     a secret door to the northeast.  Since we are being thorough, take the
     south door first.  This leads to a room with three bizarre Pod-like
     things in it.  Open each of them to reveal an enemy.
       Kuo-Toa Priest - 2000 exp, Magic Bolts, etc.
       Insane Dwarf - 1750 exp, Ring of Fire Control (50% fire res., spells)
       Umber Hulk - 4000 exp
     Back to the other room.  Now open the Secret Door (x 1140 y 1300).  Go
     up this way to find 3 Mind Flayers and several Umber Hulks.  Once they
     are dead, search the table to find:
       Staff of Command +2 (casts Domination once)
     Back to the other room.  That leaves only the northern door to go
     through. (x 950 y 1280)  I'm not sure why, but I had to turn into the
     Slayer to open this door.  What then was the point of taking control of
     several Mind Flayers?  If you have a Mind Flayer in your party, you can
     then Lockpick the door as normal.  Anyway go through there to find the
     Big Evil Illithid Brain.  Kill that first (40,000 experience), then
     concentrate on the other Illithids in there, then the Umber Hulks and
     finally the Brain Golems.  When the Brain dies you automatically gain
     some of its blood to give to Matron Ardulace.
   - EXIT
     Head back and then right to (x 3730 y 1100) to find the slaves who are
     now escaping.  They thank you (45,000 experience and a Reputation +1)
     and leave.  You should do the same.
     You will find the Githyanki outside in the Underdark under the Tent.
     If you have the Silver Blade on you, then they want it back and are
     prepared to fight and die to get it.



5.4 > > > > Exit from the Underdark (AR 2402)


 Walkthrough:
 ------------
   - KUO-TOA DUNGEON (for the Kuo-Toa blood for Matron Ardulace)
     This one is by far the hardest to spot.  From the Underdark head west.
     Go to just south of the Svirfneblin bridge.  Then continue west into the
     darkness.  You will find that you can travel at (x 150 y 1840).  It's not
     marked on the map, and if you didn't know it was there, you might go
     right by it.
     If you did the Silver Dragon Quest, then you will appear at the END of
     this particular level.  In that case you may want to backtrack to find
     all the spiffy items.
     Anyway, go right.  There are many strange symbols drawn on the ground.
     The spiral indicates "danger".  Go up the northern "spiraly" path to find
     some beholders. (well one Beholder and 2 Gauth)  These things are easily
     killed by anyone with the proper Cloak of Mirroring (or Shield of
     Balduran).  Go back.
     Now go up the northeastern passage (x 1230 y 1315).  There are a group of
     Kuo-toans here, including some wizards.  Finish them off.  Then search
     the nearby pool to get some Tainted Tadpoles.  Go back.
     This time we go right.  The path will split, one portion going north and
     another continuing right.  We want to keep going right, however, the
     way is dangerous as a Flame Strike will hit you.  Cross over and open the
     big door (x 2800 y 1670).
   - THE DEMOGORGON
     Within is an empty room with several statues.  At the top of the room is
     a gigantic statue of a Demogorgon.  It asks you to put a sacrifice in
     front of it to "awaken the five."  This is best done by casting "Animal
     Summoning" or a similar spell, and putting the animal in front of the
     statue.  The animals dies, and the five demon knights appear.
     Each of the Demon Knights is tough, does level drain and has some odd
     spell casting abilities (such as Horror).  Kill them.
       16,000 experience each
       Two Handed Swords +1
       Soul Reaver: Two handed Sword +4 (not usable by Good)
       Girdle of Frost Giant Strength (21 STR, part of the Crom Faeyr)
       Armor of the Hart: Full Plate +3
     Go back to the passage, and take the northern path.
   - BLOOD OF A KUO-TOA
     Just a little ways up the passage you will run into another large group
     of Kuo-Toa's.  Take these goons out.
     Continue northeast into a small round room.  It may have Kuo-Toa's in it,
     or they may be in its two side rooms.  In the right room you will find
     the Kuo-Toa Prince.  Kill him.
       Kuo-Toa Prince - 4000 experience
                        Blood
                        Gems
                        Gold
                        Bracers of Blinding Strike (casts improved Haste)
     Oh, and if you want to, you can put the Tainted Tadpoles in the pools in
     the right room. (If this is done before the battle, it weakens the
     Prince)
   - EXIT
     Now if you did the quest for Matron Ardulace, go back the way you came.
     However, if you need to, you can leave the Underdark completely to the
     left.  I wouldn't recommend that, but if you have to, why not. (Your
     disguise WILL fail if you attempt to leave, and then you can never
     return to Ust Natha)
     If you were merely teleported here by Adalon, then fight through the
     Drow guards (some have good EXP, but none have good items) to exit the
     area through the gates to the left.
   - TO THE SURFACE (AR 2401)
     This next series of passages leads to the surface.  You will first
     encounter a large Drow war party that needs to be taken out.  Go up to
     the next room to find Drow warring with surface Elves.  They tell you to
     get to the surface and talk to Captain Elhan.  There is another battle
     through the northwest doors.
     Open the southwest doors (x 800 y 520) and go through.  There is yet
     another battle with Drow here.  Continue through.  Open the last door and
     exit to the surface.