The way out of the Underdark lies in this area, which is also referred to as the Western Tunnels on the player's map. It is also an area where some Kuo-toa reside, including a Kuo-toan Prince. There are also some other encounters and an unexplored shrine to Demogorgon.
Description[]
Upon entry into the Western Tunnels the party is able to observe a system of caverns with tall ceilings and vertical stone stalagmites and natural stone columns stretching from the cavern floor all the way up to the shadows above. Mineral infused water drips from above in many places. Various crater shaped sunken pools exist throughout, with soft light emanating from below. The source of the illumination is unknown but might be fungal phosphorescence or perhaps magma flows. Warm air can be felt if looking down within them.
Amidst the natural features of the tunnels can be seen unknown rune carvings on the stone floor bed. Old hand-hewn stonework by previous civilizations is noted, expanding and shaping the natural tunnels with archways leading to chambers. Perhaps these are the work of the Kuo Toa, or maybe some other society.
On the map[]
- Automap Marker "Exit" transition to the Underdark (
365.1863
) - Automap Marker "Exit" transition to the Cave Between Underdark and Exit from Underdark (
1329.568
)
Gameplay/abbreviated walkthrough[]
Exploration of the Western Tunnels can be performed by the party at any time once in the Underdark. There is no required key or quest item to travel into the tunnels. However, it is most probably best visited and fully explored with the party under active disguise as drow from Adalon - and with the Recover the Silver Dragon's Eggs questline active.
Visiting this area before getting the illusionary disguise enchantment from Adalon will result in causing hostilities with the drow guardians before the exit gate. Although that won't prevent you from entering Ust Natha later, be aware that the fight with the drow can be a tough one (especially with SCS), and later on there is an opportunity to get some assistance from Adalon.
Beholder chamber[]
The closest inhabited area to the Western Tunnel entry is a formed round chamber with a circular "mote" of water around the circumference. Cut stone makes up the floor, and unusual rectangular stones are positioned all around the perimeter. Carved etchings and round portals are seen on the walls.
Floating above the floor are two gauth creatures and a Beholder - these monsters are not welcoming and will attack any detected party member. Their presence and purpose here is a mystery. If destroyed, no found items are available, and a search of the chamber reveals nothing that may be taken.
Corrupted Tadpole chamber[]
Traveling further into the tunnels shows signs of recent activity, including webbed amphibious footprints, discarded bones, offal, scraps of unusual clothing, broken bolts and excrement.
A tunnel leading to a formed round chamber (with only one point of ingress) is discovered. The chamber is bathed in a soft glow of light emanating from four formed stone pools or basins. The decor of the room indicates telltale signs of the Kuo-toa.
Within will be found a group of Kuo toa - the number and mix are determined by a spawn script that looks at the PC's experience point level and game difficulty selection (ref: SPWNTOA.bcs). There could be just three Kuo-toan Warrior creatures, or up to two Warriors, two Monitors, a Whip, Priest, and Wizard. These hostile creatures will aggressively attack, and any spell casters in their group will launch opening pre-buffs and then go on the offensive at any detected party members. The kuo-toan monitors move at very fast speeds and will race after and follow party members. The Kuo-toan Whip will be invisible at this time. Hidden party members will be exposed almost immediately by the creatures True Sight and innate Detect Invisibility powers.
After these enemies are dispatched, their bodies can be looted for equipment and various treasures. Within the chamber are four pools in which swimming and wriggling tadpoles are visible, a cursor hovered over the pool displays a text: "Tainted tadpoles swim in this pool. You may take some if you wish." Clicking on the pool will place an item in the party member's inventory/backpack labelled as Corrupted Tadpoles.
Note that it is possible that additional kuo toa creatures, including the Kuo-toan Prince may move out from their chamber and join the battle, before a party member can use the Corrupted Tadpoles. Some tactical speedy deployment of these tadpoles can mitigate having to face the fully-powered Prince.
Sea Mother's briny shrine and Kuo-toan Prince's tadpole pool[]
The party can venture down another tunnel, passing more rune markings on the tunnel floor and this leads through an arched opening into another round chamber with etched marking on the floor, stagnant mini-moat, and two exits leading elsewhere. Within are another group of Kuo-toans. As before the numbers and composition of the group is determined by the game difficulty setting and the PC's experience point total. Expect six or seven opponents within - perhaps a Wizard and a Priest in the mix. Preparatory buffs will be cast, and all Kuo-toan will attack with melee weaponry and their Kuo-toan Bolt firing crossbows.
To the west in another chamber are three more opponents; a Kuo-toan Whip and two warriors.
A map note will display the following text: "This briny pool is a place of worship for the kuo-toa. Here they make offerings to the Sea Mother."
No found items or additional events occur here.
To the east is a passage that leads to an area with four pools, teeming with healthy and non-corrupted tadpoles. Within the chamber are two Kuo-toan monitors and the Kuo-toan Prince. All will attack and seek to destroy any intruders. If the player hovers their cursor over one of the four pools, a text message will display: "Fresh tadpoles swim in the pool. These tadpoles give strength to adult kuo-toa."
Whichever party member who possesses the "Corrupted Tadpoles" can attempt to interact with one of the pools and add those tainted tads to the fresh ones. If so, a text display reads: "You add the tainted tadpoles... which destroy the kuo-toan tadpoles in the pool."
If this task is performed, an animation will play over the Prince in the immediate area, and he'll be affected by a low-key series of penalties to his blur effect and magic resistance. In the unmodded game this exercise isn't absolutely necessary, as the vanilla game Prince is only a moderate threat to begin with (he is underpowered for a balanced party at this stage of the saga).
When the last of the enemy are felled, don't forget to examine the fallen for loot, especially the Prince.
Shrine to Demogorgon[]
The tunnels lead to the east, where a large pool of water is split with a rocky land bridge across it.
When the party crosses, a hidden trigger will initiate exposing the first to cross with a unique magical attack called a "Lava Burst", which exposes the member to a 14d6 Fire damage attack. It is a Power level 0 effect and will bypass spell protections like Globe of Invulnerability and Spell Trap, however Magic resistance can block it.
A saving throw vs. spells will half the damage. When the spell initiates, the Window will shake violently, and a lighting effect animation will play.
Carry on past this unexpected event towards an ajar door of iron and old timber. Passing within the next room, is a strange shrine or temple of sorts. Sculpted stone figures are placed about the room - representing various abyssal beasts and gargoyles. At the far end of the chamber is a great statue of an imposing demonic being.
If examined, a text display is shown: "An inscription on the demonic statue reads:" Place an animal sacrifice before great Demogorgon, and awaken his children from their long sleep."
A smaller inscription is found at the base of a smaller statue that says: "To free the five and receive your reward, place a sacrifice before Demogorgon."
If the party wishes, they may attempt to summon a creature near the statue of Demogorgon and see if that inscription is for real. The party are adventurers, after all.
If the sacrifice is made, a few seconds later will play an animation and gate in five Demon Knight (underdark) creatures. Instead of being grateful, they attack any detected party members, to the death. These abyssal beings appear in a scattered fashion in the chamber. Note that the Demons are different than any other the party may have encountered in BG, although they share the same animation.
Have a read on the Creature page for their abilities, mod content abilities and treasure drops. There is some very nice plunder available.
Note that there are some shelves in the area that can be examined for items as well.
Exit Gate Area and guardians[]
If the party meanders down a winding tunnel it will eventually empty into a cavern with a tall ceiling that is higher than infravision can see. Ahead of the party is a group of drow and other guardians, who are currently neutral. They are positioned in front of a huge and sturdy looking gate.
If any in the party get close enough, the drow leader will initiate dialogue. If the party is not under the illusory disguise from Adalon, the drow shouts:
- "Sarn! Nind ph' naut Ilythiiri!"
Further drow language demands are shouted. Even with Viconia in the party the dialogue seems headed to conflict. The drow are not the party's friends, and clearly aren't wanted here. Regardless what the player's group says - the drow decide you should be destroyed and hostilities commence.
The Drow gate guardians will attack. The guards are the only ones who can open the gate (unless the party has assistance from Adalon, or the party is in possession of a certain note - also from Adalon) and killing them will not unbar the magically sealed door. There is no key or special item on their person.
If the party is under the illusory disguise from Adalon, then the drow will initiate dialogue, but the party will understand it. The leader will say:
- "Hold, this area is closed to all but the raiding parties. You will return to the city proper, or you will be killed."
There is dialogue available to pursue what the party would like to happen here. If the party just wishes to leave this area and return to adventuring, then this can be easily done via the correct dialogue choice.
If the party is interested in leaving the Underdark, then that might be possible via dialogue. Basically, the party can try to bluff their way through the guards with a false pretense or attempt to bribe the gate guard leader to let you pass. Note that Viconia has some interjections if she's a companion. In short, the drow guard leader can be swayed with the correct dialogue and there are two different paths:
- Pay a fee to exit - this can be reduced if the party spokesperson has at least 17 charisma. If not, it may cost up to 5,000 . Remember, if the dialogue options are not to the drow's liking it can lead to hostilities, even with a 17 charisma - pay attention to the verbal clues.
- A spokesperson with at least 17 intelligence attribute may attempt to use logic, guile, and general bullshit to convince the leader to let the party through. There is a chance to get out of the attempt if the player doesn't have the intelligence needed, but this line of verbal jockeying can also lead to hostilities if not done correctly.
If the party is visiting this area after killing Adalon and taking her Note - then these guardians will have to be destroyed before the gate can be magically unsealed.
If the party was transported to this area after completing Adalon's Recover the Silver Dragon's Eggs questline, then she will unlock the gate, and also cast a spell upon the gate guardians to weaken them - but it is up to the party to finish off the guards.
Final Note[]
A player may wish to know if they may return to the Underdark (for whatever reason) if they have already left through the gate and even travelled to the surface. The answer is yes, however, the city of Ust Natha's gate will be sealed.
Creatures[]
Enemies[]
- Beholder
- Demon Knight (underdark) (×5)
- Drow gate guardians
- Gauth (×2)
- Kuo-toan Wizard (×1 or more)
- Kuo-toan Priest (×1 or more)
- Kuo-Toa Monitor (×3 or more)
- Kuo-Toa Warrior (×4 or more)
- Kuo-toan Whip (×2 or more)
- Kuo-toan Prince
- Skeleton (×2)
Treasure[]
Kuo-Toan Prince[]
- 4,540
- Garnet Gem (×10)
- Horn Coral Gem (×17)
- Pearl (×3)
- Water Opal (×5)
- Kuo-Toan's Blood
- Bracers of Blinding Strike
T1[]
- Corrupted Tadpoles
Demon Knight[]
Gallery[]
Mod content[]
- This section is about unofficial content that is only available via fan-made mods.
The Quest Pack mod adds a secret passage that can be transited through somewhere in this Western Tunnel complex. There is a on screen text message clue displayed if a party member is close to the hidden passage. Within the secret area will be an unusual encounter fraught with danger and adventure.
The Sword Coast Stratagems mod adds revisions to all creatures in this area. These are mentioned on the individual creature pages. An obvious change will be noticed immediately with the composition and numbers of creatures of the Drow gate guardians. Also, if the "better calls for help" component has been installed, the Kuo-toa enemies often come to the aid of different groups. It can get chaotic and large numbers of enemies will move toward the first group attacked by the party. Beware.
The numbers and type of Kuo-toa creatures in this are influenced by the SCS revision to the Spawn scripts. The higher the difficulty setting of the game, the more enemies will be present.
With SCS, the Kuo-toan Prince has the probably the greatest staying power of any creature in Baldur's Gate II: Shadows of Amn. His amazing regeneration rate, physical, elemental, and magical energy damage resistance is formidable. In the unmodded game it is not essential to use the "Corrupted Tadpoles" to kill this creature - with SCS it will make a huge difference.
Mod gallery[]
Underdark
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Underdark |
Underdark •Adalon's Lair •Ust Natha • Southern Tunnels • Eastern Tunnels • Western Tunnels |