Chapter 5 begins when you are taken in front of the
Sahuagin Priestess. At first you cannot understand what they
are saying, but soon they cast a spell that allows you to hear
them. They don't seem hostile (for once). They tell you that
your coming was prophesized (they usually eat surfacers that
they capture). Their city will be destroyed lest you save
Go willingly for the moment, as you are best served by
You are brought before their King, who soon enough asks you
whether you are the surfacers of prophecy. It doesn't matter
what you say as they think the same thing of you in any case.
Accept their challenge to fight one of their slaves.
You are set to fight an Ettin, nothing that challenging.
Kill it (5000 experience) to prove that you are indeed the
prophesized one. The losing priestess is sacrificed, and you
are told about the Sahuagin Rebels. The King wishes the Rebels
to be exterminated, while the priestess who sponsored you
wishes them to be negotiated with. Agree to the King's demands
to bring back the heart of the Rebel Prince to him. The
Priestess wishes to speak with you before you leave to go do
Head over to the temple (x 1335 y 225) and you can watch
the losing priestess get sacrificed. Then she gives you a
couple of jobs to do, first retrieve a Tooth from a Drow
temple. This will allow you to leave the city later, and
second to try to get the Rebels back in power within the city.
In other words, to do the opposite of what the King asked you
to do. Agree to do that as well and she gives you an orb that
the Prince will recognize. Now you have a choice of which
plots to do, kill the Prince or kill the King.
THE DROW TEMPLE
Head down then right (x 1350 y 1900). You will be warned of
Drow in the area. Continue right, then down (careful to look
for traps). You will bump into some spiders. Continue south
and take out the Bone Golem (x 940 y 3470).
Go left (careful to look for traps), then up. Several Imps
here have a game they want you to play in order to get the
Drow treasure. They will create images of 5 famous people of
the realms in front of 5 chests. Each person has a treasure.
What you need to do is gather these treasures, then put them
in the chest behind the person they belong to. Oh, and this
entire platform needs to be deTRAPPED.
Needs: Has: Alustriel - Pendant Elminster's Pipe Drizzt -
Scimitar Piergeiron's Helmet Elminster - Pipe Drizzt's
Scimitar Khelben - Staff Alustriel's Pendant Piergeiron -
Helmet Khelben's Staff
Once all the items are in their proper place, the Imps open
the final chest. For this everyone in your party gets 18,500
experience. Within the chest you will find:
Boots of Etherealness Cloak of Protection +2
Continue up the passage until a Beholder named Spectator
appears. Talk to him. He doesn't have a great existence as he
was set to guard the treasure chest behind him for 99 years.
If you try to take the items in the chest, he will attack you.
But, you need the item. So, ask him if there's no way that you
could see the item. With a bit of verbal wrangling (either you
must have Cernd, Haer'Dalis, or Edwin in your party or have at
least 13 Wisdom yourself) he agrees to let you check inside
the chest. Open it and grab the tooth. Spectator seems
disappointed in it, and leaves. (15,000 exp)
Note: Or you can have anyone with at least 13 Wisdom talk
to the Spectator.
ENTER THE REBEL BASE
Head all the way north (x 2680 y 50). Then go right until
you reach the stairs (x 4600 y 1200). Don't worry about
killing the rebels on the way there, they're insignificant. Go
down the stairs. Go through this ambush to the doors (x 3700 y
Here you find the Sahuagin Chieftang who will take you to
see the Rebel Prince (if you have the Priestess' Orb, that
SIDE WITH THE PRINCE
Now you have to make a choice which side to go with. On the
one hand you can go with the Prince's schemes, accept the Fake
Heart and give that to the King. (if you want to do it the
other way, see below) If you have a Monk, I would recommend
siding with the King.
Take the Heart over to the King and give it to him. He does
fall for it and would reward you. Then the Prince and his
goons attack the city and you are forced into combat with the
king. Kill the king to get his items:
The Impaler Spear +3, +10 piercing damage Key to Treasury
The Prince then enters and takes control of the city. He
then rewards you for your efforts:
60,500 experience for each person Magical Rope
Go over and open the treasury (x460 y670) to loot the
contents: Rod of Lordly Might Magical Rope Spell - Protection from
Of course, now you can also double cross the prince and
kill him. That way you can still get the Wave Blade (you could
probably also pickpocket it off him, but Imoen has a horrible
Pickpocket rating, so if you have her, you probably can't do
SIDE WITH THE KING
Or, you can assault the rebel prince and take his real
heart. He also has some treasure on him:
Wave Blade (part of the Wave Halberd) The Impaler Spear +3,
+10 piercing damage
Return to the King with the Heart and he will take you to
the entrance to the Underdark. He also gives you a fairly
Gauntlets of Crushing (+4 to THAC0, DMG, for unarmed
combat) Rod of Lordly Might (can change into different
weapons) Magical Rope 2000 gold 58,500 experience for each
In case you are wondering, you get nothing for turning in
the Priestess. Also, the King vanishes so you can neither talk
to him again nor double cross him and kill him.
LEAVE FOR THE UNDERDARK
Once you are done here, you will be shown to the exit.
Simply go down.
The Cloak of Mirroring
Fish Head - Sahuagin City (AR 2300, x 2350 y 1140)
There are many rebels throughout the city, and one of them
has the fabled Cloak of Mirroring on his person. Head to the
giant Fish Head, and stand in the center. You will then be
ambushed by several Sahuagin, one of which has the cloak. The
cloak reflects spells back to their source.
Sea Zombie Lord
Zombie Lord - Sahuagin City (AR 2300, x 2630 y 3120)
One of the stranger sights to see in the city is a bloody
pit filled with zombies and the Zombie Lord. (6000 exp) Not
worth much in terms of experience OR treasure, but it is
If you took the portal from Irenicus' basement, you will
come straight here. The other way here is from the Sahuagin
You get to watch as Irenicus has sided with the Drow to
defeat the surface elves. An ... interesting alliance to say
FIND TRACES OF IRENICUS
Walk east and a little south (x 1600 y 3700) to find a
group of Duergar. These are traders, and they have seen
Irenicus and Bodhi hanging around the Drow city, but believe
that you wouldn't be able to simply walk into the city (and
believe me, you can't). One of them thinks he has a better
way. Then you get to shop if you want. (You can also do the
Imprisoned Mage quest while here)
Head north, through the Drow, then west, through the Mycontids
and north to get to the Svirfneblin city. (x 630 y 1135) The
Deep Gnomes want you to talk to their leader, and say you
"could be useful." Enter the city, go around the
passage, south, then west. There are two rooms here, and the
leader is in the right room. Go in and talk to him.
He wants you to deal with an otherworldly creature that
they accidentally dug up, and in exchange he agrees to help
you get into the Drow city to hunt Irenicus. Within a deep
dark cave is a creature called Adalon, who can help you enter
the city. However, you can't get in her cave without getting a
gem from the gnomes. (Svirfneblin is another name for
"Deep Gnome") Agree to help them with their demon
problem for the gem. (Of course, if you were Evil, you could
just kill him and take the gem... IF you were evil)
DEFEAT THE GNOME'S DEMON
He tells you that the demon can be found in the new passage
to the northeast. You will find the passage at (x 3600 y 600).
Talk to the guard there to open the door. When you are ready,
click on the pit and the Balor will appear. He requires about
a +3 weapon to hit. (But if you followed this walkthrough, you
should have several +3 or better weapons by this point) Kill
him to get 26,000 experience. But we aren't done yet! Oh no.
Put that scroll (that the gnome gave you) in someone's Quick
Item slot, and use it. That seals up the hole.
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.
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)
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.
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
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.
Vithal - 20,000 experience Skull of Death (Helm, casts
Death Spell) Spells - Wail of the Banshee Incendiary Cloud
Time Stop Infravision
The Giant Soul Gem
Gem - Underdark (AR 2100, x 1940 y 1860) Dagglefodd -
Underdark (AR 2100, x 1770 y 610)
Just left of center in this area is a giant soul gem. This
gem has 6 facets, when each facet is manipulated a new monster
is freed. These will then fight you. From left to right:
Facet 1 (x 1845 y 1862) - Madman Aganalo - 6000 experience
Jhor the Bleeder (Bastard Sw +2) Facet 2 (x 1872 y 1901) -
Raevilin Strathi - 974 experience Spells (summoning) Facet 3
(x 1920 y 1920) - Riti - 8000 experience Spear +3, Backbiter
(Cursed) Spells - Improved Haste Facet 4 (x 1980 y 1920) -
Alchra Diagott (Lich) - 22,000 exp Spells - Summon Nibshruu
Delayed Blast Fireball Spell Turning Facet 5 (x 2025 y 1885) -
Bedlen Dagglefodd (don't attack him) Facet 6 (x 2035 y 1850) -
Gont of Riatavin - 7000 experience (if you let him go, you get
nothing but advice)
Then talk to the elder Dagglefodd up in the Svirfneblin
city to get an extra reward:
Bracers AC 4 10,000 experience
He will also sell you items from then on (not that he has
anything that good).
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
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
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.
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 Adamantine. 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 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? Who knows. 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
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.
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.
Head down to the Temple of
Lloth (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
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
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
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.
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
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.
Return to Adalon and give her the real eggs. She gives you
an Item: Necaradan's Crossbow +3 78,500 experience (for each
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)
The Duergars 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
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.
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
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, Otyugh 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
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
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
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.
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
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 Nibshruu and
using the Cloak of Reflection.
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
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
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
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
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 Reflection (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
Go up and right to find Drow battling a Beholder. Explore
the place at your leisure. There are many Beholders, Gauth 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
Just to the right of the Drow (x 1213 y 770) is another
Sling of Avoreen +4 (casts Sonic Boom once a day)
Along the path to the top of the map (x 2500 y 580) is some
Greenstone Amulet (can protect user from Charm, Stun and
Psionics, useful against Mind Flayers, no doubt) Rainbow
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):
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):
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.
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 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.
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.
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 Sahuagin. 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.
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
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
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.
Exit from the Underdark (AR
KUO-TOA DUNGEON (for the Kuo-Toa blood for Matron
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 "spirally" path to find some beholders.
(well one Beholder and 2 Gauth) These things are easily killed
by anyone with the proper Cloak of Reflection (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
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
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)
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.