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− | 5. > > > > Chapter 5: The Underdark (AR 2100)
| + | :''Эта статья о прохождении игры [[Baldur's Gate II: Shadows of Amn]]. Информация о самом регионе расположена здесь: [[Подземье]].'' |
− | -------------------------------------------------------------------------------
| + | (AR 2100) |
| + | =Начало= |
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− | Exposition:
| + | Если вы прошли через портал в подземелье Спеллхолда, то окажетесь здесь. Если поплыли на корабле, то окажетесь здесь же, но после города сахуагинов. |
− | -----------
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− | If you took the portal from Irenicus' basement, you will come straight
| + | Следует видеовставка, из которой понятно, что [[Айреникус]] заключил союз с [[дроу]] с целью уничтожить эльфов с поверхности. Один из пленных называет его "Джонелет", и Айреникус быстренько затыкает ему рот. Видимо, его там знают... |
− | here. The other way here is from the Sahuagin City.
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− | You get to watch as Irenicus has sided with the Drow to defeat the surface
| + | ==Прохождение== |
− | elves. An ... interesting alliance to say the least.
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− | Walkthrough:
| + | ===Найти следы Айреникуса=== |
− | ------------
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− | - FIND TRACES OF IRENICUS
| + | Пройдя на восток и немного на юг, вы найдете несколько торговцев - [[дуэргар]]ов (x 1600 y 3700).Они видели, как [[Айреникус]] и [[Бодхи]] шли в сторону города дроу, но уверены, что войти вы туда просто так не сможете. Один, впрочем, |
| + | упоминает какой-то "другой" путь. Потом можно продаться/закупиться в их магазине. Еще здесь же можно взять квест про заточенного мага. |
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− | Walk east and a little south (x 1600 y 3700) to find a group of Duergar.
| + | Далее на север, через группу дроу, потом на запад через [[миконид]]ов и на |
− | These are traders, and they have seen Irenicus and Bodhi hanging around
| + | север в город [[свирфнеблин]]ов(x 630 y 1135). (Свирфнеблин - это другое название |
− | the Drow city, but believe that you wouldn't be able to simply walk into
| + | глубинных гномов (Deep Gnomes)). Они говорят, что вам стоит поговорить с их лидером и считают, что вы "можете оказаться полезными". Войдите в город, идите по проходу, потом до конца на юг, затем на запад. Здесь две комнаты, левая это таверна, в правой обитает лидер. |
− | the city (and trust me, you can't). One of them thinks he has a
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− | better way. Then you get to shop if you want. (You can also do the
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− | Imprisoned Mage quest while here)
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− | Head north, through the Drow, then west, through the Myconids and north
| + | Он хочет, чтобы вы расправились с потусторонней тварью, которую они случайно раскопали, со своей стороны он соглашается помочь вам попасть в город дроу для продолжения охоты на Айреникуса. Внутри глубокой темной пещеры обитает существо именуемое Адалон, способное помочь вам попасть в город. Однако, вы не сможете попасть к нему не получив у гномов особый камень. Соглашайтесь помочь им решить проблему с демоном в обмен на камень. (Конечно, будучи [[Мировоззрение|злым]], вы могли бы просто убить его и отобрать камень... Если бы вы были злым) |
− | to get to the Svirfneblin city. (x 630 y 1135) The Deep Gnomes want you
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− | to talk to their leader, and say you "could be useful." Enter the city,
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− | go around the passage, south, then west. There are two rooms here, and
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− | the leader is in the right room. Go in and talk to him.
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− | He wants you to deal with an otherworldly creature that they accidentally
| + | Примечание: Gunslinger напоминает, что вы можете просто обворовать гнома, таким образом заполучив камень... ему это не понравится, но в таком случае вам не придется ему что-либо доказывать. |
− | dug up, and in exchange he agrees to help you get into the Drow city to
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− | hunt Irenicus. Within a deep dark cave is a creature called Adalon, who
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− | can help you enter the city. However, you can't get in her cave without
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− | getting a gem from the gnomes. (Svirfneblin is another name for "Deep
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− | Gnome") Agree to help them with their demon problem for the gem. (Of
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− | course, if you were Evil, you could just kill him and take the gem... IF
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− | you were evil)
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| | | |
− | Note: Gunslinger mentions that you could just pick this gnome's pocket
| + | ===Победить гномского демона=== |
− | to get the gem... he won't like it, but then, you don't need his
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− | approval for anything.
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− | - DEFEAT THE GNOME'S DEMON
| + | Он скажет вам, что демон обитает в новом тоннеле на северо-востоке. Вы найдете этот тоннель в (x 3600 y 600). Поговорите там со стражем, чтобы открыть дверь. Когда будете готовы, нажимайте на яму, после чего появится [[балор]]. Он восприимчив только к оружию не менее +3. (Но если вы следовали этому прохождению, то у вас уже должны быть несколько орудий +3 или лучше) Его убийство дает 26,000 опыта. Но мы еще не закончили! О нет. Положите свиток (выданный вам гномом) в один из Быстрых слотов и используйте его. Это закроет дыру. |
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− | He tells you that the demon can be found in the new passage to the
| + | Возвращайтесь к лидеру гномов за наградой: |
− | northeast. You will find the passage at (x 3600 y 600). Talk to the
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− | guard there to open the door. When you are ready, click on the pit and
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− | the Balor will appear. He requires about a +3 weapon to hit. (But if
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− | you followed this walkthrough, you should have several +3 or better
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− | weapons by this point) Kill him to get 26,000 experience. But we aren't
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− | done yet! Oh no. Put that scroll (that the gnome gave you) in someone's
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− | Quick Item slot, and use it. That seals up the hole.
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− | Head back to the leader Gnome to get your reward:
| + | * Булава +3, Череполом (дополнительный урон гуманоидам) |
| + | * Камень света |
| + | * 25,000 опыта всем персонажам |
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− | Mace +3, Skullcrusher (extra damage to Humanoids)
| + | ===Разговор с Адалон=== |
− | Light Gem
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− | 25,000 experience for each character
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− | - TALK TO ADALON
| + | Выходите из города и отправляйтесь на восток. Возможно, вы встретите [[куо-тоа]], с которыми придется драться (а может и нет). Затем идите на север, чтобы добраться до моста (x 3950 y 1890). Когда вы пересечете мост, объявится компания [[дроу]], ждавших вас в засаде. После драки удостоверьтесь, что все, кто может, одеты в элегантную броню дроу. |
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− | Leave the city, then head eastwards. You may have to fight through the
| + | Здесь дорога разделяется на две. Идите по левой и заходите в пещеру. (x 4100 y 1200) |
− | Kuo-toa's, but possibly not. Then you go north to get to the bridge
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− | (x 3950 y 1890). When you cross this bridge, a Drow war party ambushes
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− | you. Make sure that everyone who can, is wearing some of the spiffy
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− | Drow armor. (Spiffy)
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− | This path then splits into two groups, take the left path. (x 4100
| + | Это логово [[Серебряный дракон|Серебряного Дракона]] Адалон. (Если вы злой, вам потребуется Кровь Серебряного Дракона для создания "Брони из человеческой кожи"... ПОДОЖДИТЕ, заберете её позже!) Идите и поговорите с ней. Она хочет от вас помощи (как обычно). Её яйца были украдены дроу (''прим. пер. - разве не Айреникусом лично?''), чтобы она не вмешивалась и не помешала им напасть на поверхность для Айреникуса. В обмен за помощь она поможет вам выбраться из Подземья, чтобы вы смогли спокойно убить Айреникуса. Чтобы помочь с возвращением яиц, она создаст могущественную иллюзию на вашу группу, превратив их всех внешне в дроу. |
− | y 1200) Enter the cave.
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− | This is the lair of the Silver Dragon Adalon. (If you are evil, and need
| + | ===Вход в город дроу Уст Ната=== |
− | Silver Dragon's Blood to make the "Human Leather Armor"... WAIT and do
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− | it later!) Go down and talk to her. She wants your help (of course).
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− | Her eggs were stolen by the Drow to keep her from interfering with them
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− | as they invaded the surface for Irenicus. In exchange for this she will
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− | help you get out of the Underdark to chase Irenicus at your leisure. To
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− | assist with that goal, she casts a powerful illusion on your party making
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− | them all appear to be Drow.
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− | - ENTER THE DROW CITY, UST NATHA
| + | Покиньте пещеру, идите вниз (не переходите мост), затем по другому проходу к воротам дроу. Ворота сами откроются и страж дроу спросит кто вы. Будьте понаглее (у дроу это обязательно) и представьтесь как "Ведрин из Чед Нассад". Вам скажут явиться в Общество Мужчин-Воинов в течение трех дней. |
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− | Leave the cave, go down then take the other passage up to the Drow Gates.
| + | Заходите в [[Уст Ната, BGII|Уст Ната]]. |
− | The gates will automatically open and a Drow guard confronts you. Be
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− | confidant and tell them that you are "Veldrin from Ched Nassad". You are
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− | told to be in the Males Fighters Society within three days.
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− | Enter Ust Natha.
| + | ==Квесты== |
| + | ===Ловцы разума=== |
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− | Quests:
| + | * ''Ловцы разума'' - Подземье (AR 2100, x 200 y 2650) |
− | -------
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− | OTHER: Mind Flayers
| + | Сразу к северу от места, где вы впервые вошли в эту область, вы найдёте несколько [[Иллитид|ловцов разума]]. Эти три бандита будут хорошей практикой по борьбе с ними, которая понадобится, если мы соберёмся в город иллитидов. (9000 опыта каждый.) |
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− | Mind Flayers - Underdark (AR 2100, x 200 y 2650)
| + | ===Первая битва с дроу=== |
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− | Just north of where you first enter the area you will find some
| + | * ''Дроу'' - Подземье (AR 2100, x 1735 y 2170) |
− | Mind Flayers. These three goons make for good practice at fighting
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− | them, which you might need if you want to take on the Illithid
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− | city. (9000 exp each)
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− | OTHER: First Drow Battle
| + | Первая настоящая битва с дроу произойдёт сразу к северу от места, где вы освобождаете Витала (смотрите следующий квест ниже). Дроу хорошо сражаются с магией, призывают существ на помощь себе для победы над вами и довольно разумно колдуют. Наиболее примечательная их особенность - броня дроу, которую вы определённо должны взять. Полный доспех дроу +5 - это лучшая броня в игре. Она рассыплется, когда вы попадёте на поверхность, но она очень полезна здесь. |
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− | Drow - Underdark (AR 2100, x 1735 y 2170)
| + | ===Заключённый маг=== |
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− | The first real battle against the drow occurs just north of the
| + | * ''Удер Мордин'' - Подземье (AR 2100, x 1770 y 3800) |
− | point where you free Vithal (see the next quest below). Drow fight
| + | * ''Маг'' - Подземье (AR 2100, x 1930 y 2090) |
− | well with magic, summoning creatures to help them defeat you and
| + | * ''Свирфнеблин'' - Подземье (AR 2100, x 1633 y 750) |
− | casting spells fairly intelligently. The most notable thing about
| + | * ''Витал (позднее)'' - Подземье (AR 2100, x 2375 y 3320) |
− | them is their Drow Armor, which you should definitely take. Drow
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− | Full Plate +5 is the best armor in the game. It will dissolve
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− | when taken to the surface, but that will still give you a lot of
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− | good use with it.
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− | QUEST: The Imprisoned Mage
| + | Поговорите с последним [[дуэргар]]ом, Удером Мордином, он поведает о маге, который был заключён в земле после битвы. Видимо, этот товарищ искал какой-то важный артефакт. Поговорите с дуэргаром-продавцом и купите свиток Свободы. Не записывайте его в свою книгу заклинаний, просто наколдуйте заклинание, затем идите на север, чтобы найти мага. (10,000 опыта) |
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− | Uder Mordin - Underdark (AR 2100, x 1770 y 3800)
| + | Поговорите с Виталом, чтобы узнать, что он ищет великую ценность определённого вида. Он просит помощи в завершении работы. Он хочет достать свою Книгу Ритуалов у свирфнеблина. Город свирфнеблинов может быть найден в верхней левой части области. Вы найдёте книгу у держателя таверны в левой комнате города. Вы можете купить её у него за 300 золотых. Если вы сейчас в виде дроу (если вы уже побывали у Адалон), он отдаст книгу бесплатно. |
− | Mage - Underdark (AR 2100, x 1930 y 2090)
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− | Svirfneblin - Underdark (AR 2100, x 1633 y 750)
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− | Vithal (later) - Underdark (AR 2100, x 2375 y 3320)
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− | Talking with the last Duergar, Uder Mordin, he brings up the story
| + | Вы найдёте Витала стоящим к северо-востоку от дуэргарского расположения, около одного из трёх порталов в область. Поговорите с ним и дайте ему книгу ритуалов. Согласитесь помочь ему выбраться. Затем появится [[элементаль|Большой элементаль земли]] (10,000 опыта). Берегите от него Витала. Подождите чуть-чуть, тогда он снова появится и скажет вам идти к Огненным Вратам, которые сразу выше этих ворот. Поговорите с ним снова. Появится [[Элементаль|Большой элементаль огня]] (10,000 опыта). То же самое случится, когда Витал войдёт в портал. Затем идите налево к Вратам Воздуха. |
− | of a mage who was imprisoned in the earth after a battle. Seems
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− | this fellow was looking for some artifact of importance. Talk to
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− | the seller Duergar and buy a Freedom Scroll. Don't scribe this
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− | to your spellbook, simply cast the spell, then move north to find
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− | the mage. (10,000 experience)
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− | Talk with Vithal to learn that he was searching for a great
| + | Поговорите с Виталом снова и то же самое случится с Большим элементалем Воздуха в этот раз. (11,000 опыта) |
− | treasure of some sort. He asks for your help in completing his
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− | work. Agree. He wants you to fetch his Book of Rituals from the
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− | Svirfneblin. The Svirfneblin city can be found at the top left of
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− | the area. You will find the book on the Innkeeper in the left room
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− | of their city. You can buy it off him for 300 gold. If you are
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− | currently in Drow form (having already been to Adalon) then you get
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− | the book for free.
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− | You will find Vithal standing just northeast of the Duergar
| + | Когда Витал вернётся (каждый получит 20,000 опыта), он предложит немного ценностей: |
− | position near one of the three portals in the area. Talk to him
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− | and give him the book of rituals. Agree to help him out. Then a
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− | Greater Earth Elemental (10,000 experience) appears. Keep it from
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− | killing Vithal. Then Vithal enters the portal. Wait a moment,
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− | then he reappears and tells you to come to the Fire Gate, which is
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− | just above this gate. Talk to him again. A Greater Fire Elemental
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− | (10,000 experience) appears. Same thing happens with Vithal
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− | entering the portal. Then you go leftwards to the Air gate.
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− | Talk to Vithal again and the same thing happens with a Greater Air
| + | * Жезл Поглощения |
− | Elemental this time. (11,000 experience)
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− | When Vithal returns (everyone gets 20,000 experience) he offers you
| + | Если вы выразите недовольство, он даст пару заклинаний ([[Заклинания_мага:_Уровень_8#Подобие (Simulacrum)|Подобие]] и [[Заклинания_мага:_Уровень_8#Жуткое увядание Аби-Дальцима (Abi-Dalzim's Horrid Wilting)|Жуткое увядание Аби-Дальцима]]). Если выразите недовольство снова, он атакует. Постарайтесь быстро его забить, чтобы избежать его Заточений. |
− | some treasure:
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− | Rod of Absorption
| + | * Витал - 20,000 опыта |
| + | * Череп Смерти (Шлем, колдует Заклинание Смерти) |
| + | * Заклинания - Вопль Баньши |
| + | * Обжигающее облако |
| + | * Остановка времени |
| + | * Инфравидение |
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− | If you complain, he will give you a couple of spells (Simulacrum
| + | (Впрочем никто не мешает вам его банально обокрасть, используя "Fake Talk") |
− | and Abi Dalzim's Horrid Wilting). If you complain further he will
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− | attack you. Try to beat him quickly to avoid his Imprisonments.
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− | Vithal - 20,000 experience
| + | ===Тюрьма Душ=== |
− | Skull of Death (Helm, casts Death Spell)
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− | Spells - Wail of the Banshee
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− | Incendiary Cloud
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− | Time Stop
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− | Infravision
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− | QUEST: Тюрьма Душ
| + | * ''Тюрьма душ'' - Подземье (AR 2100, x 1940 y 1860) |
| + | * ''Дагглфодд (Dagglefodd)'' - Подземье (AR 2100, x 1770 y 610) |
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− | Тюрьма душ - Underdark (AR 2100, x 1940 y 1860)
| + | Слева от центра на этой локации находится Тюрьма Душ. Она имеет 6 граней, |
− | Dagglefodd - Underdark (AR 2100, x 1770 y 610)
| + | нажатие на грань освободит одного из узников. Они будут драться с вами. |
| + | Слева направо: |
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− | Слева от центра на этой локации находится Тюрьма Душ. Она имеет 6 граней, нажатие на грань освободит одного из узников.
| + | * '''Грань 1''' (x 1845 y 1862) - Бешеный Аганало (Aganalo) - 6000 опыта |
− | Они будут драться с вами.
| + | ** Джор Кровопускатель (Меч-бастард +2) |
− | Слева направо:
| + | * '''Грань 2''' (x 1872 y 1901) - Раэвилин Страти (Raevilin Strathi) - 20,000 опыта. Если применить заклинание клерика Heal, то он исцелится и в награду отдаст вам меч Альбруин +1. (от Джона Говарда) |
− | Грань 1 (x 1845 y 1862) - Madman Aganalo - 6000 опыта
| + | ** Свиток (призыва) |
− | Jhor the Bleeder (Меч-бастард +2)
| + | * '''Грань 3''' (x 1920 y 1920) - Рити - 8000 опыта |
− | Грань 2 (x 1872 y 1901) - Raevilin Strathi - 20,000 опыта
| + | ** Копьё +3, Предатель (Проклято) |
− | Свиток (summoning)
| + | ** Свиток - Улучшенная спешка |
− | Грань 3 (x 1920 y 1920) - Riti - 8000 опыта
| + | * '''Грань 4''' (x 1980 y 1920) - Альхра Диаготт (Alchra Diagott) (лич) - 22,000 опыта |
− | Spear +3, Backbiter (Проклято)
| + | ** Свитки - Призвать Нишруу |
− | Свиток - Improved Haste
| + | ** Отложенный огненный шар |
− | Грань 4 (x 1980 y 1920) - Alchra Diagott (Lich) - 22,000 опыта
| + | ** Обращение заклинаний |
− | Свитки - Summon Nishruu
| + | * '''Грань 5''' (x 2025 y 1885) - Бедлен Дагглфодд (Bedlen Dagglefodd) (не атакуйте его!) |
− | Delayed Blast Fireball
| + | * '''Грань 6''' (x 2035 y 1850) - Гонт Риатавинский (Gont of Riatavin) - 7000 опыта (если вы его отпустите, то не получите ничег,о кроме рассказа) |
− | Spell Turning
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− | Грань 5 (x 2025 y 1885) - Bedlen Dagglefodd (не атакуйте его!)
| |
− | Грань 6 (x 2035 y 1850) - Gont of Riatavin - 7000 опыта
| |
− | (если вы его отпустите, то не получите
| |
− | ничего кроме рассказа)
| |
− | Примечание: Освобожденный сумасшедший чародей, Raevilin Strathi,
| |
− | нападает на вас. Но если применить заклинание клерика Heal,
| |
− | то он исцелится и в награду отдаст вам меч Albruin +1.
| |
− | (from John Howard)
| |
− | Затем поговорите со старшим Dagglefodd в Svirfneblin city и получите
| |
− | дополнительное вознаграждение:
| |
− | Bracers AC 4
| |
− | 10,000 опыта
| |
− | Теперь вы сможете покупать у него товар дешевле (правда ничего стоящего
| |
− | у него нет)
| |
− |
| |
| | | |
− | -------------------------------------------------------------------------------
| + | Затем поговорите со старшим Дагглфоддом в городе свирфнеблинов и получите дополнительное вознаграждение: |
− | 5.1 > > > > Ust Natha (AR 2200)
| |
− | -------------------------------------------------------------------------------
| |
| | | |
− | Exposition:
| + | * Наручи AC 4 |
− | -----------
| + | * 10,000 опыта |
− | | |
− | When you enter the city you get to watch a little display between a Drow
| |
− | and his slave. He kills the slave, and is in turn killed by his mother.
| |
− | This just emphasizes that Drow are evil. Really evil.
| |
− | | |
− | Do NOT reveal yourselves as "non-drow" or the entire city becomes hostile.
| |
− | Worse than that, they might seal you in.
| |
− | | |
− | Walkthrough:
| |
− | ------------
| |
− | | |
− | - GETTING ESTABLISHED IN THE CITY
| |
− | | |
− | We are here to do one thing and one thing only, get the Silver Dragon
| |
− | eggs to give to Adalon. In order to do that we need to keep our ears to
| |
− | the ground and search for information. Also we need to ally ourselves
| |
− | with a Family. Once we are allied then the quests become available
| |
− | (for instance, you can't "Free the Humans" until you have become allied).
| |
− | | |
− | Head over to the Male Fighter's Society (x 3535 y 1650). Here you will
| |
− | meet up with Solaufein. He asks for your name, tell him that it doesn't
| |
− | matter what your name is and he will be amused and like you more for it.
| |
− | He tells you that you are going to be working for the Matron Mothers, and
| |
− | to meet up with her handmaiden on a platform near the entrance. From
| |
− | this point you have three days to get to that platform and meet with the
| |
− | Handmaiden.
| |
− | | |
− | On your way back to the entrance, you will see a meeting between some
| |
− | Mind Flayers (Ambassadors, no less) and Drow. This isn't particularly
| |
− | important, but it is interesting. Go to the platform. (x 1550 y 3300)
| |
− | Talk to Solaufein again. He explains that some "devourers" have taken
| |
− | a priestess hostage. He asks if you know what those are:
| |
− | | |
− | Int 15+ - You can say "Illithid" and Solaufein likes you more
| |
− | Int 9 to 14 - You can say "Mind Flayers" and nothing happens
| |
− | Int 8 or less - You say "Otyugh" and Solaufein likes you less
| |
− | "I don't know" - nothing happens
| |
− | | |
− | You are to rescue that Drow from the Illithid before they take her to
| |
− | their city. You have three days.
| |
− | | |
− | - RESCUE PHAERE FROM THE ILLITHIDS
| |
− | | |
− | So, exit the city, and head south. I encountered an adventuring group,
| |
− | that naturally assumed that I was evil. (x 3300 y 2225) One of these
| |
− | goons has:
| |
− | | |
− | Dragons Breath, Halberd +4 (+1 ice, fire, elec., poison & acid dmg)
| |
− | | |
− | Continue south, then cross the bridge to find Solaufein (x 4715 y 3100).
| |
− | He asks if you have any questions. If you apologize to him, he will like
| |
− | you more. After which he tells you to get ready for battle. Cast all
| |
− | your protective spells (Protection from Evil is very useful) and get
| |
− | ready for combat with some Mind Flayers. You must fight 3 Mind Flayers
| |
− | as well as 2 Umber Hulks. I would take out the Flayers first, one at a
| |
− | time, then the Hulks. After the battle, Phaere (whom you just rescued)
| |
− | sort of thanks you. (20,000 experience) Nothing you say to Phaere
| |
− | matters. They both go back to the city. You have three days to go back
| |
− | and talk with Solaufein again.
| |
− | | |
− | Battle Tip: Death Spell will annihilate your enemies here. Don't
| |
− | assume it will always work on Mind Flayers, it won't. It
| |
− | works here because these Mind Flayers are considered by
| |
− | the game to be "summoned."
| |
− | | |
− | - WORKING FOR HOUSE DESPANA
| |
− | | |
− | Enter the tavern and find Phaere and Solaufein. Phaere automatically
| |
− | talks to you and asks you to join forces with her house. Respond to this
| |
− | in the affirmative (say "yes")... you can also intimate that you would
| |
− | rather have her as a reward (if you know what I mean), but that has some
| |
− | bad consequences if you are currently in a romance with someone else.
| |
− | She wants you to meet her at the same platform as before... but not right
| |
− | now. For now she wants you to enjoy yourself in the Tavern. (see the
| |
− | Quests below if you need something to do) When she leaves the Tavern
| |
− | you have 3 days to get to the Platform.
| |
− | | |
− | Get to the Platform and talk with Phaere. She tells you that a Beholder
| |
− | is in the city smuggling Adamantite. She wants you to go over there and
| |
− | kill it. Solaufein and her will scout it out ahead of time. You will
| |
− | find Phaere again in the Southeast part of the city (x 4200 y 3340).
| |
− | Talk with her to get the battle rolling.
| |
− | | |
− | Kill the Beholder (14,000 exp) and Solaufein seems happy about things.
| |
− | Phaere mentions that the body is going to be collected for... other
| |
− | uses (20,000 exp). Phaere tells you to visit her in the tavern within 3
| |
− | days.
| |
− | | |
− | - DROW VS. SVIRFNEBLIN
| |
− | | |
− | Phaere wants you and Solaufein to attack a Deep Gnome patrol to keep them
| |
− | properly fearful of the Drow. Solaufein naturally hates being sent on
| |
− | such stupid missions, especially given how weak the Gnomes are. You will
| |
− | meet up with Solaufein west of Ust Natha near the gnomish city. (x 890
| |
− | y 2225)
| |
− | | |
− | Talk to Solaufein. If Solaufein likes you, you can convince him to let
| |
− | you handle this on your own. At that point he goes back to the city.
| |
− | (of course, if you have been cheesing him off, then he won't leave) The
| |
− | Gnome Patrol arrives, tell them that you were sent to kill them, and that
| |
− | you won't. Then ask for their helmets as a sign that the deed was done.
| |
− | Head back to the tavern.
| |
− | | |
− | - PHAERE
| |
− | | |
− | Phaere is pleased that you brought her the helmet, and asks that you meet
| |
− | her in her chambers at the Female Fighters guild within ONE HOUR.
| |
− | (everyone gets 28,000 experience) Head over to the Female Fighters
| |
− | (x 2500 y 2050), enter and talk with Phaere. She wants Solaufein dead.
| |
− | Why? Lover's quarrel. She wants you to enter his home in the Male
| |
− | Fighters guild, kill him, and take his Piwafwi Cloak as proof of his
| |
− | death. Agree to her demands. You now have 3 days to get to Solaufein.
| |
− | (x 3500 y 1575)
| |
− | | |
− | Talk to Solaufein and tell him that you were sent to kill him, but that
| |
− | you don't want to do it. Then ask him for his Piwafwi Cloak as proof
| |
− | that he is "dead." Solaufein has a little speech, and he likes you more.
| |
− | You can then search his place, but there is nothing good here.
| |
− | | |
− | Evil Alternative: (from Cyrille Artho)
| |
− | | |
− | When you kill Solaufein, he obviously cannot give you his fake dragon
| |
− | eggs, which you normally use to trick Phaere. However, not
| |
− | everything is lost. When you give the real dragon eggs to Phaere,
| |
− | there are three possible outcomes:
| |
− | | |
− | 1) You interrupt the ritual (bad idea). Matron Ardulace then casts a
| |
− | spell that reveals the true identity of the party, and you are
| |
− | chased out of the city. It will be rather difficult to recover
| |
− | the eggs and kill all the drows.
| |
− | 2) You let the ritual be completed.
| |
− | a) You prevent Phaere from handing over the eggs to the Demon Lord
| |
− | (good idea). The Demon Lord then attacks everybody. He does
| |
− | not have many hit points but you need a +5 weapon to hit --
| |
− | which you probably don't have at that point (unless you have a
| |
− | Paladin with the Holy Avenger). A cleric with four Bolts of
| |
− | Glory (10d6 damage to demons) works well enough, since that
| |
− | spell ignores magic resistance (which is 95 or 100% for the
| |
− | Demon Lord). Killing the demon lord gives 26000 exp. Pray
| |
− | that his initial "Wail of the Banshee" does not kill anybody;
| |
− | if it does, *hurry* and don't try to re-equip everything
| |
− | perfectly -- just get your stuff and leave *quickly*! If
| |
− | nobody is killed, you actually even have time to sell Phaere's
| |
− | gems to the drow before they all turn red and try to kill
| |
− | you. Incidentally, "Protection from Evil" will not prevent the
| |
− | Demon Lord from casting his first attack spell, but he will not
| |
− | attack you immediately. Also, I could still get out of the
| |
− | city just after the drow turned hostile -- probably it takes a
| |
− | few seconds until the city gates are locked.
| |
− | b) You let Phaere give the eggs to the demon lord (bad idea). He
| |
− | (being a mean guy) reveals the true identity of the party.
| |
− | Immediately, all drows turn hostile and attack the party.
| |
− | Again, this way is not the best (you will also have to deal
| |
− | with an angry silver dragon then).
| |
− | | |
− | Note: If you have recovered the eggs, don't talk to Adalon --
| |
− | otherwise you can never kill her for her blood (because she'll
| |
− | teleport you away). Instead, attack her right away. This gives
| |
− | you less experience and no crossbow +3, only some gold and a
| |
− | scroll that allows you to proceed to chapter 6 :-(
| |
− | | |
− | Personal note: I found it a pity that evil parties cannot let the
| |
− | drow ritual take place as planned - a duel between the silver dragon
| |
− | and the demon lord would have been a grand sight. Also, the story is
| |
− | not very logical in the sense that the drow attack still happens,
| |
− | despite the loss of their leaders (and a few powerful warriors due to
| |
− | duels in the tavern and mysterious murderers) and not having the
| |
− | demon on their side. No surprise, they lose.
| |
− | | |
− | /End of the Evil Alternative
| |
− | | |
− | Report back to Phaere. (everyone gets 30,000 experience) If you are male
| |
− | then she wants to talk to you alone... for a little nooky. If you refuse
| |
− | her, she will sound the alarm and the entire city turns hostile. Of
| |
− | course, you could try to convince her that you "*really* can't", i.e. are
| |
− | impotent. In order to pull off one of these deceptions you need either
| |
− | 17 INT or 13 CHA (and in some cases 17 CHA).
| |
− | | |
− | After that (whether you talked your way out of it, did it, or didn't get
| |
− | offered because you are female) she wants you to meet the Matron
| |
− | Ardulace Despana, who is currently in the Temple. You have 3 days to get
| |
− | there (everything takes 3 days, for some reason). Oh, and if you did
| |
− | sleep with Phaere, then anyone you had a romance with is upset with you.
| |
− | | |
− | - MATRON ARDULACE
| |
− | | |
− | Head down to the Temple of Lolth (x 4200 y 2350). Enter, and walk
| |
− | forward until you find Phaere, who will automatically talk to you and
| |
− | introduce you to the Matron. The Matron wants you to prove yourself to
| |
− | her, and in order to do that you must bring back the Blood of one of the
| |
− | "noble races", which are Beholders, Mind Flayers or Kuo-Toa's. Oh, and
| |
− | it can't be any of them, it must be something special.
| |
− | | |
− | So, depending on what you want to do:
| |
− | | |
− | Beholders go to the next section "Beholder City"
| |
− | Mind Flayers go to the section after that "The Illithid Lair"
| |
− | or the easiest Kuo-Toa's "Exit from the Underdark"
| |
− | | |
− | If you don't retrieve one of these items in a timely fashion, (three
| |
− | days) then Phaere will track you down (wherever you may be) and tell
| |
− | you that your disguise has failed, thus instigating a battle (and
| |
− | forevermore keeping you out of Ust Natha). So don't waste time.
| |
− | | |
− | Come back when you have one of these items and she will take them and
| |
− | reward you with 22,000 experience for each character. Phaere then asks
| |
− | to see you in her rooms, within one hour. (she lives in the Female
| |
− | Fighter's Society, if you have forgotten)
| |
− | | |
− | - THE DRAGON'S EGGS
| |
− | | |
− | Phaere details her plans to overthrow the Matron Ardulace and set herself
| |
− | up as head of the house. She wants your help in this, so agree to help
| |
− | her get rid of the Matron. House Despana is going to use the Blood you
| |
− | collected along with the Silver Dragon's Eggs to summon a demon. What
| |
− | Phaere wants to do is replace the Eggs with false ones so that Ardulace
| |
− | is destroyed when the demon is summoned. She can then use the real eggs
| |
− | to gain control of the demon. She gives you a key and a set of false
| |
− | eggs marked as "Phaere's". Leave her house.
| |
− | | |
− | Return to the Temple as that is where the eggs are kept. If you did well
| |
− | by Solaufein, he will appear near the entrance with a further proposition
| |
− | for you. He wants to give you a second set of false eggs that you can
| |
− | give to Phaere. This way both the Matron and Phaere get killed by the
| |
− | Demon. Agree to his plan and enter the temple.
| |
− | | |
− | Brian Camley has an interesting strategy for the temple:
| |
− | | |
− | While I was in Ust Natha, and was sent to retrieve and replace the
| |
− | dragon's eggs, I really didn't feel like fighting Drow and Golems, so I
| |
− | saw if SpookyScarecrow's trick for the Golems in the De'Arnise Hold
| |
− | would work in this case - I gave Aerie the Boots of Speed, and had her
| |
− | cast Sanctuary. She got in and out quickly - this works for most
| |
− | encounters with guards of some sort - the exception being, of course,
| |
− | getting the Gesen Bow String - using this strategy will leave your
| |
− | cleric trapped in a room with some angry guardians. Not a good idea.
| |
− | | |
− | Once in the temple, take the passage immediately to your right, and take
| |
− | that up to the Egg Room (x 2067 y 780). Kill the 2 guards and enter.
| |
− | There are 5 Golems in here, just waiting to pounce on you once you have
| |
− | taken the eggs. Kill the Golems. Take the Real Eggs and REPLACE THEM
| |
− | with PHAERE'S EGGS. (don't forget to do that!)
| |
− | | |
− | Back to Phaere's. Give her Solaufein's Eggs (20,000 experience) and she
| |
− | seems awfully pleased. Well, that won't last. Listen to the Imp when
| |
− | it appears, then get back to the Temple. Phaere is right within the
| |
− | first passage and soon the Ritual of Summoning begins. The Demon kills
| |
− | the two Drow women one by one, then will leave if you remain silent. Be
| |
− | sure to search the two corpses for treasure:
| |
− | | |
− | Ring of Spell Turning
| |
− | Gorgon Plate +4
| |
− | Lots of Gems
| |
− | 4500 gold
| |
− | | |
− | Evil Alternative: (from Daniel Pang)
| |
− | | |
− | In the Drow City, if you give the Demon lord the real eggs after
| |
− | Phaere and Ardulace are gone you can ask him for a tithe in return.
| |
− | Asking him for a powerful magical item yields the Halberd +4:
| |
− | Blackmist, and asking him for safe exit from the Underdark will get
| |
− | you just that. Ask him for anything else however, and he attacks you.
| |
− | | |
− | Now, QUICKLY, leave the Temple and get OUT of the city as fast as is
| |
− | humanly possible. If you delay, you will be trapped in the city forever.
| |
− | (Actually, in that case, you simply have to kill everyone in the city,
| |
− | then you can leave)
| |
− | | |
− | Return to Adalon and give her the real eggs. She gives you an Item:
| |
− | | |
− | Necaradan's Crossbow +3
| |
− | 78,500 experience (for each character)
| |
− | | |
− | And you are then teleported to the Exit from the Underdark. The gate out
| |
− | is just to the left, but you can explore around if you didn't already.
| |
− | (see the "Exit from the Underdark" section for more details)
| |
− | | |
− | Trick: On the surface, Drow items are meant to turn to dust. Want to
| |
− | keep that nifty Drow stuff you got? If you have NOT gotten the
| |
− | Harper's Pin for Jaheira, you can give her all of your Drow
| |
− | items, and kick her out of the party. She should go out to
| |
− | the Harper Hold in the Docks District. (If you have done all
| |
− | the Harper quests already, then she just leaves for good)
| |
− | Then when you pick her up again, all the Drow items are still
| |
− | there and can be worn in the daylight! As long as you never
| |
− | take these items to the "Exit from the Underdark" area, you
| |
− | can keep them forever. (Gabriel)
| |
− | | |
− | Alternate Trick: (from Chris Norman)
| |
− | | |
− | I noticed there was a trick to save the drow items
| |
− | upon leaving the underdark. I liked this idea, but did not
| |
− | want to kick a member out of my party to do it. Also, my main
| |
− | character was in a romance with Jaheira so I didn't know what
| |
− | kicking her out would do. I decided to try to come up with an
| |
− | alternate method of doing this. What I came up with works, but
| |
− | it is somewhat inconvenient to do if you're walking around with
| |
− | full inventories due to having to trade the armor between many
| |
− | people. My trick works because the game only checks the items
| |
− | every round or so and will not decay items on the ground. Here
| |
− | is what you do. (When picking up items, use the inventory
| |
− | screen instead of the overhead display method of picking stuff
| |
− | up)
| |
− | | |
− | 1. Immediately pause the game when you gain control of the
| |
− | party after leaving the underdark, before the drow equipment
| |
− | decays. Transfer ALL the drow stuff you want to keep on to
| |
− | one person and have that person drop it all into a pile on
| |
− | the ground. You can then unpause it. Adamantine dust will
| |
− | appear in your inventory just like if the items decayed, but
| |
− | they will still be on the ground. Also, opening the bag of
| |
− | holding seems to decay items as well even if paused, so do
| |
− | not put anything you want to keep in there.
| |
− | | |
− | 2. Next, string your characters to the edge of the map, and
| |
− | have one of them as close as you can get without trying to
| |
− | exit the screen. The trick here is to have the people
| |
− | close enough together that they may pass items still. Keep
| |
− | the character that dropped the items in the same spot so
| |
− | that he can pass them all to the next person.
| |
− | | |
− | 3. Now, repause the game, and have the character over the
| |
− | stack of items pick them up and pass them down the line of
| |
− | characters until the person near the edge has them. Have
| |
− | that person drop them all in a pile on the ground again.
| |
− | (Since the game is paused here, you are in effect, moving
| |
− | the items to the edge of the map before any time can pass,
| |
− | so they do not decay.)
| |
− | | |
− | 4. Move your whole party close enough to the edge of the map so
| |
− | that you can leave the area with just a single click and no
| |
− | one will have to walk. Leave the guy on the stack of items
| |
− | again.
| |
− | | |
− | 5. Pause again, and pick up all the equipment, passing some of
| |
− | it to other people if you need to again. Leave the
| |
− | inventory screen, and click where the party will leave the
| |
− | area. Then unpause, and the party will leave before the
| |
− | items decay.
| |
− | | |
− | Note: I had to do this procedure again after the Drizzt
| |
− | meeting. I guess that the program checks for drow items
| |
− | on that screen as well, so you will probably have to do
| |
− | it again as well. After leaving the Drizzt zone, items
| |
− | stuck just fine though, just like with the Jaheira
| |
− | trick.
| |
− | | |
− | Also note that normal Drow Longswords don't turn to
| |
− | dust.
| |
− | | |
− | Yes, this is a somewhat complex method, but if you don't want
| |
− | to kick out a party member, or have Jaheira's quest completed,
| |
− | this will keep your drow armor intact.
| |
− | | |
− | Note: Drow items aren't worth much, so unless you want to
| |
− | wear them, don't bother keeping them.
| |
− | | |
− | Quests:
| |
− | -------
| |
− | | |
− | QUEST: The Duergar's Tank, the Aboleth
| |
− | | |
− | Duergar - Ust Natha (AR 2200, x 1050 y 3150)
| |
− | Qilue - Ust Natha (AR 2200, x 2725 y 1890)
| |
− | | |
− | Just after freeing Phaere from the clutches of the Mind Flayers,
| |
− | a Duergar near the entrance will tell you to talk to his "master"
| |
− | who is in a big tank just behind him.
| |
− | | |
− | Talk to the Aboleth, the creature in the tank, and he wants an
| |
− | exchange. You get him Qilue's brain and he won't reveal that you
| |
− | are not Drow. Sounds good. You can find Qilue's home right next
| |
− | to the Female Fighter's society. Enter.
| |
− | | |
− | Alternatively: When talking to the Aboleth the first time, you
| |
− | can refuse to do his quest. Then when he asks
| |
− | why, simply tell him that if he reveals you, then
| |
− | you will reveal his treachery as well. For this
| |
− | you get 12,000 experience. (from Cyrille Artho)
| |
− | | |
− | Once inside, kill everything that moves. Besides Qilue, there are
| |
− | 5 servants (mages mostly) to be killed. You can find most of these
| |
− | to the right. Search Qilue: (4000 exp)
| |
− | | |
− | Boneblade Dagger +4
| |
− | Qilue's Brain
| |
− | | |
− | There isn't really anything else here, so return to the Aboleth,
| |
− | who gives you 10,000 experience and promises not to tell anyone who
| |
− | you are.
| |
− | | |
− | QUEST: Free the Humans
| |
− | | |
− | Slave Trader - Ust Natha (AR 2200, x 1111 y 1808)
| |
− | | |
− | Just north of the tavern is the slave area, where humans are sold
| |
− | to Drow masters. If you've been on the second floor of the Tavern
| |
− | you probably know that slaves don't have much to look forward to
| |
− | in Drow Culture.
| |
− | | |
− | After you have talked to Matron Ardulace, talk to the Slave Trader
| |
− | and buy the slaves. We want them armed, so pay him the full
| |
− | price of 2000 gold. He will actually lower the cost to 1500 if you
| |
− | ask him. The slaves will be teleported near you. Tell them that
| |
− | they are now free, and that they should head to the surface. For
| |
− | this you get Reputation +1 and 7500 experience.
| |
− | | |
− | QUEST: Defeat the Cultists
| |
− | | |
− | Taso Kala - Ust Natha (AR 2200, x 2480 y 2100)
| |
− | Cult - Ust Natha (AR 2200, x 4200 y 3340)
| |
− | | |
− | After accepting the quest from Matron Ardulace, you will find Taso
| |
− | Kala in front of Phaere's doorway. She automatically talks to you
| |
− | and ORDERS you to find and destroy the Cult of Ghaunadaur. Accept
| |
− | this (if you don't want your cover story blown). You will find
| |
− | the "cultists" where the Beholder was earlier, in the southeastern
| |
− | part of the city. You have one day to complete this quest.
| |
− | | |
− | This battle consists of Drow, Otyughs and Oozes of all colors.
| |
− | Destroy them. None of them have any significant treasure. Go back
| |
− | to the Priestess to report your success. Be subservient and she'll
| |
− | go away (you weren't expecting a reward were you?).
| |
− | | |
− | QUEST: The Trapped Djinn
| |
− | | |
− | Dola Fadoon - Ust Natha (AR 2200, x 1930 y 3180)
| |
− | | |
− | Just to the right of the entrance is a djinn being tortured for the
| |
− | fun of it (or whatever). It begs for someone to destroy it. I
| |
− | wouldn't do that until you have talked to Matron Ardulace. Kill
| |
− | it. Then the torturer will demand compensation. She wants 4000
| |
− | gold as compensation and if you don't have it, you get a day to
| |
− | come up with it. If you have talked to Matron Ardulace, then you
| |
− | can wheedle it down to a mere 2000 gold.
| |
− | | |
− | This quest is best done just before you leave the Underdark
| |
− | forever. That way you can kill Dola Fadoon, tell her that you
| |
− | don't have the money, and leave the Underdark before anything bad
| |
− | ever happens to you. For all this you get a measly 5000 exp.
| |
− | | |
− | QUEST: Deirex the Lich and Jarlaxle the Mercenary
| |
− | | |
− | Visaj - Ust Natha (AR 2200, x 3000 y 2275)
| |
− | Deirex's Tower - Ust Natha (AR 2200, x 3700 y 2850)
| |
− | House Jae'llat - Ust Natha (AR 2200, x 3260 y 1460)
| |
− | | |
− | Just after meeting the Matron Ardulace for the first time, Visaj
| |
− | appears on the path just north of Deirex's Tower. He approaches
| |
− | you and wants to sell you a Rope. Not just any rope, but a magic
| |
− | lich-defense negating rope. Useful, no doubt, for breaking into
| |
− | Deirex's Tower and stealing his items. There is the small chance
| |
− | that the famed mercenary Jarlaxle will come looking for it, but
| |
− | how likely is that? Buy the rope for 1000 gold. (If you don't have
| |
− | that much he'll sell it for 750 gold. If your charisma is 15 or
| |
− | higher, you can talk him down to 500, OR you could just threaten
| |
− | him and take the rope from him)
| |
− | | |
− | Now head down to Deirex's Tower and enter. Deirex is right there,
| |
− | and although the Rope does seem to do what it was advertised to do,
| |
− | you are soon teleported to Jarlaxle's Pocket Dimension®. There
| |
− | isn't really any way to change how things turn out in here. He
| |
− | tells you that he wants some Gems from Deirex, as his men are
| |
− | imprisoned within them. He gives you a day to accomplish this
| |
− | before teleporting you back to Deirex's Tower.
| |
− | | |
− | Fight with Deirex. He is a fairly standard Lich and fights as
| |
− | such. (Time Stop, Abi Dalzim, etc.) By this point Liches shouldn't
| |
− | present too tough a challenge for you. (22,000 experience) Be
| |
− | sure to search his body for the Lich's Tooth and the Jae'llat
| |
− | Wardstone.
| |
− | | |
− | Then search the place for treasures: (4 containers, not all in this
| |
− | room, and some are trapped)
| |
− | | |
− | Spells - Glitterdust
| |
− | Wizard Eye
| |
− | Deafness
| |
− | Contagion
| |
− | Remove Magic
| |
− | Limited Wish
| |
− | Melf's Minute Meteors
| |
− | Spook
| |
− | Leather Armor of the Viper +5
| |
− | Jarlaxle's Gems
| |
− | | |
− | Take the Gems and you will instantly be teleported back to his
| |
− | little Pocket Dimension. Jarlaxle takes the Gems and thanks you
| |
− | for your efforts. Now you can either accept his thanks (2500 gold
| |
− | and 10,000 experience) or you can attack and kill him and his
| |
− | mage (14,000 experience and 12,000 experience). They don't have
| |
− | any good items for you to take. In any case you will be teleported
| |
− | back to Deirex's Tower.
| |
− | | |
− | Go up to the next door (x 3475 y 2730), and enter. Search the lake
| |
− | for treasure:
| |
− | | |
− | Gold
| |
− | Gems
| |
− | Spells - Cacofiend
| |
− | Ruby Ray of Reversal
| |
− | Spear +3
| |
− | Wand of Frost & Wand of Magic Missiles
| |
− | Two Handed Sword +2
| |
− | Crossbow of Affliction +4 (-2 STR, +4 DMG & THAC0)
| |
− | Short Sword +2
| |
− | Ring of Folly (cursed)
| |
− | | |
− | That's it for the Lich's treasure (the other door on the outside
| |
− | leads in here). Leave the tower, go up and right to reach the
| |
− | House Jae'llat (it's marked on the map). The Wardstone will allow
| |
− | you entrance. (x 3260 y 1460)
| |
− | | |
− | This is, of course, a fairly large battle against many Drow
| |
− | warriors and priestesses. It just wouldn't be a Drow House
| |
− | without those elements. Each Jae'llat Guard is worth 6000
| |
− | experience. This is the first battle, there is another one when
| |
− | you go over to the right. This battle has Hindra Jae'llat in it
| |
− | (14,000 experience) as well as Istar Jae'llat (16,000 experience).
| |
− | Then search the place for treasure:
| |
− | | |
− | 2500 Gold
| |
− | And a LOT of Gems (about 50)
| |
− | | |
− | If you are wondering about the other warded door out there, it also
| |
− | leads into the Jae'llat house.
| |
− | | |
− | OTHER: The Running Girl
| |
− | | |
− | Near the female fighter's society you will see a human girl running
| |
− | for her life. Later a couple of drow warriors ask you which way
| |
− | she went. You can lie or tell the truth, I've seen no real
| |
− | consequences of it.
| |
− | | |
− | OTHER: The Tavern Duels
| |
− | | |
− | Tavern - Ust Natha (AR 2200, x 1835 y 2550)
| |
− | Sondal - Tavern (AR 2202, x 580 y 1133)
| |
− | | |
− | On the main level of the tavern, to the left near the stairs, you
| |
− | will find Sondal, the Duel master. Agree to watch the first duel.
| |
− | One Drow easily defeats four others, comes out and asks for your
| |
− | opinion on the matter. Tell him that he shouldn't gloat over
| |
− | children and he challenges you to a duel. Accept.
| |
− | | |
− | Note: If you lose any duel, you will be permanently barred from
| |
− | dueling. Also, all the duels here are One-on-One (unlike
| |
− | the Monster battles).
| |
− | | |
− | When Lasonar is close to being defeated (30,000 experience) he
| |
− | yields the fight and gives you his sword.
| |
− | | |
− | Blade of Searing +3 (Bastard Sword, with extra "searing" dmg)
| |
− | | |
− | After the battle, Chalinthra challenges you to a duel. (She was
| |
− | involved with Lasonar, and found insult in you beating him) When
| |
− | you are ready, talk to Sondal again to get the duel going.
| |
− | Chalinthra is a Cleric of no small ability. However, she dies just
| |
− | the same. (12,000 experience)
| |
− | | |
− | The next fight is against a Mage, and requires a Mage from your
| |
− | party to duel him. So send a mage over and let the battle begin!
| |
− | (6000 experience) The next battle is also a mage battle, but this
| |
− | one is slightly more difficult (8000 experience). After that there
| |
− | is one final mage (11,000 experience). I won these battles by
| |
− | summoning a Nishruu and using the Cloak of Mirroring.
| |
− | | |
− | OTHER: The Tavern Monster Battles
| |
− | | |
− | Tavern - Ust Natha (AR 2200, x 1835 y 2550)
| |
− | Szordrin - Tavern (AR 2202, x 1450 y 840)
| |
− | | |
− | On the main level of the Tavern is a man standing to the right,
| |
− | Szordrin. Talk to him if you want to duel some animals. He has
| |
− | several combats, which must be done in order: (return to him after
| |
− | the battle to get a reward and another battle)
| |
− | | |
− | Umber Hulk - 4000 exp, 250 gold (from Szordrin)
| |
− | Nabassu - 16,000 exp, 500 gold (from Szordrin)
| |
− | Sahuagin Prince - 2000 exp, 750 gold (from Szordrin)
| |
− | Beholder - 14,000 exp, 1000 gold (from Szorddrin)
| |
− | | |
− | He then claims that he will go to the pens to find more challenges
| |
− | for you to fight, but he never returned (for me at least).
| |
− | | |
− | | |
− | -------------------------------------------------------------------------------
| |
− | 5.2 > > > > Beholder City (AR 2101)
| |
− | -------------------------------------------------------------------------------
| |
− | | |
− | Walkthrough:
| |
− | ------------
| |
− | | |
− | - BEHOLDER CITY
| |
− | | |
− | You will find the entrance to the Beholder City in the Southeast part of
| |
− | the Underdark (x 4120 y 3700). It is the passage that leads down. (The
| |
− | other one goes to the Illithid Lair)
| |
− | | |
− | We are here to find a Beholder Eye Stalk, and conveniently enough, we
| |
− | can find it on one of the first Beholders here. Kill the Elder Orb to
| |
− | find:
| |
− | | |
− | Elder Orb Eye
| |
− | Blade of the Equalizer
| |
− | Amulet of Spell Warding
| |
− | | |
− | Once you have the Eye, you can head back to Ust Natha and give it to the
| |
− | Matron Mother. Or you can finish exploring in here and kill a LOT of
| |
− | Beholders. If you have either the Shield of Balduran (from the
| |
− | Collector's Edition bonus shop) or the Cloak of Mirroring (from the
| |
− | Sahuagin City), then this place is a breeze. Put those items on your
| |
− | two best fighters, and only send them out. The Beholders won't be able
| |
− | to touch you. Elder Orbs can still cast Imprisonment on you, so you are
| |
− | NOT invulnerable. This just means that you should attack Elder Orbs
| |
− | first.
| |
− | | |
− | - FURTHER EXPLORATIONS
| |
− | | |
− | Go up and right to find Drow battling a Beholder. Explore the place at
| |
− | your leisure. There are many Beholders, Gauths and a few Mind Flayers.
| |
− | | |
− | Just above and to the left of the Drow (x 790 y 605) is a small nook of
| |
− | treasure: (all treasures here are hidden in "nooks")
| |
− | | |
− | Minor Treasures
| |
− | | |
− | Just to the right of the Drow (x 1213 y 770) is another nook o' treasure:
| |
− | | |
− | Sling of Avoreen +4 (casts Sonic Boom once a day)
| |
− | Minor Treasure
| |
− | | |
− | Along the path to the top of the map (x 2500 y 580) is some treasure:
| |
− | | |
− | Greenstone Amulet (can protect user from Charm, Stun and Psionics,
| |
− | useful against Mind Flayers, no doubt)
| |
− | Rainbow Obsidian Necklace
| |
− | | |
− | There is treasure at the top of the map (x 2130 y 175):
| |
− | | |
− | 5200 gold
| |
− | Gems
| |
− | | |
− | Just left of that one is another treasure (x 1815 y 195):
| |
− | | |
− | Minor Treasures
| |
− | | |
− | Well south of that (x 2450 y 1080) in a passage to the left is a larger
| |
− | thing of treasure (it's not a nook, I mean):
| |
− | | |
− | Minor Treasures
| |
− | | |
− | That is that for the Beholder City. Once you have killed all the
| |
− | Beholders, you can take your leave and know that you have done good work
| |
− | here.
| |
− | | |
− | | |
− | -------------------------------------------------------------------------------
| |
− | 5.3 > > > > The Illithid Lair (AR 2400)
| |
− | -------------------------------------------------------------------------------
| |
− | | |
− | Walkthrough:
| |
− | ------------
| |
− | | |
− | - THE ILLITHID LAIR
| |
− | | |
− | Note: You WILL want to make an Archive Save before going in here!
| |
− | So, do a normal save, and call it "Illithid Lair", and don't
| |
− | save over it until the entire lair is finished. That way, if
| |
− | you screw up, you can easily go back to the beginning.
| |
− | | |
− | The most difficult, and potentially rewarding, of the three lairs is the
| |
− | Illithid Lair, which you can get to via the Underdark. It is located in
| |
− | the Southeast corner of the map, and you go right (x 5070 y 3400).
| |
− | | |
− | Once you have entered, you will be quickly captured by a group of Mind
| |
− | Flayers who then enslave you.
| |
− | | |
− | - ENSLAVED
| |
− | | |
− | You wake up in a very small cell. Despite being slaves now, you still
| |
− | have all of your items. After all, Illithids don't really fear physical
| |
− | attacks.
| |
− | | |
− | A minute or so later, an Ogre will open your door and tell you that it is
| |
− | time for you to fight. Remember the Gladiators back in the Copper
| |
− | Coronet? Same idea, except now YOU are the gladiators. Soon enough you
| |
− | are thrown into a pit to fight 3 Umber Hulks. Beat them and you will be
| |
− | put back in your cell. When you are back, you will be given Healing
| |
− | Potions.
| |
− | | |
− | Open the side door and talk to the Gith, Simyaz, inside. These Gith were
| |
− | here to recover the Silver Blade (which you now possess, assuming you
| |
− | went with Saemon) and ended out here instead. He offers no solutions.
| |
− | Soon the Ogre comes again and this time takes the Gith out to fight.
| |
− | | |
− | Soon the Gith return and tell you that they are to fight you in the next
| |
− | battle. However, they have a better idea. They will keep the Mind
| |
− | Flayers busy, while you try to find an escape from the Lair. You will
| |
− | soon be taken into the battle. Defeat the Kuo-Toa's and then escape out
| |
− | to the right while the Githyanki keep the Mind Flayers busy.
| |
− | | |
− | - ESCAPE
| |
− | | |
− | Kill the Ogre Jailor here (10,000 exp). Then search the table:
| |
− | | |
− | Hilt of the Equalizer (which means that you probably have all 3 pieces)
| |
− | | |
− | Go right into the next half of the room. There are four doors here.
| |
− | Open the bottom one first (x 3390 y 1760). Kill the 2 Kuo-Toa's here.
| |
− | Then open the top right door (x 3270 y 1515) next to kill a couple of
| |
− | Sahuagins. Next open the right door (x 3380 y 1620) and follow this
| |
− | passage right. Kill the Mind Flayer here. Then go to one of the Vats,
| |
− | and manipulate it until you get the Goo.
| |
− | | |
− | Go back to the Ogre Jailer room, and open the southern door (x 3050
| |
− | y 1960). Go down this passage, fight the 2 Mind Flayers, and then go
| |
− | right into a weird slave-control room. Find one of the smaller machines
| |
− | and pour the goo into it (via clicking it twice). This frees the slaves
| |
− | from their stasis. They tell you of a way to make Control Collars, as
| |
− | well as ask you to find them a way out.
| |
− | | |
− | Go up to the big machine in the room and Use it to make Collars. Keep
| |
− | using it until it no longer works. You will get 4 Collars. Equip these
| |
− | in your Quick Item slot to use them. Then when you find a Mind Flayer,
| |
− | use the item on him to control him permanently. (Control ends when you
| |
− | open a door with him)
| |
− | | |
− | Note: How to get extra Mind Flayers (to open doors for you). There is
| |
− | a room where you get the "Goo" which frees the slaves. In this
| |
− | room a lone Mind Flayer will spawn once every minute or so (if
| |
− | one is there, a new one won't spawn). There are at least two
| |
− | doors that require a mind flayer to open and for both doors I
| |
− | just went back to this room, controlled the mind flayer with one
| |
− | of the collars and marched him over to the door. I didn't have
| |
− | to turn into the Slayer once throughout the game (after the
| |
− | first time which you don't control). (from Rakhiir)
| |
− | | |
− | Return to the right portion of the jail, and open the northern door
| |
− | (x 3050 y 1450). Go through the passage and into the room. Search the
| |
− | grate on the northern wall to find:
| |
− | | |
− | Methild's Harp (Bards can dispel Hold Person effects, 3x day)
| |
− | | |
− | Now try to open the door to the right and you get a strange message.
| |
− | Only a great mind or a creature with godlike strength can open this door.
| |
− | Which means either you go capture a Mind Flayer with the collars... or
| |
− | you turn into the Slayer and force the door open. Turn into the Slayer
| |
− | (unless you managed to keep a Mind Flayer alive), lose the 2 reputation
| |
− | points, and go through the LEFT door. Once you are in the next room, go
| |
− | up through the north door until you reach the Brine Room.
| |
− | | |
− | The Githyanki will now be freed and will come out to congratulate you.
| |
− | Oh, and they aren't going to help you get out of here. (everyone gets
| |
− | 25,000 experience)
| |
− | | |
− | Once in the Brine Room, try to capture some Mind Flayers (don't use all
| |
− | your collars). Click on the 8 vats to create 8 Brine Potions, which can
| |
− | be used to protect your party from Psionic Attacks. Give these potions
| |
− | ONLY to front line fighters, and use them ONLY when you are near Mind
| |
− | Flayers, they have a very short effectiveness.
| |
− | | |
− | Go back to the previous room and open the lower left door (opening these
| |
− | doors requires only that you have a Mind Flayer in the party, x 1690
| |
− | y 1235). Have only your best fighters proceed, each having taken a swig
| |
− | of the Brine Potion. (or using the Greenstone Amulet from the Beholder
| |
− | City) Continue left to find a large group of Illithid and Umber Hulks.
| |
− | | |
− | From this room there are 3 doors, one to the north, one to the south and
| |
− | a secret door to the northeast. Since we are being thorough, take the
| |
− | south door first. This leads to a room with three bizarre Pod-like
| |
− | things in it. Open each of them to reveal an enemy.
| |
− | | |
− | Kuo-Toa Priest - 2000 exp, Magic Bolts, etc.
| |
− | Insane Dwarf - 1750 exp, Ring of Fire Control (50% fire res., spells)
| |
− | Umber Hulk - 4000 exp
| |
− | | |
− | Back to the other room. Now open the Secret Door (x 1140 y 1300). Go
| |
− | up this way to find 3 Mind Flayers and several Umber Hulks. Once they
| |
− | are dead, search the table to find:
| |
− | | |
− | Staff of Command +2 (casts Domination once)
| |
− | | |
− | Back to the other room. That leaves only the northern door to go
| |
− | through. (x 950 y 1280) I'm not sure why, but I had to turn into the
| |
− | Slayer to open this door. What then was the point of taking control of
| |
− | several Mind Flayers? If you have a Mind Flayer in your party, you can
| |
− | then Lockpick the door as normal. Anyway go through there to find the
| |
− | Big Evil Illithid Brain. Kill that first (40,000 experience), then
| |
− | concentrate on the other Illithids in there, then the Umber Hulks and
| |
− | finally the Brain Golems. When the Brain dies you automatically gain
| |
− | some of its blood to give to Matron Ardulace.
| |
− | | |
− | - EXIT
| |
− | | |
− | Head back and then right to (x 3730 y 1100) to find the slaves who are
| |
− | now escaping. They thank you (45,000 experience and a Reputation +1)
| |
− | and leave. You should do the same.
| |
− | | |
− | You will find the Githyanki outside in the Underdark under the Tent.
| |
− | If you have the Silver Blade on you, then they want it back and are
| |
− | prepared to fight and die to get it.
| |
− | | |
− | | |
− | -------------------------------------------------------------------------------
| |
− | 5.4 > > > > Exit from the Underdark (AR 2402)
| |
− | -------------------------------------------------------------------------------
| |
− | | |
− | Walkthrough:
| |
− | ------------
| |
− | | |
− | - KUO-TOA DUNGEON (for the Kuo-Toa blood for Matron Ardulace)
| |
− | | |
− | This one is by far the hardest to spot. From the Underdark head west.
| |
− | Go to just south of the Svirfneblin bridge. Then continue west into the
| |
− | darkness. You will find that you can travel at (x 150 y 1840). It's not
| |
− | marked on the map, and if you didn't know it was there, you might go
| |
− | right by it.
| |
− | | |
− | If you did the Silver Dragon Quest, then you will appear at the END of
| |
− | this particular level. In that case you may want to backtrack to find
| |
− | all the spiffy items.
| |
− | | |
− | Anyway, go right. There are many strange symbols drawn on the ground.
| |
− | The spiral indicates "danger". Go up the northern "spiraly" path to find
| |
− | some beholders. (well one Beholder and 2 Gauth) These things are easily
| |
− | killed by anyone with the proper Cloak of Mirroring (or Shield of
| |
− | Balduran). Go back.
| |
− | | |
− | Now go up the northeastern passage (x 1230 y 1315). There are a group of
| |
− | Kuo-toans here, including some wizards. Finish them off. Then search
| |
− | the nearby pool to get some Tainted Tadpoles. Go back.
| |
− | | |
− | This time we go right. The path will split, one portion going north and
| |
− | another continuing right. We want to keep going right, however, the
| |
− | way is dangerous as a Flame Strike will hit you. Cross over and open the
| |
− | big door (x 2800 y 1670).
| |
− | | |
− | - THE DEMOGORGON
| |
− | | |
− | Within is an empty room with several statues. At the top of the room is
| |
− | a gigantic statue of a Demogorgon. It asks you to put a sacrifice in
| |
− | front of it to "awaken the five." This is best done by casting "Animal
| |
− | Summoning" or a similar spell, and putting the animal in front of the
| |
− | statue. The animals dies, and the five demon knights appear.
| |
− | | |
− | Each of the Demon Knights is tough, does level drain and has some odd
| |
− | spell casting abilities (such as Horror). Kill them.
| |
− | | |
− | 16,000 experience each
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− | Two Handed Swords +1
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− | Soul Reaver: Two handed Sword +4 (not usable by Good)
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− | Girdle of Frost Giant Strength (21 STR, part of the Crom Faeyr)
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− | Armor of the Hart: Full Plate +3
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− | | |
− | Go back to the passage, and take the northern path.
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− | | |
− | - BLOOD OF A KUO-TOA
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− | | |
− | Just a little ways up the passage you will run into another large group
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− | of Kuo-Toa's. Take these goons out.
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− | | |
− | Continue northeast into a small round room. It may have Kuo-Toa's in it,
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− | or they may be in its two side rooms. In the right room you will find
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− | the Kuo-Toa Prince. Kill him.
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− | | |
− | Kuo-Toa Prince - 4000 experience
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− | Blood
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− | Gems
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− | Gold
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− | Bracers of Blinding Strike (casts improved Haste)
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− | | |
− | Oh, and if you want to, you can put the Tainted Tadpoles in the pools in
| |
− | the right room. (If this is done before the battle, it weakens the
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− | Prince)
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− | | |
− | - EXIT
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− | | |
− | Now if you did the quest for Matron Ardulace, go back the way you came.
| |
− | However, if you need to, you can leave the Underdark completely to the
| |
− | left. I wouldn't recommend that, but if you have to, why not. (Your
| |
− | disguise WILL fail if you attempt to leave, and then you can never
| |
− | return to Ust Natha)
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− | | |
− | If you were merely teleported here by Adalon, then fight through the
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− | Drow guards (some have good EXP, but none have good items) to exit the
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− | area through the gates to the left.
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− | | |
− | - TO THE SURFACE (AR 2401)
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− | | |
− | This next series of passages leads to the surface. You will first
| |
− | encounter a large Drow war party that needs to be taken out. Go up to
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− | the next room to find Drow warring with surface Elves. They tell you to
| |
− | get to the surface and talk to Captain Elhan. There is another battle
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− | through the northwest doors.
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− | | |
− | Open the southwest doors (x 800 y 520) and go through. There is yet
| |
− | another battle with Drow here. Continue through. Open the last door and
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− | exit to the surface.
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| | | |
| [[Категория:Прохождение (BGII)]] | | [[Категория:Прохождение (BGII)]] |
− | [[Категория:Статьи, требующие перевода]]
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− | [[Категория:Статьи, требующие форматирования]]
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