Region of Terror walkthrough/Mysterious Cave

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The Mysterious Cave is a worldmap-accessible location added by the Region of Terror mod, visited during the chapter 6 portion of the mod's main quest.
== How to get there ==
The villager Jolnar in Maribur marks "Mysterious Cave" on your worldmap – see Main quest ▸ Maribur for details.(Requires Drizzt!)
== Overview ==
This location consists of eight maps:
Map 	Quest objectives
↓ Entrance map 	
Reach the next map.
↓ Cave level 1 	
Reach the next map.
↓ Cave level 2 	
Solve the riddle and defeat the boss to reach the next map.
↓ Cave level 3 	
Visit the next two side areas.
Reach the Crystal Shard room.
└─ ↓ Cemetery 	
Reach the next side-area.
└─ ↓ Shamon'na's room	
Win the challenge to return to level 3.
↓ Crystal Shard room 	
...
↓ Exit map 	
...
The following sections provide a more detailed walkthrough for each map.
== Entrance map [RR3950] ==
Nothing to do here except enter the cave.
== Cave level 1 [RA4000] ==
You arrive in the bottom-right corner, and are greeted by the lich Bhelal, who introduces himself as the first "Chaos Guardian" and attacks:
Stats: 	Lich • lvl 26 • 192 HP • AC -7 • THAC0 7 • 1 APR • uses +4 weapon (piercing + paralyze) and spellcasting • standard lich immunities (immune to non-magical weapons; to spell levels 1-5; etc.) • 5% MR • 5% fire/acid resist. • 100% cold/electr. resist.
Kill reward:	
* 55,000 exp
* The Sight [NEWAX02] (throwing axe; returning; +2d6 cold damage)
* Fire Orb [FIREORB] (crafting ingredient)
* 898
Combat advice:
* ...
The winding tunnels of this level are filled with traps and enemies:
Count	Creature 	Stats 	Kill reward
4 	Greater Frost Giant 	lvl 23 • 152 HP • AC -13 • THAC0 -12 • 1 APR • uses +8 weapon (slashing + cold) • 20% MR • 100% cold resist. • 20% physical resist.slashing/crushing/piercing/missile 	
* 12,000 exp
* minor lootrandom gems/scrolls/
3 	Greater Fire Giant 	lvl 21 • 130 HP • AC -14 • THAC0 -6 • 1 APR • uses non-magical weapon (slashing + fire) • 20% MR • 100% fire resist. • 20% physical resist.slashing/crushing/piercing/missile 	
* 13,000 exp
* minor lootrandom gems/scrolls/
3 	Ice Golem 	lvl 18 • 130 HP • AC -10 • THAC0 -2 • 1 APR • uses +4 weapon (crushing) • immune to +2 weapons and lower • immune to backstab • 100% MR • 100% slashing resist. • 80% piercing/missile resist. 	
* 12,000 exp
3 	Greater Ice Golem 	lvl 22 • 144 HP • AC -12 • THAC0 -2 • 1 APR • uses +4 weapon (crushing + cold) • immune to +2 weapons and lower • immune to backstab • 100% MR • 100% slashing resist. • 80% piercing/missile resist. 	
* 15,000 exp
8 	Glabrezu 	lvl 23 • 188 HP • AC -14 • THAC0 -6 • 4 APR • uses non-magical weapon (slashing), Death Gaze, Vampiric Touch, and spellcasting • standard demon immunities • 50% MR • 100% fire/electr./poison resist. • 50% cold resist. • 10% acid resist. • 10% missile resist.	
* 12,000 exp
8 	Greater Yuan-Ti Leader	lvl 15 • 122 HP • AC -16 • THAC0 -6 • 2 APR • uses +1 weapon (slashing) • 25% MR • 35% elemental resist.fire/cold/electricity/acid 	
* 9,000 exp
* minor lootLong Sword +1 + random gems/scrolls/
4 	Greater Yuan-Ti Mage 	lvl 12 • 113 HP • AC -10 • uses spellcasting • 25% MR • 35% elemental resist.fire/cold/electricity/acid 	
* 10,000 exp
* minor lootrandom gems/scrolls/
14 	Ice Salamander 	lvl 12 • 83 HP • AC 0 • THAC0 4 • 2 APR • uses non-magical weapon (piercing + cold) • cold aura • immune to non-magical weapons • standard salamander immunities • 100% cold/poison resist. 	
* 4,000 exp
Combat advice:
* ...
In the top-left portion of the map are the only lootable containers:
top-left room ▸ chest 1:[locked] 	
* gems (1 Rogue Stone, 5 King's Tears, 5 Emerald)
* 355
top-left room ▸ chest 2:[locked, trapped]	
* Small Ornamentations [NEWSHP3] (component for Item upgrades ▸ The Protector +2)
* Helm of Quickness [NEWHE01] (INT 18; Improved Haste; THAC0/AC +1)
* 1 Potion of Ascendance [NEWPO02] (+10 AC and saves for 2 rounds)
The nearby exit to the next level is defended by the second "Chaos Guardian", Ashamael:
Stats: 	Marilith • lvl 23 • 244 HP • AC -15 • THAC0 -16 • 5 APR • uses +3 weapon (slashing) and protection spells • immune to +1 weapons and lower • 70% MR • 100% fire/electr. resist. • 20% cold/acid resist. • 20% physical resist.slashing/crushing/piercing/missile
Kill reward:	
* 60,000 exp
* Cheetah +3 [NEWSCI01] (scimitar; +2 APR)
* minor random loot
* 658
Combat advice:
* When combat starts, she triggers a contingency with the following protections spells: Stoneskin, Physical Mirror, Shield of the Archons, Regeneration, Blade Barrier.
** Respond with Breach to make her vulnerable to physical attacks, and with Secret Word (or better) to make her vulnerable to spell attacks.
** By sneaking up on her with an invisible character before she turns hostile, you may be able to get a good backstab in before her contingency fires.
== Cave level 2 [RA4006] ==
=== The shadow monks' riddle ===
Go straight south from the entrance to find a group of "Shadows" that look like monks. Talk to the one closest by the fire, and he gives you a riddle that requires you to talk to all the monks to find out who has the "Shadow's Mark":
One way to "win" is to brute-force the riddle, by false accusing each monk of having the Mark, and defeating the monsters they summon as punishment. When you have defeated each monk's monsters2 Marilith; 2 Abishai; 1 Sapphire Golem; 4 Great Ice Salamander; 2 Cornugon; 4 Great Fire Salamander, talk to the riddle-masterThe monk who indroduced the game again to collect your prize.
If, on the other hand, you want to win the intellectual way, read on.
The riddle is actually a bit underspecified, but makes sense with the following assumptions:
* Every monk is either a truth-teller or a liar.
* A truth-teller responds to every question with a true statement (or refuses to answer).
* A liar responds to every question with a false statement (or refuses to answer).
* "To the left" means clockwise around the large fire.
* "To the right" means counter-clockwise around the large fire.
* The monk who has the mark, knows that he has it.
The riddle-master already gave you two pieces of information, and when you question the 6 other monks, they make the following claims:
From this, you can deduce the following information:
Monk	Truth-teller or liar? 	Has the mark?
A 	Liar, because the riddle-master says so. 	No, because he claims to know who has it, therefore he doesn't know, therefore it can't be him.
B 	Truth-teller, because he correctly states that A is a liar. 	No, because he doesn't know who has it, therefore it can't be him.
C 	Truth-teller, because the riddle-master says so. 	No, because he doesn't know who has it, therefore it can't be him.
D 	Liar, because he falsely claims that C is a liar. 	No, because he claims to know who has it, therefore he doesn't know, therefore it can't be him.
E 	Liars. E and F vouch for each other, and must therefore either both be truth-tellers or both liars. But if both were truth-tellers, then F's claim that E has the mark would be incompatible with E's claim not to know who does.	No, because the liar F claims that he does.
F 	Liars. E and F vouch for each other, and must therefore either both be truth-tellers or both liars. But if both were truth-tellers, then F's claim that E has the mark would be incompatible with E's claim not to know who does.	No, because he claims to know who has it, therefore he doesn't know, therefore it can't be him.
In other words, the logical conclusion is that none of the monks A to E hold the Mark. This leaves only one possibility: The riddle-master himself must hold it!
Talk to the riddle-master again to tell him. (This dialog option only comes up if you have asked the monks A to E enough questions to learn all of the above-listed imformation.)
He congratulates you, and gives you the Shadow's Mark.
This room also has the map's only lootable container, which holds:
* Frozen Crystal [FROZORB] (crafting ingredient)
The "Shadow's Mark" that you got for solving the riddle, lets you enter the "Gholim's lair" in the top-left corner of the map. To get to this lair, you can take either the northern or southern tunnels:
=== Northern tunnels ===
As soon as you lock-picklock pick difficulty 65 and open the door to the northern tunnels, two rare golems attack:
Creature 	Stats 	Kill reward
Diamond Golem 	lvl 18 • 100 HP • AC -8 • THAC0 -10 • 1 APR • uses +4 weapon (crushing) and fire/poison cloud • immune to +2 weapons and lower • iron golem immunities • 100% MR
• 125% fire resist. • 100% cold/acid/electr. resist. • 90% slashing/crushing/piercing resist. • 100% missile resist. 	35,000 exp
Sapphire Golem	lvl 28 • 112 HP • AC -10 • THAC0 -9 • 2 APR • uses +3 weapon (crushing + cold) and Ice Storm/Cone of Cold • immune to +2 weapons and lower • iron golem immunities • 100% MR • 100% elemental resist.fire/cold/electricity/acid • 100% poison resist. • 90% physical resist.slashing/crushing/piercing/missile	55,000 exp
Combat advice:
* ...
Explore the side tunnels here for more optional battles:
Creature 	Stats 	Kill reward
2× Desert Troll	lvl 28 • 163 HP • AC -16 • THAC0 -8 • 3 APR • uses +3 weapon (piercing + STR drain) • immune to non-magical weapons • troll immunities & regeneration • 50% MR • 100% elemental resist.fire/cold/electricity/acid	34,000 exp
3× Spirit Troll	lvl 26 • 184 HP • AC -17 • THAC0 -8 • 3 APR • uses +3 weapon (piercing + STR drain) • immune to non-magical weapons • troll immunities & regeneration • 50% MR
• 100% cold resist. • 50% fire/acid/electr. resist. • 25% slashing/crushing/piercing resist. • 50% missile resist.	36,000 exp
Combat advice:
* ...
Creature	Stats 	Kill reward 	
4 	Fire Mist	lvl 26 • 104 HP • AC -8 • THAC0 -2 • 3 APR • uses +3 weapon (slashing + fire) • immune to +1 weapons and lower • undead immunities • 50% MR • 100% fire/poison resist. • 20% cold/acid/electr. resist. • 25% physical resist.slashing/crushing/piercing/missile	9,500 exp
4 	Ice Mist 	lvl 26 • 104 HP • AC -8 • THAC0 -2 • 3 APR • uses +3 weapon (slashing + cold) • immune to +1 weapons and lower • undead immunities • 50% MR • 100% cold/poison resist. • 20% fire/acid/electr. resist. • 25% physical resist.slashing/crushing/piercing/missile	9,500 exp
Combat advice:
* ...
Stats: 	lvl 38 • 313 HP • AC -25 • THAC0 -14 • 5 APR • uses +4 weapon (slashing + blindness) and spellcasting • immune to +2 weapons and lower • 100% MR • 100% elemental resist.fire/cold/electricity/acid
Kill reward:	
* 31,000 exp
* potion1 Potion of Extra Healing, unless he used it
* 2348
Combat advice:
* As soon as combat starts, he triggers a contingency which instantly applies Stoneskin, Spell Trap, Mirror Image, and Protection From Magical Weapons. By sneaking up on him, you can land a backstab before that happens.
* To make him vulnerable again:
** Remove his Spell Trap using a magic attack (Ruby Ray of Reversal / Pierce Shield / Spellstrike) or by depleting it.
** Remove his Protection From Magical Weapons using Breach (only after removing Spell Trap) or by waiting it out (it has a short duration).
** Remove his Stoneskin using Breach (only after removing Spell Trap) or by depleting it.
* His AC is insanely good. Unless your warriors' THAC0 is also exceptional, you'll only damage him by landing critical hits. Anything that makes you crit more often, such as the warrior HLA Critical Strike, helps.
The north door to Gholim's lair is guarded by another shadow monk. If you show him the Shadow's Mark (see ↑ The shadow monks' riddle above), he teleports you to the other side of the door – see ↓ Gholim's lair below.
=== Southern tunnels ===
On your way left along the southern tunnels, you pass three groups of enemies:
Creature 	Stats 	Kill reward
5× Elder Orb	lvl 9 • 150 HP • AC -8 • THAC0 3 • 1 APR • uses eyestalk rays, spellcasting, and +3 weapon (piercing) • 50% MR • 10% elemental resist.fire/cold/electricity/acid • 10% physical resist.slashing/crushing/piercing/missile	16,000 exp
Combat advice:
* ...
Creature 	Stats 	Kill reward
4× Death Claw	lvl 26 • 88 HP • AC -14 • THAC0 -6 • 3 APR • uses +3 weapon (piercing + instant deathSave vs. Death at -2 to negate) • 100% cold resist. • 30% physical resist.slashing/crushing/piercing/missile	11,500 exp
Combat advice:
* Protect yourself against their insta-kill-on-hit effect using Death Ward, or by equipping an item that make you immune to death effects, or by having a really good Save vs. Death score.
* Or just avoid getting hit by them in the first place – e.g. by having a really good AC, or by using summoned creatures as meat shields.
Creature 	Stats 	Kill reward
2× Flesh Golem 	normal (see creature page)	2000 exp
3× Clay Golem 	normal (see creature page)	8000 exp
2× Iron Golem 	normal (see creature page)	13,000 exp
2× Adamantite Golem	normal (see creature page)	25,000 exp
Combat advice:
* These are normal golems, i.e. they use the same creature files as those you can encounter in the unmodded game.
* Remember that Adamantite Golems can only be hurt with weapons of +3 or greater enchantment, and that Clay Golems are 100% resistant to all physical damage except crushing.
The south door to Gholim's lair is guarded by another shadow monk. If you show him the Shadow's Mark (see ↑ The shadow monks' riddle above), he teleports you to the other side of the door, into:
=== Gholim's lair ===
Walk forward until you see the green golem boss "Gholim". He introduces himself, starts a cutsene to summon some minions, and attacks:
Stats: 	lvl 28 • 122 HP • AC -10 • immune to +2 weapons and lower • iron golem imunities • 100% MR • 100% elemental resist.fire/cold/electricity/acid • 100% poison resist. • 90% physical resist.slashing/crushing/piercing/missile
Attacks: 	
* +3 weapon (crushing + poison + stun) • THAC0 -12 • 2 APR
* poison cloud
Minions: 	
1-6× "Gholim's Skeleton" (one per party member; spawned at the start of combat):
* lvl 11 • 55 HP • AC 3 • undead immunities • 100% cold/poison resist. • 70% fire resist. • 50% acid/electr. resist. • 50% slashing/piercing resist. • 90% missile resist.
* +3 weapon (crushing + poison + stun) • THAC0 0 • 1 APR
Kill reward:	
* 65,000 exp
* Raven's Sling +4 [NEWSLI02] (insta-kills target on hitSave vs. Death to negate; APR set to 1)
* Rock of the Glowing Star [GLOWROCK] (crafting ingredient, and quest item for Arlax ▸ The Quest for the Eye of a God)
Combat advice:
* ...
Once he is defeated, the two doors to his lair spring open, and the exit to the next level (in the bottom-left corner of the map) becomes passable. Take it to get to:
== Cave level 3 [RR4001] ==
You arrive in the bottom-left corner of this map, and are immediately greeted & attacked by Rah'vin, the third "Chaos Guardian":
Stats: 	Cornugon • lvl 25 • 280 HP • AC -16 • immune to +1 weapons and lower • 50% MR • 100% fire/electr./poison resist. • 50% cold resist. • 20% acid resist. • 45% physical resist.slashing/crushing/piercing/missile
Attacks: 	
* melee: +4 weapon (20-38 crushing) • THAC0 -11 • 6 APR
Kill reward:	
* 65,000 exp
* The Phantom +4 [NEWLB01] (needs no ammo; +2 magic fire & cold; slow on target; APR set to 2)
* 1950
Combat advice:
* ...
Walk north a short distance, to find that the path ends in impassable darkness. Clicking the large rock next to it, brings up the message: Invisible wall blocks this passage. You must find a way to remove it..
So, backtrack and (while being wary of traps) cross the bridge over the creek and fight your way to the top-left corner of the map through various monsters:
Creature 	Stats 	Kill reward
10× Marilith 	lvl 23 • 144 HP • AC -13 • THAC0 -10 • 3 APR • uses +3 weapon (slashing) • immune to +1 weapons and lower • 50% MR • 80% fire/electr. resist. 	
* 20,000 exp
8× Cornugon 	lvl 18 • 180 HP • AC -14 • THAC0 -7 • 6 APR • uses +4 weapon (crushing) • constant invisibility detection • immune to +1 weapons and lower • 20% MR • 100% fire/electr. resist. • 20% cold resist. • 10% acid resist. • 10% physical resist.slashing/crushing/piercing/missile	
* 25,000 exp
2× Sapphire Golem 	lvl 28 • 112 HP • AC -10 • THAC0 -9 • 2 APR • uses +3 weapon (crushing) • immune to +2 weapons and lower • iron golem immunities • 100% MR • 100% elemental resist.fire/cold/electricity/acid • 90% physical resist.slashing/crushing/piercing/missile 	
* 55,000 exp
8× Wandering Horror	lvl 18 • 59 HP • AC -4 • THAC0 -2 • 2 APR • uses +4 weapon (slashing + stun), AoE panic, and Death Fog • immune to +1 weapons and lower • undead/mist immunities • 50% MR • 90% physical resist.slashing/crushing/piercing/missile 	
* 8000 exp
6× Shambling Mound 	lvl 28 • 264 HP • AC -15 • THAC0 -3 • 2 APR • uses +3 weapon (crushing) • immune to +1 weapons and lower 	
* 28,000 exp
* 2 potions2× Potion of Vocalization [NEWPO03]
Combat advice:
* ...
Along the way is this map's only lootable container, which holds:
* Fire Orb [FIREORB] (crafting ingredient)
In the top-left corner of the map waits a non-hostile Demilich. Approach him, and he initiates conversation and teleports only your protagonist to another map:
== Solo detour: Cemetery [RR4004] ==
Your protagonist arrives here alone, without the other party members, after being teleported by the demilich. Talk to the Undead Apparition in front of you, and it starts a long cutscene where it gives you a tour of the cemetery, and then teleports you to yet another map to face a combat challengeTo decide who will get the "last grave", and who will live.:
== Solo detour: Shamon'na's lair [RR4003] ==
Your protagonist arrives here alone, and is immediately greeted by the devil Shamon'na, who after a short conversation attacks:
Stats: 	Devil • lvl 18 • 140 HP • AC -10 • immune to +1 weapons and lower • 80% fire resist. • 50% cold/acid resist. • 100% poison resist.
Attacks: 	
* melee: +3 weapon (crushing) • THAC0 1 • 4 APR
Kill reward:	
* 50,000 exp
Combat advice:
* ...
Once the devil is dead, the apparition appears again, tells you that you earned its "Acceptance" to move on, and sends you back to the cave level where your party is waiting:
== Cave level 3 (continued) ==
The demilich has disappeared.
Reunite with your party and return to the bottom-right portion of the map, to find that the invisible wall that was blocking the path on the right side of the creek is now gone.
Take that path up, past more traps, to the top-right corner of the map, where the fourth and final "Chaos Guardian", Greandal, taunts and attacks you:
Stats: 	Baatezu • lvl 28 • 350 HP • AC -18 • immune to +2 weapons and lower • constant invisibility detection • 50% MR • 100% fire/cold/electr. resist. • 10% acid resist. • 65% physical resist.slashing/crushing/piercing/missile
Attacks: 	
* melee: +5 weapon (slashing + disease) • THAC0 -17 • 6 APR
Kill reward:	
* 70,000 exp
* Key of Chaos [CHAKEY] (quest item)
* The Wind +5 [NEWHL01] (halberd; 50% chance of Wing Buffet on hit)
* Wakizashi +3 [NEWWA03]
* Ninja-To +3 [NEWNIN03]
* 2888
Combat advice:
* ...
The key you loot from his body lets you open the door behind him. Step through it to get to:
== Crystal Shard room [RR4002] ==
Here you finally face Drizzt's arch-enemies Jarlaxle and Artemis Entreri, who you've been hunting for the entire Region of Terror main quest. Their "Crystal Shard" floats in the center of the room.
They initiate dialog, and Entreri and Drizzt leave the cave to fight a duel. Once they are gone, Jarlaxle explains to your protagonist why he and Entreri did all the things they did to bait Drizzt. When you tell him you have no more questions, two possible paths open up:
* GOOD PATH: Fight Entreri & JarlaxleThis path is taken automatically if your protagonist is good or neutral.
* EVIL PATH: Betray DrizztIf your protagonist is evil, Jarlaxle asks you to betray Drizzt now. If you agree, then Jarlaxle joins your party and Drizzt & friendsWulfgar, Bruenor, and Regis. leave it. If you refuse, then the good path plays out after all.
Depending on which path you chose, the rest of the encounter plays out differently:
=== Good path ===
The game switches to the small outdoors mapSee ↓ Exit map below. where you control Drizzt in his duel against Entreri:
Stats: 	lvl 23 • 265 HP • AC -18 • cannot be killed • immune to charm/​confusion/​paralyze/​hold/​panic/​ • 127% MR • 100% elemental resist.fire/cold/electricity/acid • 100% poison resist. • 50% physical resist.slashing/crushing/piercing/missile
Attacks:	
* +4/+6 melee weapons (slashing / piercing+poison) • 5 APR • THAC0 -12/-14
(When he drops below 200 HP, he raises Stoneskin on himself and brags "Try to damage me now!")
Combat advice:
* ...
Alas, Entreri has rigged the duel. You cannot kill him – instead, you must bring his hit points down to near-deathBelow 20 HP., whereupon he springs a trap that knocks Drizzt unconscious. He then summons Drizzt's friend Catti-Brie, who he has mind-controlled, and forces her to kill Drizzt.
The game switches back to the Crystal Shard room, where your party (without Drizzt) has to fight Jarlaxle. He starts off by spawing three copies of himself (and randomly switching places with one of themSo you won't know which of the 4 is the real Jarlaxle.), and proceeds to summon more minions during the battle. Defeat him:
Creature 	Stats	Kill reward
Jarlaxle 	lvl 23 • 360 HP • AC -22 • regeneration • immune to charm/​confusion/​paralyze/​hold/​panic/​ • 25% MR • 80% elemental resist.fire/cold/electricity/acid • 20% physical resist.slashing/crushing/piercing/missile
* uses +4 melee weapons (piercing / slashing+fire+cold) • 5 APR • THAC0 -16/-15	
* 200,000 exp
* Meralchan's Doom [JARLAXS] (short sword +4; constant haste)
* Arandil +4 [JARLAXSC] (scimitar; +5 fire +5 cold; regenerate 1 HP/round)
* Drow Elven Chain +3
* 5 potionsElixir of Life [NEWPO01]
* 4500
3× Jarlaxle (copy)	lvl 7 • 220 HP • AC -16 • immune to charm/confusion/paralyze/hold/panic • 25% MR • 80% elemental resist.fire/cold/electricity/acid • 20% physical resist.slashing/crushing/piercing/missile
* uses +3 melee weapon (slashing or piercing) • 1 APR • THAC0 -4
* uses +2 ranged weapon (missile) • 2 APR • THAC0 -4	
* 55,000 exp
* Fake Meralchan's Doom [JARLAXS1] (short sword +3), orFake Arandil [JARLAXC1] (scimitar +3)
* 40 Throwing Daggers [JARDAG] (throwing dagger +2)
* Drow Elven Chain +3
Drow (fighter) 	lvl 14 • 180 HP • AC -6 • 80% MR
* uses +3 melee weapon (piercing) • 2.5 APR • THAC0 -2
* casts Greater Restoration on the real Jarlaxle when below 150 HP	
* 12,000 exp
* Drow Halberd +3
* Drow Full Plate +5
* minor random loot
2+× Drow (mage) 	lvl 14 • 59 HP • AC 10 • 48 MR
* uses spellcasting (mid-level mage spells)	
* 11,000 exp
* Drow Flail +3
* minor random loot
When Jarlaxle drops below 50 HP, he raises Stoneskin on himself.
The three Drow spawn 5 seconds after the battle starts, and when both Drow mages are dead, two new ones spawn in their place after 5 secondsUp to 4 times.. No more enemies spawn once the real Jarlaxle is dead.
Combat advice:
* ...
Once the real Jarlaxle is dead, the other remaining enemies disappear. A cutscene starts in which your protagonist releasesFrom "Fangor's Holder". the dragon Hephaestus (that you captured on your chapter 4 trip to Spirit Soaring), causing Hephaestus to destroy the Crystal Shard.
Your protagonist automatically exits the cave – see ↓ Exit map below.
=== Evil path ===
If you took the evil path in your conversation with Jarlaxle (i.e. chose to betray Drizzt), then all of Drizzt's friendsWulfgar, Bruenor, and Regis. that you had in your party leave in protestThey also take back their signature weapons and items..
The game switches to the small outdoors mapSee ↓ Exit map below. where you control Entreri in his duel against Drizzt:
Stats: 	lvl 7 • 167 HP • AC -11 • cannot be killed • 50% MR • 127% fire resist. • 100% cold/electr./acid/poison resist.
Attacks:	
* +5/+3 melee weapons (slashing) • 6 APR • THAC0 -9/-7
(Note that for this battle he uses a different creature file than the companion version, so his stats are not affected by how you had him leveled & equipped.)
Combat advice:
* ...
Once Drizzt's hit points are very low, a cutscene plays in which Entreri knocks Drizzt unconscious, summons Catti-Brie, and forces her to kill Drizzt.
The game switches back to the Crystal Shard room, where your party (which now includes Jarlaxle) has to fight Drizzt's friends Wulfgar, Bruenor, and RegisRegardless of whether they traveled here with you.:
Creature	Stats	Kill reward
Wulfgar 	lvl 7 • 268 HP • AC -6 • 50% MR • 50% elemental resist.fire/cold/electricity/acid • 50% physical resist.slashing/crushing/piercing/missile
* uses +4 ranged weapon (missile) • 2.5 APR • THAC0 -10
* uses +4 melee weapon (crushing) • 2.5 APR • THAC0 -9	
* 55,000 exp
* Aegis Fang +4 [AEGISFA] (war hammer)
* 9 potions1 Potion of Heroism, 5 Potion of Extra Healing, 1 Oil of Speed, 1 Potion of Regeneration, 1 Potion of Storm Giant Strength
Bruenor 	lvl 7 • 235 HP • AC -10 • 57% MR • 50% elemental resist.fire/cold/electricity/acid • 50% physical resist.slashing/crushing/piercing/missile
* uses +4 melee weapon (slashing) • 2.5 APR • THAC0 -7	
* 60,000 exp
* Battle Axe +4, Dragon Blood [BRUENAX] (+3 fire damage)
* Battlehammer's Shield [BRUENSH] (immunity to charm/​confusion/​domination/​hold)
Regis 	lvl 8 • 148 HP • AC -3 • 80% MR • 80% elemental resist.fire/cold/electricity/acid • 30% physical resist.slashing/crushing/piercing/missile
* uses +2 melee weapon (slashing) • 1 APR • THAC0 11
* uses +1 ranged weapon (missile) • 3 APR • THAC0 6	
* 25,000 exp
* Regis' Amulet [REGISAM] (Charm Humanoid 1/day)
* Battle Axe of Mauletar +2
* Tuigan Bow +1
* 80 Arrow of Piercing +1Unless he used them.
* 8 potions1 Potion of Heroism, 1 Oil of Speed, 1 Potion of Regeneration, 5 Potion of Extra Healing – unless he used them.
(Note that for this battle they use different creature files than the companion versions, so their stats are not affected by how you had them leveled & equipped.)
Combat advice:
* ...
When the three friends are dead (and Jarlaxle survived), then 15 seconds later a cutscene takes you to the exit map to meet up with Entreri.
== Exit map [RR4005] ==
If you took the good path, then you see a short cutscene here of Cattie-Brie snapping out of her mind-control, killing Artemis Entreri, and resurrecting Drizzt.
Don't forget to pick up Drizzt's stuff from the ground, and then talk to Cattie-Brie (good path) or Artemis Entreri (evil path) when you are ready to leave. Your whole party is taken back to the initial outdoors map:
== Entrance map (again) ==
Cattie-Brie (good path) or Artemis Entreri (evil path) now join your party, if you let them.
Take the north map exit to bring up the worldmap.
Refer to Main quest ▸ wrapping up for what to do next, and for tips on who to keep in your party.
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