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