As with the Beholder Dungeon, you may come here for two reasons: to Fetch the Blood of a Neighboring Race, or just to loot the place.
Here is the entrance from the Underdark. When you venture a bit further in, you are attacked by several Mind Flayers and knocked unconscious. You wake up in the cell at 2.
The door remains magically sealed until you have killed the Master Brain at 18.
When you return after killing the Master Brain, you are greeted by the slaves which you by this time will have freed at 10, and the party receives 45,000 XP and a Reputation increase of 1.
Here is the cell you wake up in. Soon, an Ogre comes to tell you that you must fight for the amusement of the Mind Flayers in the arena at 4. With that, you are dragged off to fight three Umber Hulks.
In this cell are five Githyanki under the leadership of Simyaz. You can speak to them after you have fought your first fight in the arena.
When the Githyanki have fought their first fight, they will propose a plan: When you get to fight each other, the Githyanki will use their own psionic powers to distract the Mind Flayers while your party escapes. You don't have much of a choice, so accept!
Here is the arena. You will have to fight two times here.
The first fight is against three Umber Hulks. Just kill them.
The second fight is supposed to be against the Githyanki and some Kuo-Toa. But they have devised a plan: They will use their own psionic powers to distract the Mind Flayers while you escape. Kill the Kuo-Toa, pick the lock on the door on the right side of the arena, and make your escape.
Once you have broken out of the arena, you will have to fight the Ogre Jailor here. He takes quite a bit of punishing before he goes down.
In this cell are a couple of Kuo-Toa. They drop some Kuo-Toa Bolts.
Each time you enter here, you will be attacked by a Mind Flayer. Once you have gained the Control Circlets from 10, you can use a Circlet on the Mind Flayer to Dominate it. This will be useful when you need to open the doors at 11 and 15.
Click each of the large vats to create Illithid Serum, which will be useful at 10.
Here are two Mind Flayers which you will have to fight.
Here are a lot of sleeping people. Click any of the machines next to the cots a few times to pour the Illithid Serum you got at 8 down the tubes and wake them up.
Next, click the large machine at (x=4370, y=2330) a few times to create a maximum of 4 Control Circlets.
The two doors to the west and east are magically sealed and can only be opened by a Mind Flayer, or by yourself if you turn into the Slayer.
Have a party member equip a Control Circlet in a quick item slot and approach the Mind Flayer at 8, then use the Control Circlet to Dominate the Mind Flayer and walk it out here to open one of the doors. At this point the Mind Flayer turns hostile, so kill it.
Once the doors are opened, Simyaz and his Githyanki teleport in to thank you for your help. They are free to leave now – but you aren't! Each party member receives 25,000 XP.
This room has another few Mind Flayers, Ulitharids, and Umber Hulks.
The door to the northwest is blocked and you need yet another Mind Flayer to open it, or you must change into the Slayer. Same procedure as at 11.
Here is another Ulitharid, a Mind Flayer, and an Umber Hulk. The table in the middle of the room contains a Staff of Command.
There are three holding cells in this room. The one at (x=980, y=2070) holds an Umber Hulk.
The one at (x=1260, y=2100) holds an insane Dwarf Warrior who drops a few mundane items and a Ring of Fire Control.
Finally the cell at (x=1330, y=2310) holds a Kuo-Toa Priest. He drops some Kuo-Toa Bolts, some Bolts, a Crossbow, and minor treasure.
Before entering this room, prepare: Here is where you find the Illithid Master Brain, and of course a couple of Mind Flayers and an Umber Hulk. First kill the support troops, then take on the Brain.
When you attack the Master Brain, the door slams shut, and the Brain summons a couple of Brain Golems which can only be harmed by magical blunt weapons. Concentrate on the Brain until it dies; the Golems will keep respawning as long as it is alive.
Once the Brain dies, each party member receives 40,000 XP, and the party automatically receives the Elder Brain Blood. Now you can also open the door out to the Underdark at 1.
The Brain also drops: 53 Shandon Gems, a King's Tear, 3 Diamonds, 2 Emeralds, and 540 GP.
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