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	<title>AERIE Wiki - Вклад участника [ru]</title>
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		<title>Стратегия боя</title>
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		<updated>2011-07-25T10:06:56Z</updated>

		<summary type="html">&lt;p&gt;Colfair: /* Как убить Кангакса */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Игру [[Baldur's Gate]] невозможно представить без сражений с различными противниками: от рутинных уличных стычек до схваток с могущественными монстрами.&lt;br /&gt;
&lt;br /&gt;
Правильно выбранная '''стратегия ведения боя''' позволяет добиться победы и минимизировать потери. Сильные противники часто требуют индивидуального подхода из-за различных сильных и слабых сторон, иммунитетов и так далее. Для стандартных боевых ситуаций тоже требуется своя стратегия.&lt;br /&gt;
&lt;br /&gt;
'''Поделитесь своей стратегией здесь.'''&lt;br /&gt;
&lt;br /&gt;
==Общие идеи==&lt;br /&gt;
===Стандартные боевые ситуации===&lt;br /&gt;
*Примените на острие атаки [[танк]]а&lt;br /&gt;
&lt;br /&gt;
===Схватки с регенерирующими монстрами===&lt;br /&gt;
&lt;br /&gt;
===Убить [[дракон]]а===&lt;br /&gt;
&lt;br /&gt;
*''TERSERCUTOR''&lt;br /&gt;
B [[Baldur's Gate II: Shadows of Amn]]&lt;br /&gt;
====Убиваем '''Красного''' дракона:====&lt;br /&gt;
Этот способ нельзя отнести к «паладинским»  —  используется атака на неактивного моба.&lt;br /&gt;
И всё же тут есть один «нюанс»: когда у красного дракона остаётся предельно мало здоровья он колдует полное восстановление. Но колдует его только в случае, если у него нет физического контакта с целью. &lt;br /&gt;
Видимо сделано это с идеей как раз борьбы с ударами из-за зоны видимости, а так же по сюжету: сражается партия с драконом, изводит его, понимаешь ли.... «А потом он как выдохнет!!!»  ©&lt;br /&gt;
&lt;br /&gt;
Т.е. - пока мы бьём дракона мы его убиваем, а как только прекращается непосредственный контакт, оный в случае необходимости отлечивается полностью.&lt;br /&gt;
Отсюда и «танцуем»:&lt;br /&gt;
Берётся жезл облака-убийцы и делается залп, потом внимательно слушаем:&lt;br /&gt;
Дракон должен «накуриваться», но не в коем случае нельзя переборщить.&lt;br /&gt;
[[Изображение:BG2.jpg|right|thumb|400px|Мой Дракон.]]&lt;br /&gt;
После первой стадии «копчения»  —   бессовестно сохраняемся и повторяем облако, до тех пор пока не услышим характерный звук лечения. Вот тут надо.... &lt;br /&gt;
&lt;br /&gt;
Правильно — загружать последнюю сохранённую игру.&lt;br /&gt;
&lt;br /&gt;
Далее есть несколько вариантов: обставить дракона ловушками и подорвать его, как только он попрёт на вас — ловушки хороши для чёрного дракона. Но вот именно с красным драконом у меня они не сработали нормально ни разу — дракон начинал лечиться, как только подрывался.&lt;br /&gt;
&lt;br /&gt;
С Красным использовал другую тактику:&lt;br /&gt;
&lt;br /&gt;
Итак — дракон у нас уже «прокопчён» вызываем элементаля, посылаем оного проверять гланды, а сами с гиканием и улюлюканием входим с чёрного хода — прямо под хвост.&lt;br /&gt;
&lt;br /&gt;
Проверялось не однократно — при правильном походе вся бойня, включая время работы «коптильни» не превышало 5-7 минут.&lt;br /&gt;
&lt;br /&gt;
Совет одного любителя садо-мазо соло прохождения магом: так как дракон пафосный, он нас игнорирует пока мы не начинаем крутить чем-нибудь длинным и толстым перед его мордой. Так что сохраняемся и начинаем нагло кастовать Слабоумие (Feeblemind) 5 уровня, потребуется не один заход, но это того стоит. Дракон в своей незыблемой крутизне нас не замечает, а после срабатывания заклятия у него и выбора не остаётся. Всё, теперь у вас есть 24/7 чтобы умертвить скотинку любым способом, никуда не убежит. Главное ненароком не снять с него заклятие, ибо чревато.&lt;br /&gt;
&lt;br /&gt;
Есть еще один способ, достаточно простой: после освобождения ребенка пристаем к дракону и бежим к выходу, провоцируя чтобы дракон бежал следом. В результате если дракон на ступеньках, а команда переходит в основную локацию, дракон идет следом и оказывается ровно на том месте, где был Тазок. После этого любой файтер одевается в огнезащитные предметы, оббегает дракона, чтобы оказаться в камере, где был ребенок. После этого маг читает какой-нить пролом, после чего файтер из камеры начинает бросать в дракона топор, или стрелять из лука. Мало помалу дракон умирает не принеся никакого повреждения ни одному участнику группы. &lt;br /&gt;
&lt;br /&gt;
Теневой дракон обрабатывается соответственным способом при наличии защитного теневого камня в инвентаре.&lt;br /&gt;
&lt;br /&gt;
====Убиваем '''Теневого''' дракона:====&lt;br /&gt;
Как ни странно — последний раз проверил не далее как сегодня.&lt;br /&gt;
Обычно этот способ использовался уже прокачанной группой, а вчера....&lt;br /&gt;
&lt;br /&gt;
В общем занесло нас в Умар сразу после подземелья, где над нами творили разврат и прочие непотребности и после принятия Аэри и Валигара, т.е. средний уровень группы 9-10.&lt;br /&gt;
К дракону мы ввалились дыша перегаром всего впятером, включая крошку Мази. («Биг Мази» ^_^)&lt;br /&gt;
&lt;br /&gt;
И всё бы ничего — шла бы ента ящерица лесом с перелётными пчёлками, но у него как минимум свиток Кром Фаэр, а куда в нашем сложном мире податься чернокожей Миссстресс без молотка на батарейках?!&lt;br /&gt;
&lt;br /&gt;
Думал «церебральный секус» заимеет меня на всю ночь, ибо драк тут заскриптован правильно и на уловку с закидыванием зоны невидимости играть отказывается совершенно.&lt;br /&gt;
С четвёртой попытки — не поймите превратно — вспомнил, что где то было написано, что Чёрная порода не любит молний... (у Дракона Теней, что на холмах Умар, общая сопротивляемость магии 60%, относительно низкие [[спасбросок|спасброски]] и общий для всех драконов иммунитет к отдельным заклинаниям, ''прим.[[Участник:Vit MG|Vit MG]]'')&lt;br /&gt;
&lt;br /&gt;
В результате «дитя подземелья» было обложено минами вора и....&lt;br /&gt;
Да — признаю: был вызван элементаль и вынуто пара-тройка скелетов любовных похождений из шкапа (для отвлечения внимания) и....&lt;br /&gt;
Что «и» да «и»?! Потребовалось всего три посоха молний по 7-9 зарядов, три персонажа, что могут их поднять и ни одной перезагрузки!&lt;br /&gt;
Тут важно вовремя давить на пробел-паузу.&lt;br /&gt;
(Есть способ еще проще: свиток Последовательности заклинаний(3молнии) и 1-2 использование жезла молний=смерть дракона)&lt;br /&gt;
&lt;br /&gt;
Остальных драконов можно убивать любой комбинацией из перечисленных двух способов, данные особи просто наиболее интересны во всех меркантильных и сугубо тщеславных интересах.&lt;br /&gt;
&lt;br /&gt;
=== Убить [[голем]]а ===&lt;br /&gt;
 &lt;br /&gt;
Глиняного (clay) голема можно бить только тупым (blunt) оружием: таким как [[посохи]], [[булавы]] и проч.&lt;br /&gt;
&lt;br /&gt;
'''Железный''' и '''Адамантиновый голем''' убиваются только оружием +3. Они очень большие, поэтому проходят не везде, чем можно воспользоваться - любые дверные проемы, лестницы и т.п. вам в помощь. Заманиваете туда голема и берете оружие, которое позволит вам дотянуться до голема, держась при этом вне его досягаемости: двуручный меч ([[Двуручные Мечи#Лиларкор|Лиларкор]], праща или лук с соответствующими снарядами, [[Заклинания мага: Уровень 3#Melf's Minute Meteors|Мелкие метеоры Мелфа]]. Не забудьте защититься от яда! &lt;br /&gt;
&lt;br /&gt;
==[[Baldur's Gate I]] и [[:Категория:Baldur's Gate: Tales of the Sword Coast|Tales of the Sword Coast]]==&lt;br /&gt;
===[[Погоня за Саревоком|Финальная битва]] с [[Саревок]]ом===&lt;br /&gt;
* см. [[Погоня за Саревоком#Стратегия сражения с Саревоком|рецепт в прохождении]]&lt;br /&gt;
&lt;br /&gt;
* '''Коррида''' &lt;br /&gt;
''Основная идея'': с помощью Свитка защиты от магии и Сапог скорости можно обратить неудобность позиции - четыре сильных противника, многочисленные ловушки и колдовское искусство мага Семаджа - в свою пользу.&lt;br /&gt;
&lt;br /&gt;
Для этого нужно направить к подиуму в качестве приманки специально подготовленного персонажа: он должен быть ускорен Сапогами скорости, защищен максимально возможным [[КБ]], припасти побольше зелий здоровья и, желательно, иметь кольцо защиты от огня. В принципе, он может даже и не драться, так что, если есть, пускай оденет наручи [[Ловкость|Ловкости]].&lt;br /&gt;
&lt;br /&gt;
Техника проста: приманка, отвлекая на себя врагов, бегает от Саревока по ловушкам на подиуме (они активируют паутину и вонючее облако), давая при случае по лбу противникам, когда запутается Саревок. Остальные члены партии, дав бою разгореться, при желании, помогают: маги могут добавить [[Заклинания мага: Уровень 5#Cloudkill|Облако-убийцу]] и [[Заклинания мага: Уровень 4#Greater Malison|Великое проклятие]], друиды - наподдать из жезлов или прочитать [[Заклинания священника: Уровень 5#Insect Plague|Нашествие насекомых]] или [[Заклинания священника: Уровень 3#Summon Insects|Призвать насекомых]], воины и воры - задать жару Семаджу (он иногда телепортируется в сторону входа в храм, как раз туда, где должна стоять группа), а затем постреливать из луков по остальным врагам.&lt;br /&gt;
&lt;br /&gt;
Анджело на первом этапе - главный кандидат на вылет, так как его стрелы детонации наносят немагический урон огнем, от которого персонаж-приманка не защен, к тому же, оставшиеся стрелы после его смерти можно выгодно продать. Другие враги - как получится, главное - беречь Саревока. Вступать в обмен ударами с ним бессмысленно: даже при [[КБ]] -11 почти все его удары будут достигать цели.&lt;br /&gt;
&lt;br /&gt;
Когда с остальными покончено, Саревока можно подготовить для финальной части корриды, отведя партию на безопасное расстояние. Ловушка, расположенная на черепе в центре зала кастует Scull Trap, к которому, приманка будет иметь иммунитет, а Саревок - нет. Несколько пробежек с преследователем по черепу - и он уже &amp;quot;при смерти&amp;quot; (главное - не переборщить). Далее наступает черед торреро - [[протагонист]]а - который завершает дело каким-нибудь своим излюбленным приемом. &lt;br /&gt;
&lt;br /&gt;
В общем, этот вариант похож на битву с Twisted Rune в их логове. Главное - он не содержит атак по неактивированным врагам, против которых выступают многие сторонники честных битв.--[[Участник:Vit MG|Vit MG]] 10:37, 23 апреля 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Вор всему голова'''&lt;br /&gt;
Саревок может быть убит главным или второстепенным персонажем если он воин/вор (вору не хватает THAC0) и использует удар в спину.&lt;br /&gt;
Для этого достаточно сапоги скорости (обязательно), мифриловая кольчуга Дриззта +4 (предпочтительно), Мерцающий +5 (предпочтительно), зелья невидимости (не повредят, вероятно не понадобятся если хорошо прокачать уход в тень).&lt;br /&gt;
&lt;br /&gt;
Трех удачных ударов в спину - достаточно.&lt;br /&gt;
&lt;br /&gt;
Главное - выманить Саревока в зал, по дальше от охраны (или разобраться с его соратниками по очереди). Прятаться постоянно в тень можно за столбами слева (предварительно снять ловушки - молния или выпить зелье поглощения).&lt;br /&gt;
&lt;br /&gt;
Забавы ради Саревока убивал голыми руками. Удивительно, но бэкстаб (удар в спину) можно было использовать и голыми руками.&lt;br /&gt;
Вся оставшаяся команда может тихо стоять в сторонке под невидимостью.&lt;br /&gt;
&lt;br /&gt;
(Комментарии Альнира:) Анджело я вообще не убивала. Сначало подошла поближе, но не слишком и с правой стороны. Это позволило мне вытянуть Тазока и отдельно убить его. Но его вытянуть проще всего, после этого процесса вышла из храма, перестроилась и снова внутрь. Вторым пунктом идет оттягивание мага. Это работа ювелирная. Для начало я дала ГГ все возможные зелья (защита от магии, защита от воздействие на разум и зелье скорости) После чего вся партия, кроме ГГ выходит из зала, поскольку будет мешать. Теперь ГГ тянет мага, упившись зельями по самое не могу. Тут стоит заметить, что ГГ у меня была следопытом и всю игру расстреливала толпы мобов из лука. Для того что бы вытянуть мага я подошла с права, как можно ближе к углублениям и по шагу вперед. Дело это ювелирное: цель добиться того, что бы объект кинул порчу, а Саревок при этом не был замечен вашим ГГ. Через некоторое время маг оказывается в поле видимости, но почему-то не считается врагом. Все равно его атакуем, главное что бы это делалось с растояния. После нескольких выстрелов идем вниз и планомерно убегая ото всех возможных кастов (скорости хватит) расстреливаем гада. После этого я снова вышла из зала, поскольку маг своей молнией случайно задел Саревока и тот, оставаясь, на мое счастье в теневой зоне (вывод: мага надо держать на пределе видимости), несколько помог с убийством своего слуги. Пополняем стрелы, забираем зелье невидимости (очень может пригодится) и снова внутрь. Саревока тоже вытягиваем с правой стороны. Зелья все еще действуют, все кроме ГГ опять снаружи. В сочетании с сапожками они создают такую скорость, что аж страшно. Вот на такой скорости бегаем от злодея, останавливаясь на больших расстояниях (Саревок шустрый, гад) и делаем один, два, ну а если совсем повезет три выстрела и опять отбегаем подальше. Главное все время держатся в нижней части зала, а то сверху злобный Анджело. Через некоторое время такого расстрела Саревока пригодится зелье невидимости, поскольку 90 стрел мне на него оказалось мало. Просто выпила зелье и зарядила новые. Вскоре Саревок пал, утыканный стрелами, не нанеся ни единого удара по ГГ. (Прим. несколько ночей мучилась, пытаясь убить его силами всей партии, была не права. Многих бить соло намного проще)&lt;br /&gt;
&lt;br /&gt;
===[[Танарри]] в [[Борода Ульгота (2), ToSC|Бороде Ульгота ]]===&lt;br /&gt;
*''TERSERCUTOR''&lt;br /&gt;
В [[BGT]] Танарри постоянно кидается страхом и удержанием персоны&lt;br /&gt;
Но при том убивается не просто а о-очень просто:&lt;br /&gt;
&lt;br /&gt;
После диалога выскакиваем наверх — за нами увязывается магичка, туда ей и дорога...&lt;br /&gt;
&lt;br /&gt;
После вором в хайде или любым стрелком под невидимостью спускаемся вниз.&lt;br /&gt;
Танарри стоит впритык к лестнице.&lt;br /&gt;
&lt;br /&gt;
Не трогаем его. Отходим к другой стене. И безнаказанно расстреливаем Культистов-стражей.&lt;br /&gt;
&lt;br /&gt;
Танарри остаётся один, со-овсем один....&lt;br /&gt;
&lt;br /&gt;
После применения облака убийцы на Танарри, эффект превзойдет все ожидания настолько что это даже &lt;br /&gt;
&lt;br /&gt;
нечестно. Как только он проваливает резист и получает повреждения от облака то сразу умирает.&lt;br /&gt;
&lt;br /&gt;
==[[Baldur's Gate II: Shadows of Amn]]==&lt;br /&gt;
===Как убить [[Кангакс]]а===&lt;br /&gt;
*[http://alina.aerie.ru/baldurdash/50KillKangaxx.htm 50 способов убить Кангакса]&lt;br /&gt;
Песенки это конечно хорошо, свежо и весело, но для тех кого действительно мучает вопрос как убить Кангаксса, вот действенный способ. Как убивать лича, еще не переродившегося, рассказывать не буду, он почти ничем от остальных не отличается. Как только первая инкарнация Кангаксса погибнет и воспрянет Демилич, бейте в него кольцом Тарана(Ring of Ram) с таким прицелом чтобы он отлетел подальше от партии (вне поля видимости). Важно чтобы в той области было хоть одно призванное существо, чтобы он убил его и потерял к герою, его ударившему, интерес.Далее спокойно кастуете магом (должен быть в партии) заклинание &amp;quot;Иммунитет к заклинаниям&amp;quot; и выбираете школу Отречение(Abjuration), это оградит мага от жутко злобного заклинания &amp;quot;Заключение&amp;quot; далее клириком (тоже должен быть) на того же мага ставите резист &amp;quot;Защита от смерти&amp;quot;, это оградит его от не менее злобной &amp;quot;Дезинтеграция&amp;quot;. Кастуете на всех персонаже, которые будут участвовать в сражении, спешку. первым на Демилича отправляете мага с резистами, он должен стать к Кангакссу как можно ближе и постоянно его атаковать в рукопашную (желательно посохом Ринна, чтоб причинить хоть какой-то урон). Теперь Демилич будет безуспешно пытаться заключить или дезинтегрировать мага и вы можете ударить в него из всех орудий (+4 и выше). Но поспешите, резисты не будут действовать вечно, а у этой вражины читерское колечко, которое его быстро лечит. Способ безусловно заковыристый и требующий большого количества выверенных телодвижений, но с ним единственной жертвой Кангаксса будет тот самый вызванный монстр.&lt;br /&gt;
Читал, что Демилич не может заключить волшебный глаз и меч Морденкайна и их можно использовать для отвлечения внимания вместо мага. Не знаю как в оригинальном БГ 2, но в Трилогии этот вариант не работает. Заключение действует на всех, в том числе и на планетара!!!&lt;br /&gt;
&lt;br /&gt;
===Финальная битва с [[Айреникус]]ом===&lt;br /&gt;
&lt;br /&gt;
==[[:Категория:Baldur's Gate II: Throne of Bhaal|Baldur's Gate II: Throne of Bhaal]]==&lt;br /&gt;
&lt;br /&gt;
[[Category:Термины]]&lt;br /&gt;
[[Category:Прохождение]]&lt;br /&gt;
[[Category:Прохождение (BGII)]]&lt;br /&gt;
[[Category:Алфавитный указатель]]&lt;/div&gt;</summary>
		<author><name>Colfair</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.aerie.ru/index.php?title=%D0%90%D1%82%D0%BA%D0%B0%D1%82%D0%BB%D0%B0_-_%D0%B2%D0%BE%D0%B7%D0%B2%D1%80%D0%B0%D1%89%D0%B5%D0%BD%D0%B8%D0%B5,_BGII&amp;diff=15940</id>
		<title>Аткатла - возвращение, BGII</title>
		<link rel="alternate" type="text/html" href="https://wiki.aerie.ru/index.php?title=%D0%90%D1%82%D0%BA%D0%B0%D1%82%D0%BB%D0%B0_-_%D0%B2%D0%BE%D0%B7%D0%B2%D1%80%D0%B0%D1%89%D0%B5%D0%BD%D0%B8%D0%B5,_BGII&amp;diff=15940"/>
		<updated>2011-07-25T07:53:21Z</updated>

		<summary type="html">&lt;p&gt;Colfair: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''АТКАТЛА - ВОЗВРАЩЕНИЕ'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ситуация:'''&lt;br /&gt;
&lt;br /&gt;
На выходе из Андердарка вы будете окружены эльфами, которые сначала принимают вас за дроу, но потом, &lt;br /&gt;
когда они осознают свою ошибку, вы им все равно не нравитесь. Они проводят вас к своим лидерам - сначала к &lt;br /&gt;
генералу, а потом и к Эльхану, собственной персоной.&lt;br /&gt;
&lt;br /&gt;
'''Прохождение:'''&lt;br /&gt;
&lt;br /&gt;
- Вопросы Эльхана&lt;br /&gt;
&lt;br /&gt;
Эльхан начнет расспрашивать вас о ваших приключениях, хотя эта процедура гораздо больше напоминает допрос. Рядом с ним стоят трое прорицателей, которые определяют правдивость ваших ответов (эдакий эльфийский детектор лжи). Отвечайте правдиво и все будет в порядке. Например, на первый вопрос Эльхана о вашей связи с дроу я ответил, что &amp;quot;оставил их в крови и избитыми, а не бежал от них&amp;quot;. Расскажите Эльхану о ваших враждебных чувствах к Иреникусу.  В конце концов он поймет, что вы знаете больше чем он, и тогда Эльхан попросит вашей помощи. Бодхи похитила артефакт - лампу Ринна - и его нужно вернуть. Попросите дать вам &amp;quot;средство против вампиров&amp;quot; - получите эльфийскую Святую Воду и старые-добрые осиновые колья.  &lt;br /&gt;
&lt;br /&gt;
Если у вас в группе есть Викония, то от нее потребуют дать Клятву служить вам. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
    - Сбор союзников для битвы проти Бодхи, Дзирт&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
На самом деле, первое, что надо сделать, выбравшись из Подземья, это пойти в Аскатлу в Доки к Кромвелю и собрать Лук Гезена, Кром Файер и меч Уравнитель (если конечно вы собрали все части и вам нужно это оружие)&lt;br /&gt;
&lt;br /&gt;
Но в любом случае, в какую бы локацию вы не двинулись из лагеря эльфов, вы натолкнетесь на на Дзирта До'Урдена и его друзей - Бренора, Вульфгара, Реджиса и Кэтти-Бри (героев романов Сальваторе). Если вы убили Дзирта в предыдущей части игры, то Дзирт враждебен к вам. Если вы еще и сохранили его вещи, то он очень-очень враждебен. В противном случае знаменитый темный эльф дружелюбен. В конце концов он же Сила Праведная. &lt;br /&gt;
&lt;br /&gt;
Дзирта можно попросить помочь вам в битве с Бодхи. В этом случае она не будет представлять никакой сложности: Дзирт вполне способен перебить всех вампиров и Бодхи в одиночку. Если вы попросили Дзирта о помощи, он автоматически появится, когда вы доберетесь до логова вампиров Районе Кладбища. &lt;br /&gt;
&lt;br /&gt;
Для злых партий:  Держу пари, многие решат напасть на Дзирта, чтобы завладеть его шмотками. Прежде всего, сие непотребное деяние изменит мировоззрение вашего персонажа на Злое. Вас покинут или даже нападут на вас некоторые члены группы, а именно:&lt;br /&gt;
&lt;br /&gt;
                       Джахейра (просто уходит в Аскатлу к базе Арфистов)&lt;br /&gt;
                       Келдорн (покидает группу и немедленно атакует)&lt;br /&gt;
&lt;br /&gt;
Остальные добрые персонажи выражают недовольство, но, как ни странно, не уходят. &lt;br /&gt;
&lt;br /&gt;
Обидно, но эта битва далеко не самая сложная в игре, если ваши персонажи достаточно прокачаны. Просто расправьтесь с Дзиртом сперва, а затем с лучницей Кэтти-Бри. Остальные не представляют такой уж большой опасности. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
                     Кэтти-Бри - 12,000 опыта&lt;br /&gt;
                                 Лук Таншерона +3&lt;br /&gt;
                                 Длиный меч +2&lt;br /&gt;
                                 Кольчуга +2&lt;br /&gt;
&lt;br /&gt;
                     Реджис - 1500 опыта&lt;br /&gt;
                             Кожаная броня +1&lt;br /&gt;
                             Булава +2&lt;br /&gt;
                             Кулон с Рубином (Мощное очарование 1 раз/день)&lt;br /&gt;
&lt;br /&gt;
                     Бренор - 3500 опыта&lt;br /&gt;
                              Боевой топор +3&lt;br /&gt;
                              Мифрильные латы +2&lt;br /&gt;
&lt;br /&gt;
                     Вульфгар - 3000 опыта&lt;br /&gt;
                               Клык Защитника (Боевой молот +3)&lt;br /&gt;
&lt;br /&gt;
                     Гвинвевар - 1400 опыта&lt;br /&gt;
&lt;br /&gt;
                     Дзирт - 12,000 опыта&lt;br /&gt;
                              Скимитар +5, Защитник&lt;br /&gt;
                              Скимитар +3, Ледяная ярость&lt;br /&gt;
                              Мифрильный кольчужный доспех +4&lt;br /&gt;
&lt;br /&gt;
Если вы убили группу Дзирта и похитили их вещи, то через некоторое время появится Малхор Гарпелл и заберет у вас эти шмотки. К тому же его появление частенько ведет к разнообразным глюкам и багам. Откровенно говоря, лучше эти вещички не трогать.&lt;br /&gt;
&lt;br /&gt;
    - Сбор других союзников&lt;br /&gt;
&lt;br /&gt;
Если вы не хотите сотрудничать с Дзиртом, есть другие варианты. На самом деле, к этому моменту вам уже не требуются союзники, чтобы расправиться с Бодхи, но с ними будет гораздо проще. &lt;br /&gt;
&lt;br /&gt;
Теневые воры:  Поговорите с Араном Линвейлом и он согласиться послать вам на помощь своих &amp;quot;лучших&amp;quot; ассассинов. Уж не знаю, кого он там в итоге послал, но пользы от этих &amp;quot;ассассинов&amp;quot; практически никакой. Они в состоянии лишь разрядить ловушки (и без того слабые и неопасные) на пути к святилищу Бодхи, в бою же моментально дохнут.&lt;br /&gt;
&lt;br /&gt;
Орден Благороднейшего Сердца: Войдите в Штаб Ордена и найдите Прелата Весселана. Он согласится выслать вам на помощь отряд рыцарей. Лидер этого отряда несет двуручный меч Предвестник +3, который иногда испускает Огненный шар в точку удара. Рыцари дерутся получше воров, но все равно слабовато. Если уж вам нужны бойцы - возьмите Дзирта и вместе с ним легко рвите кровососов. &lt;br /&gt;
&lt;br /&gt;
Если вы Священник и у вас есть Стронгхолд - комната в Храме, то вам поможет ваш Храм. &lt;br /&gt;
&lt;br /&gt;
    - Конец Бодхи&lt;br /&gt;
&lt;br /&gt;
Идите в Район Кладбища и будете сразу же встречены Бодхи. Если ваш Роман с возлюбленным(ой) до финальной стадии, то Бодхи сделает ее/его одержимой и похитит, воспрепятствовать этому нельзя. Это очень неприятно, но зато дает вам еще один увлекательный квест. Бодхи поругает вас немного и сбежит в свое логово, оставив вам на память несколько вампиров. Убейте их, они не представляют угрозы. &lt;br /&gt;
&lt;br /&gt;
Идите к боковому входу в логово вампиров (x 590 y 980). Все остальные входы заблокированы намертво. Идите к уже когда-то зачищенным гробницам - они снова полны вампиров. Ваши союзники, если они есть, уже здесь, дерутся с вампирами. Заметьте, вы не получите опыта за тех монстров, которых они убьют. Если Дзирт убьет Бодхи своей рукой - вы и за нее опыта не получите.&lt;br /&gt;
&lt;br /&gt;
В двух ящиках, сразу возле входа, должны быть свитки с мощными заклинаниями: &lt;br /&gt;
&lt;br /&gt;
        Свитки - Перст СМерти&lt;br /&gt;
                 Символ Смерти&lt;br /&gt;
&lt;br /&gt;
Убивайте именных вампиров и они опять вернутся в свои гробы, как в прошлый раз, когда вы были здесь. Пронзите гробы колами и получите опыт. Бодхи на сей раз никак не отреагирует на ваш закос под Баффи. Старайтесь встречать вампиров в узких проходах, не давая им окружить себя, и они очень быстро падут. &lt;br /&gt;
&lt;br /&gt;
Идите по северному коридору в комнату с бассейном, полным крови. Перебейте всех упырей там и вылейте в бассейн эльфийскую Святую Воду (для этого просто щелкните по нему). После этого уцелевшие вампиры ослабнут. Идите по правому коридору. В центральном зале МНОГО вампиров, так что встречайте их воинами в узком коридоре. Передние ряды должны быть защищены от Очарования и Откачки Уровня, иначе возникнут проблемы.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Финт: Можно просто швырнуть в комнату Облако Смерти - оно отлично действует на вампиридзе и накроет сразу всю толпу. Также, если у вас есть высокоуровневый священник, можно применить Изгнание Нежити. У злых священников есть шанс взять вампиров по свой контроль и натравить их на собратьев. Весело! &lt;br /&gt;
&lt;br /&gt;
Идите к памятной вам Комнате с Шипами. Там находится Вампир-Страж, который защищает себя кое-какие заклинаниями. Снимайте его защиты и убейте гада. В самой комнате - Туманы Вампира, а в колодце с кровью теперь лежит кое-что, а именно: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
        Перчатки Оружейного Мастерства (+1 THAC0, +2 к Урону)&lt;br /&gt;
        &lt;br /&gt;
&lt;br /&gt;
Теперь возвращайтесь в центральный зал и спускайтесь вниз по лестнице, к святилищу.(x 1575 y 550)&lt;br /&gt;
&lt;br /&gt;
Если вы взяли с собой союзников, то их лидер (Дзирт, Паладин Эрик или Теневой Вор Арканис) гарантированно появится здесь и примет участие в битве с Бодхи. Арканис разрядит ловушки в коридоре. Впрочем, ваш вор справится не хуже. Отворяйте дверь в святилище и деритесь.&lt;br /&gt;
&lt;br /&gt;
        План битвы с Бодхи:&lt;br /&gt;
&lt;br /&gt;
Как уже говорилось, при наличии Дзирта эта битва будет легкой прогулкой. Без него придется немного попотеть. Проще всего сделать так: поставить в проходе вашего самого защищенного бойца с Булавой Разрушения (защищает от Откачки Уровня), а за его спиной расположить бойца с двуручным оружием и всех остальных. И бить вампиров по двое-одному. Разумеется, перед битвой не помешает всесторонняя обкастовка - ускорение, защита от негативного плана итд. &lt;br /&gt;
&lt;br /&gt;
ВНИМАНИЕ: Если Бодхи околдовала и похитила вашу возлюбленного или возлюбленную, то несчастный будет сражаться на стороне вампиров и вам придется УБИТЬ ее/его. Да, вот так вот. Не забудьте забрать труп вашей зазнобы и сердце Бодхи - тогда возможно воскрешение. &lt;br /&gt;
&lt;br /&gt;
За убийство Бодхи получите кучу опыта (91,000), а душа Бодхи направится в саркофаг в задней комнате святилища.(x 1700 y 100) Пронзите ее отвратительный труп колом и прикончите ее ,наконец. Вы получаете:&lt;br /&gt;
&lt;br /&gt;
        55,000 + 48,500 опыта каждому в группе&lt;br /&gt;
        Лампа Ринна (ее нужно вернуть Эльхану для проникновения в Сулданессалар)&lt;br /&gt;
&lt;br /&gt;
Перед уходом возьмите:&lt;br /&gt;
&lt;br /&gt;
        Черное сердце Бодхи&lt;br /&gt;
        Тело вашей возлюбленной/ого&lt;br /&gt;
&lt;br /&gt;
Также прочтите книги по вампиризму в левой боковой комнате святилища. Там содержатся подсказки, как можно вернуть к жизни и излечить укушенного вампиром. Оказывается, нам поможет алтарь Амаунатора! Так двинемся к нему... ради любви. &lt;br /&gt;
&lt;br /&gt;
    - Воскресить вашу любовь&lt;br /&gt;
&lt;br /&gt;
Идем к руинам Храма Амунатора. Я надеюсь, вы их уже расчистили? Ну, если нет,то придется сделать это по ходу.&lt;br /&gt;
&lt;br /&gt;
Войдите в подземелья разрушенного храма и идите к той комнате, на полу которой нарисованы буквы, и где надо пройти по надписи АМАУНАТОР. В левой комнате за залом с буквами стоит статуя. (x 2615 y 1620) Положите ей в руки труп возлюбленной и сердце Бодхи. &lt;br /&gt;
&lt;br /&gt;
Ах... смахните слезы счастья.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
    - Вернуть Лампу Ринна&lt;br /&gt;
&lt;br /&gt;
Возвращайтесь к Эльхау. Поговрите с ним и он расскажет вам кое-что об Иреникусе и Бодхи. Впрочем, он опять без всякого смысла замалчивает факты - типично для эльфов. Эльхан сразу же поведет вас в Сулданессалар и там попросит разыскать и спасти Высшую Жрицу Демин. Вы переноситесь в очередную главу. &lt;br /&gt;
&lt;br /&gt;
Вся группа получает 74,500 опыта.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Дополнительные квесты в Астатле:&lt;br /&gt;
  -------&lt;br /&gt;
&lt;br /&gt;
    Спасти душу Йошимо&lt;br /&gt;
&lt;br /&gt;
Если вы пошли на штурм Спеллхолда с Йошимо и после битвы забрали его сердце, вы можете спасти его душу от вечного проклятья, на которое его обрекло его предательство по отношению к вам. Да-да, это опять вы во всем виноваты. Отнесите сердце Йоши к любому жрецу Ильматера, например в тот храм, что находится в Трущобах Аскатлы. Поговорите со жрецом и расскажите печальную историю Охотника за головами. &lt;br /&gt;
Вы получаете аж  200,000 опыта.&lt;br /&gt;
&lt;br /&gt;
'''Настоятельный совет''': Нести сердце нужно именно в храм в трущебах. Там за это по мимо опыта выдадут дневник Йошимо и вы сможете узнать много чего интересного, в том числе про события, произошедшие сразу после первого БГ. в храме на поменаде, дневник не выдают.&lt;br /&gt;
&lt;br /&gt;
Нет, Йошимо нельзя воскресить после этого. Но зато вы спасли его душу! Рады? &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
    Найти рукоять Серебряного меча &lt;br /&gt;
&lt;br /&gt;
Если у вас в рюкзаке лежит Серебряное лезвие, то этот квест сам вас найдет. В каком-то из районов Аскатлы вас остановит Искатель Меча гитианки Круин, который желает вернуть святыню своему народу, на Лимбо. Можете отдать ему лезвие и мирно разойтись...хм... похоже, несчастный попал в беду. Но проблемы гитианки главгероя не волнуют. &lt;br /&gt;
&lt;br /&gt;
А можете подраться с ним, ведь именно у него хранится рукоять Серебряного меча, и забрав ее, можно получить у Кромвеля очень мощное оружие. Гит вызовет на помощь еще несколько своих собратьев и они начнут закидывать вас заклинаниями. &lt;br /&gt;
&lt;br /&gt;
Почему Волшебники в Рясах не отреагировали на заклинания гита? Ну, это сложный вопрос. Возможно, он творил их присущей гитианки силой мысли. Возможно, сила мысли изменила сценаристам))&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
    Отряд доппельгангеров&lt;br /&gt;
&lt;br /&gt;
В процессе перемещения между районами на вас натолкнется отряд сих мерзких перевертышей. Они разыскивают &amp;quot;знаменитого искателя приключений&amp;quot; - угадай, кого? Скажите, что это вы и есть и они скопируют внешность вашей группы! И нападут! Жаль только, что они совершенно слабы, и с их трупов даже нечего брать. &lt;br /&gt;
&lt;br /&gt;
[[Категория:Прохождение (BGII)]]&lt;br /&gt;
[[Категория:Статьи, требующие форматирования]]&lt;/div&gt;</summary>
		<author><name>Colfair</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.aerie.ru/index.php?title=%D0%9F%D0%BE%D0%B4%D0%B7%D0%B5%D0%BC%D1%8C%D0%B5,_BGII&amp;diff=15934</id>
		<title>Подземье, BGII</title>
		<link rel="alternate" type="text/html" href="https://wiki.aerie.ru/index.php?title=%D0%9F%D0%BE%D0%B4%D0%B7%D0%B5%D0%BC%D1%8C%D0%B5,_BGII&amp;diff=15934"/>
		<updated>2011-07-22T12:26:01Z</updated>

		<summary type="html">&lt;p&gt;Colfair: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;5.  &amp;gt; &amp;gt; &amp;gt; &amp;gt;  Chapter 5: The Underdark (AR 2100)&lt;br /&gt;
-------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
  Начало:&lt;br /&gt;
  -----------&lt;br /&gt;
&lt;br /&gt;
    Если вы прошли через портал в подземелье Спеллхолда, то окажетесь здесь. &lt;br /&gt;
    Если поплыли на корабле, то окажетесь здесь же, но после города сахуагинов.&lt;br /&gt;
&lt;br /&gt;
    Следует видеовставка, из которой понятно, что Айреникус заключил союз с &lt;br /&gt;
    Дроу с целью уничтожить эльфов с поверхности. Один из пленных называет его &lt;br /&gt;
    &amp;quot;Джонелет&amp;quot;, и Айреникус быстренько затыкает ему рот. Видимо, его там знают...&lt;br /&gt;
&lt;br /&gt;
  Прохождение:&lt;br /&gt;
  ------------&lt;br /&gt;
&lt;br /&gt;
    - НАЙТИ СЛЕДЫ АЙРЕНИКУСА&lt;br /&gt;
&lt;br /&gt;
      Пройдя на восток и немного на юг, вы найдете несколько торговцев - дуэргаров&lt;br /&gt;
      (x 1600 y 3700).Они видели, как Айреникус и Бодхи шли в сторону города &lt;br /&gt;
      Дроу, но уверены, что войти вы туда просто так не сможете. Один, впрочем,&lt;br /&gt;
      упоминает какой-то &amp;quot;другой&amp;quot; путь. Потом можно продаться/закупиться в их &lt;br /&gt;
      магазине. Еще здесь же можно взять квест про заточенного мага.&lt;br /&gt;
&lt;br /&gt;
      Далее на север, через группу Дроу, потом на запад через Миконидов и на&lt;br /&gt;
      север в город Свирфнеблинов(x 630 y 1135). (Свирфнеблин это другое название&lt;br /&gt;
      глубинных гномов (Deep Gnomes)). Они говорят, что вам стоит &lt;br /&gt;
      поговорить с их лидером и считают, что вы &amp;quot;можете оказаться полезными&amp;quot;.&lt;br /&gt;
      Войдите в город, идите по проходу, потом до конца на юг, затем на запад.&lt;br /&gt;
      Здесь две комнаты, левая это таверна, в правой обитает лидер.&lt;br /&gt;
&lt;br /&gt;
      Он хочет чтобы вы расправились с потусторонней тварью которую они случайно &lt;br /&gt;
      раскопали, со своей стороны он соглашается помочь вам попасть в город дроу&lt;br /&gt;
      для продолжения охоты на Айреникуса.  Внутри глубокой темной пещеры обитает &lt;br /&gt;
      существо именуемое Адалон, способное помочь вам попасть в город.  Однако,&lt;br /&gt;
      вы не сможете попасть к нему не получив у гномов особый камень. &lt;br /&gt;
      (Свирфнеблины - другое название &amp;quot;Глубинных гномов&amp;quot;)  Соглашайтесь помочь им &lt;br /&gt;
      решить проблему с демоном в обмен на камень. (Конечно, будучи Злым, вы могли &lt;br /&gt;
      бы просто убить его и отобрать камень... Если бы вы были злым)&lt;br /&gt;
&lt;br /&gt;
        Note:  Gunslinger напоминает, что вы можете просто обворовать гнома таким &lt;br /&gt;
               образом заполучив камень... ему это не понравиться, но в таком случае &lt;br /&gt;
               вам не придется ему что-либо доказывать.&lt;br /&gt;
&lt;br /&gt;
    - ПОБЕДИТЬ ГНОМСКОГО ДЕМОНА&lt;br /&gt;
&lt;br /&gt;
      Он скажет вам, что демон обитает в новом тоннеле на северо-востоке. Вы найдете &lt;br /&gt;
      этот тоннель в (x 3600 y 600). Поговорите там со стражем чтобы открыть дверь.&lt;br /&gt;
      Когда будете готовы, нажимайте на яму после чего появится Балор. Для того что бы &lt;br /&gt;
      его ранить нужно оружие не меньше +3. (Но если вы следовали этому прохождению, то &lt;br /&gt;
      у вас уже должны быть несколько орудий +3 или лучше) Его убийство дает 26,000 &lt;br /&gt;
      опыта. Но мы еще не закончили! О нет. Положите свиток (выданный вам гномом) в один &lt;br /&gt;
      из Быстрых слотов и используйте его. Это закроет дыру.&lt;br /&gt;
&lt;br /&gt;
      Head back to the leader Gnome to get your reward:&lt;br /&gt;
&lt;br /&gt;
        Mace +3, Skullcrusher (extra damage to Humanoids)&lt;br /&gt;
        Light Gem&lt;br /&gt;
        25,000 experience for each character&lt;br /&gt;
&lt;br /&gt;
    - TALK TO ADALON&lt;br /&gt;
&lt;br /&gt;
      Leave the city, then head eastwards.  You may have to fight through the&lt;br /&gt;
      Kuo-toa's, but possibly not.  Then you go north to get to the bridge&lt;br /&gt;
      (x 3950 y 1890).  When you cross this bridge, a Drow war party ambushes&lt;br /&gt;
      you.  Make sure that everyone who can, is wearing some of the spiffy&lt;br /&gt;
      Drow armor. (Spiffy)&lt;br /&gt;
&lt;br /&gt;
      This path then splits into two groups, take the left path. (x 4100&lt;br /&gt;
      y 1200)  Enter the cave.&lt;br /&gt;
&lt;br /&gt;
      This is the lair of the Silver Dragon Adalon. (If you are evil, and need&lt;br /&gt;
      Silver Dragon's Blood to make the &amp;quot;Human Leather Armor&amp;quot;... WAIT and do&lt;br /&gt;
      it later!)  Go down and talk to her.  She wants your help (of course).&lt;br /&gt;
      Her eggs were stolen by the Drow to keep her from interfering with them&lt;br /&gt;
      as they invaded the surface for Irenicus.  In exchange for this she will&lt;br /&gt;
      help you get out of the Underdark to chase Irenicus at your leisure.  To&lt;br /&gt;
      assist with that goal, she casts a powerful illusion on your party making&lt;br /&gt;
      them all appear to be Drow.&lt;br /&gt;
&lt;br /&gt;
    - ENTER THE DROW CITY, UST NATHA&lt;br /&gt;
&lt;br /&gt;
      Leave the cave, go down then take the other passage up to the Drow Gates.&lt;br /&gt;
      The gates will automatically open and a Drow guard confronts you.  Be&lt;br /&gt;
      confidant and tell them that you are &amp;quot;Veldrin from Ched Nassad&amp;quot;.  You are&lt;br /&gt;
      told to be in the Males Fighters Society within three days.&lt;br /&gt;
&lt;br /&gt;
      Enter Ust Natha.&lt;br /&gt;
&lt;br /&gt;
  Quests:&lt;br /&gt;
  -------&lt;br /&gt;
&lt;br /&gt;
    OTHER:  Mind Flayers&lt;br /&gt;
&lt;br /&gt;
            Mind Flayers - Underdark (AR 2100, x 200 y 2650)&lt;br /&gt;
&lt;br /&gt;
            Just north of where you first enter the area you will find some&lt;br /&gt;
            Mind Flayers.  These three goons make for good practice at fighting&lt;br /&gt;
            them, which you might need if you want to take on the Illithid&lt;br /&gt;
            city. (9000 exp each)&lt;br /&gt;
&lt;br /&gt;
    OTHER:  First Drow Battle&lt;br /&gt;
&lt;br /&gt;
            Drow - Underdark (AR 2100, x 1735 y 2170)&lt;br /&gt;
&lt;br /&gt;
            The first real battle against the drow occurs just north of the&lt;br /&gt;
            point where you free Vithal (see the next quest below).  Drow fight&lt;br /&gt;
            well with magic, summoning creatures to help them defeat you and&lt;br /&gt;
            casting spells fairly intelligently.  The most notable thing about&lt;br /&gt;
            them is their Drow Armor, which you should definitely take.  Drow&lt;br /&gt;
            Full Plate +5 is the best armor in the game.  It will dissolve&lt;br /&gt;
            when taken to the surface, but that will still give you a lot of&lt;br /&gt;
            good use with it.&lt;br /&gt;
&lt;br /&gt;
    QUEST:  The Imprisoned Mage&lt;br /&gt;
&lt;br /&gt;
            Uder Mordin - Underdark (AR 2100, x 1770 y 3800)&lt;br /&gt;
            Mage - Underdark (AR 2100, x 1930 y 2090)&lt;br /&gt;
            Svirfneblin - Underdark (AR 2100, x 1633 y 750)&lt;br /&gt;
            Vithal (later) - Underdark (AR 2100, x 2375 y 3320)&lt;br /&gt;
&lt;br /&gt;
            Talking with the last Duergar, Uder Mordin, he brings up the story&lt;br /&gt;
            of a mage who was imprisoned in the earth after a battle.  Seems&lt;br /&gt;
            this fellow was looking for some artifact of importance.  Talk to&lt;br /&gt;
            the seller Duergar and buy a Freedom Scroll.  Don't scribe this&lt;br /&gt;
            to your spellbook, simply cast the spell, then move north to find&lt;br /&gt;
            the mage. (10,000 experience)&lt;br /&gt;
&lt;br /&gt;
            Talk with Vithal to learn that he was searching for a great&lt;br /&gt;
            treasure of some sort.  He asks for your help in completing his&lt;br /&gt;
            work.  Agree.  He wants you to fetch his Book of Rituals from the&lt;br /&gt;
            Svirfneblin.  The Svirfneblin city can be found at the top left of&lt;br /&gt;
            the area.  You will find the book on the Innkeeper in the left room&lt;br /&gt;
            of their city.  You can buy it off him for 300 gold.  If you are&lt;br /&gt;
            currently in Drow form (having already been to Adalon) then you get&lt;br /&gt;
            the book for free.&lt;br /&gt;
&lt;br /&gt;
            You will find Vithal standing just northeast of the Duergar&lt;br /&gt;
            position near one of the three portals in the area.  Talk to him&lt;br /&gt;
            and give him the book of rituals.  Agree to help him out.  Then a&lt;br /&gt;
            Greater Earth Elemental (10,000 experience) appears.  Keep it from&lt;br /&gt;
            killing Vithal.  Then Vithal enters the portal.  Wait a moment,&lt;br /&gt;
            then he reappears and tells you to come to the Fire Gate, which is&lt;br /&gt;
            just above this gate.  Talk to him again.  A Greater Fire Elemental&lt;br /&gt;
            (10,000 experience) appears.  Same thing happens with Vithal&lt;br /&gt;
            entering the portal.  Then you go leftwards to the Air gate.&lt;br /&gt;
&lt;br /&gt;
            Talk to Vithal again and the same thing happens with a Greater Air&lt;br /&gt;
            Elemental this time. (11,000 experience)&lt;br /&gt;
&lt;br /&gt;
            When Vithal returns (everyone gets 20,000 experience) he offers you&lt;br /&gt;
            some treasure:&lt;br /&gt;
&lt;br /&gt;
              Rod of Absorption&lt;br /&gt;
&lt;br /&gt;
            If you complain, he will give you a couple of spells (Simulacrum&lt;br /&gt;
            and Abi Dalzim's Horrid Wilting).  If you complain further he will&lt;br /&gt;
            attack you.  Try to beat him quickly to avoid his Imprisonments.&lt;br /&gt;
&lt;br /&gt;
              Vithal - 20,000 experience&lt;br /&gt;
                       Skull of Death (Helm, casts Death Spell)&lt;br /&gt;
                       Spells - Wail of the Banshee&lt;br /&gt;
                                Incendiary Cloud&lt;br /&gt;
                                Time Stop&lt;br /&gt;
                                Infravision&lt;br /&gt;
            (Впрочем никто не мешает вам его банально обокрасть, используя &amp;quot;Fake Talk&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
    QUEST:  Тюрьма Душ&lt;br /&gt;
&lt;br /&gt;
            Тюрьма душ - Underdark (AR 2100, x 1940 y 1860)&lt;br /&gt;
            Dagglefodd - Underdark (AR 2100, x 1770 y 610)&lt;br /&gt;
&lt;br /&gt;
            Слева от центра на этой локации находится Тюрьма Душ. Она имеет 6 граней, нажатие на грань освободит одного из узников.&lt;br /&gt;
            Они будут драться с вами.   &lt;br /&gt;
            Слева направо:&lt;br /&gt;
              Грань 1 (x 1845 y 1862) - Madman Aganalo - 6000 опыта&lt;br /&gt;
                                        Jhor the Bleeder (Меч-бастард +2)&lt;br /&gt;
              Грань 2 (x 1872 y 1901) - Raevilin Strathi - 20,000 опыта&lt;br /&gt;
                                        Свиток (summoning)&lt;br /&gt;
              Грань 3 (x 1920 y 1920) - Riti - 8000 опыта&lt;br /&gt;
                                        Spear +3, Backbiter (Проклято)&lt;br /&gt;
                                        Свиток - Improved Haste&lt;br /&gt;
              Грань 4 (x 1980 y 1920) - Alchra Diagott (Lich) - 22,000 опыта&lt;br /&gt;
                                        Свитки - Summon Nishruu&lt;br /&gt;
                                                 Delayed Blast Fireball&lt;br /&gt;
                                                 Spell Turning&lt;br /&gt;
              Грань 5 (x 2025 y 1885) - Bedlen Dagglefodd (не атакуйте его!)&lt;br /&gt;
              Грань 6 (x 2035 y 1850) - Gont of Riatavin - 7000 опыта&lt;br /&gt;
                                        (если вы его отпустите, то не получите &lt;br /&gt;
                                         ничего кроме рассказа)&lt;br /&gt;
              Примечание:  Освобожденный сумасшедший чародей, Raevilin Strathi,&lt;br /&gt;
                           нападает на вас. Но если применить заклинание клерика Heal,&lt;br /&gt;
                           то он исцелится и в награду отдаст вам меч Albruin +1. &lt;br /&gt;
                           (from John Howard)&lt;br /&gt;
            Затем поговорите со старшим Dagglefodd в Svirfneblin city и получите&lt;br /&gt;
            дополнительное вознаграждение:&lt;br /&gt;
              Bracers AC 4&lt;br /&gt;
              10,000 опыта&lt;br /&gt;
            Теперь вы сможете покупать у него товар дешевле (правда ничего стоящего&lt;br /&gt;
            у него нет)&lt;br /&gt;
            &lt;br /&gt;
&lt;br /&gt;
-------------------------------------------------------------------------------&lt;br /&gt;
5.1  &amp;gt; &amp;gt; &amp;gt; &amp;gt;  Ust Natha (AR 2200)&lt;br /&gt;
-------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
  Exposition:&lt;br /&gt;
  -----------&lt;br /&gt;
&lt;br /&gt;
    When you enter the city you get to watch a little display between a Drow&lt;br /&gt;
    and his slave.  He kills the slave, and is in turn killed by his mother.&lt;br /&gt;
    This just emphasizes that Drow are evil.  Really evil.&lt;br /&gt;
&lt;br /&gt;
    Do NOT reveal yourselves as &amp;quot;non-drow&amp;quot; or the entire city becomes hostile.&lt;br /&gt;
    Worse than that, they might seal you in.&lt;br /&gt;
&lt;br /&gt;
  Walkthrough:&lt;br /&gt;
  ------------&lt;br /&gt;
&lt;br /&gt;
    - GETTING ESTABLISHED IN THE CITY&lt;br /&gt;
&lt;br /&gt;
      We are here to do one thing and one thing only, get the Silver Dragon&lt;br /&gt;
      eggs to give to Adalon.  In order to do that we need to keep our ears to&lt;br /&gt;
      the ground and search for information.  Also we need to ally ourselves&lt;br /&gt;
      with a Family.  Once we are allied then the quests become available&lt;br /&gt;
      (for instance, you can't &amp;quot;Free the Humans&amp;quot; until you have become allied).&lt;br /&gt;
&lt;br /&gt;
      Head over to the Male Fighter's Society (x 3535 y 1650).  Here you will&lt;br /&gt;
      meet up with Solaufein.  He asks for your name, tell him that it doesn't&lt;br /&gt;
      matter what your name is and he will be amused and like you more for it.&lt;br /&gt;
      He tells you that you are going to be working for the Matron Mothers, and&lt;br /&gt;
      to meet up with her handmaiden on a platform near the entrance.  From&lt;br /&gt;
      this point you have three days to get to that platform and meet with the&lt;br /&gt;
      Handmaiden.&lt;br /&gt;
&lt;br /&gt;
      On your way back to the entrance, you will see a meeting between some&lt;br /&gt;
      Mind Flayers (Ambassadors, no less) and Drow.  This isn't particularly&lt;br /&gt;
      important, but it is interesting.  Go to the platform. (x 1550 y 3300)&lt;br /&gt;
      Talk to Solaufein again.  He explains that some &amp;quot;devourers&amp;quot; have taken&lt;br /&gt;
      a priestess hostage.  He asks if you know what those are:&lt;br /&gt;
&lt;br /&gt;
        Int 15+        - You can say &amp;quot;Illithid&amp;quot; and Solaufein likes you more&lt;br /&gt;
        Int 9 to 14    - You can say &amp;quot;Mind Flayers&amp;quot; and nothing happens&lt;br /&gt;
        Int 8 or less  - You say &amp;quot;Otyugh&amp;quot; and Solaufein likes you less&lt;br /&gt;
        &amp;quot;I don't know&amp;quot; - nothing happens&lt;br /&gt;
&lt;br /&gt;
      You are to rescue that Drow from the Illithid before they take her to&lt;br /&gt;
      their city.  You have three days.&lt;br /&gt;
&lt;br /&gt;
    - RESCUE PHAERE FROM THE ILLITHIDS&lt;br /&gt;
&lt;br /&gt;
      So, exit the city, and head south.  I encountered an adventuring group,&lt;br /&gt;
      that naturally assumed that I was evil.  (x 3300 y 2225)  One of these&lt;br /&gt;
      goons has:&lt;br /&gt;
&lt;br /&gt;
        Dragons Breath, Halberd +4 (+1 ice, fire, elec., poison &amp;amp; acid dmg)&lt;br /&gt;
&lt;br /&gt;
      Continue south, then cross the bridge to find Solaufein (x 4715 y 3100).&lt;br /&gt;
      He asks if you have any questions.  If you apologize to him, he will like&lt;br /&gt;
      you more.  After which he tells you to get ready for battle.  Cast all&lt;br /&gt;
      your protective spells (Protection from Evil is very useful) and get&lt;br /&gt;
      ready for combat with some Mind Flayers.  You must fight 3 Mind Flayers&lt;br /&gt;
      as well as 2 Umber Hulks.  I would take out the Flayers first, one at a&lt;br /&gt;
      time, then the Hulks.  After the battle, Phaere (whom you just rescued)&lt;br /&gt;
      sort of thanks you. (20,000 experience)   Nothing you say to Phaere&lt;br /&gt;
      matters.  They both go back to the city.  You have three days to go back&lt;br /&gt;
      and talk with Solaufein again.&lt;br /&gt;
&lt;br /&gt;
        Battle Tip:  Death Spell will annihilate your enemies here.  Don't&lt;br /&gt;
                     assume it will always work on Mind Flayers, it won't. It&lt;br /&gt;
                     works here because these Mind Flayers are considered by&lt;br /&gt;
                     the game to be &amp;quot;summoned.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
    - WORKING FOR HOUSE DESPANA&lt;br /&gt;
&lt;br /&gt;
      Enter the tavern and find Phaere and Solaufein.  Phaere automatically&lt;br /&gt;
      talks to you and asks you to join forces with her house.  Respond to this&lt;br /&gt;
      in the affirmative (say &amp;quot;yes&amp;quot;)... you can also intimate that you would&lt;br /&gt;
      rather have her as a reward (if you know what I mean), but that has some&lt;br /&gt;
      bad consequences if you are currently in a romance with someone else.&lt;br /&gt;
      She wants you to meet her at the same platform as before... but not right&lt;br /&gt;
      now.  For now she wants you to enjoy yourself in the Tavern. (see the&lt;br /&gt;
      Quests below if you need something to do)  When she leaves the Tavern&lt;br /&gt;
      you have 3 days to get to the Platform.&lt;br /&gt;
&lt;br /&gt;
      Get to the Platform and talk with Phaere.  She tells you that a Beholder&lt;br /&gt;
      is in the city smuggling Adamantite.  She wants you to go over there and&lt;br /&gt;
      kill it.  Solaufein and her will scout it out ahead of time.  You will&lt;br /&gt;
      find Phaere again in the Southeast part of the city (x 4200 y 3340).&lt;br /&gt;
      Talk with her to get the battle rolling.&lt;br /&gt;
&lt;br /&gt;
      Kill the Beholder (14,000 exp) and Solaufein seems happy about things.&lt;br /&gt;
      Phaere mentions that the body is going to be collected for... other&lt;br /&gt;
      uses (20,000 exp).  Phaere tells you to visit her in the tavern within 3&lt;br /&gt;
      days.&lt;br /&gt;
&lt;br /&gt;
    - DROW VS. SVIRFNEBLIN&lt;br /&gt;
&lt;br /&gt;
      Phaere wants you and Solaufein to attack a Deep Gnome patrol to keep them&lt;br /&gt;
      properly fearful of the Drow.  Solaufein naturally hates being sent on&lt;br /&gt;
      such stupid missions, especially given how weak the Gnomes are.  You will&lt;br /&gt;
      meet up with Solaufein west of Ust Natha near the gnomish city. (x 890&lt;br /&gt;
      y 2225)&lt;br /&gt;
&lt;br /&gt;
      Talk to Solaufein.  If Solaufein likes you, you can convince him to let&lt;br /&gt;
      you handle this on your own.  At that point he goes back to the city.&lt;br /&gt;
      (of course, if you have been cheesing him off, then he won't leave)  The&lt;br /&gt;
      Gnome Patrol arrives, tell them that you were sent to kill them, and that&lt;br /&gt;
      you won't.  Then ask for their helmets as a sign that the deed was done.&lt;br /&gt;
      Head back to the tavern.&lt;br /&gt;
&lt;br /&gt;
    - PHAERE&lt;br /&gt;
&lt;br /&gt;
      Phaere is pleased that you brought her the helmet, and asks that you meet&lt;br /&gt;
      her in her chambers at the Female Fighters guild within ONE HOUR.&lt;br /&gt;
      (everyone gets 28,000 experience)  Head over to the Female Fighters&lt;br /&gt;
      (x 2500 y 2050), enter and talk with Phaere.  She wants Solaufein dead.&lt;br /&gt;
      Why?  Lover's quarrel.  She wants you to enter his home in the Male &lt;br /&gt;
      Fighters guild, kill him, and take his Piwafwi Cloak as proof of his &lt;br /&gt;
      death.  Agree to her demands.  You now have 3 days to get to Solaufein. &lt;br /&gt;
      (x 3500 y 1575)&lt;br /&gt;
&lt;br /&gt;
      Talk to Solaufein and tell him that you were sent to kill him, but that&lt;br /&gt;
      you don't want to do it.  Then ask him for his Piwafwi Cloak as proof&lt;br /&gt;
      that he is &amp;quot;dead.&amp;quot;  Solaufein has a little speech, and he likes you more.&lt;br /&gt;
      You can then search his place, but there is nothing good here.&lt;br /&gt;
&lt;br /&gt;
        Evil Alternative: (from Cyrille Artho)&lt;br /&gt;
&lt;br /&gt;
          When you kill Solaufein, he obviously cannot give you his fake dragon&lt;br /&gt;
          eggs, which you normally use to trick Phaere.  However, not&lt;br /&gt;
          everything is lost.  When you give the real dragon eggs to Phaere,&lt;br /&gt;
          there are three possible outcomes:&lt;br /&gt;
&lt;br /&gt;
          1) You interrupt the ritual (bad idea).  Matron Ardulace then casts a&lt;br /&gt;
             spell that reveals the true identity of the party, and you are&lt;br /&gt;
             chased out of the city.  It will be rather difficult to recover&lt;br /&gt;
             the eggs and kill all the drows.&lt;br /&gt;
          2) You let the ritual be completed.&lt;br /&gt;
             a) You prevent Phaere from handing over the eggs to the Demon Lord&lt;br /&gt;
                (good idea).  The Demon Lord then attacks everybody.  He does&lt;br /&gt;
                not have many hit points but you need a +5 weapon to hit --&lt;br /&gt;
                which you probably don't have at that point (unless you have a&lt;br /&gt;
                Paladin with the Holy Avenger).  A cleric with four Bolts of&lt;br /&gt;
                Glory (10d6 damage to demons) works well enough, since that&lt;br /&gt;
                spell ignores magic resistance (which is 95 or 100% for the&lt;br /&gt;
                Demon Lord).  Killing the demon lord gives 26000 exp.  Pray&lt;br /&gt;
                that his initial &amp;quot;Wail of the Banshee&amp;quot; does not kill anybody;&lt;br /&gt;
                if it does, *hurry* and don't try to re-equip everything&lt;br /&gt;
                perfectly -- just get your stuff and leave *quickly*!  If&lt;br /&gt;
                nobody is killed, you actually even have time to sell Phaere's&lt;br /&gt;
                gems to the drow before they all turn red and try to kill&lt;br /&gt;
                you.  Incidentally, &amp;quot;Protection from Evil&amp;quot; will not prevent the&lt;br /&gt;
                Demon Lord from casting his first attack spell, but he will not&lt;br /&gt;
                attack you immediately.  Also, I could still get out of the&lt;br /&gt;
                city just after the drow turned hostile -- probably it takes a&lt;br /&gt;
                few seconds until the city gates are locked.&lt;br /&gt;
             b) You let Phaere give the eggs to the demon lord (bad idea).  He&lt;br /&gt;
                (being a mean guy) reveals the true identity of the party.&lt;br /&gt;
                Immediately, all drows turn hostile and attack the party.&lt;br /&gt;
                Again, this way is not the best (you will also have to deal&lt;br /&gt;
                with an angry silver dragon then).&lt;br /&gt;
&lt;br /&gt;
          Note:  If you have recovered the eggs, don't talk to Adalon --&lt;br /&gt;
                 otherwise you can never kill her for her blood (because she'll&lt;br /&gt;
                 teleport you away). Instead, attack her right away. This gives&lt;br /&gt;
                 you less experience and no crossbow +3, only some gold and a&lt;br /&gt;
                 scroll that allows you to proceed to chapter 6 :-(&lt;br /&gt;
&lt;br /&gt;
          Personal note: I found it a pity that evil parties cannot let the&lt;br /&gt;
          drow ritual take place as planned - a duel between the silver dragon&lt;br /&gt;
          and the demon lord would have been a grand sight.  Also, the story is&lt;br /&gt;
          not very logical in the sense that the drow attack still happens,&lt;br /&gt;
          despite the loss of their leaders (and a few powerful warriors due to&lt;br /&gt;
          duels in the tavern and mysterious murderers) and not having the&lt;br /&gt;
          demon on their side. No surprise, they lose.&lt;br /&gt;
&lt;br /&gt;
        /End of the Evil Alternative&lt;br /&gt;
&lt;br /&gt;
      Report back to Phaere. (everyone gets 30,000 experience)  If you are male&lt;br /&gt;
      then she wants to talk to you alone... for a little nooky.  If you refuse&lt;br /&gt;
      her, she will sound the alarm and the entire city turns hostile.  Of&lt;br /&gt;
      course, you could try to convince her that you &amp;quot;*really* can't&amp;quot;, i.e. are&lt;br /&gt;
      impotent.  In order to pull off one of these deceptions you need either&lt;br /&gt;
      17 INT or 13 CHA (and in some cases 17 CHA).&lt;br /&gt;
&lt;br /&gt;
      After that (whether you talked your way out of it, did it, or didn't get&lt;br /&gt;
      offered because you are female) she wants you to meet the Matron&lt;br /&gt;
      Ardulace Despana, who is currently in the Temple.  You have 3 days to get&lt;br /&gt;
      there (everything takes 3 days, for some reason).  Oh, and if you did&lt;br /&gt;
      sleep with Phaere, then anyone you had a romance with is upset with you.&lt;br /&gt;
&lt;br /&gt;
    - MATRON ARDULACE&lt;br /&gt;
&lt;br /&gt;
      Head down to the Temple of Lolth (x 4200 y 2350).  Enter, and walk&lt;br /&gt;
      forward until you find Phaere, who will automatically talk to you and&lt;br /&gt;
      introduce you to the Matron.  The Matron wants you to prove yourself to&lt;br /&gt;
      her, and in order to do that you must bring back the Blood of one of the&lt;br /&gt;
      &amp;quot;noble races&amp;quot;, which are Beholders, Mind Flayers or Kuo-Toa's.  Oh, and&lt;br /&gt;
      it can't be any of them, it must be something special.&lt;br /&gt;
&lt;br /&gt;
      So, depending on what you want to do:&lt;br /&gt;
&lt;br /&gt;
        Beholders go to the next section &amp;quot;Beholder City&amp;quot;&lt;br /&gt;
        Mind Flayers go to the section after that &amp;quot;The Illithid Lair&amp;quot;&lt;br /&gt;
        or the easiest Kuo-Toa's &amp;quot;Exit from the Underdark&amp;quot;&lt;br /&gt;
&lt;br /&gt;
      If you don't retrieve one of these items in a timely fashion, (three&lt;br /&gt;
      days) then Phaere will track you down (wherever you may be) and tell&lt;br /&gt;
      you that your disguise has failed, thus instigating a battle (and&lt;br /&gt;
      forevermore keeping you out of Ust Natha).  So don't waste time.&lt;br /&gt;
&lt;br /&gt;
      Come back when you have one of these items and she will take them and&lt;br /&gt;
      reward you with 22,000 experience for each character.  Phaere then asks&lt;br /&gt;
      to see you in her rooms, within one hour. (she lives in the Female&lt;br /&gt;
      Fighter's Society, if you have forgotten)&lt;br /&gt;
&lt;br /&gt;
    - THE DRAGON'S EGGS&lt;br /&gt;
&lt;br /&gt;
      Phaere details her plans to overthrow the Matron Ardulace and set herself&lt;br /&gt;
      up as head of the house.  She wants your help in this, so agree to help&lt;br /&gt;
      her get rid of the Matron.  House Despana is going to use the Blood you&lt;br /&gt;
      collected along with the Silver Dragon's Eggs to summon a demon.  What&lt;br /&gt;
      Phaere wants to do is replace the Eggs with false ones so that Ardulace&lt;br /&gt;
      is destroyed when the demon is summoned.  She can then use the real eggs&lt;br /&gt;
      to gain control of the demon.  She gives you a key and a set of false&lt;br /&gt;
      eggs marked as &amp;quot;Phaere's&amp;quot;.  Leave her house.&lt;br /&gt;
&lt;br /&gt;
      Return to the Temple as that is where the eggs are kept.  If you did well&lt;br /&gt;
      by Solaufein, he will appear near the entrance with a further proposition&lt;br /&gt;
      for you.  He wants to give you a second set of false eggs that you can&lt;br /&gt;
      give to Phaere.  This way both the Matron and Phaere get killed by the&lt;br /&gt;
      Demon.  Agree to his plan and enter the temple.&lt;br /&gt;
&lt;br /&gt;
      Brian Camley has an interesting strategy for the temple:&lt;br /&gt;
&lt;br /&gt;
        While I was in Ust Natha, and was sent to retrieve and replace the&lt;br /&gt;
        dragon's eggs, I really didn't feel like fighting Drow and Golems, so I&lt;br /&gt;
        saw if SpookyScarecrow's trick for the Golems in the De'Arnise Hold&lt;br /&gt;
        would work in this case - I gave Aerie the Boots of Speed, and had her&lt;br /&gt;
        cast Sanctuary.  She got in and out quickly - this works for most&lt;br /&gt;
        encounters with guards of some sort - the exception being, of course,&lt;br /&gt;
        getting the Gesen Bow String - using this strategy will leave your&lt;br /&gt;
        cleric trapped in a room with some angry guardians.  Not a good idea.&lt;br /&gt;
&lt;br /&gt;
      Once in the temple, take the passage immediately to your right, and take&lt;br /&gt;
      that up to the Egg Room (x 2067 y 780).  Kill the 2 guards and enter.&lt;br /&gt;
      There are 5 Golems in here, just waiting to pounce on you once you have&lt;br /&gt;
      taken the eggs.  Kill the Golems.  Take the Real Eggs and REPLACE THEM&lt;br /&gt;
      with PHAERE'S EGGS. (don't forget to do that!)&lt;br /&gt;
&lt;br /&gt;
      Back to Phaere's.  Give her Solaufein's Eggs (20,000 experience) and she&lt;br /&gt;
      seems awfully pleased.  Well, that won't last.  Listen to the Imp when&lt;br /&gt;
      it appears, then get back to the Temple.  Phaere is right within the&lt;br /&gt;
      first passage and soon the Ritual of Summoning begins.  The Demon kills&lt;br /&gt;
      the two Drow women one by one, then will leave if you remain silent.  Be&lt;br /&gt;
      sure to search the two corpses for treasure:&lt;br /&gt;
&lt;br /&gt;
        Ring of Spell Turning&lt;br /&gt;
        Gorgon Plate +4&lt;br /&gt;
        Lots of Gems&lt;br /&gt;
        4500 gold&lt;br /&gt;
&lt;br /&gt;
        Evil Alternative: (from Daniel Pang)&lt;br /&gt;
&lt;br /&gt;
          In the Drow City, if you give the Demon lord the real eggs after&lt;br /&gt;
          Phaere and Ardulace are gone you can ask him for a tithe in return.&lt;br /&gt;
          Asking him for a powerful magical item yields the Halberd +4:&lt;br /&gt;
          Blackmist, and asking him for safe exit from the Underdark will get&lt;br /&gt;
          you just that. Ask him for anything else however, and he attacks you.&lt;br /&gt;
&lt;br /&gt;
      Now, QUICKLY, leave the Temple and get OUT of the city as fast as is&lt;br /&gt;
      humanly possible.  If you delay, you will be trapped in the city forever.&lt;br /&gt;
      (Actually, in that case, you simply have to kill everyone in the city,&lt;br /&gt;
      then you can leave)&lt;br /&gt;
&lt;br /&gt;
      Return to Adalon and give her the real eggs.  She gives you an Item:&lt;br /&gt;
&lt;br /&gt;
        Necaradan's Crossbow +3&lt;br /&gt;
        78,500 experience (for each character)&lt;br /&gt;
&lt;br /&gt;
      And you are then teleported to the Exit from the Underdark.  The gate out&lt;br /&gt;
      is just to the left, but you can explore around if you didn't already.&lt;br /&gt;
      (see the &amp;quot;Exit from the Underdark&amp;quot; section for more details)&lt;br /&gt;
&lt;br /&gt;
        Trick:  On the surface, Drow items are meant to turn to dust.  Want to&lt;br /&gt;
                keep that nifty Drow stuff you got?  If you have NOT gotten the&lt;br /&gt;
                Harper's Pin for Jaheira, you can give her all of your Drow&lt;br /&gt;
                items, and kick her out of the party.  She should go out to&lt;br /&gt;
                the Harper Hold in the Docks District. (If you have done all&lt;br /&gt;
                the Harper quests already, then she just leaves for good)&lt;br /&gt;
                Then when you pick her up again, all the Drow items are still&lt;br /&gt;
                there and can be worn in the daylight!  As long as you never&lt;br /&gt;
                take these items to the &amp;quot;Exit from the Underdark&amp;quot; area, you&lt;br /&gt;
                can keep them forever. (Gabriel)&lt;br /&gt;
&lt;br /&gt;
        Alternate Trick: (from Chris Norman)&lt;br /&gt;
&lt;br /&gt;
                I noticed there was a trick to save the drow items&lt;br /&gt;
                upon leaving the underdark.  I liked this idea, but did not&lt;br /&gt;
                want to kick a member out of my party to do it.  Also, my main&lt;br /&gt;
                character was in a romance with Jaheira so I didn't know what&lt;br /&gt;
                kicking her out would do.  I decided to try to come up with an&lt;br /&gt;
                alternate method of doing this.  What I came up with works, but&lt;br /&gt;
                it is somewhat inconvenient to do if you're walking around with&lt;br /&gt;
                full inventories due to having to trade the armor between many&lt;br /&gt;
                people.  My trick works because the game only checks the items&lt;br /&gt;
                every round or so and will not decay items on the ground.  Here&lt;br /&gt;
                is what you do.  (When picking up items, use the inventory&lt;br /&gt;
                screen instead of the overhead display method of picking stuff&lt;br /&gt;
                up)&lt;br /&gt;
&lt;br /&gt;
                1. Immediately pause the game when you gain control of the&lt;br /&gt;
                   party after leaving the underdark, before the drow equipment&lt;br /&gt;
                   decays.  Transfer ALL the drow stuff you want to keep on to&lt;br /&gt;
                   one person and have that person drop it all into a pile on&lt;br /&gt;
                   the ground.  You can then unpause it.  Adamantine dust will&lt;br /&gt;
                   appear in your inventory just like if the items decayed, but&lt;br /&gt;
                   they will still be on the ground.  Also, opening the bag of&lt;br /&gt;
                   holding seems to decay items as well even if paused, so do&lt;br /&gt;
                   not put anything you want to keep in there.&lt;br /&gt;
&lt;br /&gt;
                2. Next, string your characters to the edge of the map, and&lt;br /&gt;
                   have one of them as close as you can get without trying to&lt;br /&gt;
                   exit the screen.  The trick here is to have the people&lt;br /&gt;
                   close enough together that they may pass items still.  Keep&lt;br /&gt;
                   the character that dropped the items in the same spot so&lt;br /&gt;
                   that he can pass them all to the next person.&lt;br /&gt;
&lt;br /&gt;
                3. Now, repause the game, and have the character over the&lt;br /&gt;
                   stack of items pick them up and pass them down the line of&lt;br /&gt;
                   characters until the person near the edge has them.  Have&lt;br /&gt;
                   that person drop them all in a pile on the ground again.&lt;br /&gt;
                   (Since the game is paused here, you are in effect, moving&lt;br /&gt;
                   the items to the edge of the map before any time can pass,&lt;br /&gt;
                   so they do not decay.)&lt;br /&gt;
&lt;br /&gt;
                4. Move your whole party close enough to the edge of the map so&lt;br /&gt;
                   that you can leave the area with just a single click and no&lt;br /&gt;
                   one will have to walk.  Leave the guy on the stack of items&lt;br /&gt;
                   again.&lt;br /&gt;
&lt;br /&gt;
                5. Pause again, and pick up all the equipment, passing some of&lt;br /&gt;
                   it to other people if you need to again.  Leave the&lt;br /&gt;
                   inventory screen, and click where the party will leave the&lt;br /&gt;
                   area.  Then unpause, and the party will leave before the&lt;br /&gt;
                   items decay.&lt;br /&gt;
&lt;br /&gt;
                Note:  I had to do this procedure again after the Drizzt&lt;br /&gt;
                       meeting.  I guess that the program checks for drow items&lt;br /&gt;
                       on that screen as well, so you will probably have to do&lt;br /&gt;
                       it again as well.  After leaving the Drizzt zone, items&lt;br /&gt;
                       stuck just fine though, just like with the Jaheira&lt;br /&gt;
                       trick.&lt;br /&gt;
&lt;br /&gt;
                       Also note that normal Drow Longswords don't turn to&lt;br /&gt;
                       dust.&lt;br /&gt;
&lt;br /&gt;
                Yes, this is a somewhat complex method, but if you don't want&lt;br /&gt;
                to kick out a party member, or have Jaheira's quest completed,&lt;br /&gt;
                this will keep your drow armor intact.&lt;br /&gt;
&lt;br /&gt;
                Note:  Drow items aren't worth much, so unless you want to&lt;br /&gt;
                       wear them, don't bother keeping them.&lt;br /&gt;
&lt;br /&gt;
  Quests:&lt;br /&gt;
  -------&lt;br /&gt;
&lt;br /&gt;
    QUEST:  The Duergar's Tank, the Aboleth&lt;br /&gt;
&lt;br /&gt;
            Duergar - Ust Natha (AR 2200, x 1050 y 3150)&lt;br /&gt;
            Qilue - Ust Natha (AR 2200, x 2725 y 1890)&lt;br /&gt;
&lt;br /&gt;
            Just after freeing Phaere from the clutches of the Mind Flayers,&lt;br /&gt;
            a Duergar near the entrance will tell you to talk to his &amp;quot;master&amp;quot;&lt;br /&gt;
            who is in a big tank just behind him.&lt;br /&gt;
&lt;br /&gt;
            Talk to the Aboleth, the creature in the tank, and he wants an&lt;br /&gt;
            exchange.  You get him Qilue's brain and he won't reveal that you&lt;br /&gt;
            are not Drow.  Sounds good.  You can find Qilue's home right next&lt;br /&gt;
            to the Female Fighter's society.  Enter.&lt;br /&gt;
&lt;br /&gt;
              Alternatively:  When talking to the Aboleth the first time, you&lt;br /&gt;
                              can refuse to do his quest.  Then when he asks&lt;br /&gt;
                              why, simply tell him that if he reveals you, then&lt;br /&gt;
                              you will reveal his treachery as well.  For this&lt;br /&gt;
                              you get 12,000 experience. (from Cyrille Artho)&lt;br /&gt;
&lt;br /&gt;
            Once inside, kill everything that moves.  Besides Qilue, there are&lt;br /&gt;
            5 servants (mages mostly) to be killed.  You can find most of these&lt;br /&gt;
            to the right.  Search Qilue: (4000 exp)&lt;br /&gt;
&lt;br /&gt;
              Boneblade Dagger +4&lt;br /&gt;
              Qilue's Brain&lt;br /&gt;
&lt;br /&gt;
            There isn't really anything else here, so return to the Aboleth,&lt;br /&gt;
            who gives you 10,000 experience and promises not to tell anyone who&lt;br /&gt;
            you are.&lt;br /&gt;
&lt;br /&gt;
    QUEST:  Free the Humans&lt;br /&gt;
&lt;br /&gt;
            Slave Trader - Ust Natha (AR 2200, x 1111 y 1808)&lt;br /&gt;
&lt;br /&gt;
            Just north of the tavern is the slave area, where humans are sold&lt;br /&gt;
            to Drow masters.  If you've been on the second floor of the Tavern&lt;br /&gt;
            you probably know that slaves don't have much to look forward to&lt;br /&gt;
            in Drow Culture.&lt;br /&gt;
&lt;br /&gt;
            After you have talked to Matron Ardulace, talk to the Slave Trader&lt;br /&gt;
            and buy the slaves.  We want them armed, so pay him the full&lt;br /&gt;
            price of 2000 gold.  He will actually lower the cost to 1500 if you&lt;br /&gt;
            ask him.  The slaves will be teleported near you.  Tell them that&lt;br /&gt;
            they are now free, and that they should head to the surface.  For&lt;br /&gt;
            this you get Reputation +1 and 7500 experience.&lt;br /&gt;
&lt;br /&gt;
    QUEST:  Defeat the Cultists&lt;br /&gt;
&lt;br /&gt;
            Taso Kala - Ust Natha (AR 2200, x 2480 y 2100)&lt;br /&gt;
            Cult - Ust Natha (AR 2200, x 4200 y 3340)&lt;br /&gt;
&lt;br /&gt;
            After accepting the quest from Matron Ardulace, you will find Taso&lt;br /&gt;
            Kala in front of Phaere's doorway.  She automatically talks to you&lt;br /&gt;
            and ORDERS you to find and destroy the Cult of Ghaunadaur.  Accept&lt;br /&gt;
            this (if you don't want your cover story blown).  You will find&lt;br /&gt;
            the &amp;quot;cultists&amp;quot; where the Beholder was earlier, in the southeastern&lt;br /&gt;
            part of the city.  You have one day to complete this quest.&lt;br /&gt;
&lt;br /&gt;
            This battle consists of Drow, Otyughs and Oozes of all colors.&lt;br /&gt;
            Destroy them.  None of them have any significant treasure.  Go back&lt;br /&gt;
            to the Priestess to report your success.  Be subservient and she'll&lt;br /&gt;
            go away (you weren't expecting a reward were you?).&lt;br /&gt;
&lt;br /&gt;
    QUEST:  The Trapped Djinn&lt;br /&gt;
&lt;br /&gt;
            Dola Fadoon - Ust Natha (AR 2200, x 1930 y 3180)&lt;br /&gt;
&lt;br /&gt;
            Just to the right of the entrance is a djinn being tortured for the&lt;br /&gt;
            fun of it (or whatever).  It begs for someone to destroy it.  I&lt;br /&gt;
            wouldn't do that until you have talked to Matron Ardulace.  Kill&lt;br /&gt;
            it.  Then the torturer will demand compensation.  She wants 4000&lt;br /&gt;
            gold as compensation and if you don't have it, you get a day to&lt;br /&gt;
            come up with it.  If you have talked to Matron Ardulace, then you&lt;br /&gt;
            can wheedle it down to a mere 2000 gold.&lt;br /&gt;
&lt;br /&gt;
            This quest is best done just before you leave the Underdark&lt;br /&gt;
            forever.  That way you can kill Dola Fadoon, tell her that you&lt;br /&gt;
            don't have the money, and leave the Underdark before anything bad&lt;br /&gt;
            ever happens to you.  For all this you get a measly 5000 exp.&lt;br /&gt;
&lt;br /&gt;
    QUEST:  Deirex the Lich and Jarlaxle the Mercenary&lt;br /&gt;
&lt;br /&gt;
            Visaj - Ust Natha (AR 2200, x 3000 y 2275)&lt;br /&gt;
            Deirex's Tower - Ust Natha (AR 2200, x 3700 y 2850)&lt;br /&gt;
            House Jae'llat - Ust Natha (AR 2200, x 3260 y 1460)&lt;br /&gt;
&lt;br /&gt;
            Just after meeting the Matron Ardulace for the first time, Visaj&lt;br /&gt;
            appears on the path just north of Deirex's Tower.  He approaches&lt;br /&gt;
            you and wants to sell you a Rope.  Not just any rope, but a magic&lt;br /&gt;
            lich-defense negating rope.  Useful, no doubt, for breaking into&lt;br /&gt;
            Deirex's Tower and stealing his items.  There is the small chance&lt;br /&gt;
            that the famed mercenary Jarlaxle will come looking for it, but&lt;br /&gt;
            how likely is that?  Buy the rope for 1000 gold. (If you don't have&lt;br /&gt;
            that much he'll sell it for 750 gold.  If your charisma is 15 or&lt;br /&gt;
            higher, you can talk him down to 500, OR you could just threaten&lt;br /&gt;
            him and take the rope from him)&lt;br /&gt;
&lt;br /&gt;
            Now head down to Deirex's Tower and enter.  Deirex is right there,&lt;br /&gt;
            and although the Rope does seem to do what it was advertised to do,&lt;br /&gt;
            you are soon teleported to Jarlaxle's Pocket Dimension®.  There&lt;br /&gt;
            isn't really any way to change how things turn out in here.  He&lt;br /&gt;
            tells you that he wants some Gems from Deirex, as his men are&lt;br /&gt;
            imprisoned within them.  He gives you a day to accomplish this&lt;br /&gt;
            before teleporting you back to Deirex's Tower.&lt;br /&gt;
&lt;br /&gt;
            Fight with Deirex.  He is a fairly standard Lich and fights as&lt;br /&gt;
            such. (Time Stop, Abi Dalzim, etc.)  By this point Liches shouldn't&lt;br /&gt;
            present too tough a challenge for you. (22,000 experience)  Be&lt;br /&gt;
            sure to search his body for the Lich's Tooth and the Jae'llat&lt;br /&gt;
            Wardstone.&lt;br /&gt;
&lt;br /&gt;
            Then search the place for treasures: (4 containers, not all in this&lt;br /&gt;
            room, and some are trapped)&lt;br /&gt;
&lt;br /&gt;
              Spells - Glitterdust&lt;br /&gt;
                       Wizard Eye&lt;br /&gt;
                       Deafness&lt;br /&gt;
                       Contagion&lt;br /&gt;
                       Remove Magic&lt;br /&gt;
                       Limited Wish&lt;br /&gt;
                       Melf's Minute Meteors&lt;br /&gt;
                       Spook&lt;br /&gt;
              Leather Armor of the Viper +5&lt;br /&gt;
              Jarlaxle's Gems&lt;br /&gt;
&lt;br /&gt;
            Take the Gems and you will instantly be teleported back to his&lt;br /&gt;
            little Pocket Dimension.  Jarlaxle takes the Gems and thanks you&lt;br /&gt;
            for your efforts.  Now you can either accept his thanks (2500 gold&lt;br /&gt;
            and 10,000 experience) or you can attack and kill him and his&lt;br /&gt;
            mage (14,000 experience and 12,000 experience).  They don't have&lt;br /&gt;
            any good items for you to take.  In any case you will be teleported&lt;br /&gt;
            back to Deirex's Tower.&lt;br /&gt;
&lt;br /&gt;
            Go up to the next door (x 3475 y 2730), and enter.  Search the lake&lt;br /&gt;
            for treasure:&lt;br /&gt;
&lt;br /&gt;
              Gold&lt;br /&gt;
              Gems&lt;br /&gt;
              Spells - Cacofiend&lt;br /&gt;
                       Ruby Ray of Reversal&lt;br /&gt;
              Spear +3&lt;br /&gt;
              Wand of Frost &amp;amp; Wand of Magic Missiles&lt;br /&gt;
              Two Handed Sword +2&lt;br /&gt;
              Crossbow of Affliction +4 (-2 STR, +4 DMG &amp;amp; THAC0)&lt;br /&gt;
              Short Sword +2&lt;br /&gt;
              Ring of Folly (cursed)&lt;br /&gt;
&lt;br /&gt;
            That's it for the Lich's treasure (the other door on the outside&lt;br /&gt;
            leads in here).  Leave the tower, go up and right to reach the&lt;br /&gt;
            House Jae'llat (it's marked on the map).  The Wardstone will allow&lt;br /&gt;
            you entrance. (x 3260 y 1460)&lt;br /&gt;
&lt;br /&gt;
            This is, of course, a fairly large battle against many Drow&lt;br /&gt;
            warriors and priestesses.  It just wouldn't be a Drow House&lt;br /&gt;
            without those elements.  Each Jae'llat Guard is worth 6000&lt;br /&gt;
            experience.  This is the first battle, there is another one when&lt;br /&gt;
            you go over to the right.  This battle has Hindra Jae'llat in it&lt;br /&gt;
            (14,000 experience) as well as Istar Jae'llat (16,000 experience).&lt;br /&gt;
            Then search the place for treasure:&lt;br /&gt;
&lt;br /&gt;
              2500 Gold&lt;br /&gt;
              And a LOT of Gems (about 50)&lt;br /&gt;
&lt;br /&gt;
            If you are wondering about the other warded door out there, it also&lt;br /&gt;
            leads into the Jae'llat house.&lt;br /&gt;
&lt;br /&gt;
    OTHER:  The Running Girl&lt;br /&gt;
&lt;br /&gt;
            Near the female fighter's society you will see a human girl running&lt;br /&gt;
            for her life.  Later a couple of drow warriors ask you which way&lt;br /&gt;
            she went.  You can lie or tell the truth, I've seen no real&lt;br /&gt;
            consequences of it.&lt;br /&gt;
&lt;br /&gt;
    OTHER:  The Tavern Duels&lt;br /&gt;
&lt;br /&gt;
            Tavern - Ust Natha (AR 2200, x 1835 y 2550)&lt;br /&gt;
            Sondal - Tavern (AR 2202, x 580 y 1133)&lt;br /&gt;
&lt;br /&gt;
            On the main level of the tavern, to the left near the stairs, you&lt;br /&gt;
            will find Sondal, the Duel master.  Agree to watch the first duel.&lt;br /&gt;
            One Drow easily defeats four others, comes out and asks for your&lt;br /&gt;
            opinion on the matter.  Tell him that he shouldn't gloat over&lt;br /&gt;
            children and he challenges you to a duel.  Accept.&lt;br /&gt;
&lt;br /&gt;
              Note:  If you lose any duel, you will be permanently barred from&lt;br /&gt;
                     dueling.  Also, all the duels here are One-on-One (unlike&lt;br /&gt;
                     the Monster battles).&lt;br /&gt;
&lt;br /&gt;
            When Lasonar is close to being defeated (30,000 experience) he&lt;br /&gt;
            yields the fight and gives you his sword.&lt;br /&gt;
&lt;br /&gt;
              Blade of Searing +3 (Bastard Sword, with extra &amp;quot;searing&amp;quot; dmg)&lt;br /&gt;
&lt;br /&gt;
            After the battle, Chalinthra challenges you to a duel. (She was&lt;br /&gt;
            involved with Lasonar, and found insult in you beating him)  When&lt;br /&gt;
            you are ready, talk to Sondal again to get the duel going.&lt;br /&gt;
            Chalinthra is a Cleric of no small ability.  However, she dies just&lt;br /&gt;
            the same. (12,000 experience)&lt;br /&gt;
&lt;br /&gt;
            The next fight is against a Mage, and requires a Mage from your&lt;br /&gt;
            party to duel him.  So send a mage over and let the battle begin!&lt;br /&gt;
            (6000 experience)  The next battle is also a mage battle, but this&lt;br /&gt;
            one is slightly more difficult (8000 experience).  After that there&lt;br /&gt;
            is one final mage (11,000 experience).  I won these battles by&lt;br /&gt;
            summoning a Nishruu and using the Cloak of Mirroring.&lt;br /&gt;
&lt;br /&gt;
    OTHER:  The Tavern Monster Battles&lt;br /&gt;
&lt;br /&gt;
            Tavern - Ust Natha (AR 2200, x 1835 y 2550)&lt;br /&gt;
            Szordrin - Tavern (AR 2202, x 1450 y 840)&lt;br /&gt;
&lt;br /&gt;
            On the main level of the Tavern is a man standing to the right,&lt;br /&gt;
            Szordrin.  Talk to him if you want to duel some animals.  He has&lt;br /&gt;
            several combats, which must be done in order: (return to him after&lt;br /&gt;
            the battle to get a reward and another battle)&lt;br /&gt;
&lt;br /&gt;
              Umber Hulk - 4000 exp, 250 gold (from Szordrin)&lt;br /&gt;
              Nabassu    - 16,000 exp, 500 gold (from Szordrin)&lt;br /&gt;
              Sahuagin Prince - 2000 exp, 750 gold (from Szordrin)&lt;br /&gt;
              Beholder   - 14,000 exp, 1000 gold (from Szorddrin)&lt;br /&gt;
&lt;br /&gt;
            He then claims that he will go to the pens to find more challenges&lt;br /&gt;
            for you to fight, but he never returned (for me at least).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------------------------------------------------------------&lt;br /&gt;
5.2  &amp;gt; &amp;gt; &amp;gt; &amp;gt;  Beholder City (AR 2101)&lt;br /&gt;
-------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
  Walkthrough:&lt;br /&gt;
  ------------&lt;br /&gt;
&lt;br /&gt;
    - BEHOLDER CITY&lt;br /&gt;
&lt;br /&gt;
      You will find the entrance to the Beholder City in the Southeast part of&lt;br /&gt;
      the Underdark (x 4120 y 3700).  It is the passage that leads down. (The&lt;br /&gt;
      other one goes to the Illithid Lair)&lt;br /&gt;
&lt;br /&gt;
      We are here to find a Beholder Eye Stalk, and conveniently enough, we&lt;br /&gt;
      can find it on one of the first Beholders here.  Kill the Elder Orb to&lt;br /&gt;
      find:&lt;br /&gt;
&lt;br /&gt;
        Elder Orb Eye&lt;br /&gt;
        Blade of the Equalizer&lt;br /&gt;
        Amulet of Spell Warding&lt;br /&gt;
&lt;br /&gt;
      Once you have the Eye, you can head back to Ust Natha and give it to the&lt;br /&gt;
      Matron Mother.  Or you can finish exploring in here and kill a LOT of&lt;br /&gt;
      Beholders.  If you have either the Shield of Balduran (from the&lt;br /&gt;
      Collector's Edition bonus shop) or the Cloak of Mirroring (from the&lt;br /&gt;
      Sahuagin City), then this place is a breeze.  Put those items on your&lt;br /&gt;
      two best fighters, and only send them out.  The Beholders won't be able&lt;br /&gt;
      to touch you.  Elder Orbs can still cast Imprisonment on you, so you are&lt;br /&gt;
      NOT invulnerable.  This just means that you should attack Elder Orbs&lt;br /&gt;
      first.&lt;br /&gt;
&lt;br /&gt;
    - FURTHER EXPLORATIONS&lt;br /&gt;
&lt;br /&gt;
      Go up and right to find Drow battling a Beholder.  Explore the place at&lt;br /&gt;
      your leisure.  There are many Beholders, Gauths and a few Mind Flayers.&lt;br /&gt;
&lt;br /&gt;
      Just above and to the left of the Drow (x 790 y 605) is a small nook of&lt;br /&gt;
      treasure: (all treasures here are hidden in &amp;quot;nooks&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
        Minor Treasures&lt;br /&gt;
&lt;br /&gt;
      Just to the right of the Drow (x 1213 y 770) is another nook o' treasure:&lt;br /&gt;
&lt;br /&gt;
        Sling of Avoreen +4 (casts Sonic Boom once a day)&lt;br /&gt;
        Minor Treasure&lt;br /&gt;
&lt;br /&gt;
      Along the path to the top of the map (x 2500 y 580) is some treasure:&lt;br /&gt;
&lt;br /&gt;
        Greenstone Amulet (can protect user from Charm, Stun and Psionics,&lt;br /&gt;
                           useful against Mind Flayers, no doubt)&lt;br /&gt;
        Rainbow Obsidian Necklace&lt;br /&gt;
&lt;br /&gt;
      There is treasure at the top of the map (x 2130 y 175):&lt;br /&gt;
&lt;br /&gt;
        5200 gold&lt;br /&gt;
        Gems&lt;br /&gt;
&lt;br /&gt;
      Just left of that one is another treasure (x 1815 y 195):&lt;br /&gt;
&lt;br /&gt;
        Minor Treasures&lt;br /&gt;
&lt;br /&gt;
      Well south of that (x 2450 y 1080) in a passage to the left is a larger&lt;br /&gt;
      thing of treasure (it's not a nook, I mean):&lt;br /&gt;
&lt;br /&gt;
        Minor Treasures&lt;br /&gt;
&lt;br /&gt;
      That is that for the Beholder City.  Once you have killed all the&lt;br /&gt;
      Beholders, you can take your leave and know that you have done good work&lt;br /&gt;
      here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------------------------------------------------------------&lt;br /&gt;
5.3  &amp;gt; &amp;gt; &amp;gt; &amp;gt;  The Illithid Lair (AR 2400)&lt;br /&gt;
-------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
  Walkthrough:&lt;br /&gt;
  ------------&lt;br /&gt;
&lt;br /&gt;
    - THE ILLITHID LAIR&lt;br /&gt;
&lt;br /&gt;
        Note:  You WILL want to make an Archive Save before going in here!&lt;br /&gt;
               So, do a normal save, and call it &amp;quot;Illithid Lair&amp;quot;, and don't&lt;br /&gt;
               save over it until the entire lair is finished.  That way, if&lt;br /&gt;
               you screw up, you can easily go back to the beginning.&lt;br /&gt;
&lt;br /&gt;
      The most difficult, and potentially rewarding, of the three lairs is the&lt;br /&gt;
      Illithid Lair, which you can get to via the Underdark.  It is located in&lt;br /&gt;
      the Southeast corner of the map, and you go right (x 5070 y 3400).&lt;br /&gt;
&lt;br /&gt;
      Once you have entered, you will be quickly captured by a group of Mind&lt;br /&gt;
      Flayers who then enslave you.&lt;br /&gt;
&lt;br /&gt;
    - ENSLAVED&lt;br /&gt;
&lt;br /&gt;
      You wake up in a very small cell.  Despite being slaves now, you still&lt;br /&gt;
      have all of your items.  After all, Illithids don't really fear physical&lt;br /&gt;
      attacks.&lt;br /&gt;
&lt;br /&gt;
      A minute or so later, an Ogre will open your door and tell you that it is&lt;br /&gt;
      time for you to fight.  Remember the Gladiators back in the Copper&lt;br /&gt;
      Coronet?  Same idea, except now YOU are the gladiators.  Soon enough you&lt;br /&gt;
      are thrown into a pit to fight 3 Umber Hulks.  Beat them and you will be&lt;br /&gt;
      put back in your cell.  When you are back, you will be given Healing&lt;br /&gt;
      Potions.&lt;br /&gt;
&lt;br /&gt;
      Open the side door and talk to the Gith, Simyaz, inside.  These Gith were&lt;br /&gt;
      here to recover the Silver Blade (which you now possess, assuming you&lt;br /&gt;
      went with Saemon) and ended out here instead.  He offers no solutions.&lt;br /&gt;
      Soon the Ogre comes again and this time takes the Gith out to fight.&lt;br /&gt;
&lt;br /&gt;
      Soon the Gith return and tell you that they are to fight you in the next&lt;br /&gt;
      battle.  However, they have a better idea.  They will keep the Mind&lt;br /&gt;
      Flayers busy, while you try to find an escape from the Lair.  You will&lt;br /&gt;
      soon be taken into the battle.  Defeat the Kuo-Toa's and then escape out&lt;br /&gt;
      to the right while the Githyanki keep the Mind Flayers busy.&lt;br /&gt;
&lt;br /&gt;
    - ESCAPE&lt;br /&gt;
&lt;br /&gt;
      Kill the Ogre Jailor here (10,000 exp).  Then search the table:&lt;br /&gt;
&lt;br /&gt;
        Hilt of the Equalizer (which means that you probably have all 3 pieces)&lt;br /&gt;
&lt;br /&gt;
      Go right into the next half of the room.  There are four doors here.&lt;br /&gt;
      Open the bottom one first (x 3390 y 1760).  Kill the 2 Kuo-Toa's here.&lt;br /&gt;
      Then open the top right door (x 3270 y 1515) next to kill a couple of&lt;br /&gt;
      Sahuagins.  Next open the right door (x 3380 y 1620) and follow this&lt;br /&gt;
      passage right.  Kill the Mind Flayer here.  Then go to one of the Vats,&lt;br /&gt;
      and manipulate it until you get the Goo.&lt;br /&gt;
&lt;br /&gt;
      Go back to the Ogre Jailer room, and open the southern door (x 3050&lt;br /&gt;
      y 1960).  Go down this passage, fight the 2 Mind Flayers, and then go&lt;br /&gt;
      right into a weird slave-control room.  Find one of the smaller machines&lt;br /&gt;
      and pour the goo into it (via clicking it twice).  This frees the slaves&lt;br /&gt;
      from their stasis.  They tell you of a way to make Control Collars, as&lt;br /&gt;
      well as ask you to find them a way out.&lt;br /&gt;
&lt;br /&gt;
      Go up to the big machine in the room and Use it to make Collars.  Keep&lt;br /&gt;
      using it until it no longer works.  You will get 4 Collars.  Equip these&lt;br /&gt;
      in your Quick Item slot to use them.  Then when you find a Mind Flayer,&lt;br /&gt;
      use the item on him to control him permanently. (Control ends when you&lt;br /&gt;
      open a door with him)&lt;br /&gt;
&lt;br /&gt;
        Note:  How to get extra Mind Flayers (to open doors for you). There is&lt;br /&gt;
               a room where you get the &amp;quot;Goo&amp;quot; which frees the slaves. In this&lt;br /&gt;
               room a lone Mind Flayer will spawn once every minute or so (if&lt;br /&gt;
               one is there, a new one won't spawn). There are at least two&lt;br /&gt;
               doors that require a mind flayer to open and for both doors I&lt;br /&gt;
               just went back to this room, controlled the mind flayer with one&lt;br /&gt;
               of the collars and marched him over to the door. I didn't have&lt;br /&gt;
               to turn into the Slayer once throughout the game (after the&lt;br /&gt;
               first time which you don't control).  (from Rakhiir)&lt;br /&gt;
&lt;br /&gt;
      Return to the right portion of the jail, and open the northern door&lt;br /&gt;
      (x 3050 y 1450).  Go through the passage and into the room.  Search the&lt;br /&gt;
      grate on the northern wall to find:&lt;br /&gt;
&lt;br /&gt;
        Methild's Harp (Bards can dispel Hold Person effects, 3x day)&lt;br /&gt;
&lt;br /&gt;
      Now try to open the door to the right and you get a strange message.&lt;br /&gt;
      Only a great mind or a creature with godlike strength can open this door.&lt;br /&gt;
      Which means either you go capture a Mind Flayer with the collars... or&lt;br /&gt;
      you turn into the Slayer and force the door open.  Turn into the Slayer&lt;br /&gt;
      (unless you managed to keep a Mind Flayer alive), lose the 2 reputation&lt;br /&gt;
      points, and go through the LEFT door.  Once you are in the next room, go&lt;br /&gt;
      up through the north door until you reach the Brine Room.&lt;br /&gt;
&lt;br /&gt;
      The Githyanki will now be freed and will come out to congratulate you.&lt;br /&gt;
      Oh, and they aren't going to help you get out of here.  (everyone gets&lt;br /&gt;
      25,000 experience)&lt;br /&gt;
&lt;br /&gt;
      Once in the Brine Room, try to capture some Mind Flayers (don't use all&lt;br /&gt;
      your collars).  Click on the 8 vats to create 8 Brine Potions, which can&lt;br /&gt;
      be used to protect your party from Psionic Attacks.  Give these potions&lt;br /&gt;
      ONLY to front line fighters, and use them ONLY when you are near Mind&lt;br /&gt;
      Flayers, they have a very short effectiveness.&lt;br /&gt;
&lt;br /&gt;
      Go back to the previous room and open the lower left door (opening these&lt;br /&gt;
      doors requires only that you have a Mind Flayer in the party, x 1690 &lt;br /&gt;
      y 1235).  Have only your best fighters proceed, each having taken a swig&lt;br /&gt;
      of the Brine Potion.  (or using the Greenstone Amulet from the Beholder&lt;br /&gt;
      City)  Continue left to find a large group of Illithid and Umber Hulks.&lt;br /&gt;
&lt;br /&gt;
      From this room there are 3 doors, one to the north, one to the south and&lt;br /&gt;
      a secret door to the northeast.  Since we are being thorough, take the&lt;br /&gt;
      south door first.  This leads to a room with three bizarre Pod-like&lt;br /&gt;
      things in it.  Open each of them to reveal an enemy.&lt;br /&gt;
&lt;br /&gt;
        Kuo-Toa Priest - 2000 exp, Magic Bolts, etc.&lt;br /&gt;
        Insane Dwarf - 1750 exp, Ring of Fire Control (50% fire res., spells)&lt;br /&gt;
        Umber Hulk - 4000 exp&lt;br /&gt;
&lt;br /&gt;
      Back to the other room.  Now open the Secret Door (x 1140 y 1300).  Go&lt;br /&gt;
      up this way to find 3 Mind Flayers and several Umber Hulks.  Once they&lt;br /&gt;
      are dead, search the table to find:&lt;br /&gt;
&lt;br /&gt;
        Staff of Command +2 (casts Domination once)&lt;br /&gt;
&lt;br /&gt;
      Back to the other room.  That leaves only the northern door to go&lt;br /&gt;
      through. (x 950 y 1280)  I'm not sure why, but I had to turn into the&lt;br /&gt;
      Slayer to open this door.  What then was the point of taking control of&lt;br /&gt;
      several Mind Flayers?  If you have a Mind Flayer in your party, you can&lt;br /&gt;
      then Lockpick the door as normal.  Anyway go through there to find the&lt;br /&gt;
      Big Evil Illithid Brain.  Kill that first (40,000 experience), then&lt;br /&gt;
      concentrate on the other Illithids in there, then the Umber Hulks and&lt;br /&gt;
      finally the Brain Golems.  When the Brain dies you automatically gain&lt;br /&gt;
      some of its blood to give to Matron Ardulace.&lt;br /&gt;
&lt;br /&gt;
    - EXIT&lt;br /&gt;
&lt;br /&gt;
      Head back and then right to (x 3730 y 1100) to find the slaves who are&lt;br /&gt;
      now escaping.  They thank you (45,000 experience and a Reputation +1)&lt;br /&gt;
      and leave.  You should do the same.&lt;br /&gt;
&lt;br /&gt;
      You will find the Githyanki outside in the Underdark under the Tent.&lt;br /&gt;
      If you have the Silver Blade on you, then they want it back and are&lt;br /&gt;
      prepared to fight and die to get it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------------------------------------------------------------&lt;br /&gt;
5.4  &amp;gt; &amp;gt; &amp;gt; &amp;gt;  Exit from the Underdark (AR 2402)&lt;br /&gt;
-------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
  Walkthrough:&lt;br /&gt;
  ------------&lt;br /&gt;
&lt;br /&gt;
    - KUO-TOA DUNGEON (for the Kuo-Toa blood for Matron Ardulace)&lt;br /&gt;
&lt;br /&gt;
      This one is by far the hardest to spot.  From the Underdark head west.&lt;br /&gt;
      Go to just south of the Svirfneblin bridge.  Then continue west into the&lt;br /&gt;
      darkness.  You will find that you can travel at (x 150 y 1840).  It's not&lt;br /&gt;
      marked on the map, and if you didn't know it was there, you might go&lt;br /&gt;
      right by it.&lt;br /&gt;
&lt;br /&gt;
      If you did the Silver Dragon Quest, then you will appear at the END of&lt;br /&gt;
      this particular level.  In that case you may want to backtrack to find&lt;br /&gt;
      all the spiffy items.&lt;br /&gt;
&lt;br /&gt;
      Anyway, go right.  There are many strange symbols drawn on the ground.&lt;br /&gt;
      The spiral indicates &amp;quot;danger&amp;quot;.  Go up the northern &amp;quot;spiraly&amp;quot; path to find&lt;br /&gt;
      some beholders. (well one Beholder and 2 Gauth)  These things are easily&lt;br /&gt;
      killed by anyone with the proper Cloak of Mirroring (or Shield of&lt;br /&gt;
      Balduran).  Go back.&lt;br /&gt;
&lt;br /&gt;
      Now go up the northeastern passage (x 1230 y 1315).  There are a group of&lt;br /&gt;
      Kuo-toans here, including some wizards.  Finish them off.  Then search&lt;br /&gt;
      the nearby pool to get some Tainted Tadpoles.  Go back.&lt;br /&gt;
&lt;br /&gt;
      This time we go right.  The path will split, one portion going north and&lt;br /&gt;
      another continuing right.  We want to keep going right, however, the&lt;br /&gt;
      way is dangerous as a Flame Strike will hit you.  Cross over and open the&lt;br /&gt;
      big door (x 2800 y 1670).&lt;br /&gt;
&lt;br /&gt;
    - THE DEMOGORGON&lt;br /&gt;
&lt;br /&gt;
      Within is an empty room with several statues.  At the top of the room is&lt;br /&gt;
      a gigantic statue of a Demogorgon.  It asks you to put a sacrifice in&lt;br /&gt;
      front of it to &amp;quot;awaken the five.&amp;quot;  This is best done by casting &amp;quot;Animal&lt;br /&gt;
      Summoning&amp;quot; or a similar spell, and putting the animal in front of the&lt;br /&gt;
      statue.  The animals dies, and the five demon knights appear.&lt;br /&gt;
&lt;br /&gt;
      Each of the Demon Knights is tough, does level drain and has some odd&lt;br /&gt;
      spell casting abilities (such as Horror).  Kill them.&lt;br /&gt;
&lt;br /&gt;
        16,000 experience each&lt;br /&gt;
        Two Handed Swords +1&lt;br /&gt;
        Soul Reaver: Two handed Sword +4 (not usable by Good)&lt;br /&gt;
        Girdle of Frost Giant Strength (21 STR, part of the Crom Faeyr)&lt;br /&gt;
        Armor of the Hart: Full Plate +3&lt;br /&gt;
&lt;br /&gt;
      Go back to the passage, and take the northern path.&lt;br /&gt;
&lt;br /&gt;
    - BLOOD OF A KUO-TOA&lt;br /&gt;
&lt;br /&gt;
      Just a little ways up the passage you will run into another large group&lt;br /&gt;
      of Kuo-Toa's.  Take these goons out.&lt;br /&gt;
&lt;br /&gt;
      Continue northeast into a small round room.  It may have Kuo-Toa's in it,&lt;br /&gt;
      or they may be in its two side rooms.  In the right room you will find&lt;br /&gt;
      the Kuo-Toa Prince.  Kill him.&lt;br /&gt;
&lt;br /&gt;
        Kuo-Toa Prince - 4000 experience&lt;br /&gt;
                         Blood&lt;br /&gt;
                         Gems&lt;br /&gt;
                         Gold&lt;br /&gt;
                         Bracers of Blinding Strike (casts improved Haste)&lt;br /&gt;
&lt;br /&gt;
      Oh, and if you want to, you can put the Tainted Tadpoles in the pools in&lt;br /&gt;
      the right room. (If this is done before the battle, it weakens the&lt;br /&gt;
      Prince)&lt;br /&gt;
&lt;br /&gt;
    - EXIT&lt;br /&gt;
&lt;br /&gt;
      Now if you did the quest for Matron Ardulace, go back the way you came.&lt;br /&gt;
      However, if you need to, you can leave the Underdark completely to the&lt;br /&gt;
      left.  I wouldn't recommend that, but if you have to, why not. (Your&lt;br /&gt;
      disguise WILL fail if you attempt to leave, and then you can never&lt;br /&gt;
      return to Ust Natha)&lt;br /&gt;
&lt;br /&gt;
      If you were merely teleported here by Adalon, then fight through the&lt;br /&gt;
      Drow guards (some have good EXP, but none have good items) to exit the&lt;br /&gt;
      area through the gates to the left.&lt;br /&gt;
&lt;br /&gt;
    - TO THE SURFACE (AR 2401)&lt;br /&gt;
&lt;br /&gt;
      This next series of passages leads to the surface.  You will first&lt;br /&gt;
      encounter a large Drow war party that needs to be taken out.  Go up to&lt;br /&gt;
      the next room to find Drow warring with surface Elves.  They tell you to&lt;br /&gt;
      get to the surface and talk to Captain Elhan.  There is another battle&lt;br /&gt;
      through the northwest doors.&lt;br /&gt;
&lt;br /&gt;
      Open the southwest doors (x 800 y 520) and go through.  There is yet&lt;br /&gt;
      another battle with Drow here.  Continue through.  Open the last door and&lt;br /&gt;
      exit to the surface.&lt;br /&gt;
&lt;br /&gt;
[[Категория:Прохождение (BGII)]]&lt;br /&gt;
[[Категория:Статьи, требующие перевода]]&lt;br /&gt;
[[Категория:Статьи, требующие форматирования]]&lt;/div&gt;</summary>
		<author><name>Colfair</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.aerie.ru/index.php?title=%D0%9F%D0%BE%D0%B4%D0%B7%D0%B5%D0%BC%D1%8C%D0%B5,_BGII&amp;diff=15933</id>
		<title>Подземье, BGII</title>
		<link rel="alternate" type="text/html" href="https://wiki.aerie.ru/index.php?title=%D0%9F%D0%BE%D0%B4%D0%B7%D0%B5%D0%BC%D1%8C%D0%B5,_BGII&amp;diff=15933"/>
		<updated>2011-07-22T11:00:37Z</updated>

		<summary type="html">&lt;p&gt;Colfair: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;5.  &amp;gt; &amp;gt; &amp;gt; &amp;gt;  Chapter 5: The Underdark (AR 2100)&lt;br /&gt;
-------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
  Начало:&lt;br /&gt;
  -----------&lt;br /&gt;
&lt;br /&gt;
    Если вы прошли через портал в подземелье Спеллхолда, то окажетесь здесь. &lt;br /&gt;
    Если поплыли на корабле, то окажетесь здесь же, но после города сахуагинов.&lt;br /&gt;
&lt;br /&gt;
    Следует видеовставка, из которой понятно, что Айреникус заключил союз с &lt;br /&gt;
    Дроу с целью уничтожить эльфов с поверхности. Один из пленных называет его &lt;br /&gt;
    &amp;quot;Джонелет&amp;quot;, и Айреникус быстренько затыкает ему рот. Видимо, его там знают...&lt;br /&gt;
&lt;br /&gt;
  Прохождение:&lt;br /&gt;
  ------------&lt;br /&gt;
&lt;br /&gt;
    - НАЙТИ СЛЕДЫ АЙРЕНИКУСА&lt;br /&gt;
&lt;br /&gt;
      Пройдя на восток и немного на юг, вы найдете несколько торговцев - дуэргаров&lt;br /&gt;
      (x 1600 y 3700).Они видели, как Айреникус и Бодхи шли в сторону города &lt;br /&gt;
      Дроу, но уверены, что войти вы туда просто так не сможете. Один, впрочем,&lt;br /&gt;
      упоминает какой-то &amp;quot;другой&amp;quot; путь. Потом можно продаться/закупиться в их &lt;br /&gt;
      магазине. Еще здесь же можно взять квест про заточенного мага.&lt;br /&gt;
&lt;br /&gt;
      Далее на север, через группу Дроу, потом на запад через Миконидов и на&lt;br /&gt;
      север в город Свирфнеблинов(x 630 y 1135). (Свирфнеблин это другое название&lt;br /&gt;
      глубинных гномов (Deep Gnomes)). Они говорят, что вам стоит &lt;br /&gt;
      поговорить с их лидером и считают, что вы &amp;quot;можете оказаться полезными&amp;quot;.&lt;br /&gt;
      Войдите в город, идите по проходу, потом до конца на юг, затем на запад.&lt;br /&gt;
      Здесь две комнаты, левая это таверна, в правой обитает лидер.&lt;br /&gt;
&lt;br /&gt;
      Он хочет чтобы вы расправились с потусторонней тварью которую они случайно &lt;br /&gt;
      раскопали, со своей стороны он соглашается помочь вам попасть в город дроу&lt;br /&gt;
      для продолжения охоты на Айреникуса.  Внутри глубокой темной пещеры обитает &lt;br /&gt;
      существо именуемое Адалон, способное помочь вам попасть в город.  Однако,&lt;br /&gt;
      вы не сможете попасть к нему не получив у гномов особый камень. &lt;br /&gt;
      (Свирфнеблины - другое название &amp;quot;Глубинных гномов&amp;quot;)  Соглашайтесь помочь им &lt;br /&gt;
      решить проблему с демоном в обмен на камень. (Конечно, будучи Злым, вы могли &lt;br /&gt;
      бы просто убить его и отобрать камень... Если бы вы были злым)&lt;br /&gt;
&lt;br /&gt;
        Note:  Gunslinger напоминает, что вы можете просто обворовать гнома таким &lt;br /&gt;
               образом заполучив камень... ему это не понравиться, но в таком случае &lt;br /&gt;
               вам не придется ему что-либо доказывать.&lt;br /&gt;
&lt;br /&gt;
    - ПОБЕДИТЬ ГНОМСКОГО ДЕМОНА&lt;br /&gt;
&lt;br /&gt;
      Он скажет вам, что демон обитает в новом тоннеле на северо-востоке. Вы найдете &lt;br /&gt;
      этот тоннель в (x 3600 y 600). Поговорите там со стражем чтобы открыть дверь.&lt;br /&gt;
      Когда будете готовы, нажимайте на яму после чего появится Балор. Для того что бы &lt;br /&gt;
      его ранить нужно оружие не меньше +3. (Но если вы следовали этому прохождению, то &lt;br /&gt;
      у вас уже должны быть несколько орудий +3 или лучше) Его убийство дает 26,000 &lt;br /&gt;
      опыта. Но мы еще не закончили! О нет. Положите свиток (выданный вам гномом) в один &lt;br /&gt;
      из Быстрых слотов и используйте его. Это закроет дыру.&lt;br /&gt;
&lt;br /&gt;
      Head back to the leader Gnome to get your reward:&lt;br /&gt;
&lt;br /&gt;
        Mace +3, Skullcrusher (extra damage to Humanoids)&lt;br /&gt;
        Light Gem&lt;br /&gt;
        25,000 experience for each character&lt;br /&gt;
&lt;br /&gt;
    - TALK TO ADALON&lt;br /&gt;
&lt;br /&gt;
      Leave the city, then head eastwards.  You may have to fight through the&lt;br /&gt;
      Kuo-toa's, but possibly not.  Then you go north to get to the bridge&lt;br /&gt;
      (x 3950 y 1890).  When you cross this bridge, a Drow war party ambushes&lt;br /&gt;
      you.  Make sure that everyone who can, is wearing some of the spiffy&lt;br /&gt;
      Drow armor. (Spiffy)&lt;br /&gt;
&lt;br /&gt;
      This path then splits into two groups, take the left path. (x 4100&lt;br /&gt;
      y 1200)  Enter the cave.&lt;br /&gt;
&lt;br /&gt;
      This is the lair of the Silver Dragon Adalon. (If you are evil, and need&lt;br /&gt;
      Silver Dragon's Blood to make the &amp;quot;Human Leather Armor&amp;quot;... WAIT and do&lt;br /&gt;
      it later!)  Go down and talk to her.  She wants your help (of course).&lt;br /&gt;
      Her eggs were stolen by the Drow to keep her from interfering with them&lt;br /&gt;
      as they invaded the surface for Irenicus.  In exchange for this she will&lt;br /&gt;
      help you get out of the Underdark to chase Irenicus at your leisure.  To&lt;br /&gt;
      assist with that goal, she casts a powerful illusion on your party making&lt;br /&gt;
      them all appear to be Drow.&lt;br /&gt;
&lt;br /&gt;
    - ENTER THE DROW CITY, UST NATHA&lt;br /&gt;
&lt;br /&gt;
      Leave the cave, go down then take the other passage up to the Drow Gates.&lt;br /&gt;
      The gates will automatically open and a Drow guard confronts you.  Be&lt;br /&gt;
      confidant and tell them that you are &amp;quot;Veldrin from Ched Nassad&amp;quot;.  You are&lt;br /&gt;
      told to be in the Males Fighters Society within three days.&lt;br /&gt;
&lt;br /&gt;
      Enter Ust Natha.&lt;br /&gt;
&lt;br /&gt;
  Quests:&lt;br /&gt;
  -------&lt;br /&gt;
&lt;br /&gt;
    OTHER:  Mind Flayers&lt;br /&gt;
&lt;br /&gt;
            Mind Flayers - Underdark (AR 2100, x 200 y 2650)&lt;br /&gt;
&lt;br /&gt;
            Just north of where you first enter the area you will find some&lt;br /&gt;
            Mind Flayers.  These three goons make for good practice at fighting&lt;br /&gt;
            them, which you might need if you want to take on the Illithid&lt;br /&gt;
            city. (9000 exp each)&lt;br /&gt;
&lt;br /&gt;
    OTHER:  First Drow Battle&lt;br /&gt;
&lt;br /&gt;
            Drow - Underdark (AR 2100, x 1735 y 2170)&lt;br /&gt;
&lt;br /&gt;
            The first real battle against the drow occurs just north of the&lt;br /&gt;
            point where you free Vithal (see the next quest below).  Drow fight&lt;br /&gt;
            well with magic, summoning creatures to help them defeat you and&lt;br /&gt;
            casting spells fairly intelligently.  The most notable thing about&lt;br /&gt;
            them is their Drow Armor, which you should definitely take.  Drow&lt;br /&gt;
            Full Plate +5 is the best armor in the game.  It will dissolve&lt;br /&gt;
            when taken to the surface, but that will still give you a lot of&lt;br /&gt;
            good use with it.&lt;br /&gt;
&lt;br /&gt;
    QUEST:  The Imprisoned Mage&lt;br /&gt;
&lt;br /&gt;
            Uder Mordin - Underdark (AR 2100, x 1770 y 3800)&lt;br /&gt;
            Mage - Underdark (AR 2100, x 1930 y 2090)&lt;br /&gt;
            Svirfneblin - Underdark (AR 2100, x 1633 y 750)&lt;br /&gt;
            Vithal (later) - Underdark (AR 2100, x 2375 y 3320)&lt;br /&gt;
&lt;br /&gt;
            Talking with the last Duergar, Uder Mordin, he brings up the story&lt;br /&gt;
            of a mage who was imprisoned in the earth after a battle.  Seems&lt;br /&gt;
            this fellow was looking for some artifact of importance.  Talk to&lt;br /&gt;
            the seller Duergar and buy a Freedom Scroll.  Don't scribe this&lt;br /&gt;
            to your spellbook, simply cast the spell, then move north to find&lt;br /&gt;
            the mage. (10,000 experience)&lt;br /&gt;
&lt;br /&gt;
            Talk with Vithal to learn that he was searching for a great&lt;br /&gt;
            treasure of some sort.  He asks for your help in completing his&lt;br /&gt;
            work.  Agree.  He wants you to fetch his Book of Rituals from the&lt;br /&gt;
            Svirfneblin.  The Svirfneblin city can be found at the top left of&lt;br /&gt;
            the area.  You will find the book on the Innkeeper in the left room&lt;br /&gt;
            of their city.  You can buy it off him for 300 gold.  If you are&lt;br /&gt;
            currently in Drow form (having already been to Adalon) then you get&lt;br /&gt;
            the book for free.&lt;br /&gt;
&lt;br /&gt;
            You will find Vithal standing just northeast of the Duergar&lt;br /&gt;
            position near one of the three portals in the area.  Talk to him&lt;br /&gt;
            and give him the book of rituals.  Agree to help him out.  Then a&lt;br /&gt;
            Greater Earth Elemental (10,000 experience) appears.  Keep it from&lt;br /&gt;
            killing Vithal.  Then Vithal enters the portal.  Wait a moment,&lt;br /&gt;
            then he reappears and tells you to come to the Fire Gate, which is&lt;br /&gt;
            just above this gate.  Talk to him again.  A Greater Fire Elemental&lt;br /&gt;
            (10,000 experience) appears.  Same thing happens with Vithal&lt;br /&gt;
            entering the portal.  Then you go leftwards to the Air gate.&lt;br /&gt;
&lt;br /&gt;
            Talk to Vithal again and the same thing happens with a Greater Air&lt;br /&gt;
            Elemental this time. (11,000 experience)&lt;br /&gt;
&lt;br /&gt;
            When Vithal returns (everyone gets 20,000 experience) he offers you&lt;br /&gt;
            some treasure:&lt;br /&gt;
&lt;br /&gt;
              Rod of Absorption&lt;br /&gt;
&lt;br /&gt;
            If you complain, he will give you a couple of spells (Simulacrum&lt;br /&gt;
            and Abi Dalzim's Horrid Wilting).  If you complain further he will&lt;br /&gt;
            attack you.  Try to beat him quickly to avoid his Imprisonments.&lt;br /&gt;
&lt;br /&gt;
              Vithal - 20,000 experience&lt;br /&gt;
                       Skull of Death (Helm, casts Death Spell)&lt;br /&gt;
                       Spells - Wail of the Banshee&lt;br /&gt;
                                Incendiary Cloud&lt;br /&gt;
                                Time Stop&lt;br /&gt;
                                Infravision&lt;br /&gt;
&lt;br /&gt;
    QUEST:  Тюрьма Душ&lt;br /&gt;
&lt;br /&gt;
            Тюрьма душ - Underdark (AR 2100, x 1940 y 1860)&lt;br /&gt;
            Dagglefodd - Underdark (AR 2100, x 1770 y 610)&lt;br /&gt;
&lt;br /&gt;
            Слева от центра на этой локации находится Тюрьма Душ. Она имеет 6 граней, нажатие на грань освободит одного из узников.&lt;br /&gt;
            Они будут драться с вами.   &lt;br /&gt;
            Слева направо:&lt;br /&gt;
              Грань 1 (x 1845 y 1862) - Madman Aganalo - 6000 опыта&lt;br /&gt;
                                        Jhor the Bleeder (Меч-бастард +2)&lt;br /&gt;
              Грань 2 (x 1872 y 1901) - Raevilin Strathi - 20,000 опыта&lt;br /&gt;
                                        Свиток (summoning)&lt;br /&gt;
              Грань 3 (x 1920 y 1920) - Riti - 8000 опыта&lt;br /&gt;
                                        Spear +3, Backbiter (Проклято)&lt;br /&gt;
                                        Свиток - Improved Haste&lt;br /&gt;
              Грань 4 (x 1980 y 1920) - Alchra Diagott (Lich) - 22,000 опыта&lt;br /&gt;
                                        Свитки - Summon Nishruu&lt;br /&gt;
                                                 Delayed Blast Fireball&lt;br /&gt;
                                                 Spell Turning&lt;br /&gt;
              Грань 5 (x 2025 y 1885) - Bedlen Dagglefodd (не атакуйте его!)&lt;br /&gt;
              Грань 6 (x 2035 y 1850) - Gont of Riatavin - 7000 опыта&lt;br /&gt;
                                        (если вы его отпустите, то не получите &lt;br /&gt;
                                         ничего кроме рассказа)&lt;br /&gt;
              Примечание:  Освобожденный сумасшедший чародей, Raevilin Strathi,&lt;br /&gt;
                           нападает на вас. Но если применить заклинание клерика Heal,&lt;br /&gt;
                           то он исцелится и в награду отдаст вам меч Albruin +1. &lt;br /&gt;
                           (from John Howard)&lt;br /&gt;
            Затем поговорите со старшим Dagglefodd в Svirfneblin city и получите&lt;br /&gt;
            дополнительное вознаграждение:&lt;br /&gt;
              Bracers AC 4&lt;br /&gt;
              10,000 опыта&lt;br /&gt;
            Теперь вы сможете покупать у него товар дешевле (правда ничего стоящего&lt;br /&gt;
            у него нет)&lt;br /&gt;
            &lt;br /&gt;
&lt;br /&gt;
-------------------------------------------------------------------------------&lt;br /&gt;
5.1  &amp;gt; &amp;gt; &amp;gt; &amp;gt;  Ust Natha (AR 2200)&lt;br /&gt;
-------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
  Exposition:&lt;br /&gt;
  -----------&lt;br /&gt;
&lt;br /&gt;
    When you enter the city you get to watch a little display between a Drow&lt;br /&gt;
    and his slave.  He kills the slave, and is in turn killed by his mother.&lt;br /&gt;
    This just emphasizes that Drow are evil.  Really evil.&lt;br /&gt;
&lt;br /&gt;
    Do NOT reveal yourselves as &amp;quot;non-drow&amp;quot; or the entire city becomes hostile.&lt;br /&gt;
    Worse than that, they might seal you in.&lt;br /&gt;
&lt;br /&gt;
  Walkthrough:&lt;br /&gt;
  ------------&lt;br /&gt;
&lt;br /&gt;
    - GETTING ESTABLISHED IN THE CITY&lt;br /&gt;
&lt;br /&gt;
      We are here to do one thing and one thing only, get the Silver Dragon&lt;br /&gt;
      eggs to give to Adalon.  In order to do that we need to keep our ears to&lt;br /&gt;
      the ground and search for information.  Also we need to ally ourselves&lt;br /&gt;
      with a Family.  Once we are allied then the quests become available&lt;br /&gt;
      (for instance, you can't &amp;quot;Free the Humans&amp;quot; until you have become allied).&lt;br /&gt;
&lt;br /&gt;
      Head over to the Male Fighter's Society (x 3535 y 1650).  Here you will&lt;br /&gt;
      meet up with Solaufein.  He asks for your name, tell him that it doesn't&lt;br /&gt;
      matter what your name is and he will be amused and like you more for it.&lt;br /&gt;
      He tells you that you are going to be working for the Matron Mothers, and&lt;br /&gt;
      to meet up with her handmaiden on a platform near the entrance.  From&lt;br /&gt;
      this point you have three days to get to that platform and meet with the&lt;br /&gt;
      Handmaiden.&lt;br /&gt;
&lt;br /&gt;
      On your way back to the entrance, you will see a meeting between some&lt;br /&gt;
      Mind Flayers (Ambassadors, no less) and Drow.  This isn't particularly&lt;br /&gt;
      important, but it is interesting.  Go to the platform. (x 1550 y 3300)&lt;br /&gt;
      Talk to Solaufein again.  He explains that some &amp;quot;devourers&amp;quot; have taken&lt;br /&gt;
      a priestess hostage.  He asks if you know what those are:&lt;br /&gt;
&lt;br /&gt;
        Int 15+        - You can say &amp;quot;Illithid&amp;quot; and Solaufein likes you more&lt;br /&gt;
        Int 9 to 14    - You can say &amp;quot;Mind Flayers&amp;quot; and nothing happens&lt;br /&gt;
        Int 8 or less  - You say &amp;quot;Otyugh&amp;quot; and Solaufein likes you less&lt;br /&gt;
        &amp;quot;I don't know&amp;quot; - nothing happens&lt;br /&gt;
&lt;br /&gt;
      You are to rescue that Drow from the Illithid before they take her to&lt;br /&gt;
      their city.  You have three days.&lt;br /&gt;
&lt;br /&gt;
    - RESCUE PHAERE FROM THE ILLITHIDS&lt;br /&gt;
&lt;br /&gt;
      So, exit the city, and head south.  I encountered an adventuring group,&lt;br /&gt;
      that naturally assumed that I was evil.  (x 3300 y 2225)  One of these&lt;br /&gt;
      goons has:&lt;br /&gt;
&lt;br /&gt;
        Dragons Breath, Halberd +4 (+1 ice, fire, elec., poison &amp;amp; acid dmg)&lt;br /&gt;
&lt;br /&gt;
      Continue south, then cross the bridge to find Solaufein (x 4715 y 3100).&lt;br /&gt;
      He asks if you have any questions.  If you apologize to him, he will like&lt;br /&gt;
      you more.  After which he tells you to get ready for battle.  Cast all&lt;br /&gt;
      your protective spells (Protection from Evil is very useful) and get&lt;br /&gt;
      ready for combat with some Mind Flayers.  You must fight 3 Mind Flayers&lt;br /&gt;
      as well as 2 Umber Hulks.  I would take out the Flayers first, one at a&lt;br /&gt;
      time, then the Hulks.  After the battle, Phaere (whom you just rescued)&lt;br /&gt;
      sort of thanks you. (20,000 experience)   Nothing you say to Phaere&lt;br /&gt;
      matters.  They both go back to the city.  You have three days to go back&lt;br /&gt;
      and talk with Solaufein again.&lt;br /&gt;
&lt;br /&gt;
        Battle Tip:  Death Spell will annihilate your enemies here.  Don't&lt;br /&gt;
                     assume it will always work on Mind Flayers, it won't. It&lt;br /&gt;
                     works here because these Mind Flayers are considered by&lt;br /&gt;
                     the game to be &amp;quot;summoned.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
    - WORKING FOR HOUSE DESPANA&lt;br /&gt;
&lt;br /&gt;
      Enter the tavern and find Phaere and Solaufein.  Phaere automatically&lt;br /&gt;
      talks to you and asks you to join forces with her house.  Respond to this&lt;br /&gt;
      in the affirmative (say &amp;quot;yes&amp;quot;)... you can also intimate that you would&lt;br /&gt;
      rather have her as a reward (if you know what I mean), but that has some&lt;br /&gt;
      bad consequences if you are currently in a romance with someone else.&lt;br /&gt;
      She wants you to meet her at the same platform as before... but not right&lt;br /&gt;
      now.  For now she wants you to enjoy yourself in the Tavern. (see the&lt;br /&gt;
      Quests below if you need something to do)  When she leaves the Tavern&lt;br /&gt;
      you have 3 days to get to the Platform.&lt;br /&gt;
&lt;br /&gt;
      Get to the Platform and talk with Phaere.  She tells you that a Beholder&lt;br /&gt;
      is in the city smuggling Adamantite.  She wants you to go over there and&lt;br /&gt;
      kill it.  Solaufein and her will scout it out ahead of time.  You will&lt;br /&gt;
      find Phaere again in the Southeast part of the city (x 4200 y 3340).&lt;br /&gt;
      Talk with her to get the battle rolling.&lt;br /&gt;
&lt;br /&gt;
      Kill the Beholder (14,000 exp) and Solaufein seems happy about things.&lt;br /&gt;
      Phaere mentions that the body is going to be collected for... other&lt;br /&gt;
      uses (20,000 exp).  Phaere tells you to visit her in the tavern within 3&lt;br /&gt;
      days.&lt;br /&gt;
&lt;br /&gt;
    - DROW VS. SVIRFNEBLIN&lt;br /&gt;
&lt;br /&gt;
      Phaere wants you and Solaufein to attack a Deep Gnome patrol to keep them&lt;br /&gt;
      properly fearful of the Drow.  Solaufein naturally hates being sent on&lt;br /&gt;
      such stupid missions, especially given how weak the Gnomes are.  You will&lt;br /&gt;
      meet up with Solaufein west of Ust Natha near the gnomish city. (x 890&lt;br /&gt;
      y 2225)&lt;br /&gt;
&lt;br /&gt;
      Talk to Solaufein.  If Solaufein likes you, you can convince him to let&lt;br /&gt;
      you handle this on your own.  At that point he goes back to the city.&lt;br /&gt;
      (of course, if you have been cheesing him off, then he won't leave)  The&lt;br /&gt;
      Gnome Patrol arrives, tell them that you were sent to kill them, and that&lt;br /&gt;
      you won't.  Then ask for their helmets as a sign that the deed was done.&lt;br /&gt;
      Head back to the tavern.&lt;br /&gt;
&lt;br /&gt;
    - PHAERE&lt;br /&gt;
&lt;br /&gt;
      Phaere is pleased that you brought her the helmet, and asks that you meet&lt;br /&gt;
      her in her chambers at the Female Fighters guild within ONE HOUR.&lt;br /&gt;
      (everyone gets 28,000 experience)  Head over to the Female Fighters&lt;br /&gt;
      (x 2500 y 2050), enter and talk with Phaere.  She wants Solaufein dead.&lt;br /&gt;
      Why?  Lover's quarrel.  She wants you to enter his home in the Male &lt;br /&gt;
      Fighters guild, kill him, and take his Piwafwi Cloak as proof of his &lt;br /&gt;
      death.  Agree to her demands.  You now have 3 days to get to Solaufein. &lt;br /&gt;
      (x 3500 y 1575)&lt;br /&gt;
&lt;br /&gt;
      Talk to Solaufein and tell him that you were sent to kill him, but that&lt;br /&gt;
      you don't want to do it.  Then ask him for his Piwafwi Cloak as proof&lt;br /&gt;
      that he is &amp;quot;dead.&amp;quot;  Solaufein has a little speech, and he likes you more.&lt;br /&gt;
      You can then search his place, but there is nothing good here.&lt;br /&gt;
&lt;br /&gt;
        Evil Alternative: (from Cyrille Artho)&lt;br /&gt;
&lt;br /&gt;
          When you kill Solaufein, he obviously cannot give you his fake dragon&lt;br /&gt;
          eggs, which you normally use to trick Phaere.  However, not&lt;br /&gt;
          everything is lost.  When you give the real dragon eggs to Phaere,&lt;br /&gt;
          there are three possible outcomes:&lt;br /&gt;
&lt;br /&gt;
          1) You interrupt the ritual (bad idea).  Matron Ardulace then casts a&lt;br /&gt;
             spell that reveals the true identity of the party, and you are&lt;br /&gt;
             chased out of the city.  It will be rather difficult to recover&lt;br /&gt;
             the eggs and kill all the drows.&lt;br /&gt;
          2) You let the ritual be completed.&lt;br /&gt;
             a) You prevent Phaere from handing over the eggs to the Demon Lord&lt;br /&gt;
                (good idea).  The Demon Lord then attacks everybody.  He does&lt;br /&gt;
                not have many hit points but you need a +5 weapon to hit --&lt;br /&gt;
                which you probably don't have at that point (unless you have a&lt;br /&gt;
                Paladin with the Holy Avenger).  A cleric with four Bolts of&lt;br /&gt;
                Glory (10d6 damage to demons) works well enough, since that&lt;br /&gt;
                spell ignores magic resistance (which is 95 or 100% for the&lt;br /&gt;
                Demon Lord).  Killing the demon lord gives 26000 exp.  Pray&lt;br /&gt;
                that his initial &amp;quot;Wail of the Banshee&amp;quot; does not kill anybody;&lt;br /&gt;
                if it does, *hurry* and don't try to re-equip everything&lt;br /&gt;
                perfectly -- just get your stuff and leave *quickly*!  If&lt;br /&gt;
                nobody is killed, you actually even have time to sell Phaere's&lt;br /&gt;
                gems to the drow before they all turn red and try to kill&lt;br /&gt;
                you.  Incidentally, &amp;quot;Protection from Evil&amp;quot; will not prevent the&lt;br /&gt;
                Demon Lord from casting his first attack spell, but he will not&lt;br /&gt;
                attack you immediately.  Also, I could still get out of the&lt;br /&gt;
                city just after the drow turned hostile -- probably it takes a&lt;br /&gt;
                few seconds until the city gates are locked.&lt;br /&gt;
             b) You let Phaere give the eggs to the demon lord (bad idea).  He&lt;br /&gt;
                (being a mean guy) reveals the true identity of the party.&lt;br /&gt;
                Immediately, all drows turn hostile and attack the party.&lt;br /&gt;
                Again, this way is not the best (you will also have to deal&lt;br /&gt;
                with an angry silver dragon then).&lt;br /&gt;
&lt;br /&gt;
          Note:  If you have recovered the eggs, don't talk to Adalon --&lt;br /&gt;
                 otherwise you can never kill her for her blood (because she'll&lt;br /&gt;
                 teleport you away). Instead, attack her right away. This gives&lt;br /&gt;
                 you less experience and no crossbow +3, only some gold and a&lt;br /&gt;
                 scroll that allows you to proceed to chapter 6 :-(&lt;br /&gt;
&lt;br /&gt;
          Personal note: I found it a pity that evil parties cannot let the&lt;br /&gt;
          drow ritual take place as planned - a duel between the silver dragon&lt;br /&gt;
          and the demon lord would have been a grand sight.  Also, the story is&lt;br /&gt;
          not very logical in the sense that the drow attack still happens,&lt;br /&gt;
          despite the loss of their leaders (and a few powerful warriors due to&lt;br /&gt;
          duels in the tavern and mysterious murderers) and not having the&lt;br /&gt;
          demon on their side. No surprise, they lose.&lt;br /&gt;
&lt;br /&gt;
        /End of the Evil Alternative&lt;br /&gt;
&lt;br /&gt;
      Report back to Phaere. (everyone gets 30,000 experience)  If you are male&lt;br /&gt;
      then she wants to talk to you alone... for a little nooky.  If you refuse&lt;br /&gt;
      her, she will sound the alarm and the entire city turns hostile.  Of&lt;br /&gt;
      course, you could try to convince her that you &amp;quot;*really* can't&amp;quot;, i.e. are&lt;br /&gt;
      impotent.  In order to pull off one of these deceptions you need either&lt;br /&gt;
      17 INT or 13 CHA (and in some cases 17 CHA).&lt;br /&gt;
&lt;br /&gt;
      After that (whether you talked your way out of it, did it, or didn't get&lt;br /&gt;
      offered because you are female) she wants you to meet the Matron&lt;br /&gt;
      Ardulace Despana, who is currently in the Temple.  You have 3 days to get&lt;br /&gt;
      there (everything takes 3 days, for some reason).  Oh, and if you did&lt;br /&gt;
      sleep with Phaere, then anyone you had a romance with is upset with you.&lt;br /&gt;
&lt;br /&gt;
    - MATRON ARDULACE&lt;br /&gt;
&lt;br /&gt;
      Head down to the Temple of Lolth (x 4200 y 2350).  Enter, and walk&lt;br /&gt;
      forward until you find Phaere, who will automatically talk to you and&lt;br /&gt;
      introduce you to the Matron.  The Matron wants you to prove yourself to&lt;br /&gt;
      her, and in order to do that you must bring back the Blood of one of the&lt;br /&gt;
      &amp;quot;noble races&amp;quot;, which are Beholders, Mind Flayers or Kuo-Toa's.  Oh, and&lt;br /&gt;
      it can't be any of them, it must be something special.&lt;br /&gt;
&lt;br /&gt;
      So, depending on what you want to do:&lt;br /&gt;
&lt;br /&gt;
        Beholders go to the next section &amp;quot;Beholder City&amp;quot;&lt;br /&gt;
        Mind Flayers go to the section after that &amp;quot;The Illithid Lair&amp;quot;&lt;br /&gt;
        or the easiest Kuo-Toa's &amp;quot;Exit from the Underdark&amp;quot;&lt;br /&gt;
&lt;br /&gt;
      If you don't retrieve one of these items in a timely fashion, (three&lt;br /&gt;
      days) then Phaere will track you down (wherever you may be) and tell&lt;br /&gt;
      you that your disguise has failed, thus instigating a battle (and&lt;br /&gt;
      forevermore keeping you out of Ust Natha).  So don't waste time.&lt;br /&gt;
&lt;br /&gt;
      Come back when you have one of these items and she will take them and&lt;br /&gt;
      reward you with 22,000 experience for each character.  Phaere then asks&lt;br /&gt;
      to see you in her rooms, within one hour. (she lives in the Female&lt;br /&gt;
      Fighter's Society, if you have forgotten)&lt;br /&gt;
&lt;br /&gt;
    - THE DRAGON'S EGGS&lt;br /&gt;
&lt;br /&gt;
      Phaere details her plans to overthrow the Matron Ardulace and set herself&lt;br /&gt;
      up as head of the house.  She wants your help in this, so agree to help&lt;br /&gt;
      her get rid of the Matron.  House Despana is going to use the Blood you&lt;br /&gt;
      collected along with the Silver Dragon's Eggs to summon a demon.  What&lt;br /&gt;
      Phaere wants to do is replace the Eggs with false ones so that Ardulace&lt;br /&gt;
      is destroyed when the demon is summoned.  She can then use the real eggs&lt;br /&gt;
      to gain control of the demon.  She gives you a key and a set of false&lt;br /&gt;
      eggs marked as &amp;quot;Phaere's&amp;quot;.  Leave her house.&lt;br /&gt;
&lt;br /&gt;
      Return to the Temple as that is where the eggs are kept.  If you did well&lt;br /&gt;
      by Solaufein, he will appear near the entrance with a further proposition&lt;br /&gt;
      for you.  He wants to give you a second set of false eggs that you can&lt;br /&gt;
      give to Phaere.  This way both the Matron and Phaere get killed by the&lt;br /&gt;
      Demon.  Agree to his plan and enter the temple.&lt;br /&gt;
&lt;br /&gt;
      Brian Camley has an interesting strategy for the temple:&lt;br /&gt;
&lt;br /&gt;
        While I was in Ust Natha, and was sent to retrieve and replace the&lt;br /&gt;
        dragon's eggs, I really didn't feel like fighting Drow and Golems, so I&lt;br /&gt;
        saw if SpookyScarecrow's trick for the Golems in the De'Arnise Hold&lt;br /&gt;
        would work in this case - I gave Aerie the Boots of Speed, and had her&lt;br /&gt;
        cast Sanctuary.  She got in and out quickly - this works for most&lt;br /&gt;
        encounters with guards of some sort - the exception being, of course,&lt;br /&gt;
        getting the Gesen Bow String - using this strategy will leave your&lt;br /&gt;
        cleric trapped in a room with some angry guardians.  Not a good idea.&lt;br /&gt;
&lt;br /&gt;
      Once in the temple, take the passage immediately to your right, and take&lt;br /&gt;
      that up to the Egg Room (x 2067 y 780).  Kill the 2 guards and enter.&lt;br /&gt;
      There are 5 Golems in here, just waiting to pounce on you once you have&lt;br /&gt;
      taken the eggs.  Kill the Golems.  Take the Real Eggs and REPLACE THEM&lt;br /&gt;
      with PHAERE'S EGGS. (don't forget to do that!)&lt;br /&gt;
&lt;br /&gt;
      Back to Phaere's.  Give her Solaufein's Eggs (20,000 experience) and she&lt;br /&gt;
      seems awfully pleased.  Well, that won't last.  Listen to the Imp when&lt;br /&gt;
      it appears, then get back to the Temple.  Phaere is right within the&lt;br /&gt;
      first passage and soon the Ritual of Summoning begins.  The Demon kills&lt;br /&gt;
      the two Drow women one by one, then will leave if you remain silent.  Be&lt;br /&gt;
      sure to search the two corpses for treasure:&lt;br /&gt;
&lt;br /&gt;
        Ring of Spell Turning&lt;br /&gt;
        Gorgon Plate +4&lt;br /&gt;
        Lots of Gems&lt;br /&gt;
        4500 gold&lt;br /&gt;
&lt;br /&gt;
        Evil Alternative: (from Daniel Pang)&lt;br /&gt;
&lt;br /&gt;
          In the Drow City, if you give the Demon lord the real eggs after&lt;br /&gt;
          Phaere and Ardulace are gone you can ask him for a tithe in return.&lt;br /&gt;
          Asking him for a powerful magical item yields the Halberd +4:&lt;br /&gt;
          Blackmist, and asking him for safe exit from the Underdark will get&lt;br /&gt;
          you just that. Ask him for anything else however, and he attacks you.&lt;br /&gt;
&lt;br /&gt;
      Now, QUICKLY, leave the Temple and get OUT of the city as fast as is&lt;br /&gt;
      humanly possible.  If you delay, you will be trapped in the city forever.&lt;br /&gt;
      (Actually, in that case, you simply have to kill everyone in the city,&lt;br /&gt;
      then you can leave)&lt;br /&gt;
&lt;br /&gt;
      Return to Adalon and give her the real eggs.  She gives you an Item:&lt;br /&gt;
&lt;br /&gt;
        Necaradan's Crossbow +3&lt;br /&gt;
        78,500 experience (for each character)&lt;br /&gt;
&lt;br /&gt;
      And you are then teleported to the Exit from the Underdark.  The gate out&lt;br /&gt;
      is just to the left, but you can explore around if you didn't already.&lt;br /&gt;
      (see the &amp;quot;Exit from the Underdark&amp;quot; section for more details)&lt;br /&gt;
&lt;br /&gt;
        Trick:  On the surface, Drow items are meant to turn to dust.  Want to&lt;br /&gt;
                keep that nifty Drow stuff you got?  If you have NOT gotten the&lt;br /&gt;
                Harper's Pin for Jaheira, you can give her all of your Drow&lt;br /&gt;
                items, and kick her out of the party.  She should go out to&lt;br /&gt;
                the Harper Hold in the Docks District. (If you have done all&lt;br /&gt;
                the Harper quests already, then she just leaves for good)&lt;br /&gt;
                Then when you pick her up again, all the Drow items are still&lt;br /&gt;
                there and can be worn in the daylight!  As long as you never&lt;br /&gt;
                take these items to the &amp;quot;Exit from the Underdark&amp;quot; area, you&lt;br /&gt;
                can keep them forever. (Gabriel)&lt;br /&gt;
&lt;br /&gt;
        Alternate Trick: (from Chris Norman)&lt;br /&gt;
&lt;br /&gt;
                I noticed there was a trick to save the drow items&lt;br /&gt;
                upon leaving the underdark.  I liked this idea, but did not&lt;br /&gt;
                want to kick a member out of my party to do it.  Also, my main&lt;br /&gt;
                character was in a romance with Jaheira so I didn't know what&lt;br /&gt;
                kicking her out would do.  I decided to try to come up with an&lt;br /&gt;
                alternate method of doing this.  What I came up with works, but&lt;br /&gt;
                it is somewhat inconvenient to do if you're walking around with&lt;br /&gt;
                full inventories due to having to trade the armor between many&lt;br /&gt;
                people.  My trick works because the game only checks the items&lt;br /&gt;
                every round or so and will not decay items on the ground.  Here&lt;br /&gt;
                is what you do.  (When picking up items, use the inventory&lt;br /&gt;
                screen instead of the overhead display method of picking stuff&lt;br /&gt;
                up)&lt;br /&gt;
&lt;br /&gt;
                1. Immediately pause the game when you gain control of the&lt;br /&gt;
                   party after leaving the underdark, before the drow equipment&lt;br /&gt;
                   decays.  Transfer ALL the drow stuff you want to keep on to&lt;br /&gt;
                   one person and have that person drop it all into a pile on&lt;br /&gt;
                   the ground.  You can then unpause it.  Adamantine dust will&lt;br /&gt;
                   appear in your inventory just like if the items decayed, but&lt;br /&gt;
                   they will still be on the ground.  Also, opening the bag of&lt;br /&gt;
                   holding seems to decay items as well even if paused, so do&lt;br /&gt;
                   not put anything you want to keep in there.&lt;br /&gt;
&lt;br /&gt;
                2. Next, string your characters to the edge of the map, and&lt;br /&gt;
                   have one of them as close as you can get without trying to&lt;br /&gt;
                   exit the screen.  The trick here is to have the people&lt;br /&gt;
                   close enough together that they may pass items still.  Keep&lt;br /&gt;
                   the character that dropped the items in the same spot so&lt;br /&gt;
                   that he can pass them all to the next person.&lt;br /&gt;
&lt;br /&gt;
                3. Now, repause the game, and have the character over the&lt;br /&gt;
                   stack of items pick them up and pass them down the line of&lt;br /&gt;
                   characters until the person near the edge has them.  Have&lt;br /&gt;
                   that person drop them all in a pile on the ground again.&lt;br /&gt;
                   (Since the game is paused here, you are in effect, moving&lt;br /&gt;
                   the items to the edge of the map before any time can pass,&lt;br /&gt;
                   so they do not decay.)&lt;br /&gt;
&lt;br /&gt;
                4. Move your whole party close enough to the edge of the map so&lt;br /&gt;
                   that you can leave the area with just a single click and no&lt;br /&gt;
                   one will have to walk.  Leave the guy on the stack of items&lt;br /&gt;
                   again.&lt;br /&gt;
&lt;br /&gt;
                5. Pause again, and pick up all the equipment, passing some of&lt;br /&gt;
                   it to other people if you need to again.  Leave the&lt;br /&gt;
                   inventory screen, and click where the party will leave the&lt;br /&gt;
                   area.  Then unpause, and the party will leave before the&lt;br /&gt;
                   items decay.&lt;br /&gt;
&lt;br /&gt;
                Note:  I had to do this procedure again after the Drizzt&lt;br /&gt;
                       meeting.  I guess that the program checks for drow items&lt;br /&gt;
                       on that screen as well, so you will probably have to do&lt;br /&gt;
                       it again as well.  After leaving the Drizzt zone, items&lt;br /&gt;
                       stuck just fine though, just like with the Jaheira&lt;br /&gt;
                       trick.&lt;br /&gt;
&lt;br /&gt;
                       Also note that normal Drow Longswords don't turn to&lt;br /&gt;
                       dust.&lt;br /&gt;
&lt;br /&gt;
                Yes, this is a somewhat complex method, but if you don't want&lt;br /&gt;
                to kick out a party member, or have Jaheira's quest completed,&lt;br /&gt;
                this will keep your drow armor intact.&lt;br /&gt;
&lt;br /&gt;
                Note:  Drow items aren't worth much, so unless you want to&lt;br /&gt;
                       wear them, don't bother keeping them.&lt;br /&gt;
&lt;br /&gt;
  Quests:&lt;br /&gt;
  -------&lt;br /&gt;
&lt;br /&gt;
    QUEST:  The Duergar's Tank, the Aboleth&lt;br /&gt;
&lt;br /&gt;
            Duergar - Ust Natha (AR 2200, x 1050 y 3150)&lt;br /&gt;
            Qilue - Ust Natha (AR 2200, x 2725 y 1890)&lt;br /&gt;
&lt;br /&gt;
            Just after freeing Phaere from the clutches of the Mind Flayers,&lt;br /&gt;
            a Duergar near the entrance will tell you to talk to his &amp;quot;master&amp;quot;&lt;br /&gt;
            who is in a big tank just behind him.&lt;br /&gt;
&lt;br /&gt;
            Talk to the Aboleth, the creature in the tank, and he wants an&lt;br /&gt;
            exchange.  You get him Qilue's brain and he won't reveal that you&lt;br /&gt;
            are not Drow.  Sounds good.  You can find Qilue's home right next&lt;br /&gt;
            to the Female Fighter's society.  Enter.&lt;br /&gt;
&lt;br /&gt;
              Alternatively:  When talking to the Aboleth the first time, you&lt;br /&gt;
                              can refuse to do his quest.  Then when he asks&lt;br /&gt;
                              why, simply tell him that if he reveals you, then&lt;br /&gt;
                              you will reveal his treachery as well.  For this&lt;br /&gt;
                              you get 12,000 experience. (from Cyrille Artho)&lt;br /&gt;
&lt;br /&gt;
            Once inside, kill everything that moves.  Besides Qilue, there are&lt;br /&gt;
            5 servants (mages mostly) to be killed.  You can find most of these&lt;br /&gt;
            to the right.  Search Qilue: (4000 exp)&lt;br /&gt;
&lt;br /&gt;
              Boneblade Dagger +4&lt;br /&gt;
              Qilue's Brain&lt;br /&gt;
&lt;br /&gt;
            There isn't really anything else here, so return to the Aboleth,&lt;br /&gt;
            who gives you 10,000 experience and promises not to tell anyone who&lt;br /&gt;
            you are.&lt;br /&gt;
&lt;br /&gt;
    QUEST:  Free the Humans&lt;br /&gt;
&lt;br /&gt;
            Slave Trader - Ust Natha (AR 2200, x 1111 y 1808)&lt;br /&gt;
&lt;br /&gt;
            Just north of the tavern is the slave area, where humans are sold&lt;br /&gt;
            to Drow masters.  If you've been on the second floor of the Tavern&lt;br /&gt;
            you probably know that slaves don't have much to look forward to&lt;br /&gt;
            in Drow Culture.&lt;br /&gt;
&lt;br /&gt;
            After you have talked to Matron Ardulace, talk to the Slave Trader&lt;br /&gt;
            and buy the slaves.  We want them armed, so pay him the full&lt;br /&gt;
            price of 2000 gold.  He will actually lower the cost to 1500 if you&lt;br /&gt;
            ask him.  The slaves will be teleported near you.  Tell them that&lt;br /&gt;
            they are now free, and that they should head to the surface.  For&lt;br /&gt;
            this you get Reputation +1 and 7500 experience.&lt;br /&gt;
&lt;br /&gt;
    QUEST:  Defeat the Cultists&lt;br /&gt;
&lt;br /&gt;
            Taso Kala - Ust Natha (AR 2200, x 2480 y 2100)&lt;br /&gt;
            Cult - Ust Natha (AR 2200, x 4200 y 3340)&lt;br /&gt;
&lt;br /&gt;
            After accepting the quest from Matron Ardulace, you will find Taso&lt;br /&gt;
            Kala in front of Phaere's doorway.  She automatically talks to you&lt;br /&gt;
            and ORDERS you to find and destroy the Cult of Ghaunadaur.  Accept&lt;br /&gt;
            this (if you don't want your cover story blown).  You will find&lt;br /&gt;
            the &amp;quot;cultists&amp;quot; where the Beholder was earlier, in the southeastern&lt;br /&gt;
            part of the city.  You have one day to complete this quest.&lt;br /&gt;
&lt;br /&gt;
            This battle consists of Drow, Otyughs and Oozes of all colors.&lt;br /&gt;
            Destroy them.  None of them have any significant treasure.  Go back&lt;br /&gt;
            to the Priestess to report your success.  Be subservient and she'll&lt;br /&gt;
            go away (you weren't expecting a reward were you?).&lt;br /&gt;
&lt;br /&gt;
    QUEST:  The Trapped Djinn&lt;br /&gt;
&lt;br /&gt;
            Dola Fadoon - Ust Natha (AR 2200, x 1930 y 3180)&lt;br /&gt;
&lt;br /&gt;
            Just to the right of the entrance is a djinn being tortured for the&lt;br /&gt;
            fun of it (or whatever).  It begs for someone to destroy it.  I&lt;br /&gt;
            wouldn't do that until you have talked to Matron Ardulace.  Kill&lt;br /&gt;
            it.  Then the torturer will demand compensation.  She wants 4000&lt;br /&gt;
            gold as compensation and if you don't have it, you get a day to&lt;br /&gt;
            come up with it.  If you have talked to Matron Ardulace, then you&lt;br /&gt;
            can wheedle it down to a mere 2000 gold.&lt;br /&gt;
&lt;br /&gt;
            This quest is best done just before you leave the Underdark&lt;br /&gt;
            forever.  That way you can kill Dola Fadoon, tell her that you&lt;br /&gt;
            don't have the money, and leave the Underdark before anything bad&lt;br /&gt;
            ever happens to you.  For all this you get a measly 5000 exp.&lt;br /&gt;
&lt;br /&gt;
    QUEST:  Deirex the Lich and Jarlaxle the Mercenary&lt;br /&gt;
&lt;br /&gt;
            Visaj - Ust Natha (AR 2200, x 3000 y 2275)&lt;br /&gt;
            Deirex's Tower - Ust Natha (AR 2200, x 3700 y 2850)&lt;br /&gt;
            House Jae'llat - Ust Natha (AR 2200, x 3260 y 1460)&lt;br /&gt;
&lt;br /&gt;
            Just after meeting the Matron Ardulace for the first time, Visaj&lt;br /&gt;
            appears on the path just north of Deirex's Tower.  He approaches&lt;br /&gt;
            you and wants to sell you a Rope.  Not just any rope, but a magic&lt;br /&gt;
            lich-defense negating rope.  Useful, no doubt, for breaking into&lt;br /&gt;
            Deirex's Tower and stealing his items.  There is the small chance&lt;br /&gt;
            that the famed mercenary Jarlaxle will come looking for it, but&lt;br /&gt;
            how likely is that?  Buy the rope for 1000 gold. (If you don't have&lt;br /&gt;
            that much he'll sell it for 750 gold.  If your charisma is 15 or&lt;br /&gt;
            higher, you can talk him down to 500, OR you could just threaten&lt;br /&gt;
            him and take the rope from him)&lt;br /&gt;
&lt;br /&gt;
            Now head down to Deirex's Tower and enter.  Deirex is right there,&lt;br /&gt;
            and although the Rope does seem to do what it was advertised to do,&lt;br /&gt;
            you are soon teleported to Jarlaxle's Pocket Dimension®.  There&lt;br /&gt;
            isn't really any way to change how things turn out in here.  He&lt;br /&gt;
            tells you that he wants some Gems from Deirex, as his men are&lt;br /&gt;
            imprisoned within them.  He gives you a day to accomplish this&lt;br /&gt;
            before teleporting you back to Deirex's Tower.&lt;br /&gt;
&lt;br /&gt;
            Fight with Deirex.  He is a fairly standard Lich and fights as&lt;br /&gt;
            such. (Time Stop, Abi Dalzim, etc.)  By this point Liches shouldn't&lt;br /&gt;
            present too tough a challenge for you. (22,000 experience)  Be&lt;br /&gt;
            sure to search his body for the Lich's Tooth and the Jae'llat&lt;br /&gt;
            Wardstone.&lt;br /&gt;
&lt;br /&gt;
            Then search the place for treasures: (4 containers, not all in this&lt;br /&gt;
            room, and some are trapped)&lt;br /&gt;
&lt;br /&gt;
              Spells - Glitterdust&lt;br /&gt;
                       Wizard Eye&lt;br /&gt;
                       Deafness&lt;br /&gt;
                       Contagion&lt;br /&gt;
                       Remove Magic&lt;br /&gt;
                       Limited Wish&lt;br /&gt;
                       Melf's Minute Meteors&lt;br /&gt;
                       Spook&lt;br /&gt;
              Leather Armor of the Viper +5&lt;br /&gt;
              Jarlaxle's Gems&lt;br /&gt;
&lt;br /&gt;
            Take the Gems and you will instantly be teleported back to his&lt;br /&gt;
            little Pocket Dimension.  Jarlaxle takes the Gems and thanks you&lt;br /&gt;
            for your efforts.  Now you can either accept his thanks (2500 gold&lt;br /&gt;
            and 10,000 experience) or you can attack and kill him and his&lt;br /&gt;
            mage (14,000 experience and 12,000 experience).  They don't have&lt;br /&gt;
            any good items for you to take.  In any case you will be teleported&lt;br /&gt;
            back to Deirex's Tower.&lt;br /&gt;
&lt;br /&gt;
            Go up to the next door (x 3475 y 2730), and enter.  Search the lake&lt;br /&gt;
            for treasure:&lt;br /&gt;
&lt;br /&gt;
              Gold&lt;br /&gt;
              Gems&lt;br /&gt;
              Spells - Cacofiend&lt;br /&gt;
                       Ruby Ray of Reversal&lt;br /&gt;
              Spear +3&lt;br /&gt;
              Wand of Frost &amp;amp; Wand of Magic Missiles&lt;br /&gt;
              Two Handed Sword +2&lt;br /&gt;
              Crossbow of Affliction +4 (-2 STR, +4 DMG &amp;amp; THAC0)&lt;br /&gt;
              Short Sword +2&lt;br /&gt;
              Ring of Folly (cursed)&lt;br /&gt;
&lt;br /&gt;
            That's it for the Lich's treasure (the other door on the outside&lt;br /&gt;
            leads in here).  Leave the tower, go up and right to reach the&lt;br /&gt;
            House Jae'llat (it's marked on the map).  The Wardstone will allow&lt;br /&gt;
            you entrance. (x 3260 y 1460)&lt;br /&gt;
&lt;br /&gt;
            This is, of course, a fairly large battle against many Drow&lt;br /&gt;
            warriors and priestesses.  It just wouldn't be a Drow House&lt;br /&gt;
            without those elements.  Each Jae'llat Guard is worth 6000&lt;br /&gt;
            experience.  This is the first battle, there is another one when&lt;br /&gt;
            you go over to the right.  This battle has Hindra Jae'llat in it&lt;br /&gt;
            (14,000 experience) as well as Istar Jae'llat (16,000 experience).&lt;br /&gt;
            Then search the place for treasure:&lt;br /&gt;
&lt;br /&gt;
              2500 Gold&lt;br /&gt;
              And a LOT of Gems (about 50)&lt;br /&gt;
&lt;br /&gt;
            If you are wondering about the other warded door out there, it also&lt;br /&gt;
            leads into the Jae'llat house.&lt;br /&gt;
&lt;br /&gt;
    OTHER:  The Running Girl&lt;br /&gt;
&lt;br /&gt;
            Near the female fighter's society you will see a human girl running&lt;br /&gt;
            for her life.  Later a couple of drow warriors ask you which way&lt;br /&gt;
            she went.  You can lie or tell the truth, I've seen no real&lt;br /&gt;
            consequences of it.&lt;br /&gt;
&lt;br /&gt;
    OTHER:  The Tavern Duels&lt;br /&gt;
&lt;br /&gt;
            Tavern - Ust Natha (AR 2200, x 1835 y 2550)&lt;br /&gt;
            Sondal - Tavern (AR 2202, x 580 y 1133)&lt;br /&gt;
&lt;br /&gt;
            On the main level of the tavern, to the left near the stairs, you&lt;br /&gt;
            will find Sondal, the Duel master.  Agree to watch the first duel.&lt;br /&gt;
            One Drow easily defeats four others, comes out and asks for your&lt;br /&gt;
            opinion on the matter.  Tell him that he shouldn't gloat over&lt;br /&gt;
            children and he challenges you to a duel.  Accept.&lt;br /&gt;
&lt;br /&gt;
              Note:  If you lose any duel, you will be permanently barred from&lt;br /&gt;
                     dueling.  Also, all the duels here are One-on-One (unlike&lt;br /&gt;
                     the Monster battles).&lt;br /&gt;
&lt;br /&gt;
            When Lasonar is close to being defeated (30,000 experience) he&lt;br /&gt;
            yields the fight and gives you his sword.&lt;br /&gt;
&lt;br /&gt;
              Blade of Searing +3 (Bastard Sword, with extra &amp;quot;searing&amp;quot; dmg)&lt;br /&gt;
&lt;br /&gt;
            After the battle, Chalinthra challenges you to a duel. (She was&lt;br /&gt;
            involved with Lasonar, and found insult in you beating him)  When&lt;br /&gt;
            you are ready, talk to Sondal again to get the duel going.&lt;br /&gt;
            Chalinthra is a Cleric of no small ability.  However, she dies just&lt;br /&gt;
            the same. (12,000 experience)&lt;br /&gt;
&lt;br /&gt;
            The next fight is against a Mage, and requires a Mage from your&lt;br /&gt;
            party to duel him.  So send a mage over and let the battle begin!&lt;br /&gt;
            (6000 experience)  The next battle is also a mage battle, but this&lt;br /&gt;
            one is slightly more difficult (8000 experience).  After that there&lt;br /&gt;
            is one final mage (11,000 experience).  I won these battles by&lt;br /&gt;
            summoning a Nishruu and using the Cloak of Mirroring.&lt;br /&gt;
&lt;br /&gt;
    OTHER:  The Tavern Monster Battles&lt;br /&gt;
&lt;br /&gt;
            Tavern - Ust Natha (AR 2200, x 1835 y 2550)&lt;br /&gt;
            Szordrin - Tavern (AR 2202, x 1450 y 840)&lt;br /&gt;
&lt;br /&gt;
            On the main level of the Tavern is a man standing to the right,&lt;br /&gt;
            Szordrin.  Talk to him if you want to duel some animals.  He has&lt;br /&gt;
            several combats, which must be done in order: (return to him after&lt;br /&gt;
            the battle to get a reward and another battle)&lt;br /&gt;
&lt;br /&gt;
              Umber Hulk - 4000 exp, 250 gold (from Szordrin)&lt;br /&gt;
              Nabassu    - 16,000 exp, 500 gold (from Szordrin)&lt;br /&gt;
              Sahuagin Prince - 2000 exp, 750 gold (from Szordrin)&lt;br /&gt;
              Beholder   - 14,000 exp, 1000 gold (from Szorddrin)&lt;br /&gt;
&lt;br /&gt;
            He then claims that he will go to the pens to find more challenges&lt;br /&gt;
            for you to fight, but he never returned (for me at least).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------------------------------------------------------------&lt;br /&gt;
5.2  &amp;gt; &amp;gt; &amp;gt; &amp;gt;  Beholder City (AR 2101)&lt;br /&gt;
-------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
  Walkthrough:&lt;br /&gt;
  ------------&lt;br /&gt;
&lt;br /&gt;
    - BEHOLDER CITY&lt;br /&gt;
&lt;br /&gt;
      You will find the entrance to the Beholder City in the Southeast part of&lt;br /&gt;
      the Underdark (x 4120 y 3700).  It is the passage that leads down. (The&lt;br /&gt;
      other one goes to the Illithid Lair)&lt;br /&gt;
&lt;br /&gt;
      We are here to find a Beholder Eye Stalk, and conveniently enough, we&lt;br /&gt;
      can find it on one of the first Beholders here.  Kill the Elder Orb to&lt;br /&gt;
      find:&lt;br /&gt;
&lt;br /&gt;
        Elder Orb Eye&lt;br /&gt;
        Blade of the Equalizer&lt;br /&gt;
        Amulet of Spell Warding&lt;br /&gt;
&lt;br /&gt;
      Once you have the Eye, you can head back to Ust Natha and give it to the&lt;br /&gt;
      Matron Mother.  Or you can finish exploring in here and kill a LOT of&lt;br /&gt;
      Beholders.  If you have either the Shield of Balduran (from the&lt;br /&gt;
      Collector's Edition bonus shop) or the Cloak of Mirroring (from the&lt;br /&gt;
      Sahuagin City), then this place is a breeze.  Put those items on your&lt;br /&gt;
      two best fighters, and only send them out.  The Beholders won't be able&lt;br /&gt;
      to touch you.  Elder Orbs can still cast Imprisonment on you, so you are&lt;br /&gt;
      NOT invulnerable.  This just means that you should attack Elder Orbs&lt;br /&gt;
      first.&lt;br /&gt;
&lt;br /&gt;
    - FURTHER EXPLORATIONS&lt;br /&gt;
&lt;br /&gt;
      Go up and right to find Drow battling a Beholder.  Explore the place at&lt;br /&gt;
      your leisure.  There are many Beholders, Gauths and a few Mind Flayers.&lt;br /&gt;
&lt;br /&gt;
      Just above and to the left of the Drow (x 790 y 605) is a small nook of&lt;br /&gt;
      treasure: (all treasures here are hidden in &amp;quot;nooks&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
        Minor Treasures&lt;br /&gt;
&lt;br /&gt;
      Just to the right of the Drow (x 1213 y 770) is another nook o' treasure:&lt;br /&gt;
&lt;br /&gt;
        Sling of Avoreen +4 (casts Sonic Boom once a day)&lt;br /&gt;
        Minor Treasure&lt;br /&gt;
&lt;br /&gt;
      Along the path to the top of the map (x 2500 y 580) is some treasure:&lt;br /&gt;
&lt;br /&gt;
        Greenstone Amulet (can protect user from Charm, Stun and Psionics,&lt;br /&gt;
                           useful against Mind Flayers, no doubt)&lt;br /&gt;
        Rainbow Obsidian Necklace&lt;br /&gt;
&lt;br /&gt;
      There is treasure at the top of the map (x 2130 y 175):&lt;br /&gt;
&lt;br /&gt;
        5200 gold&lt;br /&gt;
        Gems&lt;br /&gt;
&lt;br /&gt;
      Just left of that one is another treasure (x 1815 y 195):&lt;br /&gt;
&lt;br /&gt;
        Minor Treasures&lt;br /&gt;
&lt;br /&gt;
      Well south of that (x 2450 y 1080) in a passage to the left is a larger&lt;br /&gt;
      thing of treasure (it's not a nook, I mean):&lt;br /&gt;
&lt;br /&gt;
        Minor Treasures&lt;br /&gt;
&lt;br /&gt;
      That is that for the Beholder City.  Once you have killed all the&lt;br /&gt;
      Beholders, you can take your leave and know that you have done good work&lt;br /&gt;
      here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------------------------------------------------------------&lt;br /&gt;
5.3  &amp;gt; &amp;gt; &amp;gt; &amp;gt;  The Illithid Lair (AR 2400)&lt;br /&gt;
-------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
  Walkthrough:&lt;br /&gt;
  ------------&lt;br /&gt;
&lt;br /&gt;
    - THE ILLITHID LAIR&lt;br /&gt;
&lt;br /&gt;
        Note:  You WILL want to make an Archive Save before going in here!&lt;br /&gt;
               So, do a normal save, and call it &amp;quot;Illithid Lair&amp;quot;, and don't&lt;br /&gt;
               save over it until the entire lair is finished.  That way, if&lt;br /&gt;
               you screw up, you can easily go back to the beginning.&lt;br /&gt;
&lt;br /&gt;
      The most difficult, and potentially rewarding, of the three lairs is the&lt;br /&gt;
      Illithid Lair, which you can get to via the Underdark.  It is located in&lt;br /&gt;
      the Southeast corner of the map, and you go right (x 5070 y 3400).&lt;br /&gt;
&lt;br /&gt;
      Once you have entered, you will be quickly captured by a group of Mind&lt;br /&gt;
      Flayers who then enslave you.&lt;br /&gt;
&lt;br /&gt;
    - ENSLAVED&lt;br /&gt;
&lt;br /&gt;
      You wake up in a very small cell.  Despite being slaves now, you still&lt;br /&gt;
      have all of your items.  After all, Illithids don't really fear physical&lt;br /&gt;
      attacks.&lt;br /&gt;
&lt;br /&gt;
      A minute or so later, an Ogre will open your door and tell you that it is&lt;br /&gt;
      time for you to fight.  Remember the Gladiators back in the Copper&lt;br /&gt;
      Coronet?  Same idea, except now YOU are the gladiators.  Soon enough you&lt;br /&gt;
      are thrown into a pit to fight 3 Umber Hulks.  Beat them and you will be&lt;br /&gt;
      put back in your cell.  When you are back, you will be given Healing&lt;br /&gt;
      Potions.&lt;br /&gt;
&lt;br /&gt;
      Open the side door and talk to the Gith, Simyaz, inside.  These Gith were&lt;br /&gt;
      here to recover the Silver Blade (which you now possess, assuming you&lt;br /&gt;
      went with Saemon) and ended out here instead.  He offers no solutions.&lt;br /&gt;
      Soon the Ogre comes again and this time takes the Gith out to fight.&lt;br /&gt;
&lt;br /&gt;
      Soon the Gith return and tell you that they are to fight you in the next&lt;br /&gt;
      battle.  However, they have a better idea.  They will keep the Mind&lt;br /&gt;
      Flayers busy, while you try to find an escape from the Lair.  You will&lt;br /&gt;
      soon be taken into the battle.  Defeat the Kuo-Toa's and then escape out&lt;br /&gt;
      to the right while the Githyanki keep the Mind Flayers busy.&lt;br /&gt;
&lt;br /&gt;
    - ESCAPE&lt;br /&gt;
&lt;br /&gt;
      Kill the Ogre Jailor here (10,000 exp).  Then search the table:&lt;br /&gt;
&lt;br /&gt;
        Hilt of the Equalizer (which means that you probably have all 3 pieces)&lt;br /&gt;
&lt;br /&gt;
      Go right into the next half of the room.  There are four doors here.&lt;br /&gt;
      Open the bottom one first (x 3390 y 1760).  Kill the 2 Kuo-Toa's here.&lt;br /&gt;
      Then open the top right door (x 3270 y 1515) next to kill a couple of&lt;br /&gt;
      Sahuagins.  Next open the right door (x 3380 y 1620) and follow this&lt;br /&gt;
      passage right.  Kill the Mind Flayer here.  Then go to one of the Vats,&lt;br /&gt;
      and manipulate it until you get the Goo.&lt;br /&gt;
&lt;br /&gt;
      Go back to the Ogre Jailer room, and open the southern door (x 3050&lt;br /&gt;
      y 1960).  Go down this passage, fight the 2 Mind Flayers, and then go&lt;br /&gt;
      right into a weird slave-control room.  Find one of the smaller machines&lt;br /&gt;
      and pour the goo into it (via clicking it twice).  This frees the slaves&lt;br /&gt;
      from their stasis.  They tell you of a way to make Control Collars, as&lt;br /&gt;
      well as ask you to find them a way out.&lt;br /&gt;
&lt;br /&gt;
      Go up to the big machine in the room and Use it to make Collars.  Keep&lt;br /&gt;
      using it until it no longer works.  You will get 4 Collars.  Equip these&lt;br /&gt;
      in your Quick Item slot to use them.  Then when you find a Mind Flayer,&lt;br /&gt;
      use the item on him to control him permanently. (Control ends when you&lt;br /&gt;
      open a door with him)&lt;br /&gt;
&lt;br /&gt;
        Note:  How to get extra Mind Flayers (to open doors for you). There is&lt;br /&gt;
               a room where you get the &amp;quot;Goo&amp;quot; which frees the slaves. In this&lt;br /&gt;
               room a lone Mind Flayer will spawn once every minute or so (if&lt;br /&gt;
               one is there, a new one won't spawn). There are at least two&lt;br /&gt;
               doors that require a mind flayer to open and for both doors I&lt;br /&gt;
               just went back to this room, controlled the mind flayer with one&lt;br /&gt;
               of the collars and marched him over to the door. I didn't have&lt;br /&gt;
               to turn into the Slayer once throughout the game (after the&lt;br /&gt;
               first time which you don't control).  (from Rakhiir)&lt;br /&gt;
&lt;br /&gt;
      Return to the right portion of the jail, and open the northern door&lt;br /&gt;
      (x 3050 y 1450).  Go through the passage and into the room.  Search the&lt;br /&gt;
      grate on the northern wall to find:&lt;br /&gt;
&lt;br /&gt;
        Methild's Harp (Bards can dispel Hold Person effects, 3x day)&lt;br /&gt;
&lt;br /&gt;
      Now try to open the door to the right and you get a strange message.&lt;br /&gt;
      Only a great mind or a creature with godlike strength can open this door.&lt;br /&gt;
      Which means either you go capture a Mind Flayer with the collars... or&lt;br /&gt;
      you turn into the Slayer and force the door open.  Turn into the Slayer&lt;br /&gt;
      (unless you managed to keep a Mind Flayer alive), lose the 2 reputation&lt;br /&gt;
      points, and go through the LEFT door.  Once you are in the next room, go&lt;br /&gt;
      up through the north door until you reach the Brine Room.&lt;br /&gt;
&lt;br /&gt;
      The Githyanki will now be freed and will come out to congratulate you.&lt;br /&gt;
      Oh, and they aren't going to help you get out of here.  (everyone gets&lt;br /&gt;
      25,000 experience)&lt;br /&gt;
&lt;br /&gt;
      Once in the Brine Room, try to capture some Mind Flayers (don't use all&lt;br /&gt;
      your collars).  Click on the 8 vats to create 8 Brine Potions, which can&lt;br /&gt;
      be used to protect your party from Psionic Attacks.  Give these potions&lt;br /&gt;
      ONLY to front line fighters, and use them ONLY when you are near Mind&lt;br /&gt;
      Flayers, they have a very short effectiveness.&lt;br /&gt;
&lt;br /&gt;
      Go back to the previous room and open the lower left door (opening these&lt;br /&gt;
      doors requires only that you have a Mind Flayer in the party, x 1690 &lt;br /&gt;
      y 1235).  Have only your best fighters proceed, each having taken a swig&lt;br /&gt;
      of the Brine Potion.  (or using the Greenstone Amulet from the Beholder&lt;br /&gt;
      City)  Continue left to find a large group of Illithid and Umber Hulks.&lt;br /&gt;
&lt;br /&gt;
      From this room there are 3 doors, one to the north, one to the south and&lt;br /&gt;
      a secret door to the northeast.  Since we are being thorough, take the&lt;br /&gt;
      south door first.  This leads to a room with three bizarre Pod-like&lt;br /&gt;
      things in it.  Open each of them to reveal an enemy.&lt;br /&gt;
&lt;br /&gt;
        Kuo-Toa Priest - 2000 exp, Magic Bolts, etc.&lt;br /&gt;
        Insane Dwarf - 1750 exp, Ring of Fire Control (50% fire res., spells)&lt;br /&gt;
        Umber Hulk - 4000 exp&lt;br /&gt;
&lt;br /&gt;
      Back to the other room.  Now open the Secret Door (x 1140 y 1300).  Go&lt;br /&gt;
      up this way to find 3 Mind Flayers and several Umber Hulks.  Once they&lt;br /&gt;
      are dead, search the table to find:&lt;br /&gt;
&lt;br /&gt;
        Staff of Command +2 (casts Domination once)&lt;br /&gt;
&lt;br /&gt;
      Back to the other room.  That leaves only the northern door to go&lt;br /&gt;
      through. (x 950 y 1280)  I'm not sure why, but I had to turn into the&lt;br /&gt;
      Slayer to open this door.  What then was the point of taking control of&lt;br /&gt;
      several Mind Flayers?  If you have a Mind Flayer in your party, you can&lt;br /&gt;
      then Lockpick the door as normal.  Anyway go through there to find the&lt;br /&gt;
      Big Evil Illithid Brain.  Kill that first (40,000 experience), then&lt;br /&gt;
      concentrate on the other Illithids in there, then the Umber Hulks and&lt;br /&gt;
      finally the Brain Golems.  When the Brain dies you automatically gain&lt;br /&gt;
      some of its blood to give to Matron Ardulace.&lt;br /&gt;
&lt;br /&gt;
    - EXIT&lt;br /&gt;
&lt;br /&gt;
      Head back and then right to (x 3730 y 1100) to find the slaves who are&lt;br /&gt;
      now escaping.  They thank you (45,000 experience and a Reputation +1)&lt;br /&gt;
      and leave.  You should do the same.&lt;br /&gt;
&lt;br /&gt;
      You will find the Githyanki outside in the Underdark under the Tent.&lt;br /&gt;
      If you have the Silver Blade on you, then they want it back and are&lt;br /&gt;
      prepared to fight and die to get it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------------------------------------------------------------&lt;br /&gt;
5.4  &amp;gt; &amp;gt; &amp;gt; &amp;gt;  Exit from the Underdark (AR 2402)&lt;br /&gt;
-------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
  Walkthrough:&lt;br /&gt;
  ------------&lt;br /&gt;
&lt;br /&gt;
    - KUO-TOA DUNGEON (for the Kuo-Toa blood for Matron Ardulace)&lt;br /&gt;
&lt;br /&gt;
      This one is by far the hardest to spot.  From the Underdark head west.&lt;br /&gt;
      Go to just south of the Svirfneblin bridge.  Then continue west into the&lt;br /&gt;
      darkness.  You will find that you can travel at (x 150 y 1840).  It's not&lt;br /&gt;
      marked on the map, and if you didn't know it was there, you might go&lt;br /&gt;
      right by it.&lt;br /&gt;
&lt;br /&gt;
      If you did the Silver Dragon Quest, then you will appear at the END of&lt;br /&gt;
      this particular level.  In that case you may want to backtrack to find&lt;br /&gt;
      all the spiffy items.&lt;br /&gt;
&lt;br /&gt;
      Anyway, go right.  There are many strange symbols drawn on the ground.&lt;br /&gt;
      The spiral indicates &amp;quot;danger&amp;quot;.  Go up the northern &amp;quot;spiraly&amp;quot; path to find&lt;br /&gt;
      some beholders. (well one Beholder and 2 Gauth)  These things are easily&lt;br /&gt;
      killed by anyone with the proper Cloak of Mirroring (or Shield of&lt;br /&gt;
      Balduran).  Go back.&lt;br /&gt;
&lt;br /&gt;
      Now go up the northeastern passage (x 1230 y 1315).  There are a group of&lt;br /&gt;
      Kuo-toans here, including some wizards.  Finish them off.  Then search&lt;br /&gt;
      the nearby pool to get some Tainted Tadpoles.  Go back.&lt;br /&gt;
&lt;br /&gt;
      This time we go right.  The path will split, one portion going north and&lt;br /&gt;
      another continuing right.  We want to keep going right, however, the&lt;br /&gt;
      way is dangerous as a Flame Strike will hit you.  Cross over and open the&lt;br /&gt;
      big door (x 2800 y 1670).&lt;br /&gt;
&lt;br /&gt;
    - THE DEMOGORGON&lt;br /&gt;
&lt;br /&gt;
      Within is an empty room with several statues.  At the top of the room is&lt;br /&gt;
      a gigantic statue of a Demogorgon.  It asks you to put a sacrifice in&lt;br /&gt;
      front of it to &amp;quot;awaken the five.&amp;quot;  This is best done by casting &amp;quot;Animal&lt;br /&gt;
      Summoning&amp;quot; or a similar spell, and putting the animal in front of the&lt;br /&gt;
      statue.  The animals dies, and the five demon knights appear.&lt;br /&gt;
&lt;br /&gt;
      Each of the Demon Knights is tough, does level drain and has some odd&lt;br /&gt;
      spell casting abilities (such as Horror).  Kill them.&lt;br /&gt;
&lt;br /&gt;
        16,000 experience each&lt;br /&gt;
        Two Handed Swords +1&lt;br /&gt;
        Soul Reaver: Two handed Sword +4 (not usable by Good)&lt;br /&gt;
        Girdle of Frost Giant Strength (21 STR, part of the Crom Faeyr)&lt;br /&gt;
        Armor of the Hart: Full Plate +3&lt;br /&gt;
&lt;br /&gt;
      Go back to the passage, and take the northern path.&lt;br /&gt;
&lt;br /&gt;
    - BLOOD OF A KUO-TOA&lt;br /&gt;
&lt;br /&gt;
      Just a little ways up the passage you will run into another large group&lt;br /&gt;
      of Kuo-Toa's.  Take these goons out.&lt;br /&gt;
&lt;br /&gt;
      Continue northeast into a small round room.  It may have Kuo-Toa's in it,&lt;br /&gt;
      or they may be in its two side rooms.  In the right room you will find&lt;br /&gt;
      the Kuo-Toa Prince.  Kill him.&lt;br /&gt;
&lt;br /&gt;
        Kuo-Toa Prince - 4000 experience&lt;br /&gt;
                         Blood&lt;br /&gt;
                         Gems&lt;br /&gt;
                         Gold&lt;br /&gt;
                         Bracers of Blinding Strike (casts improved Haste)&lt;br /&gt;
&lt;br /&gt;
      Oh, and if you want to, you can put the Tainted Tadpoles in the pools in&lt;br /&gt;
      the right room. (If this is done before the battle, it weakens the&lt;br /&gt;
      Prince)&lt;br /&gt;
&lt;br /&gt;
    - EXIT&lt;br /&gt;
&lt;br /&gt;
      Now if you did the quest for Matron Ardulace, go back the way you came.&lt;br /&gt;
      However, if you need to, you can leave the Underdark completely to the&lt;br /&gt;
      left.  I wouldn't recommend that, but if you have to, why not. (Your&lt;br /&gt;
      disguise WILL fail if you attempt to leave, and then you can never&lt;br /&gt;
      return to Ust Natha)&lt;br /&gt;
&lt;br /&gt;
      If you were merely teleported here by Adalon, then fight through the&lt;br /&gt;
      Drow guards (some have good EXP, but none have good items) to exit the&lt;br /&gt;
      area through the gates to the left.&lt;br /&gt;
&lt;br /&gt;
    - TO THE SURFACE (AR 2401)&lt;br /&gt;
&lt;br /&gt;
      This next series of passages leads to the surface.  You will first&lt;br /&gt;
      encounter a large Drow war party that needs to be taken out.  Go up to&lt;br /&gt;
      the next room to find Drow warring with surface Elves.  They tell you to&lt;br /&gt;
      get to the surface and talk to Captain Elhan.  There is another battle&lt;br /&gt;
      through the northwest doors.&lt;br /&gt;
&lt;br /&gt;
      Open the southwest doors (x 800 y 520) and go through.  There is yet&lt;br /&gt;
      another battle with Drow here.  Continue through.  Open the last door and&lt;br /&gt;
      exit to the surface.&lt;br /&gt;
&lt;br /&gt;
[[Категория:Прохождение (BGII)]]&lt;br /&gt;
[[Категория:Статьи, требующие перевода]]&lt;br /&gt;
[[Категория:Статьи, требующие форматирования]]&lt;/div&gt;</summary>
		<author><name>Colfair</name></author>
		
	</entry>
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