· 10 years ago · Dec 02, 2015, 12:45 AM
1
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3 3.2 [WKNGFB] Working for Bodhi
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5
6 Walkthrough:
7 ------------
8
9 - MEET WITH BODHI
10
11 You cannot do this once you have joined with the Shadow Thieves.
12 Conversely if you join here you won't be able to join the Shadow Thieves.
13 Also, if the main character is a Thief, then Bodhi won't offer you a job
14 at all. Finally, if you attacked any of the vampires at night, she won't
15 appear.
16
17 Once you have the 15,000 gold, merely go to the Graveyard at night to
18 meet with Bodhi, the leader of the "rival guild." Then meet with Bodhi.
19 She knows much about you and your situation. If you want, give her the
20 money and she gives you a room in her crypt to rest in if you want. You
21 are also given a job. Everyone in the party gains 36,750 experience.
22
23 Note: Bodhi doesn't stop you from attacking her henchmen and looting
24 her stronghold after you join her so long as you do it when she
25 is out of sight. This gets you some exp plus you can get the
26 mace of disruption (just get it out of the pool were it is
27 already) sooner if you decide to work for Bodhi instead of the
28 Shadow Thieves. Note that when you come back to get Imoen's
29 soul from Bodhi there are a fresh bunch of vampires fighting
30 alongside Bodhi (so this doesn't mean she is alone when you come
31 back). [from Nathaniel Ragatz]
32
33 - JOB 1: DISRUPT THE SHIPMENT AT THE DOCKS
34
35 The first job is the reverse of what you would do with Aran, namely,
36 disrupt the Shadow Thief shipment and take the cargo back to Bodhi. Go
37 to the Docks district. Careful, as every Shadow Thief is now your enemy.
38 Go to the southwest of this area, to the shipyards. (x 1850 y 3615)
39 Kill the thieves and then search them for treasure:
40
41 Shipment (needed for Bodhi)
42 Rifthome Axe +3 (throwing axe, returns to sender)
43 Short Sword +2
44
45 Return with the shipment to Bodhi. You'll find her in the crypt, main
46 hall. Give her the item and everyone in the party gets 28,500 exp.
47
48 - JOB 2: PICK YOUR TASK
49
50 Bodhi takes the shipment and has a choice of two jobs for you, a "noble"
51 task and a "not so noble" task. You must pick one as you can't do both.
52
53 Good: Rescue Palern Flynn from the Shadow Thieves. One of the Shadow
54 Thieves turned traitor, but was captured and is currently being
55 interrogated. You must break into the Shadow Thieves compound,
56 go to the second floor and rescue Palern. You have about one day
57 to complete this before he is killed.
58
59 Go to the Docks. This is easiest done by going in the side door
60 on the Shadow Thieves building (x 1000 y 1200) as this leads
61 directly to the second floor. Clear out the thieves on this level
62 and then talk to Palern to free him. There are also some minor
63 treasures on this level.
64
65 Return to Bodhi for 28,500 experience for everyone and another
66 job. (If Palern was killed, you get no experience)
67
68 Bad: Kill Senior Armagaran Vulova and implicate the Shadow Thieves.
69 Bodhi wants you to kill a member of the government and set the
70 blame to fall on the Shadow Thieves. She gives you a Cloak and a
71 Dagger for you to place in Vulova's fountain once the deed is
72 done. Oh, and if you have Good aligned players, they will
73 complain vociferously about this. Head out to the Government
74 District.
75
76 You will find Vulova's Estate at the very top of the map here
77 (x 2400 y 133). Walk towards him and he'll automatically talk to
78 you. You can tell him to just die, at which point you have to
79 fight his goons. Once he is dead, place the Cloak and Dagger in
80 his fountain. If you let him live you will not get experience
81 from Bodhi later.
82
83 Return to Bodhi for another 28,500 experience for all party
84 members and one last job. (and again if you didn't kill Vulova,
85 you get no experience)
86
87 - JOB 3: KILL ARAN LINVAIL
88
89 Your final job for Bodhi is to assassinate the secret leader of the
90 Shadow Thieves, Aran Linvail. You will first need to get the key from
91 Gaelan, so go back to the Slums. Gaelan's house is just to the left of
92 Jan Jansen's tower (x 3140 y 1170). Kill Gaelan and take his key. (He
93 has several other magical weapons, etc.)
94
95 Go now to the Docks. Enter the Shadow Thieves Guild from the front
96 entrance, kill everyone here and loot what you can. Then open the
97 northeast door and enter this small room. Search for the secret door on
98 the northeast wall (x 1380 y 330). Open it and go in.
99
100 After another battle with thieves here, you will find Tizzak (a member of
101 Bodhi's guild) just past a door down and right (x 1333 y 2220). He asks
102 you to kill the torturer to get his key. Go right to find the torturer.
103 Kill Booter and take his key. Return to Tizzak and free him. He tells
104 you how to get to Aran. Aran's lair is protected by two magical doors.
105 The first is opened via a button, while the second requires a key. You
106 can probably find that key on Haz, Aran's right hand man.
107
108 Go up the northwest passage (x 1100 y 1600). At the fork, turn right and
109 go up. Make your way across this bridge, through the enemies until you
110 reach the room with the false buildings. Beware of traps in here, they
111 will Maze you. Head up the northeast passage. This will be heavily
112 trapped. Here you will find a big red glowing button (x 3550 y 300).
113 Push it to open the first door.
114
115 Back to the false building room, then take the southeast passage. (Beware
116 of traps and orcs) This leads to a couple of doors, go through those and
117 up the next passage. Past this passage is a room that contains Haz the
118 mage. (x 3820 y 1175) Kill Haz and his goons to get the key to Aran's
119 lair. Go all the way back to where we first entered this level. (x 1333
120 y 2220) On the way back I was ambushed by Dedral and some Shadow Thieves
121 (10,000 exp).
122
123 Open the secret door on the northeastern wall (x 1550 y 1800). Go all
124 the way down this passage, through the orcs and elementals through the
125 first door (which we opened with the button) to the second door (which
126 you can open with the key). Open it to find Aran Linvail, the
127 Shadowmaster. Aran has many Shadow Thieves with him, including Mages and
128 Priests.
129
130 Aran Linvail - 17,000 experience
131 Elven Chainmail +1
132 Amulet of Power (5% magic res., -1 casting time)
133 Ring of Protection +2
134 Short Sword +2
135 Light Crossbow +2
136
137 Also search his chest (x 4500 y 1930) to find more interesting treasures:
138
139 Ring of Djinni Summoning
140 Katana +2
141
142 We're done here, head back to Bodhi.
143
144 - TO SPELLHOLD
145
146 She explains that while you want to help Imoen, she wants to get Irenicus
147 and access his knowledge. She admits that they are related, and that
148 what he was attempting to do with you was to free your power. She has
149 arranged a transport for you to the Spellhold Island, aboard a ship.
150 Whenever you are ready, tell her you want to go to the island. Careful,
151 you won't be coming back for a long, long time.
152
153
154-------------------------------------------------------------------------------
155 4. [BRNNLW] Chapter 4: Brynnlaw (AR 1600)
156-------------------------------------------------------------------------------
157
158 Exposition:
159 -----------
160
161 First thing we get to see what Irenicus has been up to all this time,
162 testing various things on Imoen (and that also explains why Bodhi captured
163 all those Shadow Thieves). Then you are taken across the sea to the town
164 of Brynnlaw, which is a stone's throw away from the Asylum Spellhold.
165
166 If you followed the Shadow Thieves, then Sime will say that she doesn't
167 trust Saemon, your captain. He does seem suspicious...
168
169 If you followed Bodhi, then Bodhi will have Saemon show you around town
170 before vanishing into the night. Saemon tells you to seek the tavern,
171 before ending his tour. He isn't very motivated.
172
173 Walkthrough:
174 ------------
175
176 - FIND INFORMATION
177
178 Once off the Shadow Thieves ship, Saemon turns traitor and has some
179 Vampires attack you, before vanishing himself. Fight off the three
180 vampires and Sime will talk to you. She recommends talking to Sanik in
181 the tavern to discover an entrance to Spellhold.
182
183 If you got off Bodhi's Ship, Saemon merely waits by his ship. He also
184 recommends talking to Sanik in the tavern to gain entrance to Spellhold.
185
186 Head out to the Vulgar Monkey Tavern. It is up one level (seeing as the
187 city is built on several terraced levels), about in the center of the
188 map (x 2000 y 1550). You will find Sanik inside, he is dressed as a
189 green mage. Talk with him. He begins telling you some stuff, but is
190 quickly assassinated in the name of Guildmistress Galvena. The innkeeper
191 will then talk with you. He provides some details on the situation,
192 telling you that Sanik's bride likely knows a way into Spellhold, but
193 that she would be currently held by Galvena. This would require getting
194 into the Guild, one way or the other.
195
196 - GALVENA'S GUILD
197
198 We can now enter the Guild (x 1080 y 1485) on the first level of town.
199 However, talk to one of the Courtesan's just outside the guild and get
200 them to take you inside (which may require that you buy their services
201 for 100 gold). Once inside, tell the courtesan that you are there to
202 rescue Claire and they should leave you alone.
203
204 Leave that room. You are in the main hallway, go leftwards. Kill the
205 guards (one has a Halberd +2). Enter the room to the right of the guards
206 (x 345 y 195), and search the wardrobe in the back to find Galvena's Key.
207 Go back to the hall, and enter the last door.
208
209 Search the jail until you find Galvena. Tell her that her evil ways are
210 over, then kill her. (4000 exp) She also has her mage, Vadek, with her
211 (8000 exp) and they have some minor magical treasures.
212
213 Alternatively: When talking to the Courtesans in front of Lady
214 [from Galvena's Festhall, offer to pay to pry information
215 Willis Su] about Claire. You can complain about the high fee that
216 he/she charges you (200 gold!!) and the courtesan will
217 tell you what you need to know (reputation/charisma
218 influence?). You will find that the courtesans are
219 sympathetic to Claire. Offer to kill Galvena to free
220 the courtesans will also bring you into the Festhall.
221 Also ask how you might move about the Festhall secretly
222 without alarming people, and the courtesans will tell
223 you to obtain a guild pin that all courtesan masters
224 wear. The Ginia quest can now be completed like it
225 should.
226
227 Talk to the courtesan again and he/she will offer to
228 take you in (that or you can offer to go in on your own
229 with the medallion). Once inside, the courtesan offers
230 you a sleeping potion that you can take to the cooks.
231 Before heading into the kitchen, the guards will stop
232 you, and now you can bluff them with your medallion.
233 Convince Ellie in the kitchen to help you save Claire,
234 and the courtesan in the kitchen will volunteer to slip
235 the drugged ale to the guards. In return you have to
236 promise to rid them of Galvena. Follow the courtesan
237 to drug the guards. 4,000 exp after they are all
238 drugged. The Galvena Quest can now be completed as
239 usual. When Galvena is killed, go back and talk to
240 Ellie and every one in the party will receive 2,250
241 exp. There is a bug here, and if you keep talking to
242 Ellie, you can keep on racking in the 2,250 exp. And
243 since the guards are drugged, you can finish them off
244 at your leisure without a nasty fight.
245
246 - PERTH THE ADEPT
247
248 Talk to Claire and she'll agree to take you to see Golin who may know
249 how to get into the Asylum. (10,000 exp) Golin thanks you and will even
250 give you 22 gold (2000 exp). He mentions that only 2 types of people can
251 enter Spellhold, Cowled Wizards and Magical Deviants. There is one
252 crazy Cowled Wizard living in town, Perth the Adept who may have a way
253 in. You can also have the Pirate Captain throw you in there if you
254 prove to be unstable enough.
255
256 The best option is to go find Perth and take his wardstone. You will
257 find Perth's house at the top of the city (x 3000 y 1200). Perth is
258 apparently being Dominated by Irenicus as he wants to "test your limits."
259 Interestingly, Yoshimo tells him that there will no testing with Yoshimo
260 around, and Perth calls that inconsequential. Hmmm...
261
262 Perth - 20,000 experience
263 Wardstone for the Asylum
264 Book of Infinite Spells
265
266 We can now go to Spellhold (x 3500 y 2).
267
268 - PIRATE KING
269
270 WARNING: As he is somewhat critical later, don't kill the Pirate King.
271
272 Alternatively you can go seek the Aid of the Pirate King. Head up to
273 the pirate king's house, and talk to his door guard (x 1115 y 665). Tell
274 him that Golin sent you and he'll open the door to the house. You get
275 38,500 exp for convincing him that you are crazy. And there is no reason
276 that you can't get Perth's experience then have the Pirate King commit
277 you. Having trouble convincing him that you're crazy? Let Minsc at him!
278
279 SPOILERS
280
281 Keeping Yoshimo Note: [from Accord]
282
283 "If you really want to keep Yoshi, have him in your party, then before
284 you enter the Spellhold, go inside an inn (or any building), put him
285 near the doorway and drop him from the party (and tell him to wait for
286 you). Once you finished the whole Spellhold drama, head back to where
287 you drop Yoshi off, as soon as you walk into the inn (or whatever
288 building he is in), PAUSE the game and command your character to talk
289 to him. When you talk to him, talk him back into the party. When the
290 conversation ends and Yoshi is in your party, he will die from the
291 geas. Just take him to a temple or resurrect him and he is as good as
292 new."
293
294 Note: Yoshimo cannot be taken to Brynnlaw in order for this to work.
295
296 Note: I've heard that even if you keep Yoshimo, he can't be taken into
297 the expansion.
298
299 "Nerfing" Yoshimo Note: [from Xar]
300
301 Since you know when he will betray you, dual him into a mage just
302 before going through the door. When he reappears with Irenicus he will
303 be nearly completely useless.
304
305 END SPOILERS
306
307 Quests:
308 -------
309
310 QUEST: Liberate Ginia the Courtesan
311
312 Ginia - Brynnlaw (AR 1600, x 3450 y 1700)
313 Chremy - Brynnlaw (AR 1600, x 1820 y 1450)
314 Calahan - Brynnlaw (AR 1600, x 1590 y 1740)
315
316 At the top right of the city you will meet a woman named Ginia who
317 was recently forced into prostitution. Instead, she tries begging
318 instead and says that she has done the deed. Ask her what the
319 trouble is. You see, Chremy holds her brother captive, and as long
320 as he does, she is forced to gather money for him. Agree to help.
321
322 You will find Chremy to the left of her. Talk to him. He doesn't
323 see reason (did you think that he would?), forcing you to kill him.
324 Interestingly, he has Galvena's Medallion on him, which you could
325 use to get into Galvena's Guildhall if you wanted. Now we have to
326 smuggle Ginia out of town. Drop down another level and find
327 Calahan, the Smuggler.
328
329 Talk to Calahan and ask him to get Ginia out of town. For 200 gold
330 he will smuggle them out to Ulgoth's Beard for you. (2000 exp)
331 Return to Ginia and tell her the good news (9000 exp).
332
333 QUEST: Ason the Little Thief
334
335 Ason - Brynnlaw (AR 1600, x 560 y 1170)
336
337 In the western part of the city, a young boy will approach you and
338 swipe 10 gold off of you. He mentions that if he doesn't steal
339 from you then someone will hit him. This is related to the above
340 quest about Ginia (Ason is her brother).
341
342 OTHER: Pirates
343
344 This town is crawling in Pirates. Some will attack you, others
345 will attack each other. None of them have any good treasures.
346
347 OTHER: Priestess of Umberlee
348
349 Temple of Umberlee - Brynnlaw (AR 1600, x 2530 y 1600)
350
351 Within Brynnlaw there is a temple to the goddess Umberlee. Makes
352 sense as Umberlee rules the waves. Anyway, you can buy several
353 interesting objects from her, like a Girdle of Bluntness, but you
354 can also kill her for no loss of reputation and 14,000 exp.
355
356
357-------------------------------------------------------------------------------
358 4.1 [SPLLHL] Spellhold
359-------------------------------------------------------------------------------
360
361 Exposition:
362 -----------
363
364 As there are two ways into Spellhold, there are two places you can end up.
365 If you simply walked to the Asylum using Perth's Wardstone, you must enter
366 the Asylum on your own. In that case you enter through the front doors.
367 (x 625 y 1050)
368
369 If you asked the Pirate King to have you committed you will find yourself
370 already inside one of the cell's in the Asylum. However, you won't stay
371 there long, as soon enough Irenicus teleports in. You can talk to each
372 of the inmates several times, and some give you items (gems and worthless
373 scrolls).
374
375 If Yoshimo is in your party, he turns traitor. Turns out that he was
376 working for Irenicus the entire time. Not that he was actually doing
377 anything to hamper your efforts, but still. Whether he was in your party
378 or not, the results are the same.
379
380 You are drugged and put to sleep, when you awaken you are in the tube...
381
382 Walkthrough:
383 ------------
384
385 - THE (ALMOST) FINAL DREAM
386
387 Remember the three dreams that you had in chapters 2 and 3? Well now is
388 the time for the (near) Final Dream, and this time you are given control.
389 After listening to Imoen we're on our way. First thing first, go through
390 the gate to enter the castle (this is the Dream Candlekeep, and if you
391 didn't play the first Baldur's Gate, Candlekeep is where that game
392 started).
393
394 If you don't want to lose a stat, see the Alternatively below.
395
396 You will find a Demon barring your way. He wants you to make a sacrifice
397 to enter. What will you sacrifice?
398
399 Your mind -1 INT
400 Your Health -1 CON
401 Your agility -1 DEX
402 Your wits -1 WIS
403
404 Give up whatever you can afford to give up (fighters should drop Wisdom
405 or Intelligence, mages Constitution, etc. Try not to give up Dexterity
406 whatever class you are). You lose whatever you chose to lose, and can
407 then enter the castle (x 2000 y 1500). Go to the back of this room to
408 find the dream Imoen. She tells you to "lead the beast here." Sounds
409 easy enough. Leave the castle.
410
411 Go left to find Bhaal (about x 1000 y 1800). Talk to him and get him to
412 chase you. Now return to the castle, go in and go to Imoen. Don't worry
413 Bhaal will follow you. Imoen then says she will make it vulnerable.
414 Attack. Once defeated Bhaal gets irritated.
415
416 Alternatively: [from K.C.]
417
418 The demon has to take it away from you; you don't simply lose it.
419 Therefore if the demon never has time to take away your stat you'll
420 never lose it. Fight Bhaal outside and weaken him to near death
421 status. Lure him over to the door and talk to the demon just as he's
422 about to catch up. Choose any stat to sacrifice (it doesn't matter
423 which). Quickly do a fake-talk as soon as the conversation ends and
424 use the time to run inside. If you're quick enough you won't lose the
425 stat. Now when you talk to Imoen the dream will come to an abrupt end
426 and you'll be transported out of the area without losing anything.
427
428 SPOILER: The Imoen in your dream is actually your own soul taken form
429 to help you out. This is why the dream ends with "Imoen"
430 screaming... your soul has just been sucked out of you.
431
432
433-------------------------------------------------------------------------------
434 4.2 [MZBNTH] Maze beneath Spellhold (AR 1512)
435-------------------------------------------------------------------------------
436
437 Exposition:
438 -----------
439
440 Bodhi was given the task of killing you, and instead she dumped you in a
441 maze to play with you some more. She says that she will give you time to
442 escape and stop Irenicus from his evil plans...
443
444 Also you can pick up Imoen again (and you really should, she IS your
445 sister). I assume that Yoshimo turned traitor to make room for Imoen to
446 return to your party. If you talk to Imoen, but don't take her with you,
447 she simply heads back to the surface, where you could get her later.
448
449 Due to the nature of this maze, all the optional items (the riddles and
450 the portal) have been integrated into the walkthrough. This is just for
451 convenience sake.
452
453 Walkthrough:
454 ------------
455
456 - EXPLORE THE MAZE
457
458 Ok, we are in a big evil maze, and need to find the way out. Don't be
459 afraid to rest. Sure, Bodhi said you are on a clock but she is an evil
460 vampire who can't be trusted. Go down the southwest passage, kill
461 whatever is there (for me it was Umber Hulks and Minotaurs) to find the
462 big statue head (x 750 y 2100). He asks you to find the Builder's Hand.
463 Also you can search a pot near him for some spells. Back to the
464 beginning.
465
466 There are now three directions we can travel: Northeast, Northwest and
467 Southeast. (we've been southwest) Go up the northeast passage first,
468 (x 2170 y 1200). There is a door dead ahead, open it. Kill the Clay
469 Golem within. Then you can search for treasure (trapped!):
470
471 Bag of Holding (container that holds a lot)
472 Opal Stone (keep this, it's a key, not a gem)
473 Rogue Stone (useful if you want to go in that one Bridge door)
474 Spells - Prismatic Spray (Mage)
475 Arrows (etc.)
476
477 If you go left from this room, it goes up to a corridor with a big nasty
478 trap that squishes anyone who enters it. So avoid that.
479
480 Go back to the start, then go up the northwest passage (x 1300 y 1210)
481 and open the door to the right (x 1350 y 960). Kill whatever is in here
482 (Gibberlings). Search the 2 containers in here:
483
484 Ruby Stone (keep it)
485 Spear +3
486 Magical Arrows (etc.)
487
488 - RIDDLES
489
490 Head west to the next room (x 760 y 1075) and go in. Welcome to the
491 riddle room! In the center is a chest full of bizarre riddly objects.
492 These objects are then placed in the arms of the statue that they solve
493 the riddle for. Starting from just left of the door and going around,
494 the riddles are:
495
496 Riddle: Answering Object:
497 -----------------------------------------------------------------------
498 At night I come without being fetched, at Star Medallion
499 day I am gone without being stolen.
500
501 No beginning. No end. I am a symbol of the Golden Circlet
502 world's cycles.
503
504 Two brothers we are, great burdens we bear, Worn Out Boots
505 all day we are bitterly pressed; Yet this I will
506 say - we are full all the day, and empty when
507 we go to rest.
508
509 Here, in this place, you swallow me. Yet, were I Jar of Water
510 more, I could swallow you.
511
512 I have seen the mountains rise. I have seen the Sundial
513 fall of Netheril. You shall die but still shall I
514 march on.
515
516 To those within the dungeon I am joy. To those Sun Medallion
517 fully beneath my gaze, I can be Hell.
518
519 I will save your life but yet can you die by me. I Sword Medallion
520 will settle disputes yet not with words.
521
522 Name me and so shall you break me. Gagged Man
523
524 Always do I tell the truth, yet cannot speak. Look Mirror
525 to me and see what really is.
526
527 I have two heads but one body. The more I stand Hourglass
528 still, the faster I run.
529
530 Try to defeat me but try in vain. When I win I Grinning Skull
531 end your pain.
532
533 Complete all the riddles to get 20,000 experience. Then search the
534 center chest again to find:
535
536 Sapphire Stone (keep it)
537 Dusty Rose Ioun Stone
538
539 Open the next door (x 875 y 915), and then open the next door to the
540 right (x 1033 y 700). This is the second riddle room. Go up and click
541 each of the faces twice to be teleported into the center. There you will
542 be asked a riddle. Get it right and you are rewarded, get it wrong and
543 you are punished. There are 12 faces and 12 corresponding riddles:
544
545 Riddle: Answer:
546 -----------------------------------------------------------------------
547 Lighter than what I am made of, more of me is Ice
548 hidden than is seen, I am the bane of the mariner,
549 a tooth within the sea. Speak my name.
550
551 A spirited jig it dances bright, banishing all Fire
552 but darkest night. Give it food and it will live;
553 give it water and it will die.
554
555 The man who invented it, doesn't want it for himself. A Coffin
556 The man who bought it, doesn't need it for himself. The
557 man who needs it, doesn't know it when he needs it.
558
559 The life I lead is mere hours or less, I serve all my A Candle
560 time by being consumed. I am quickest when thin, slowest
561 when fat, and wind is the bane of the gift that I bring.
562
563 The more that there is, the less that you see. Squint Darkness
564 all you wish when surrounded by me.
565
566 They come to witness the night without being called, Stars
567 a sailor's guide and a poet's tears. They are lost to
568 sight each day without the hand of a thief.
569
570 They follow and lead, but only as you pass. Dress Shadows
571 yourself in darkest black, and they are darker still.
572 Always they flee the light, though without the sun
573 there would be none.
574
575 I have holes throughout, from back to front and top A Sponge
576 to bottom to core. More nothing than something within,
577 and yet I still hold water.
578
579 I am free for the taking through all of your life, Breath
580 though given but once at birth. I am less than nothing
581 in weight, but will fell the strongest of you if held.
582
583 Alive as you but without breath, as cold in my life as Fish
584 in my death; never a thirst though I always drink,
585 dressed in a mail but never a clink.
586
587 Of all your possessions, I am the hardest to guard. If A Secret
588 you have me, you will want to share me. If you share me,
589 you no longer have me.
590
591 I can have no color, though there may be darkness A Hole
592 within. I have no weight and hold nothing, and if placed
593 in a container it becomes all the lighter.
594
595 When all 12 riddles are answered, then everyone gets 5000 experience
596 points and you receive:
597
598 Ring of Regeneration (regenerate 1 HP every 6 seconds)
599
600 - THE PORTAL
601
602 Go back to the previous passage, and open the other door (x 750 y 800).
603 Fight the monsters in here (Rakshasa and Mephits). Past them is a big
604 portal. Remember those gems that we gathered that I told you not to
605 put in your gem bag? (Opal Stone, Sapphire Stone and Ruby Stone) They
606 are the key to this portal. Click the portal once and a Greater Wolfwere
607 appears, twice and a Demon appears, three times and a Djinni appears and
608 gives you:
609
610 Doomplate +3 (Plate Mail AC 0)
611
612 We are done here, so go back to the start, then take the southeast
613 passage to the next level (x 2100 y 1800).
614
615 - LEVEL TWO (AR 1513)
616
617 We start in a room. That is ordinary enough. Just ahead, the room
618 narrows quite suspiciously. When someone goes through that narrow, a
619 gate shuts and lots of Umber Hulks appear in this room and the next.
620 Which means that your party will probably be split in two for this
621 battle. To avoid this fate, I sent out a Wizard Eye to scout out the
622 area, it triggered the gate and left my entire party on one side. You
623 can also have a thief pick the lock on the gate to open it. One "Death
624 Spell" will clear this room out.
625
626 Prepare yourself for a big battle with a Lich. Wander down the passage
627 to the first door (x 2100 y 1800) and go in it. Here you will find the
628 aforementioned Lich and his undead buddies (Greater Mummies and Skeletal
629 Warriors). With Protective Spells active, you shouldn't lose any people
630 (or if you do, you shouldn't lose too many). Keep the Liches defenses
631 down by Breaching, Piercing Magic, etc. Also make sure you have good
632 undead fighting weapons equipped (Daystar, Mace of Disruption, etc.)
633 Liches are worth 22,000 experience. After the battle you can search the
634 pots here for some minor treasures (Cleric's Staff +3, etc.).
635
636 Enter the room right here, and search it for treasure. (spells and gold
637 mostly, as well as some arrows)
638
639 Head further down the passage, it turns to the west. Follow it to the
640 door (x 1050 y 2070). Open it to find Dace, a vampire. This ends in a
641 battle. Kill him and he retreats to his coffin. Then you stake him to
642 get his Hand (the object we need to escape this place). If you don't
643 have stakes, then when you go by the library again, he reappears inside
644 and tells you that your job is half finished. You can find a Stake
645 later on in this level when you get to the Kobold Shamans. (the SECOND
646 group of kobolds that appears... the one with the staff has the Stake)
647
648 - KOBOLDS
649
650 Back to the main passage, then continue north to the next room. (x 3000
651 y 1100) I found a Wandering Horror here to fight. There are also 3
652 containers in here with spells (Simulacrum, etc.) and other minor
653 treasures. Open the next door.
654
655 In the middle of this room (x 2340 y 515) you will find a book on a
656 pedestal. Click it twice to turn the page. Each time you do this it
657 summons forth a "bloodthirsty" monster:
658
659 Kobold Captain
660 Sword Spider
661 Umber Hulk
662 Mind Flayer
663 Beholder
664
665 Treasures: Ring of Free Action
666 Spells - Simulacrum
667 Summon Fiend
668
669 Search the wall (x 2030 y 520) for a secret door, open it and go through.
670 This is the Kobold/Imp room. Past this is the Crystal Room, which also
671 has the Kobold Witch Doctor. More Kobolds will appear around the
672 Crystal, and summon forth its "defenders" (more kobolds... and one xvart
673 looking guy). When they are dead, you get a Piece of the Crystal. You
674 may need to click the crystal to get the second group to appear.
675
676 Go back to the book room, open the door and go up the stairs.
677
678 - THE GIANT STATUE HEAD
679
680 Go now to the southwest passage again to the big giant statue head. Talk
681 to it with both the Crystal from the Kobolds and the Hand from Dace to
682 get it to open the passage. For this everyone gets 29,500 experience.
683 The head opens its mouth, and you can now enter the door behind it.
684 (x 470 y 1890)
685
686 Trick: You may be able to talk to it again and again to get more
687 experience. Cornelius Chesterfield did it 6 times.
688
689 - FINAL LEVEL (AR 1514)
690
691 There are two doors to the right, we want to take the bottom one (x 630
692 y 820). Open the secret door to the right (x 820 y 1020). Inside is a
693 switch, click twice to open the secret door to the left (x 560 y 1020).
694 Within here are a group of trolls (including one 12,000 exp troll).
695 Search the nearby pot to find:
696
697 2 Mithril Tokens (used later to gain an item)
698 Spell - Breach
699 Arrows +2
700
701 Back to the passage, and take it down to the next door (x 650 y 1500).
702 There are Minotaurs (3000 exp) in here. Near the door we came in is a
703 pot:
704
705 2 Mithril Tokens (so we have 4 total now)
706 Spell - Sunfire
707 Bolts +2
708 Gold
709
710 Open the door at the top of the room (x 1000 y 1450) and go in. Search
711 the pool in the center of the room to find:
712
713 Minotaur's Horn (used much later)
714 2 Mithril Tokens (6 total)
715 Mind Flayer Painting
716
717 There are 3 statues in this room, each of which has another "monster"
718 painting. So click on each statue twice to get their painting. They
719 WILL shoot spells at you, no matter what you do. Once you have the 4
720 paintings, head back to the beginning room. Then open the top door
721 (x 900 y 650), go through the passage and open that door too.
722
723 - THE PAINTED DOORS
724
725 This leads to a room full of monsters (for me it was Yuan-ti) that must
726 be dispatched before anything can be done. There are then four doors in
727 here, each with a picture of a monster on it that corresponds with one
728 of the paintings we got. From left to right:
729
730 Mind Flayer - 11,000 experience
731 Flame of the North (2Hnd +2, 10% magic res., +4 vs Evil)
732 Spirit Troll - 8000 experience
733 Katana +2: Malakar (+2 AC vs. Slashing weapons)
734 Umber Hulk - 10,000 experience
735 Djinni - 10,000 experience
736 Bloodstone Amulet
737
738 The Umber Hulk door leads to the next passage to go in. There were a
739 number of Wolfwere's in this passage. Go up and search the pot
740 (x 2280 y 185):
741
742 Gems
743 Arrows (Bolts and Bullets)
744 Spell - Phantom Blade
745
746 Then enter the room to the right. In this room you will find 3 Clay
747 Golems guarding the one treasure chest there. Funky. When you take the
748 items from the chest, the door slams shut and the Clay Golems attack.
749 Make sure you have Blunt weapons. Then I would kill the Clay Golems
750 first (Fake Talk works fine) and then unlock and take the treasures:
751
752 4 Mithril Tokens (10 total)
753 Gesen Bow String (final part of the powerful Gesen Bow)
754 Gem
755
756 Back into the passage, now take the southern door (x 2025 y 515). I
757 found a Stone Golem in here. Search the table:
758
759 3 Mithril Tokens (13 total)
760 Gold
761 Lots and lots of throwing darts and axes
762
763 And also search the pot to the left:
764
765 2 Mithril Tokens (15 total)
766 Gems
767 Throwing Items
768 Spell - Maze
769
770 Open the next door to the south to find the Vending Machine. This is the
771 reason we are collecting Mithril Tokens. Depending on how many tokens
772 are put in, you get a treasure:
773
774 5 Tokens - Boots of the North (50% cold resistance)
775 10 Tokens - Boots of Grounding (50% electrical resistance)
776 15 Tokens - Boots of Speed (Haste permanently on user)
777 20 Tokens - Jester's Chain +4 (AC 1)
778
779 Right now you should have 15 tokens. There are more than can be found
780 throughout the level. I found the Jester's Chain to be quite useless,
781 so I would get the Boots of Speed. Then later come back and spend
782 whatever tokens you have on the Boots of the North. (If you plan to come
783 back, you should probably mark it on your map)
784
785 - THE ORB ROOM
786
787 Go back to the beginning, then back down the bottom passage to the
788 Minotaur room. (x 933 y 1667) Open the door on the southeast wall.
789 This passage leads to another door, which opens up to the Orb Room.
790 There are 4 orbs in here that will cast a spell on whoever is standing
791 on the mosaic in the center of the room. From left to right the Orbs
792 cast:
793
794 Slow (x 1400 y 1575)
795 Heal (x 1500 y 1500)
796 Haste (x 1750 y 1525)
797 Lightning Bolt (x 1850 y 1600)
798
799 A great place to Heal people, but the Haste Orb is probably more useful.
800
801 Head up the next passage.
802
803 - BODHI AND THE (VAMPIRE) SLAYER
804
805 Within the next room is a giant minotaur statue, some vampires, and, oh,
806 Bodhi. She has decided to kill you once and for all, well before you
807 were supposed to meet (at least that is what I got out of that
808 conversation). A battle breaks out, but quickly, the main character
809 changes into the Slayer. This rightly freaks Bodhi out and she flees
810 taking her vampire cronies with her.
811
812 Which leaves you as the Slayer, and you aren't entirely in control of
813 your power. Keep everyone else in the party away from the Slayer else
814 they might get killed by it. Your party members will rightly comment
815 on this when you revert to normal. The Slayer is the Avatar form (mortal
816 form) of Bhaal and if you are turning into Bhaal...
817
818 The next time you rest after this, you turn in the Slayer again, and
819 chase someone in your party around (possibly the person you are in a
820 romance with). You may even end out killing them.
821
822 The next time you sleep after that, you MAY get the Slayer Dream, where
823 you gain the ability to change into the Slayer. The cost of turning into
824 the Slayer is a reputation loss of 2 points. Also you cannot stay the
825 Slayer for too long else you will die. (It says "you feel yourself losing
826 control" when it gets close)
827
828 - ESCAPE THE DUNGEON
829
830 Open the door to your left (x 1965 y 1150). There will probably be a
831 Minotaur here to kill. Then search the pool near the door:
832
833 4 Mithril Tokens (19 total)
834 Gold
835 Spell - Chain Lightning
836
837 If you go further up this passage you will find a Gauth (small green
838 Beholder like creature, worth 9000 exp) and more Minotaurs. No
839 treasure. Back to the Statue room.
840
841 Now take the lower right passage. (x 2330 y 1425) This leads to a small
842 room with yet more Minotaurs. When they are dead, search the pot to
843 find:
844
845 Minotaur Horn (used on the statue)
846 2 Mithril Tokens (21 total)
847 Spell - Limited Wish
848 Gold
849 Arrows
850
851 You now have all the Mithril Tokens in the game, so you can go back to
852 the Vending Machine and get whatever you want from it.
853
854 Put the Horns on the Minotaur Statue (everyone gets 29,500 experience)
855 to open the exit. Go out.
856
857 - THE CHALLENGES
858
859 Oh, but we aren't free yet! You will be in a small circular room with
860 6 enemies, goblins and hobgoblins for you to kill. Once they are dead,
861 the Tester Apparition appears to administer the test to you. These
862 tests have right and wrong answers, a right answer makes your life
863 easier (sends you to an easier area) and a wrong answer makes your life
864 a little harder. I will document only the easy path (although the hard
865 path has nothing special in it):
866
867 Agree to take the test and you will be teleported to a small room with
868 a Spore Colony. Kill it.
869
870 Answer the next question with 'Splinter,' and be teleported to a room
871 with a table:
872
873 Cloak of Reflection (reflects electrical damage back to source)
874
875 Then talk to the Apparitions around the table and answer their riddles:
876
877 Rich have need of it, poor have it: Nothing
878 Runs as it wills: A River
879 Dwell with weak, rarely brave: Fear
880 Shines laughter or tears: Memory
881
882 Note: If you messed up the 'table riddlers' last question (memory)
883 you will be teleported to a room with a machine. The correct
884 order of the machine is:
885
886 1. Mithril 2. Ruby 3. Emerald 4. Sandalwood 5. Jade 6. Onyx
887
888 This will get you a Bracers AC 5. [from Redd Barren]
889
890 This takes us to the Troll room. Kill the three trolls you find and
891 take from one of them a Head. Go up and the Apparition will appear and
892 mention that this room isn't part of the test. Tell him you'd like to
893 stay. Then put the Head in the Troll Altar. This gets you the:
894
895 Bone Club +2, +3 vs. Undead
896
897 Talk to the Apparition to get out.
898
899 You will then be judged. If you took the Easy Path (the one I just
900 described) then everyone in your party gets 51,250 experience points. If
901 you took a harder path, then he teleports in a Mind Flayer for you to
902 fight. (Everyone then gets 41,250 experience on the harder path)
903
904 There is one thing of Minor Treasure (x 970 y 380), but nothing
905 important. Leave this area.
906
907
908-------------------------------------------------------------------------------
909 4.3 [SCPFRS] Escape from Spellhold
910-------------------------------------------------------------------------------
911
912 Exposition:
913 -----------
914
915 Once you return to the Asylum, you will be met by Saemon (the captain who
916 brought you to Brynnlaw, if you forgot). He offers you one sage bit of
917 advice, get the deviant mages to help you defeat Irenicus.
918
919 Walkthrough:
920 ------------
921
922 - GAIN ALLIES TO FIGHT IRENICUS
923
924 Avoid the big room in the middle of this area for the moment, if you go
925 in there you WILL be destroyed by Irenicus (it's not even a fight! He
926 just kills you!). There are some minor treasures in a northern room
927 (x 1720 y 550). Open the door at (x 1400 y 400) and go up the stairs.
928
929 You will immediately meet up with Lonk the Sane. Convince him to free
930 the inmates (one way or another). Then convince the Inmates that
931 Irenicus should be killed and they will teleport you into his room
932 downstairs. Quickly a fight between you and him breaks out. This battle
933 is one of the larger battles in the game, as not only do you have
934 Irenicus to face, but soon he summons forth a small army (of clones that
935 look like your party) to help him. Plus you have allies in the Deviants
936 (so, if it says "Wanev casts Death Spell on Mazzy", it means that he
937 is casting that on your evil clone). Defeat Irenicus and everyone in
938 your party gets 68,500 experience.
939
940 Irenicus flees, leaving you to face another group of "murderers".
941 (thieves mostly)
942
943 Tip: At this point, you could close the door, preventing the thieves
944 from entering. Then you could rest and prepare to face them. You
945 could also trap the outside of the room first, so that they get
946 killed before attacking you.
947
948 If Yoshimo betrayed you, then he enters the scene after this and will
949 attack you. Kill him and take his heart. This heart will allow you to
950 undo the Geas on Yoshimo and give him peace in death. To do that you
951 have to take the heart to a temple of Ilmater (there's one on top of
952 the Copper Coronet, and another in Waukeen's Promenade).
953
954 - ESCAPE FROM SPELLHOLD
955
956 Go back upstairs. Follow the passage up and left to find Saemon again.
957 He says that he wants to help you and that he knows a way out. You have
958 three options here: one, trust him and go with him; two, kill him; and
959 three don't kill him and enter the portal downstairs. Do the first one,
960 trust him and he will teleport you outside. He goes to town and tells
961 you to follow. Don't, re-enter the Asylum.
962
963 Note: If you take the Portal you will skip the Sahuagin City (and its
964 wonderful treasures). No matter which you choose, you will end
965 out in the Underdark eventually.
966
967 Enter Irenicus' Office (x 1550 y 1000). There was a Stone Golem here.
968 Search the dresser for:
969
970 Staff of Thunder and Lightning
971
972 Search the desk for:
973
974 The Complete Journal of Jon Irenicus (parts 1 and 2)
975
976 Go into the next room. Search the cabinet on the wall:
977
978 Horn of Silence
979
980 Then search the drawers south of the bed for:
981
982 Rogue Stone
983 Jon's Key (if you took the portal in the basement, this would open the
984 secret door, but don't do that)
985
986 Leave the Asylum and head back to Brynnlaw.
987
988 - ESCAPE FROM BRYNNLAW
989
990 Go to the Vulgar Monkey Tavern and talk to Saemon again. His ship was
991 destroyed by the pirate lord (who probably had good reasons for doing
992 that). What he needs is for you to steal the Pirate Horn for him so
993 that you can steal one of the Pirate Lord's ships. Without the horn you
994 will not make it out of the harbor. He offers you the Vorpal Blade in
995 exchange for doing this. You will find the Horn on the lord's mistress
996 Cayia at night.
997
998 Go to Cayia's house (x 615 y 1475) at night, enter. After listening to
999 Cayia and her current lover's pillow talk, they call the guards and flee.
1000 Kill the pirates, then search her Table to find the Pirate Horn (and
1001 another Rogue Stone). Leave her house.
1002
1003 Head over to the Pirate Ship (x 1700 y 1900) where a group of pirates
1004 will attempt to enslave you as a rower. Disabuse them of that notion.
1005
1006 Continue east to find Saemon (x 2950 y 2500), and talk to him. This gets
1007 you aboard the ship, but soon the Pirate Lord tracks you down. There is
1008 a bit of a scene, and Desharik, the Pirate Lord, even kills his own
1009 mistress, Cayia. Saemon, ever courageous asks you to kill Desharik for
1010 him. Kill the pirates and Saemon rewards you with:
1011
1012 Silver Blade (part of the Vorpal Sword)
1013
1014 The ship casts off...
1015
1016 - THE GITHYANKI INCURSION
1017
1018 Soon the ship is overrun by Giths looking for their sacred Blade.
1019 Although Saemon tries to get a non-violent solution to this, it isn't
1020 meant to be and a battle soon breaks out. You have a very brief window
1021 to kill Saemon, if you want (18,000 experience). Soon this battle is
1022 forced to a conclusion when the Sahuagin capsize the ship sending
1023 everyone overboard...
1024
1025
1026-------------------------------------------------------------------------------
1027 4.4 [SHGNCT] Sahuagin City (AR 2300)
1028-------------------------------------------------------------------------------
1029
1030 Exposition:
1031 -----------
1032
1033 Welcome to the underwater city. At first you cannot understand what they
1034 are saying, but soon they cast a spell that allows you to hear them. They
1035 don't seem hostile (for once). They tell you that your coming was
1036 prophesized (they usually eat surfacers that they capture). Their city
1037 will be destroyed lest you save them.
1038
1039 Go willingly for the moment, as you are best served by listening.
1040
1041 Paul Dickinson points out:
1042
1043 In the Sahuagin City, I discovered that I was able to sell gems to
1044 the temple for 4/3 of the price at which they could be bought back. For
1045 example, I could sell a rogue stone for 4000 gold, and buy it back for
1046 3000. At this time I had 18 charisma and 20 reputation. I could've had
1047 unlimited gold here, but that seemed to be cheating, so I just sold my
1048 rogue stone collection and left it at that. This place also has a nice
1049 collection of spells to buy with all the money from gems.
1050
1051 Gunslinger notes:
1052
1053 You can pickpocket the key to the treasury of the Sahaugin city from the
1054 King, along with the rope needed to descend to the Underdark (Now you can
1055 leave without even caring about the issues of the Sahaugin people).
1056
1057 Walkthrough:
1058 ------------
1059
1060 - THE CHALLENGE
1061
1062 You are brought before their King, who soon enough asks you whether you
1063 are the surfacers of prophecy. It doesn't matter what you say as they
1064 think the same thing of you in any case. Accept their challenge to
1065 fight one of their slaves.
1066
1067 You are set to fight an Ettin, nothing that challenging. Kill it (5000
1068 experience) to prove that you are indeed the prophesized one. The losing
1069 priestess is sacrificed, and you are told about the Sahuagin Rebels.
1070 The King wishes the Rebels to be exterminated, while the priestess who
1071 sponsored you wishes them to be negotiated with. Agree to the King's
1072 demands to bring back the heart of the Rebel Prince to him. The
1073 Priestess wishes to speak with you before you leave to go do the deed.
1074
1075 Head over to the temple (x 1335 y 225) and you can watch the losing
1076 priestess get sacrificed. Then she gives you a couple of jobs to do,
1077 first retrieve a Tooth from a Drow temple. This will allow you to leave
1078 the city later, and second to try to get the Rebels back in power within
1079 the city. In other words, to do the opposite of what the King asked you
1080 to do. Agree to do that as well and she gives you an orb that the Prince
1081 will recognize. Now you have a choice of which plots to do, kill the
1082 Prince or kill the King.
1083
1084 - THE DROW TEMPLE
1085
1086 Head down then right (x 1350 y 1900). You will be warned of Drow in the
1087 area. Continue right, then down (careful to look for traps). You will
1088 bump into some spiders. Continue south and take out the Bone Golem
1089 (x 940 y 3470).
1090
1091 Go left (careful to look for traps), then up. Several Imps here have a
1092 game they want you to play in order to get the Drow treasure. They will
1093 create images of 5 famous people of the realms in front of 5 chests.
1094 Each person has a treasure. What you need to do is gather these
1095 treasures, then put them in the chest behind the person they belong to.
1096 Oh, and this entire platform needs to be deTRAPPED.
1097
1098 Needs: Has:
1099 ------------------------------------------------------
1100 Alustriel - Pendant Elminster's Pipe
1101 Drizzt - Scimitar Piergeiron's Helmet
1102 Elminster - Pipe Drizzt's Scimitar
1103 Khelben - Staff Alustriel's Pendant
1104 Piergeiron - Helmet Khelben's Staff
1105
1106 Once all the items are in their proper place, the Imps open the final
1107 chest. For this everyone in your party gets 18,500 experience. Within
1108 the chest you will find:
1109
1110 Boots of Etherealness
1111 Cloak of Protection +2
1112
1113 Continue up the passage until a Beholder named Spectator appears. Talk
1114 to him. He doesn't have a great existence as he was set to guard the
1115 treasure chest behind him for 99 years. If you try to take the items
1116 in the chest, he will attack you. But, you need the item. So, ask him
1117 if there's no way that you could see the item. With a bit of verbal
1118 wrangling (either you must have Cernd, Haer'Dalis, or Edwin in your party
1119 or have at least 13 Wisdom yourself) he agrees to let you check inside
1120 the chest. Open it and grab the tooth. Spectator seems disappointed in
1121 it, and leaves. (15,000 exp)
1122
1123 Note: Or you can have anyone with at least 13 Wisdom talk to the
1124 Spectator.
1125
1126 - ENTER THE REBEL BASE
1127
1128 Head all the way north (x 2680 y 50). Then go right until you reach the
1129 stairs (x 4600 y 1200). Don't worry about killing the rebels on the
1130 way there, they're insignificant. Go down the stairs. Go through this
1131 ambush to the doors (x 3700 y 2340).
1132
1133 Here you find the Sahuagin Chieftain who will take you to see the Rebel
1134 Prince (if you have the Priestess' Orb, that is).
1135
1136 - SIDE WITH THE PRINCE
1137
1138 Now you have to make a choice which side to go with. On the one hand you
1139 can go with the Prince's schemes, accept the Fake Heart and give that to
1140 the King. (if you want to do it the other way, see below) If you have
1141 a Monk, I would recommend siding with the King.
1142
1143 Take the Heart over to the King and give it to him. He does fall for it
1144 and would reward you. Then the Prince and his goons attack the city and
1145 you are forced into combat with the king. Kill the king to get his
1146 items:
1147
1148 The Impaler Spear +3, +10 piercing damage
1149 Key to Treasury
1150 (etc.)
1151
1152 The Prince then enters and takes control of the city. He then rewards
1153 you for your efforts:
1154
1155 60,500 experience for each person
1156 Magical Rope
1157
1158 Go over and open the treasury (x 460 y 670) to loot the contents:
1159
1160 Rod of Lordly Might
1161 Magical Rope
1162 Spell - Protection from the Elements
1163
1164 Of course, now you can also double cross the prince and kill him. That
1165 way you can still get the Wave Blade (you could probably also pickpocket
1166 it off him, but Imoen has a horrible Pickpocket rating, so if you have
1167 her, you probably can't do that).
1168
1169 - SIDE WITH THE KING
1170
1171 Or, you can assault the rebel prince and take his real heart. He also
1172 has some treasure on him:
1173
1174 Wave Blade (part of the Wave Halberd)
1175 The Impaler Spear +3, +10 piercing damage
1176
1177 Return to the King with the Heart and he will take you to the entrance
1178 to the underdark. He also gives you a fairly generous reward:
1179
1180 Gauntlets of Crushing (+4 to THAC0, DMG, for unarmed combat)
1181 Rod of Lordly Might (can change into different weapons)
1182 Magical Rope
1183 2000 gold
1184 58,500 experience for each character
1185
1186 In case you are wondering, you get nothing for turning in the Priestess.
1187 Also, the King vanishes so you can neither talk to him again nor double
1188 cross him and kill him.
1189
1190 - LEAVE FOR THE UNDERDARK
1191
1192 Once you are done here, you will be shown to the exit. Simply go down.
1193
1194 Quests:
1195 -------
1196
1197 OTHER: The Cloak of Mirroring
1198
1199 Fish Head - Sahuagin City (AR 2300, x 2350 y 1140)
1200
1201 There are many rebels throughout the city, and one of them has the
1202 fabled Cloak of Mirroring on his person. Head to the giant Fish
1203 Head, and stand in the center. You will then be ambushed by
1204 several Sahuagin, one of which has the cloak. The cloak reflects
1205 spells back to their source.
1206
1207 OTHER: Sea Zombie Lord
1208
1209 Zombie Lord - Sahuagin City (AR 2300, x 2630 y 3120)
1210
1211 One of the stranger sights to see in the city is a bloody pit
1212 filled with zombies and the Zombie Lord. (6000 exp) Not worth much
1213 in terms of experience OR treasure, but it is interesting.
1214
1215
1216-------------------------------------------------------------------------------
1217 5. [THNDRK] Chapter 5: The Underdark (AR 2100)
1218-------------------------------------------------------------------------------
1219
1220 Exposition:
1221 -----------
1222
1223 If you took the portal from Irenicus' basement, you will come straight
1224 here. The other way here is from the Sahuagin City.
1225
1226 You get to watch as Irenicus has sided with the Drow to defeat the surface
1227 elves. An ... interesting alliance to say the least.
1228
1229 Walkthrough:
1230 ------------
1231
1232 - FIND TRACES OF IRENICUS
1233
1234 Walk east and a little south (x 1600 y 3700) to find a group of Duergar.
1235 These are traders, and they have seen Irenicus and Bodhi hanging around
1236 the Drow city, but believe that you wouldn't be able to simply walk into
1237 the city (and trust me, you can't). One of them thinks he has a
1238 better way. Then you get to shop if you want. (You can also do the
1239 Imprisoned Mage quest while here)
1240
1241 Note: The Duergar merchants to the south offer a selection of scrolls
1242 for you to buy... but they're holding out on you. Go back to
1243 them sometime during your Ust Natha quests (when you are spelled
1244 to look like drow) and demand to see their wares. The selection
1245 now includes a handful of high level scrolls that wasn't there
1246 the first time. Nothing too special, but helpful if you need
1247 them. [from zambkptkn]
1248
1249 Head north, through the Drow, then west, through the Myconids and north
1250 to get to the Svirfneblin city. (x 630 y 1135) The Deep Gnomes want you
1251 to talk to their leader, and say you "could be useful." Enter the city,
1252 go around the passage, south, then west. There are two rooms here, and
1253 the leader is in the right room. Go in and talk to him.
1254
1255 He wants you to deal with an otherworldly creature that they accidentally
1256 dug up, and in exchange he agrees to help you get into the Drow city to
1257 hunt Irenicus. Within a deep dark cave is a creature called Adalon, who
1258 can help you enter the city. However, you can't get in her cave without
1259 getting a gem from the gnomes. (Svirfneblin is another name for "Deep
1260 Gnome") Agree to help them with their demon problem for the gem. (Of
1261 course, if you were Evil, you could just kill him and take the gem... IF
1262 you were evil)
1263
1264 Note: Gunslinger mentions that you could just pick this gnome's pocket
1265 to get the gem... he won't like it, but then, you don't need his
1266 approval for anything.
1267
1268 - DEFEAT THE GNOME'S DEMON
1269
1270 He tells you that the demon can be found in the new passage to the
1271 northeast. You will find the passage at (x 3600 y 600). Talk to the
1272 guard there to open the door. When you are ready, click on the pit and
1273 the Balor will appear. He requires about a +3 weapon to hit. (But if
1274 you followed this walkthrough, you should have several +3 or better
1275 weapons by this point) Kill him to get 26,000 experience. But we aren't
1276 done yet! Oh no. Put that scroll (that the gnome gave you) in someone's
1277 Quick Item slot, and use it. That seals up the hole.
1278
1279 Head back to the leader Gnome to get your reward:
1280
1281 Mace +3, Skullcrusher (extra damage to Humanoids)
1282 Light Gem
1283 25,000 experience for each character
1284
1285 - TALK TO ADALON
1286
1287 Leave the city, then head eastwards. You may have to fight through the
1288 Kuo-toa's, but possibly not. Then you go north to get to the bridge
1289 (x 3950 y 1890). When you cross this bridge, a Drow war party ambushes
1290 you. Make sure that everyone who can, is wearing some of the spiffy
1291 Drow armor. (Spiffy)
1292
1293 This path then splits into two groups, take the left path. (x 4100
1294 y 1200) Enter the cave.
1295
1296 This is the lair of the Silver Dragon Adalon. (If you are evil, and need
1297 Silver Dragon's Blood to make the "Human Leather Armor"... WAIT and do
1298 it later!) Go down and talk to her. She wants your help (of course).
1299 Her eggs were stolen by the Drow to keep her from interfering with them
1300 as they invaded the surface for Irenicus. In exchange for this she will
1301 help you get out of the Underdark to chase Irenicus at your leisure. To
1302 assist with that goal, she casts a powerful illusion on your party making
1303 them all appear to be Drow.
1304
1305 - ENTER THE DROW CITY, UST NATHA
1306
1307 Leave the cave, go down then take the other passage up to the Drow Gates.
1308 The gates will automatically open and a Drow guard confronts you. Be
1309 confidant and tell them that you are "Veldrin from Ched Nassad". You are
1310 told to be in the Males Fighters Society within three days.
1311
1312 Enter Ust Natha.
1313
1314 Quests:
1315 -------
1316
1317 OTHER: Mind Flayers
1318
1319 Mind Flayers - Underdark (AR 2100, x 200 y 2650)
1320
1321 Just north of where you first enter the area you will find some
1322 Mind Flayers. These three goons make for good practice at fighting
1323 them, which you might need if you want to take on the Illithid
1324 city. (9000 exp each)
1325
1326 OTHER: First Drow Battle
1327
1328 Drow - Underdark (AR 2100, x 1735 y 2170)
1329
1330 The first real battle against the drow occurs just north of the
1331 point where you free Vithal (see the next quest below). Drow fight
1332 well with magic, summoning creatures to help them defeat you and
1333 casting spells fairly intelligently. The most notable thing about
1334 them is their Drow Armor, which you should definitely take. Drow
1335 Full Plate +5 is the best armor in the game. It will dissolve
1336 when taken to the surface, but that will still give you a lot of
1337 good use with it.
1338
1339 QUEST: The Imprisoned Mage
1340
1341 Uder Mordin - Underdark (AR 2100, x 1770 y 3800)
1342 Mage - Underdark (AR 2100, x 1930 y 2090)
1343 Svirfneblin - Underdark (AR 2100, x 1633 y 750)
1344 Vithal (later) - Underdark (AR 2100, x 2375 y 3320)
1345
1346 Talking with the last Duergar, Uder Mordin, he brings up the story
1347 of a mage who was imprisoned in the earth after a battle. Seems
1348 this fellow was looking for some artifact of importance. Talk to
1349 the seller Duergar and buy a Freedom Scroll. Don't scribe this
1350 to your spellbook, simply cast the spell, then move north to find
1351 the mage. (10,000 experience)
1352
1353 Talk with Vithal to learn that he was searching for a great
1354 treasure of some sort. He asks for your help in completing his
1355 work. Agree. He wants you to fetch his Book of Rituals from the
1356 Svirfneblin. The Svirfneblin city can be found at the top left of
1357 the area. You will find the book on the Innkeeper in the left room
1358 of their city. You can buy it off him for 300 gold. If you are
1359 currently in Drow form (having already been to Adalon) then you get
1360 the book for free.
1361
1362 You will find Vithal standing just northeast of the Duergar
1363 position near one of the three portals in the area. Talk to him
1364 and give him the book of rituals. Agree to help him out. Then a
1365 Greater Earth Elemental (10,000 experience) appears. Keep it from
1366 killing Vithal. Then Vithal enters the portal. Wait a moment,
1367 then he reappears and tells you to come to the Fire Gate, which is
1368 just above this gate. Talk to him again. A Greater Fire Elemental
1369 (10,000 experience) appears. Same thing happens with Vithal
1370 entering the portal. Then you go leftwards to the Air gate.
1371
1372 Talk to Vithal again and the same thing happens with a Greater Air
1373 Elemental this time. (11,000 experience)
1374
1375 When Vithal returns (everyone gets 20,000 experience) he offers you
1376 some treasure:
1377
1378 Rod of Absorption
1379
1380 If you complain, he will give you a couple of spells (Simulacrum
1381 and Abi Dalzim's Horrid Wilting). If you complain further he will
1382 attack you. Try to beat him quickly to avoid his Imprisonments.
1383
1384 Vithal - 20,000 experience
1385 Skull of Death (Helm, casts Death Spell)
1386 Spells - Wail of the Banshee
1387 Incendiary Cloud
1388 Time Stop
1389 Infravision
1390
1391 QUEST: The Giant Soul Gem
1392
1393 Gem - Underdark (AR 2100, x 1940 y 1860)
1394 Dagglefodd - Underdark (AR 2100, x 1770 y 610)
1395
1396 Just left of center in this area is a giant soul gem. This gem has
1397 6 facets, when each facet is manipulated a new monster is freed.
1398 These will then fight you. From left to right:
1399
1400 Facet 1 (x 1845 y 1862) - Madman Aganalo - 6000 experience
1401 Jhor the Bleeder (Bastard Sw +2)
1402 Facet 2 (x 1872 y 1901) - Raevilin Strathi - 20,000 experience
1403 Spells (summoning)
1404 Facet 3 (x 1920 y 1920) - Riti - 8000 experience
1405 Spear +3, Backbiter (Cursed)
1406 Spells - Improved Haste
1407 Facet 4 (x 1980 y 1920) - Alchra Diagott (Lich) - 22,000 exp
1408 Spells - Summon Nishruu
1409 Delayed Blast Fireball
1410 Spell Turning
1411 Facet 5 (x 2025 y 1885) - Bedlen Dagglefodd (don't attack him)
1412 Facet 6 (x 2035 y 1850) - Gont of Riatavin - 7000 experience
1413 (if you let him go, you get nothing but
1414 advice)
1415
1416 Note: In the Underdark Soul Machine, there is a mad wizard
1417 called Raevilin Strathi, who attacks you. His head has
1418 been stuffed up, and if you cast the cleric spell Heal on
1419 him, he will come to his senses, and give you the sword
1420 Albruin +1 as a reward. [from John Howard]
1421
1422 Then talk to the elder Dagglefodd up in the Svirfneblin city to get
1423 an extra reward:
1424
1425 Bracers AC 4
1426 10,000 experience
1427
1428 He will also sell you items from then on (not that he has anything
1429 that good).
1430
1431
1432-------------------------------------------------------------------------------
1433 5.1 [STNTHA] Ust Natha (Drow City) (AR 2200)
1434-------------------------------------------------------------------------------
1435
1436 Exposition:
1437 -----------
1438
1439 When you enter the city you get to watch a little display between a Drow
1440 and his slave. He kills the slave, and is in turn killed by his mother.
1441 This just emphasizes that Drow are evil. Really evil.
1442
1443 Do NOT reveal yourselves as "non-drow" or the entire city becomes hostile.
1444 Worse than that, they might seal you in.
1445
1446 Walkthrough:
1447 ------------
1448
1449 - GETTING ESTABLISHED IN THE CITY
1450
1451 We are here to do one thing and one thing only, get the Silver Dragon
1452 eggs to give to Adalon. In order to do that we need to keep our ears to
1453 the ground and search for information. Also we need to ally ourselves
1454 with a Family. Once we are allied then the quests become available
1455 (for instance, you can't "Free the Humans" until you have become allied).
1456
1457 Head over to the Male Fighter's Society (x 3535 y 1650). Here you will
1458 meet up with Solaufein. He asks for your name, tell him that it doesn't
1459 matter what your name is and he will be amused and like you more for it.
1460 He tells you that you are going to be working for the Matron Mothers, and
1461 to meet up with her handmaiden on a platform near the entrance. From
1462 this point you have three days to get to that platform and meet with the
1463 Handmaiden.
1464
1465 On your way back to the entrance, you will see a meeting between some
1466 Mind Flayers (Ambassadors, no less) and Drow. This isn't particularly
1467 important, but it is interesting. Go to the platform. (x 1550 y 3300)
1468 Talk to Solaufein again. He explains that some "devourers" have taken
1469 a priestess hostage. He asks if you know what those are:
1470
1471 Int 15+ - You can say "Illithid" and Solaufein likes you more
1472 Int 9 to 14 - You can say "Mind Flayers" and nothing happens
1473 Int 8 or less - You say "Otyugh" and Solaufein likes you less
1474 "I don't know" - nothing happens
1475
1476 You are to rescue that Drow from the Illithid before they take her to
1477 their city. You have three days.
1478
1479 - RESCUE PHAERE FROM THE ILLITHIDS
1480
1481 So, exit the city, and head south. I encountered an adventuring group,
1482 that naturally assumed that I was evil. (x 3300 y 2225) One of these
1483 goons has:
1484
1485 Dragons Breath, Halberd +4 (+1 ice, fire, elec., poison & acid dmg)
1486
1487 Continue south, then cross the bridge to find Solaufein (x 4715 y 3100).
1488 He asks if you have any questions. If you apologize to him, he will like
1489 you more. After which he tells you to get ready for battle. Cast all
1490 your protective spells (Protection from Evil is very useful) and get
1491 ready for combat with some Mind Flayers. You must fight 3 Mind Flayers
1492 as well as 2 Umber Hulks. I would take out the Flayers first, one at a
1493 time, then the Hulks. After the battle, Phaere (whom you just rescued)
1494 sort of thanks you. (20,000 experience) Nothing you say to Phaere
1495 matters. They both go back to the city. You have three days to go back
1496 and talk with Solaufein again.
1497
1498 Battle Tip: Death Spell will annihilate your enemies here. Don't
1499 assume it will always work on Mind Flayers, it won't. It
1500 works here because these Mind Flayers are considered by
1501 the game to be "summoned."
1502
1503 - WORKING FOR HOUSE DESPANA
1504
1505 Enter the tavern and find Phaere and Solaufein. Phaere automatically
1506 talks to you and asks you to join forces with her house. Respond to this
1507 in the affirmative (say "yes")... you can also intimate that you would
1508 rather have her as a reward (if you know what I mean), but that has some
1509 bad consequences if you are currently in a romance with someone else.
1510 She wants you to meet her at the same platform as before... but not right
1511 now. For now she wants you to enjoy yourself in the Tavern. (see the
1512 Quests below if you need something to do) When she leaves the Tavern
1513 you have 3 days to get to the Platform.
1514
1515 Get to the Platform and talk with Phaere. She tells you that a Beholder
1516 is in the city smuggling Adamantite. She wants you to go over there and
1517 kill it. Solaufein and her will scout it out ahead of time. You will
1518 find Phaere again in the Southeast part of the city (x 4200 y 3340).
1519 Talk with her to get the battle rolling.
1520
1521 Kill the Beholder (14,000 exp) and Solaufein seems happy about things.
1522 Phaere mentions that the body is going to be collected for... other
1523 uses (20,000 exp). Phaere tells you to visit her in the tavern within 3
1524 days.
1525
1526 - DROW VS. SVIRFNEBLIN
1527
1528 Phaere wants you and Solaufein to attack a Deep Gnome patrol to keep them
1529 properly fearful of the Drow. Solaufein naturally hates being sent on
1530 such stupid missions, especially given how weak the Gnomes are. You will
1531 meet up with Solaufein west of Ust Natha near the gnomish city. (x 890
1532 y 2225)
1533
1534 Talk to Solaufein. If Solaufein likes you, you can convince him to let
1535 you handle this on your own. At that point he goes back to the city.
1536 (of course, if you have been cheesing him off, then he won't leave) The
1537 Gnome Patrol arrives, tell them that you were sent to kill them, and that
1538 you won't. Then ask for their helmets as a sign that the deed was done.
1539 Head back to the tavern.
1540
1541 - PHAERE
1542
1543 Phaere is pleased that you brought her the helmet, and asks that you meet
1544 her in her chambers at the Female Fighters guild within ONE HOUR.
1545 (everyone gets 28,000 experience) Head over to the Female Fighters
1546 (x 2500 y 2050), enter and talk with Phaere. She wants Solaufein dead.
1547 Why? Lover's quarrel. She wants you to enter his home in the Male
1548 Fighters guild, kill him, and take his Piwafwi Cloak as proof of his
1549 death. Agree to her demands. You now have 3 days to get to Solaufein.
1550 (x 3500 y 1575)
1551
1552 Talk to Solaufein and tell him that you were sent to kill him, but that
1553 you don't want to do it. Then ask him for his Piwafwi Cloak as proof
1554 that he is "dead." Solaufein has a little speech, and he likes you more.
1555 You can then search his place, but there is nothing good here.
1556
1557 Evil Alternative: [from Cyrille Artho]
1558
1559 When you kill Solaufein, he obviously cannot give you his fake dragon
1560 eggs, which you normally use to trick Phaere. However, not
1561 everything is lost. When you give the real dragon eggs to Phaere,
1562 there are three possible outcomes:
1563
1564 1) You interrupt the ritual (bad idea). Matron Ardulace then casts a
1565 spell that reveals the true identity of the party, and you are
1566 chased out of the city. It will be rather difficult to recover
1567 the eggs and kill all the drows.
1568 2) You let the ritual be completed.
1569 a) You prevent Phaere from handing over the eggs to the Demon Lord
1570 (good idea). The Demon Lord then attacks everybody. He does
1571 not have many hit points but you need a +5 weapon to hit --
1572 which you probably don't have at that point (unless you have a
1573 Paladin with the Holy Avenger). A cleric with four Bolts of
1574 Glory (10d6 damage to demons) works well enough, since that
1575 spell ignores magic resistance (which is 95 or 100% for the
1576 Demon Lord). Killing the demon lord gives 26000 exp. Pray
1577 that his initial "Wail of the Banshee" does not kill anybody;
1578 if it does, *hurry* and don't try to re-equip everything
1579 perfectly -- just get your stuff and leave *quickly*! If
1580 nobody is killed, you actually even have time to sell Phaere's
1581 gems to the drow before they all turn red and try to kill
1582 you. Incidentally, "Protection from Evil" will not prevent the
1583 Demon Lord from casting his first attack spell, but he will not
1584 attack you immediately. Also, I could still get out of the
1585 city just after the drow turned hostile -- probably it takes a
1586 few seconds until the city gates are locked.
1587 b) You let Phaere give the eggs to the demon lord (bad idea). He
1588 (being a mean guy) reveals the true identity of the party.
1589 Immediately, all drows turn hostile and attack the party.
1590 Again, this way is not the best (you will also have to deal
1591 with an angry silver dragon then).
1592
1593 Note: If you have recovered the eggs, don't talk to Adalon --
1594 otherwise you can never kill her for her blood (because she'll
1595 teleport you away). Instead, attack her right away. This gives
1596 you less experience and no crossbow +3, only some gold and a
1597 scroll that allows you to proceed to chapter 6 :-(
1598
1599 Personal note: I found it a pity that evil parties cannot let the
1600 drow ritual take place as planned - a duel between the silver dragon
1601 and the demon lord would have been a grand sight. Also, the story is
1602 not very logical in the sense that the drow attack still happens,
1603 despite the loss of their leaders (and a few powerful warriors due to
1604 duels in the tavern and mysterious murderers) and not having the
1605 demon on their side. No surprise, they lose.
1606
1607 /End of the Evil Alternative
1608
1609 Report back to Phaere. (everyone gets 30,000 experience) If you are male
1610 then she wants to talk to you alone... for a little nooky. If you refuse
1611 her, she will sound the alarm and the entire city turns hostile. Of
1612 course, you could try to convince her that you "*really* can't", i.e. are
1613 impotent. In order to pull off one of these deceptions you need either
1614 17 INT or 13 CHA (and in some cases 17 CHA).
1615
1616 After that (whether you talked your way out of it, did it, or didn't get
1617 offered because you are female) she wants you to meet the Matron
1618 Ardulace Despana, who is currently in the Temple. You have 3 days to get
1619 there (everything takes 3 days, for some reason). Oh, and if you did
1620 sleep with Phaere, then anyone you had a romance with is upset with you.
1621
1622 - MATRON ARDULACE
1623
1624 Head down to the Temple of Lolth (x 4200 y 2350). Enter, and walk
1625 forward until you find Phaere, who will automatically talk to you and
1626 introduce you to the Matron. The Matron wants you to prove yourself to
1627 her, and in order to do that you must bring back the Blood of one of the
1628 "noble races", which are Beholders, Mind Flayers or Kuo-Toa's. Oh, and
1629 it can't be any of them, it must be something special.
1630
1631 So, depending on what you want to do:
1632
1633 Beholders go to the next section "Beholder City"
1634 Mind Flayers go to the section after that "The Illithid Lair"
1635 or the easiest Kuo-Toa's "Exit from the Underdark"
1636
1637 If you don't retrieve one of these items in a timely fashion, (three
1638 days) then Phaere will track you down (wherever you may be) and tell
1639 you that your disguise has failed, thus instigating a battle (and
1640 forevermore keeping you out of Ust Natha). So don't waste time.
1641
1642 Come back when you have one of these items and she will take them and
1643 reward you with 22,000 experience for each character. Phaere then asks
1644 to see you in her rooms, within one hour. (she lives in the Female
1645 Fighter's Society, if you have forgotten)
1646
1647 - THE DRAGON'S EGGS
1648
1649 Phaere details her plans to overthrow the Matron Ardulace and set herself
1650 up as head of the house. She wants your help in this, so agree to help
1651 her get rid of the Matron. House Despana is going to use the Blood you
1652 collected along with the Silver Dragon's Eggs to summon a demon. What
1653 Phaere wants to do is replace the Eggs with false ones so that Ardulace
1654 is destroyed when the demon is summoned. She can then use the real eggs
1655 to gain control of the demon. She gives you a key and a set of false
1656 eggs marked as "Phaere's". Leave her house.
1657
1658 Return to the Temple as that is where the eggs are kept. If you did well
1659 by Solaufein, he will appear near the entrance with a further proposition
1660 for you. He wants to give you a second set of false eggs that you can
1661 give to Phaere. This way both the Matron and Phaere get killed by the
1662 Demon. Agree to his plan and enter the temple.
1663
1664 Brian Camley has an interesting strategy for the temple:
1665
1666 While I was in Ust Natha, and was sent to retrieve and replace the
1667 dragon's eggs, I really didn't feel like fighting Drow and Golems, so I
1668 saw if SpookyScarecrow's trick for the Golems in the De'Arnise Hold
1669 would work in this case - I gave Aerie the Boots of Speed, and had her
1670 cast Sanctuary. She got in and out quickly - this works for most
1671 encounters with guards of some sort - the exception being, of course,
1672 getting the Gesen Bow String - using this strategy will leave your
1673 cleric trapped in a room with some angry guardians. Not a good idea.
1674
1675 Once in the temple, take the passage immediately to your right, and take
1676 that up to the Egg Room (x 2067 y 780). Kill the 2 guards and enter.
1677 There are 5 Golems in here, just waiting to pounce on you once you have
1678 taken the eggs. Kill the Golems. Take the Real Eggs and REPLACE THEM
1679 with PHAERE'S EGGS. (don't forget to do that!)
1680
1681 Back to Phaere's. Give her Solaufein's Eggs (20,000 experience) and she
1682 seems awfully pleased. Well, that won't last. Listen to the Imp when
1683 it appears, then get back to the Temple. Phaere is right within the
1684 first passage and soon the Ritual of Summoning begins. The Demon kills
1685 the two Drow women one by one, then will leave if you remain silent.
1686 (25,000 quest experience -- not verified) Be sure to search the two
1687 corpses for treasure:
1688
1689 Ring of Spell Turning
1690 Gorgon Plate +4
1691 Lots of Gems
1692 4500 gold
1693
1694 Evil Alternative: [from Daniel Pang]
1695
1696 In the Drow City, if you give the Demon lord the real eggs after
1697 Phaere and Ardulace are gone you can ask him for a tithe in return.
1698 Asking him for a powerful magical item yields the Halberd +4:
1699 Blackmist, and asking him for safe exit from the Underdark will get
1700 you just that. Ask him for anything else however, and he attacks you.
1701
1702 Now, QUICKLY, leave the Temple and get OUT of the city as fast as is
1703 humanly possible. If you delay, you will be trapped in the city forever.
1704 (Actually, in that case, you simply have to kill everyone in the city,
1705 then you can leave)
1706
1707 Return to Adalon and give her the real eggs. She gives you an Item:
1708
1709 Necaradan's Crossbow +3
1710 78,500 experience (for each character)
1711
1712 And you are then teleported to the Exit from the Underdark. The gate out
1713 is just to the left, but you can explore around if you didn't already.
1714 (see the "Exit from the Underdark" section for more details)
1715
1716 Trick: On the surface, Drow items are meant to turn to dust. Want to
1717 keep that nifty Drow stuff you got? If you have NOT gotten the
1718 Harper's Pin for Jaheira, you can give her all of your Drow
1719 items, and kick her out of the party. She should go out to
1720 the Harper Hold in the Docks District. (If you have done all
1721 the Harper quests already, then she just leaves for good)
1722 Then when you pick her up again, all the Drow items are still
1723 there and can be worn in the daylight! As long as you never
1724 take these items to the "Exit from the Underdark" area, you
1725 can keep them forever. [from Gabriel]
1726
1727 Alternate Trick: [from Chris Norman]
1728
1729 I noticed there was a trick to save the drow items
1730 upon leaving the underdark. I liked this idea, but did not
1731 want to kick a member out of my party to do it. Also, my main
1732 character was in a romance with Jaheira so I didn't know what
1733 kicking her out would do. I decided to try to come up with an
1734 alternate method of doing this. What I came up with works, but
1735 it is somewhat inconvenient to do if you're walking around with
1736 full inventories due to having to trade the armor between many
1737 people. My trick works because the game only checks the items
1738 every round or so and will not decay items on the ground. Here
1739 is what you do. (When picking up items, use the inventory
1740 screen instead of the overhead display method of picking stuff
1741 up)
1742
1743 1. Immediately pause the game when you gain control of the
1744 party after leaving the underdark, before the drow equipment
1745 decays. Transfer ALL the drow stuff you want to keep on to
1746 one person and have that person drop it all into a pile on
1747 the ground. You can then unpause it. Adamantine dust will
1748 appear in your inventory just like if the items decayed, but
1749 they will still be on the ground. Also, opening the bag of
1750 holding seems to decay items as well even if paused, so do
1751 not put anything you want to keep in there.
1752
1753 2. Next, string your characters to the edge of the map, and
1754 have one of them as close as you can get without trying to
1755 exit the screen. The trick here is to have the people
1756 close enough together that they may pass items still. Keep
1757 the character that dropped the items in the same spot so
1758 that he can pass them all to the next person.
1759
1760 3. Now, repause the game, and have the character over the
1761 stack of items pick them up and pass them down the line of
1762 characters until the person near the edge has them. Have
1763 that person drop them all in a pile on the ground again.
1764 (Since the game is paused here, you are in effect, moving
1765 the items to the edge of the map before any time can pass,
1766 so they do not decay.)
1767
1768 4. Move your whole party close enough to the edge of the map so
1769 that you can leave the area with just a single click and no
1770 one will have to walk. Leave the guy on the stack of items
1771 again.
1772
1773 5. Pause again, and pick up all the equipment, passing some of
1774 it to other people if you need to again. Leave the
1775 inventory screen, and click where the party will leave the
1776 area. Then unpause, and the party will leave before the
1777 items decay.
1778
1779 Note: I had to do this procedure again after the Drizzt
1780 meeting. I guess that the program checks for drow items
1781 on that screen as well, so you will probably have to do
1782 it again as well. After leaving the Drizzt zone, items
1783 stuck just fine though, just like with the Jaheira
1784 trick.
1785
1786 Also note that normal Drow Longswords don't turn to
1787 dust.
1788
1789 Yes, this is a somewhat complex method, but if you don't want
1790 to kick out a party member, or have Jaheira's quest completed,
1791 this will keep your drow armor intact.
1792
1793 Note: Drow items aren't worth much, so unless you want to
1794 wear them, don't bother keeping them.
1795
1796 Even if you keep the items perfectly, they can still
1797 turn to dust later.
1798
1799 Quests:
1800 -------
1801
1802 QUEST: The Duergar's Tank, the Aboleth
1803
1804 Duergar - Ust Natha (AR 2200, x 1050 y 3150)
1805 Qilue - Ust Natha (AR 2200, x 2725 y 1890)
1806
1807 Just after freeing Phaere from the clutches of the Mind Flayers,
1808 a Duergar near the entrance will tell you to talk to his "master"
1809 who is in a big tank just behind him.
1810
1811 Talk to the Aboleth, the creature in the tank, and he wants an
1812 exchange. You get him Qilue's brain and he won't reveal that you
1813 are not Drow. Sounds good. You can find Qilue's home right next
1814 to the Female Fighter's society. Enter.
1815
1816 Alternatively: When talking to the Aboleth the first time, you
1817 can refuse to do his quest. Then when he asks
1818 why, simply tell him that if he reveals you, then
1819 you will reveal his treachery as well. For this
1820 you get 12,000 experience. [from Cyrille Artho]
1821
1822 Once inside, kill everything that moves. Besides Qilue, there are
1823 5 servants (mages mostly) to be killed. You can find most of these
1824 to the right. Search Qilue: (4000 exp)
1825
1826 Boneblade Dagger +4
1827 Qilue's Brain
1828
1829 There isn't really anything else here, so return to the Aboleth,
1830 who gives you 10,000 experience and promises not to tell anyone who
1831 you are.
1832
1833 QUEST: Free the Humans
1834
1835 Slave Trader - Ust Natha (AR 2200, x 1111 y 1808)
1836
1837 Just north of the tavern is the slave area, where humans are sold
1838 to Drow masters. If you've been on the second floor of the Tavern
1839 you probably know that slaves don't have much to look forward to
1840 in Drow Culture.
1841
1842 After you have talked to Matron Ardulace, talk to the Slave Trader
1843 and buy the slaves. We want them armed, so pay him the full
1844 price of 2000 gold. He will actually lower the cost to 1500 if you
1845 ask him. The slaves will be teleported near you. Tell them that
1846 they are now free, and that they should head to the surface. For
1847 this you get Reputation +1 and 7500 experience.
1848
1849 QUEST: Defeat the Cultists
1850
1851 Taso Kala - Ust Natha (AR 2200, x 2480 y 2100)
1852 Cult - Ust Natha (AR 2200, x 4200 y 3340)
1853
1854 After accepting the quest from Matron Ardulace, you will find Taso
1855 Kala in front of Phaere's doorway. She automatically talks to you
1856 and ORDERS you to find and destroy the Cult of Ghaunadaur. Accept
1857 this (if you don't want your cover story blown). You will find
1858 the "cultists" where the Beholder was earlier, in the southeastern
1859 part of the city. You have one day to complete this quest.
1860
1861 This battle consists of Drow, Otyughs and Oozes of all colors.
1862 Destroy them. None of them have any significant treasure. Go back
1863 to the Priestess to report your success. Be subservient and she'll
1864 go away (you weren't expecting a reward were you?).
1865
1866 QUEST: The Trapped Djinn
1867
1868 Dola Fadoon - Ust Natha (AR 2200, x 1930 y 3180)
1869
1870 Just to the right of the entrance is a djinn being tortured for the
1871 fun of it (or whatever). It begs for someone to destroy it. I
1872 wouldn't do that until you have talked to Matron Ardulace. Kill
1873 it. Then the torturer will demand compensation. She wants 4000
1874 gold as compensation and if you don't have it, you get a day to
1875 come up with it. If you have talked to Matron Ardulace, then you
1876 can wheedle it down to a mere 2000 gold.
1877
1878 This quest is best done just before you leave the Underdark
1879 forever. That way you can kill Dola Fadoon, tell her that you
1880 don't have the money, and leave the Underdark before anything bad
1881 ever happens to you. For all this you get a measly 5000 exp.
1882
1883 QUEST: Deirex the Lich and Jarlaxle the Mercenary
1884
1885 Visaj - Ust Natha (AR 2200, x 3000 y 2275)
1886 Deirex's Tower - Ust Natha (AR 2200, x 3700 y 2850)
1887 House Jae'llat - Ust Natha (AR 2200, x 3260 y 1460)
1888
1889 Just after meeting the Matron Ardulace for the first time, Visaj
1890 appears on the path just north of Deirex's Tower. He approaches
1891 you and wants to sell you a Rope. Not just any rope, but a magic
1892 lich-defense negating rope. Useful, no doubt, for breaking into
1893 Deirex's Tower and stealing his items. There is the small chance
1894 that the famed mercenary Jarlaxle will come looking for it, but
1895 how likely is that? Buy the rope for 1000 gold. (If you don't have
1896 that much he'll sell it for 750 gold. If your charisma is 15 or
1897 higher, you can talk him down to 500, OR you could just threaten
1898 him and take the rope from him)
1899
1900 Now head down to Deirex's Tower and enter. Deirex is right there,
1901 and although the Rope does seem to do what it was advertised to do,
1902 you are soon teleported to Jarlaxle's Pocket Dimension®. There
1903 isn't really any way to change how things turn out in here. He
1904 tells you that he wants some Gems from Deirex, as his men are
1905 imprisoned within them. He gives you a day to accomplish this
1906 before teleporting you back to Deirex's Tower.
1907
1908 Fight with Deirex. He is a fairly standard Lich and fights as
1909 such. (Time Stop, Abi Dalzim, etc.) By this point Liches shouldn't
1910 present too tough a challenge for you. (22,000 experience) Be
1911 sure to search his body for the Lich's Tooth and the Jae'llat
1912 Wardstone.
1913
1914 Then search the place for treasures: (4 containers, not all in this
1915 room, and some are trapped)
1916
1917 Spells - Glitterdust
1918 Wizard Eye
1919 Deafness
1920 Contagion
1921 Remove Magic
1922 Limited Wish
1923 Melf's Minute Meteors
1924 Spook
1925 Leather Armor of the Viper +5
1926 Jarlaxle's Gems
1927
1928 Take the Gems and you will instantly be teleported back to his
1929 little Pocket Dimension. Jarlaxle takes the Gems and thanks you
1930 for your efforts. Now you can either accept his thanks (2500 gold
1931 and 10,000 experience) or you can attack and kill him and his
1932 mage (14,000 experience and 12,000 experience). They don't have
1933 any good items for you to take. In any case you will be teleported
1934 back to Deirex's Tower.
1935
1936 Go up to the next door (x 3475 y 2730), and enter. Search the lake
1937 for treasure:
1938
1939 Gold
1940 Gems
1941 Spells - Cacofiend
1942 Ruby Ray of Reversal
1943 Spear +3
1944 Wand of Frost & Wand of Magic Missiles
1945 Two Handed Sword +2
1946 Crossbow of Affliction +4 (-2 STR, +4 DMG & THAC0)
1947 Short Sword +2
1948 Ring of Folly (cursed)
1949
1950 That's it for the Lich's treasure (the other door on the outside
1951 leads in here). Leave the tower, go up and right to reach the
1952 House Jae'llat (it's marked on the map). The Wardstone will allow
1953 you entrance. (x 3260 y 1460)
1954
1955 This is, of course, a fairly large battle against many Drow
1956 warriors and priestesses. It just wouldn't be a Drow House
1957 without those elements. Each Jae'llat Guard is worth 6000
1958 experience. This is the first battle, there is another one when
1959 you go over to the right. This battle has Hindra Jae'llat in it
1960 (14,000 experience) as well as Istar Jae'llat (16,000 experience).
1961 Then search the place for treasure:
1962
1963 2500 Gold
1964 And a LOT of Gems (about 50)
1965
1966 If you are wondering about the other warded door out there, it also
1967 leads into the Jae'llat house.
1968
1969 OTHER: The Running Girl
1970
1971 Near the female fighter's society you will see a human girl running
1972 for her life. Later a couple of drow warriors ask you which way
1973 she went. You can lie or tell the truth, I've seen no real
1974 consequences of it.
1975
1976 OTHER: The Tavern Duels
1977
1978 Tavern - Ust Natha (AR 2200, x 1835 y 2550)
1979 Sondal - Tavern (AR 2202, x 580 y 1133)
1980
1981 On the main level of the tavern, to the left near the stairs, you
1982 will find Sondal, the Duel master. Agree to watch the first duel.
1983 One Drow easily defeats four others, comes out and asks for your
1984 opinion on the matter. Tell him that he shouldn't gloat over
1985 children and he challenges you to a duel. Accept.
1986
1987 Note: If you lose any duel, you will be permanently barred from
1988 dueling. Also, all the duels here are One-on-One (unlike
1989 the Monster battles).
1990
1991 When Lasonar is close to being defeated (30,000 experience) he
1992 yields the fight and gives you his sword.
1993
1994 Blade of Searing +3 (Bastard Sword, with extra "searing" dmg)
1995
1996 After the battle, Chalinthra challenges you to a duel. (She was
1997 involved with Lasonar, and found insult in you beating him) When
1998 you are ready, talk to Sondal again to get the duel going.
1999 Chalinthra is a Cleric of no small ability. However, she dies just
2000 the same. (12,000 experience)
2001
2002 The next fight is against a Mage, and requires a Mage from your
2003 party to duel him. So send a mage over and let the battle begin!
2004 (6000 experience) The next battle is also a mage battle, but this
2005 one is slightly more difficult (8000 experience). After that there
2006 is one final mage (11,000 experience). I won these battles by
2007 summoning a Nishruu and using the Cloak of Mirroring.
2008
2009 OTHER: The Tavern Monster Battles
2010
2011 Tavern - Ust Natha (AR 2200, x 1835 y 2550)
2012 Szordrin - Tavern (AR 2202, x 1450 y 840)
2013
2014 On the main level of the Tavern is a man standing to the right,
2015 Szordrin. Talk to him if you want to duel some animals. He has
2016 several combats, which must be done in order: (return to him after
2017 the battle to get a reward and another battle)
2018
2019 Umber Hulk - 4000 exp, 250 gold (from Szordrin)
2020 Nabassu - 16,000 exp, 500 gold (from Szordrin)
2021 Sahuagin Prince - 2000 exp, 750 gold (from Szordrin)
2022 Beholder - 14,000 exp, 1000 gold (from Szorddrin)
2023
2024 He then claims that he will go to the pens to find more challenges
2025 for you to fight, but he never returned (for me at least).
2026
2027
2028-------------------------------------------------------------------------------
2029 5.2 [BHLDRC] Beholder City (AR 2101)
2030-------------------------------------------------------------------------------
2031
2032 Walkthrough:
2033 ------------
2034
2035 - BEHOLDER CITY
2036
2037 You will find the entrance to the Beholder City in the Southeast part of
2038 the Underdark (x 4120 y 3700). It is the passage that leads down. (The
2039 other one goes to the Illithid Lair)
2040
2041 We are here to find a Beholder Eye Stalk, and conveniently enough, we
2042 can find it on one of the first Beholders here. Kill the Elder Orb to
2043 find:
2044
2045 Elder Orb Eye
2046 Blade of the Equalizer
2047 Amulet of Spell Warding
2048
2049 Once you have the Eye, you can head back to Ust Natha and give it to the
2050 Matron Mother. Or you can finish exploring in here and kill a LOT of
2051 Beholders. If you have either the Shield of Balduran (from the
2052 Collector's Edition bonus shop) or the Cloak of Mirroring (from the
2053 Sahuagin City), then this place is a breeze. Put those items on your
2054 two best fighters, and only send them out. The Beholders won't be able
2055 to touch you. Elder Orbs can still cast Imprisonment on you, so you are
2056 NOT invulnerable. This just means that you should attack Elder Orbs
2057 first.
2058
2059 - FURTHER EXPLORATIONS
2060
2061 Go up and right to find Drow battling a Beholder. Explore the place at
2062 your leisure. There are many Beholders, Gauths and a few Mind Flayers.
2063
2064 Just above and to the left of the Drow (x 790 y 605) is a small nook of
2065 treasure: (all treasures here are hidden in "nooks")
2066
2067 Minor Treasures
2068
2069 Just to the right of the Drow (x 1213 y 770) is another nook o' treasure:
2070
2071 Sling of Avoreen +4 (casts Sonic Boom once a day)
2072 Minor Treasure
2073
2074 Along the path to the top of the map (x 2500 y 580) is some treasure:
2075
2076 Greenstone Amulet (can protect user from Charm, Stun and Psionics,
2077 useful against Mind Flayers, no doubt)
2078 Rainbow Obsidian Necklace
2079
2080 There is treasure at the top of the map (x 2130 y 175):
2081
2082 5200 gold
2083 Gems
2084
2085 Just left of that one is another treasure (x 1815 y 195):
2086
2087 Minor Treasures
2088
2089 Well south of that (x 2450 y 1080) in a passage to the left is a larger
2090 thing of treasure (it's not a nook, I mean):
2091
2092 Minor Treasures
2093
2094 That is that for the Beholder City. Once you have killed all the
2095 Beholders, you can take your leave and know that you have done good work
2096 here.
2097
2098
2099-------------------------------------------------------------------------------
2100 5.3 [THLLTH] The Illithid Lair (AR 2400)
2101-------------------------------------------------------------------------------
2102
2103 Walkthrough:
2104 ------------
2105
2106 - THE ILLITHID LAIR
2107
2108 Note: You WILL want to make an Archive Save before going in here!
2109 So, do a normal save, and call it "Illithid Lair", and don't
2110 save over it until the entire lair is finished. That way, if
2111 you screw up, you can easily go back to the beginning.
2112
2113 The most difficult, and potentially rewarding, of the three lairs is the
2114 Illithid Lair, which you can get to via the Underdark. It is located in
2115 the Southeast corner of the map, and you go right (x 5070 y 3400).
2116
2117 Once you have entered, you will be quickly captured by a group of Mind
2118 Flayers who then enslave you.
2119
2120 - ENSLAVED
2121
2122 You wake up in a very small cell. Despite being slaves now, you still
2123 have all of your items. After all, Illithids don't really fear physical
2124 attacks.
2125
2126 A minute or so later, an Ogre will open your door and tell you that it is
2127 time for you to fight. Remember the Gladiators back in the Copper
2128 Coronet? Same idea, except now YOU are the gladiators. Soon enough you
2129 are thrown into a pit to fight 3 Umber Hulks. Beat them and you will be
2130 put back in your cell. When you are back, you will be given Healing
2131 Potions.
2132
2133 Open the side door and talk to the Gith, Simyaz, inside. These Gith were
2134 here to recover the Silver Blade (which you now possess, assuming you
2135 went with Saemon) and ended out here instead. He offers no solutions.
2136 Soon the Ogre comes again and this time takes the Gith out to fight.
2137
2138 Soon the Gith return and tell you that they are to fight you in the next
2139 battle. However, they have a better idea. They will keep the Mind
2140 Flayers busy, while you try to find an escape from the Lair. You will
2141 soon be taken into the battle. Defeat the Kuo-Toa's and then escape out
2142 to the right while the Githyanki keep the Mind Flayers busy.
2143
2144 - ESCAPE
2145
2146 Kill the Ogre Jailor here (10,000 exp). Then search the table:
2147
2148 Hilt of the Equalizer (which means that you probably have all 3 pieces)
2149
2150 Go right into the next half of the room. There are four doors here.
2151 Open the bottom one first (x 3390 y 1760). Kill the 2 Kuo-Toa's here.
2152 Then open the top right door (x 3270 y 1515) next to kill a couple of
2153 Sahuagins. Next open the right door (x 3380 y 1620) and follow this
2154 passage right. Kill the Mind Flayer here. Then go to one of the Vats,
2155 and manipulate it until you get the Goo.
2156
2157 Go back to the Ogre Jailer room, and open the southern door (x 3050
2158 y 1960). Go down this passage, fight the 2 Mind Flayers, and then go
2159 right into a weird slave-control room. Find one of the smaller machines
2160 and pour the goo into it (via clicking it twice). This frees the slaves
2161 from their stasis. They tell you of a way to make Control Collars, as
2162 well as ask you to find them a way out.
2163
2164 Go up to the big machine in the room and Use it to make Collars. Keep
2165 using it until it no longer works. You will get 4 Collars. Equip these
2166 in your Quick Item slot to use them. Then when you find a Mind Flayer,
2167 use the item on him to control him permanently. (Control ends when you
2168 open a door with him)
2169
2170 Note: How to get extra Mind Flayers (to open doors for you). There is
2171 a room where you get the "Goo" which frees the slaves. In this
2172 room a lone Mind Flayer will spawn once every minute or so (if
2173 one is there, a new one won't spawn). There are at least two
2174 doors that require a mind flayer to open and for both doors I
2175 just went back to this room, controlled the mind flayer with one
2176 of the collars and marched him over to the door. I didn't have
2177 to turn into the Slayer once throughout the game (after the
2178 first time which you don't control). [from Rakhiir]
2179
2180 Return to the right portion of the jail, and open the northern door
2181 (x 3050 y 1450). Go through the passage and into the room. Search the
2182 grate on the northern wall to find:
2183
2184 Methild's Harp (Bards can dispel Hold Person effects, 3x day)
2185
2186 Now try to open the door to the right and you get a strange message.
2187 Only a great mind or a creature with godlike strength can open this door.
2188 Which means either you go capture a Mind Flayer with the collars... or
2189 you turn into the Slayer and force the door open. Turn into the Slayer
2190 (unless you managed to keep a Mind Flayer alive), lose the 2 reputation
2191 points, and go through the LEFT door. Once you are in the next room, go
2192 up through the north door until you reach the Brine Room.
2193
2194 The Githyanki will now be freed and will come out to congratulate you.
2195 Oh, and they aren't going to help you get out of here. (everyone gets
2196 25,000 experience)
2197
2198 Once in the Brine Room, try to capture some Mind Flayers (don't use all
2199 your collars). Click on the 8 vats to create 8 Brine Potions, which can
2200 be used to protect your party from Psionic Attacks. Give these potions
2201 ONLY to front line fighters, and use them ONLY when you are near Mind
2202 Flayers, they have a very short effectiveness.
2203
2204 Go back to the previous room and open the lower left door (opening these
2205 doors requires only that you have a Mind Flayer in the party, x 1690
2206 y 1235). Have only your best fighters proceed, each having taken a swig
2207 of the Brine Potion. (or using the Greenstone Amulet from the Beholder
2208 City) Continue left to find a large group of Illithid and Umber Hulks.
2209
2210 From this room there are 3 doors, one to the north, one to the south and
2211 a secret door to the northeast. Since we are being thorough, take the
2212 south door first. This leads to a room with three bizarre Pod-like
2213 things in it. Open each of them to reveal an enemy.
2214
2215 Kuo-Toa Priest - 2000 exp, Magic Bolts, etc.
2216 Insane Dwarf - 1750 exp, Ring of Fire Control (50% fire res., spells)
2217 Umber Hulk - 4000 exp
2218
2219 Back to the other room. Now open the Secret Door (x 1140 y 1300). Go
2220 up this way to find 3 Mind Flayers and several Umber Hulks. Once they
2221 are dead, search the table to find:
2222
2223 Staff of Command +2 (casts Domination once)
2224
2225 Back to the other room. That leaves only the northern door to go
2226 through. (x 950 y 1280) I'm not sure why, but I had to turn into the
2227 Slayer to open this door. What then was the point of taking control of
2228 several Mind Flayers? If you have a Mind Flayer in your party, you can
2229 then Lockpick the door as normal. Anyway go through there to find the
2230 Big Evil Illithid Brain. Kill that first (40,000 experience), then
2231 concentrate on the other Illithids in there, then the Umber Hulks and
2232 finally the Brain Golems. When the Brain dies you automatically gain
2233 some of its blood to give to Matron Ardulace.
2234
2235 - EXIT
2236
2237 Head back and then right to (x 3730 y 1100) to find the slaves who are
2238 now escaping. They thank you (45,000 experience and a Reputation +1)
2239 and leave. You should do the same.
2240
2241 You will find the Githyanki outside in the Underdark under the Tent.
2242 If you have the Silver Blade on you, then they want it back and are
2243 prepared to fight and die to get it.
2244
2245
2246-------------------------------------------------------------------------------
2247 5.4 [XTFRTU] Exit from the Underdark (AR 2402)
2248-------------------------------------------------------------------------------
2249
2250 Walkthrough:
2251 ------------
2252
2253 - KUO-TOA DUNGEON (for the Kuo-Toa blood for Matron Ardulace)
2254
2255 This one is by far the hardest to spot. From the Underdark head west.
2256 Go to just south of the Svirfneblin bridge. Then continue west into the
2257 darkness. You will find that you can travel at (x 150 y 1840). It's not
2258 marked on the map, and if you didn't know it was there, you might go
2259 right by it.
2260
2261 If you did the Silver Dragon Quest, then you will appear at the END of
2262 this particular level. In that case you may want to backtrack to find
2263 all the spiffy items.
2264
2265 Anyway, go right. There are many strange symbols drawn on the ground.
2266 The spiral indicates "danger". Go up the northern "spiraly" path to find
2267 some beholders. (well one Beholder and 2 Gauth) These things are easily
2268 killed by anyone with the proper Cloak of Mirroring (or Shield of
2269 Balduran). Go back.
2270
2271 Now go up the northeastern passage (x 1230 y 1315). There are a group of
2272 Kuo-toans here, including some wizards. Finish them off. Then search
2273 the nearby pool to get some Tainted Tadpoles. Go back.
2274
2275 This time we go right. The path will split, one portion going north and
2276 another continuing right. We want to keep going right, however, the
2277 way is dangerous as a Flame Strike will hit you. Cross over and open the
2278 big door (x 2800 y 1670).
2279
2280 - THE DEMOGORGON
2281
2282 Within is an empty room with several statues. At the top of the room is
2283 a gigantic statue of a Demogorgon. It asks you to put a sacrifice in
2284 front of it to "awaken the five." This is best done by casting "Animal
2285 Summoning" or a similar spell, and putting the animal in front of the
2286 statue. The animals dies, and the five demon knights appear.
2287
2288 Each of the Demon Knights is tough, does level drain and has some odd
2289 spell casting abilities (such as Horror). Kill them.
2290
2291 16,000 experience each
2292 Two Handed Swords +1
2293 Soul Reaver: Two handed Sword +4 (not usable by Good)
2294 Girdle of Frost Giant Strength (21 STR, part of the Crom Faeyr)
2295 Armor of the Hart: Full Plate +3
2296
2297 Go back to the passage, and take the northern path.
2298
2299 - BLOOD OF A KUO-TOA
2300
2301 Just a little ways up the passage you will run into another large group
2302 of Kuo-Toa's. Take these goons out.
2303
2304 Continue northeast into a small round room. It may have Kuo-Toa's in it,
2305 or they may be in its two side rooms. In the right room you will find
2306 the Kuo-Toa Prince. Kill him.
2307
2308 Kuo-Toa Prince - 4000 experience
2309 Blood
2310 Gems
2311 Gold
2312 Bracers of Blinding Strike (casts improved Haste)
2313
2314 Oh, and if you want to, you can put the Tainted Tadpoles in the pools in
2315 the right room. (If this is done before the battle, it weakens the
2316 Prince)
2317
2318 - EXIT
2319
2320 Now if you did the quest for Matron Ardulace, go back the way you came.
2321 However, if you need to, you can leave the Underdark completely to the
2322 left. I wouldn't recommend that, but if you have to, why not. (Your
2323 disguise WILL fail if you attempt to leave, and then you can never
2324 return to Ust Natha)
2325
2326 If you were merely teleported here by Adalon, then fight through the
2327 Drow guards (some have good EXP, but none have good items) to exit the
2328 area through the gates to the left.
2329
2330 - TO THE SURFACE (AR 2401)
2331
2332 This next series of passages leads to the surface. You will first
2333 encounter a large Drow war party that needs to be taken out. Go up to
2334 the next room to find Drow warring with surface Elves. They tell you to
2335 get to the surface and talk to Captain Elhan. There is another battle
2336 through the northwest doors.
2337
2338 Open the southwest doors (x 800 y 520) and go through. There is yet
2339 another battle with Drow here. Continue through. Open the last door and
2340 exit to the surface.
2341
2342
2343-------------------------------------------------------------------------------
2344 6. [BCKTAT] Chapter 6: Back to Athkatla
2345-------------------------------------------------------------------------------
2346
2347 Exposition:
2348 -----------
2349
2350 You exit and are confronted by Elves who at first think you are Drow, but
2351 even when they realize their error, still don't like you. You are taken
2352 to see the Elven leaders, first a General, then Elhan...
2353
2354 Walkthrough:
2355 ------------
2356
2357 - ELHAN'S QUESTIONS
2358
2359 Elhan now will grill you on your various adventures. He has a sage
2360 behind him who will verify the veracity of your statements (sort of like
2361 a polygraph test). Just answer truthfully and things will go better.
2362 For example, on the first question I told him that I left the Drow
2363 "bloodied and battered... I did not flee." The conversation at first is
2364 an exchange of information... mostly from you to them. Then once they
2365 know that you know more than they, they want you to help them. They need
2366 the Lanthorn to re-enter the city, but it was stolen by Bodhi. You must
2367 find her and retrieve the item. Ask for their help in this matter and
2368 get Holy Water and Stakes off of them.
2369
2370 If Viconia is in the party they force her to swear a Geas to serve you.
2371
2372 - GATHER ALLIES TO ASSAULT BODHI, DRIZZT
2373
2374 Naturally the first thing you will want to do upon exiting the Underdark
2375 is to head over to Cromwell to make the Crom Faeyr, Long Sword of the
2376 Equalizer and Gesen Bow. (all of which we have now found all the pieces
2377 for)
2378
2379 However, on your way anywhere, you will bump into Drizzt Do'Urden and
2380 his friends: Bruenor, Wulfgar, Regis and Catti-Brie (from the Salvatore
2381 novels). If you happen to have killed Drizzt in the previous game (and
2382 imported a save-game) then Drizzt is fairly hostile to you. If your
2383 imported character had any of Drizzt's items, then he starts out fairly
2384 hostile to you. Otherwise he is fairly friendly to you. He is, after
2385 all, a force for GOOD in the world.
2386
2387 The point of Drizzt is to ask him to help you fight down the evil Vampire
2388 Bodhi, which he promises to do. If you do that, then you can simply
2389 meet him in her crypt in the Graveyard.
2390
2391 EVIL Parties: I'm betting, however, that many of you are going to fight
2392 Drizzt to try to steal his nifty items. First off, this
2393 makes you EVIL, as Drizzt is good. Secondly, several
2394 party members will leave your party (or attack you) if
2395 you do this:
2396
2397 Jaheira (leaves, goes to Athkatla)
2398 Keldorn (leaves your party and attacks you)
2399
2400 Others aren't happy about it, but don't complain.
2401
2402 When the fight begins, Drizzt immediately summons forth
2403 his spectral panther, Guenwhyvar to help him. I'd take
2404 out Drizzt first, followed quickly by Catti-Brie. They
2405 are the two fiercest here. Then concentrate on Wulfgar,
2406 Guenhwyvar and Bruenor. Save Regis for last. This battle
2407 shouldn't be too hard for you.
2408
2409 Catti-Brie - 12,000 experience
2410 Tansheron's Bow +3
2411 Long Sword +2
2412 Chainmail +2
2413
2414 Regis - 1500 experience
2415 Leather Armor +1
2416 Mace +2
2417 Ruby Pendant (Dire Charm 1x/day)
2418
2419 Bruenor - 3500 experience
2420 Battle Axe +3
2421 Mithril Field Plate +2
2422
2423 Wulfgar - 3000 experience
2424 Aegis Fang (War Hammer +3)
2425
2426 Guenhwyvar - 1400 experience
2427
2428 Drizzt - 12,000 experience
2429 Scimitar +5, Defender
2430 Scimitar +3, Frostbrand
2431 Mithril Chainmail +4
2432
2433 If you DO kill them and steal their things, later Malchor
2434 Harpell will appear and attempt to retrieve these items.
2435 (This often leads to strange bugs, where he doesn't
2436 actually do anything, but keeps hanging around).
2437
2438 - GATHER MORE ALLIES
2439
2440 If you didn't want Drizzt as an Ally, there are other places to look for
2441 friends. (You don't actually need any allies if you are confident enough
2442 in your battle abilities)
2443
2444 The Shadow Thieves: Talk to Aran Linvail (basement of the Shadow Thieves
2445 Guild) and ask him to back you up when you invade Bodhi's place and he
2446 will send his "best" assassins out to help you.
2447
2448 Order of the Radiant Heart: Head over to the Order and a Squire will
2449 meet with you. Then talk to Prelate Wesselan in the side room and ask
2450 for his help in defeating Bodhi and he will send a contingent of Paladins
2451 out to the Tomb to help out. (Interestingly, one of the Paladins sent has
2452 the Two Handed Sword +3: Harbinger, that when it hits may hit with a
2453 Fireball as well)
2454
2455 You may also be able to convince a Temple to help you IF that Temple is
2456 your Stronghold.
2457
2458 You can recruit all of them to help, or none of them. Up to you.
2459
2460 WARNING: If you are in a romance with someone, remove their equipment
2461 before heading to the graveyard.
2462
2463 - BODHI FINALE
2464
2465 Head over to the Graveyard to listen to Bodhi. If you are currently in a
2466 Romance with someone, that person will be turned Cyan (such that you
2467 cannot talk to them) and a battle between your party and Bodhi's vampires
2468 breaks out. Your romantic interest will then be spirited away.
2469
2470 Head out to the entrance to the lower levels (x 590 y 980). The other
2471 entrances are mostly barred to prevent entry. Go down into the crypt.
2472 If you have allies down here, you will find them fighting away. I will
2473 assume that you have no allies, so any allies you have will merely help
2474 you. (although you get no experience for anything the "allies" kill)
2475
2476 Search the two nearby containers to find some spells (and some Stakes if
2477 you need them):
2478
2479 Spells - Finger of Death
2480 Symbol of Death
2481
2482 We're on the same battle plan as the first time we came here, namely kill
2483 Vampires with names, and Stake them when they retreat to their coffins.
2484 Go up the passage to find Valen and Del. Kill them, then enter the room
2485 to the left to Stake the two of them.
2486
2487 Go up the northern passage (x 360 y 1080) to the blood bath room.
2488 Here you will find more vampires (Salia, Meredath) and a pool of blood.
2489 Kill the vampires. Neither of them deserve staking. Then go up to the
2490 Pool and click it twice to use the Holy Water on it. This cleanses the
2491 pool and weakens the vampires.
2492
2493 Go through the passage to the right. There you will find a HORDE of
2494 vampires (hence why you wanted the allies, I would think). Simply go
2495 forward until a couple vampires come your way, kill them, go a little
2496 further forward, do some more, and so on. When the last of this room's
2497 many vampires are dead, go back to the Coffin room and Stake it.
2498
2499 Tip: Other ways to kill vampires would be to launch Cloudkills into
2500 the room, use Turn Undead (from an Evil priest you seize control
2501 of Vampires and can turn them on each other).
2502
2503 Head into the next passage to the right to get to the Spiky Room. Here
2504 you find a Guard Vampire, who casts spells on himself. Nothing a good
2505 Breach spell can't remove. (x 2150 y 675) Enter the spiky room. There
2506 are many Vampiric Mists and Traps in here. Search the center blood pool
2507 to find:
2508
2509 Gauntlets of Weapon Expertise (+1 THAC0, +2 Damage)
2510 Stakes
2511
2512 Back to the main room, and take the stairs to the lower level.
2513 (x 1575 y 550)
2514
2515 If any of the three allies came with you (Drizzt, Eric the Paladin or
2516 Arkanis the Shadow Thief) then they will automatically appear with you
2517 (even if it didn't look like they understood what stairs are). This
2518 first passage has 2 traps in it before you reach the door. Arkanis will
2519 detrap these if he is with you.
2520
2521 Michael Schneider has a battle plan:
2522
2523 I recommend the following course of action if you have the
2524 Mace of Destruction +2: Allow NO ONE to fight in the final Bodhi
2525 battle save your strongest fighter with this weapon and some good
2526 armor equipped (you won't take much *physical* damage in this battle
2527 if your AC is -7 or lower), and a Cloak of Spell-turning (or Shield
2528 of Balduran). The Mace of Destruction renders him immune to
2529 level-drain (and the level-drain ability of the vampires and even
2530 fledgling-vampires are enhanced for this battle; presumably this is
2531 what the Holy Water weakens), which means that all of your party
2532 (being unaffected) will be eligible for the big XP payoff at the
2533 conclusion. Otherwise you'll need to cast a lot of Restorations
2534 before staking her.
2535
2536 Open the door to find Bodhi. She gives her final Evil Rant and attacks.
2537 If your lover was turned, you will find them here and they will attack
2538 you forcing you to kill them. Make sure to loot them if you didn't
2539 remove their equipment earlier. Go up to the Pool (any of them) and use
2540 a Holy Water on it to weaken the vampires further. Kill Bodhi (91,000
2541 experience) and she will flee to her coffin in the top right room. Go
2542 up there and Stake her. (x 1700 y 100) This gets you:
2543
2544 55,000 + 48,500 experience for each character
2545 Rhynn Lanthorn (needed to enter the elven city)
2546
2547 Before leaving be sure to get:
2548
2549 Bodhi's Black Heart
2550 Body of your Lover (if applicable)
2551 The Vapiricus Omnibus: Unabridged (from the top left room)
2552
2553 - RESTORE YOUR LOVER
2554
2555 Well, before we go to Chapter Seven we have to undo the rest of what
2556 Bodhi did, namely we have to reverse the vampirism. The Vapiricus
2557 Omnibus mentions the god Amaunator, whose temple we restored when we
2558 defeated the Shade Lord (or, if you didn't do that, check out the Umar
2559 Hills section). Go to the Temple Ruins area.
2560
2561 Enter the temple ruins. Make your way to the lettered-floor room
2562 (where you can only cross safely by stepping on the letters AMAUNATOR)
2563 cross and enter the left room with the giant statue. Place the Body and
2564 Bodhi's Heart in the arms of the statue (x 2615 y 1620). Your lover will
2565 be restored back to life and will be very thankful.
2566
2567 - RETURN THE LANTHORN
2568
2569 Go back to the 'exit from the underdark' area and talk to Elhan again.
2570 Everything he says just reveals more and more that the elves knew
2571 Irenicus and Bodhi from before. However, he does not wish to tell you
2572 the entire story, and says that if you can rescue the Priestess Demin
2573 from the city, Suldanessellar, then she will reveal all to you. (everyone
2574 gets 74,500 experience) This is continued in the section titled
2575 'Suldanessellar.'
2576
2577 Quests:
2578 -------
2579
2580 QUEST: Restore Yoshimo's Soul
2581
2582 If you still have Yoshimo's (black) heart, you can try to remove
2583 the Geas that holds his soul. Take it to any Priest of Ilmater
2584 (for example, the Temple that is on the Roof of the Copper Coronet)
2585 and ask that they help him. For this you gain 200,000 experience.
2586
2587 And no, Yoshimo cannot be resurrected after this. But hey, you did
2588 save his soul!
2589
2590 OTHER: Find the Silver Hilt for the Vorpal Sword
2591
2592 You've had the Silver Blade forever now (assuming you went with
2593 Saemon) and are probably wondering just when you are going to get
2594 that pesky hilt for it. Well, when wandering near the Adventurer's
2595 Mart in Waukeen's Promenade I encountered Kruin, a mean Gith who
2596 needs the Sword to re-enter Limbo.
2597
2598 Refuse to hand over the sword and he starts casting spells like
2599 crazy. Did I mention that he has several Gith buddies around?
2600 Kill them to get the Silver Hilt, used to finish the Vorpal Sword.
2601 (Rhetorical question, why didn't the Cowled Wizards show up when
2602 the Gith started casting spells?)
2603
2604 OTHER: The Doppleganger Brigands
2605
2606 While traveling between areas you will be "waylaid" by a group of
2607 what appears to be peasants. They ask if you are the famous
2608 adventurer, renowned throughout the Sword Coast. Say yes and they
2609 suddenly turn themselves into cloned versions of your party! Who
2610 knows what diabolical scheme they have concocted to use with a
2611 cloned version of your party. Kill them. I didn't really find
2612 anything else remarkable about them.
2613
2614
2615-------------------------------------------------------------------------------
2616 6.1 [3NWARS] Three New Areas
2617-------------------------------------------------------------------------------
2618
2619 Walkthrough:
2620 ------------
2621
2622 - AREA ONE: SMALL TEETH PASS (AR 1700)
2623
2624 You probably couldn't help but notice that when you emerged from the
2625 Underdark there were 3 new areas on your map. From left to right these
2626 are: Small Teeth Pass, North Forest and the Forest of Tethir. We'll
2627 hit them in that order starting with the Small Teeth Pass. There is
2628 nothing in the Small Teeth Pass. Sure, you can fight some Wolfwere's,
2629 or Vampiric Mists or even Gnolls, but other than that you won't find a
2630 single thing of significance here. On to the next area.
2631
2632 - AREA TWO: NORTH FOREST (AR 1800)
2633
2634 This area is very small, but actually does have more significant things
2635 in it. There is a grave (x 1550 y 525) near the top of the map that has
2636 some random treasures in it. Yes, you heard me, random. Nothing great,
2637 possibly some spells, potions or gems. At night this grave is guarded
2638 by some Genies (a Djinn and an Efreet).
2639
2640 Further down from that you will find another set of graves, this one
2641 defended by a Mage, a Priest and their goons. I would take out the mage
2642 first to prevent him from casting his Time Stop and other spells. You
2643 can search them, but they don't have any great treasures.
2644
2645 - AREA THREE: FOREST OF TETHIR (AR 2600)
2646
2647 Unlike the previous two areas, this one actually has something in it! A
2648 Quest even! With murder and intrigue! You will likely start out at the
2649 top of the map. Immediately to your right you will see a cage hanging
2650 from a tree (x 2320 y 225). This is the Wolfwere camp and becomes
2651 significant later. From there go south to the branch (x 2430 y 1630)
2652 go left onto the branch and from there onto the really big fallen tree.
2653 Go north up this tree to the next branch (x 1600 y 1180). Go left on
2654 this branch to reach the Cabin.
2655
2656 Here you will meet up with Coran (x 580 y 1130) who tells you that he
2657 wandered out here with Safana but now she has been kidnapped by
2658 Wolfweres. Agree to help him out. (Also you can search the left side
2659 of the cabin to find a minor treasure, it's on the wall) If you enter
2660 his cabin you will find it overrun by Vampiric Mists and similar
2661 creatures. There are also some +1 and +2 items in here, but by this
2662 point in the game that isn't very noteworthy!
2663
2664 Leave the cabin and return to the Wolfwere camp to find Coran. Lanfear
2665 has been "holding" Safana captive, but it turns out that they are in
2666 cahoots and are out to get you for some bounty or another. Treachery!
2667 And you thought Yoshimo hurt! (Safana and Coran were with you in Baldur's
2668 Gate) However, Lanfear has her own plot to steal Coran away, and kills
2669 Safana once he is there. A battle soon breaks out. Try to keep Coran
2670 alive if you want (isn't important). If your main character was Female
2671 then Lanfear simply kills Coran before the battle. (such is life, I
2672 suppose) And that is that for Coran.
2673
2674 Back onto the left log (x 2020 y 1620). This time take it south to where
2675 it intersects with another log (x 3040 y 2800). Now there is a branch
2676 just to the south (and a little east) that leads south off of this
2677 log (x 3240 y 2960). This leads to another branch that goes east.
2678
2679 Go north once you are off the branch until you reach the Door (x 4500
2680 y 2220). Enter. Search the lake:
2681
2682 Mana Bow +4 (20% magic resistance)
2683 minor treasures
2684
2685 There's nothing else worth looking at in here, so leave. (If you did go
2686 into the back room, be sure to check for traps first) We're also done
2687 with this area, so you can leave.
2688
2689
2690-------------------------------------------------------------------------------
2691 7. [SLDNSS] Chapter 7: Suldanessellar (AR 2800)
2692-------------------------------------------------------------------------------
2693
2694 Exposition:
2695 -----------
2696
2697 Elhan uses the Lanthorn to open a hole in the tree to the Elven City of
2698 Suldanessellar (everyone in the party gets another 74,500 experience).
2699 The elves then re-enter their city and bid you to follow them...
2700
2701 Walkthrough:
2702 ------------
2703
2704 - SULDANESSELLAR
2705
2706 In case you are wondering, you are in the Forest of Tethir to start with
2707 (see the above section 'Three New Areas' if you haven't been here
2708 already). Enter the city. The elves move out to look for survivors, and
2709 Elhan tells you to be careful and look for Ellesime.
2710
2711 We are currently in the bottom right portion of the map. Go north to
2712 find the first building (x 4640 y 2500). Enter. Kill the three Golems
2713 in here to save the two elves. They reveal that you will find Priestess
2714 Demin in a house in the Southwestern part of the city, then leave.
2715 Search the large bookcase on the right (x 680 y 270) to find the:
2716
2717 Stone Horn (needed)
2718 Darts
2719
2720 The container just north of that bookcase holds a:
2721
2722 Cloak of Elvenkind (Hide in Shadows +50%)
2723
2724 The rest of the containers hold merely minor treasures. Exit the
2725 building.
2726
2727 Head up the northwestern path (x 4515 y 2450). Beware Golems that may
2728 lurk around here. There was a group of Rakshasa's (x 4060 y 1950) just
2729 outside the next building. Be ready for a large battle, and enter the
2730 building. If you cast Protection from Evil 10' on your party, then the
2731 Glabrezu will not attack you. Once inside take out the mage first and
2732 the rest will be easy. There is nothing else to be done here for the
2733 moment, but remember this place (Temple of Rillifane), we will be back.
2734 Exit.
2735
2736 Note: If you have the artifacts of Rillifane before coming here the
2737 first time, and quickly placed them in the Altar, you could let
2738 the Avatar of Rillifane fight this battle for you. (Rolander)
2739
2740 Head down the southwest path to the unmarked building (x 3160 y 2730).
2741 There will probably be more Golems here to fight. Go up the stairs on
2742 the building to rescue some elves. Tell them to get to the gates. South
2743 of this building is a platform where some elves and trolls are fighting.
2744 Once the trolls are defeated the elves "move out" to help out other
2745 sections of the city.
2746
2747 - THE SYMBOL OF RILLIFANE
2748
2749 Go down the next southwest passage to the next building (x 2080 y 3240).
2750 Enter the TOP room first, and search it until you find the Wardstone.
2751 Then leave that room and enter the lower room. You can find the Meteor
2752 Swarm spell on the fireplace mantle. To the right you will see three
2753 dead elves around an odd piece of furniture. The answers to this thing's
2754 questions can be found on the wardstone. Go up and use the thing:
2755
2756 First: Press the Rune of Corellan Lotharian
2757 2nd: Press the Symbol of Rillifane
2758 3rd: Press the elven Symbol of Water
2759 4th: Press the Rune that denotes the Tree of Life
2760
2761 Do that correctly to get the Symbol of Rillifane. Leave this room.
2762
2763 - THE PRIESTESS DEMIN
2764
2765 Go west (where you will see Elves battling skeletal warriors), then
2766 northwest to get to Demin's House (x 780 y 2140), which is guarded by a
2767 Drow and a Demon. Go up the stairs and enter the building. Inside you
2768 will find Demin fighting three Rakshasa's:
2769
2770 Girdle of Stone Giant Strength (20 STR)
2771
2772 On the shelf behind her you will find:
2773
2774 Spell - Absolute Immunity
2775
2776 Afterwards talk to Demin to learn all about Irenicus' past and why he has
2777 invaded the elven city. She also has an idea to help clear the city of
2778 its current pest problem, to restore the Guardians of the forest. What
2779 you need is to find the three artifacts of Rillifane: The Cup, the
2780 Symbol and the Moonblade. We already got the Symbol, all we need is the
2781 Cup, which is on the Dragon to the northwest and the Moonblade, which is
2782 in the Temple of the Moon to the east.
2783
2784 Leave her house.
2785
2786 - THE ARTIFACTS OF RILLIFANE
2787
2788 Go up the northern path to the Harpist's House (x 1060 y 625). Outside
2789 the house a group of elves are fighting some golems. If you manage to
2790 save the elves they give you 13,000 experience. Enter the building.
2791 Search the desk in the top left to find:
2792
2793 Stone Harp (companion to the Stone Horn)
2794
2795 Leave the building.
2796
2797 Go up to the northwest passage (x 500 y 725). This path leads to a new
2798 area with the Black Dragon that we must defeat to get the Golden Cup of
2799 Rillifane. Take the passage. Once at the new area, cast whatever
2800 protective spells you wish (I used Haste, Protection from Evil and
2801 Mazzy's Protection from Fear), then go southwest and fight the dragon.
2802
2803 You can try to reason with him, but he won't fall for it, and a battle is
2804 inevitable. Just keep his spell defenses down and attack. By this point
2805 in the game you should be mighty enough to easily whack this pest.
2806
2807 Nizidramanii'yt - 52,000 experience
2808 Golden Goblet of Life (fancier name)
2809 Bladesinger Chain +4 (elven chainmail, AC 1)
2810 Minor Treasures
2811
2812 Note: You can also trade all your possessions for the Goblet if you
2813 would rather. You could drop all your items on the ground before
2814 talking to the dragon, then he just takes all your gold.
2815
2816 I wonder what the Dragon would do with Boo, anyway...
2817
2818 Once the Dragon is dead, head back the way you came.
2819
2820 Alternatively: You can give the Dragon everything you have (gold and
2821 items) for the Goblet. Naturally, you'll want to drop
2822 all your items before doing this.
2823
2824 Go southeast, past the Harpist's House, southeast down the next passage
2825 to get to the House of the Moon (x 1830 y 1450) and site of the final
2826 artifact of Rillifane. Enter.
2827
2828 Within the house you get to watch as an elf kills a Balor, but is
2829 destroyed himself in the process. Search the elf's remains to find the
2830 Moonblade. Then search the rest of the room to find:
2831
2832 Boots of Elvenkind
2833 Spells - Gate
2834
2835 Return to the Temple of Rillifane and place the three sacred objects
2836 (Cup, Moonblade and Amulet) in the Altar in the center. This will
2837 create the Avatar of Rillifane who is irritated that his temple has been
2838 defiled by Irenicus. (everyone gets 65,000 experience) After talking
2839 with you he summons forth the Guardians of the Forest, who clear out the
2840 city and unseal the Palace for you to enter. You also get:
2841
2842 Staff of the Woodlands +4 (+3 AC, best weapon for Druids)
2843
2844 Leave the temple. Just outside the temple will be a new elf, Reirra, who
2845 offers to sell you things. When you are ready head up to the Palace
2846 (x 3450 y 600). Near the House of the Moon you will find some elves in
2847 conflict with some monsters. Help out (although the elves seem to get
2848 dominated).
2849
2850 - THE PALACE
2851
2852 Go up to the tree and keep using it until you get all the nuts (the
2853 screen will fade to black). There is now only one door to go through,
2854 so go through it. This leads to a pleasant garden with a waterfall in
2855 the center. To the left are two statues, use the statues to put the
2856 Stone Horn and Stone Harp on them. (3000 exp each) This removes the
2857 waterfall and replaces it with a staircase. Go down the stairs. (after
2858 first talking to your party members about the upcoming battle)
2859
2860 - THE TREE OF LIFE
2861
2862 When you first enter this area, Ellesime talks to you. She tells you
2863 that you need to slay 3 parasites on the tree in order to weaken Irenicus
2864 to the point where he can be defeated.
2865
2866 From where you start, go all the way left (x 1970 y 450) and one of your
2867 Seeds will grow into a new branch that continues left. Go left to find
2868 the first parasite (x 1430 y 140). Click on it to try to kill it,
2869 however it has a defender that leaps out to attack you. (for me it was
2870 2 Earth Elementals) Once they are dead, click on the parasite to kill
2871 it. One down, two to go.
2872
2873 Go a little left and down from the first parasite and a new branch will
2874 grow in. Cross it and go down. (x 877 y 1070) Follow this path down to
2875 find the second parasite (x 1180 y 1480). Click on it until its
2876 guardians attack you (air elementals). Once they are dead, kill the
2877 second Parasite and Ellesime will contact you again. She is very excited
2878 now and thinks there is a good chance that you could kill Irenicus. (or
2879 as she calls him, Joneleth) One more Parasite to go.
2880
2881 Go down. You will pass right by Irenicus (x 1800 y 2035), go past him
2882 on the path that leads eastwards. (x 2340 y 2400) Another branch will
2883 grow in, cross it. Keep going right until you find the final parasite
2884 (x 2875 2025). Do the same thing to kill it. When the last parasite
2885 dies you are automatically teleported over to Irenicus.
2886
2887 - BATTLE WITH IRENICUS
2888
2889 There are many ways to fight Irenicus. Some might suggest summoning a
2890 Nishruu or Hakeashar to deal with him. Others would recommend using
2891 Protection from Magic scrolls. An easy strategy that often works is to
2892 let him cast some spells, then just wander off for awhile. Most mages
2893 don't follow you, and it can easily allow you to do what you will
2894 (protective magics, healing, etc.). But perhaps the easiest strategy
2895 for dealing with Irenicus comes from Xar: Since you can reach Irenicus
2896 before killing the parasites, fill his areas with the nastiest traps you
2897 have (either you need to be a thief or have Jan along – Imoen/Nalia’s
2898 trap skill is too poor). The traps won’t activate until you get the
2899 arch-villain speech. Seven traps (with some special snare or advanced)
2900 will kill him before he can raise a single barrier. Next.
2901
2902 When Irenicus is dead, everyone is sucked into hell with him. If anyone
2903 died, don't worry about their possessions, they will appear in hell
2904 with you.
2905
2906
2907-------------------------------------------------------------------------------
2908 7.1 [TH9HLS] The Nine Hells (AR 2900)
2909-------------------------------------------------------------------------------
2910
2911 Exposition:
2912 -----------
2913
2914 When Irenicus died, your stolen soul did not return to you and as a result
2915 you followed Irenicus into hell. Imoen has a theory as to why the same
2916 didn't happen with her, that Bodhi's vampirism made the soul transfer
2917 easier. In any case, you must find Irenicus and finish things, once and
2918 for all.
2919
2920 Walkthrough:
2921 ------------
2922
2923 - BHAAL'S TEARS: SAREVOK
2924
2925 Well that big giant door to the north seems like a likely place to have
2926 to end out eventually, if only you could open it. Go over to the left
2927 (x 575 y 840) and down the stairs.
2928
2929 Note: Each of these "tests" has a GOOD and an EVIL way to accomplish
2930 them. Which you do has some fairly drastic effects when you
2931 get around to opening the final doors.
2932
2933 Alternate Route: [from Henning Roes]
2934
2935 In your walkthrough you walked left and started with the Wraith of
2936 Sarevok. If you walk right instead it seems that whatever you do you
2937 will stay good. In my first game I went left and everything was like
2938 you described. In my second and third game I went right and wasn't
2939 able to get the evil reward or become evil. I sacrificed a peasent
2940 for example by choosing the evil path to avoid the loss of DEX. When
2941 I placed the Tear my alignment didn't change and I got the 'good'
2942 reward. Same in every other cave.
2943
2944 The exception is the Wraith of Sarevok. When I showed him my wrath I
2945 got the evil reward and my alignment changed.
2946
2947 There is even a small benefit by going right beside the benefits
2948 mentioned above. Sarevok's Wraith is not able to hurt you when you're
2949 immune to 0/+1-weapons. You can kill him with a dagger or your fists.
2950
2951 Walk forward a little to find Wraith Sarevok (he was the final bad-guy in
2952 the first Baldur's Gate, if you didn't play it). Talk to him. He tells
2953 you just about everything you will need to know about this hell you are
2954 in. How you need to collect the Tears of Bhaal to open that door, and
2955 to confront Irenicus for your soul. If you get really mad at Sarevok and
2956 yell at him and so forth, then your stats will be increased. (It's along
2957 the lines of you deserving the power of the Slayer) My Barbarian gained
2958 +1 STR. That, however, is the EVIL path.
2959
2960 Note: Choosing the evil path when fighting Sarevok's Wraith gives you
2961 +1 STR. This is permanently added to your STR. The +2 reward is
2962 added to your actual equipment. For example: You have STR19,
2963 gain the +1 then you have 20. Adding the +2 gives you 21. If
2964 you're wearing a girdle of STR21 then your STR is increased to
2965 21+2=23. (Henning Roes)
2966
2967 Go back up. Then go down, and left to the next staircase (x 830 y 1830).
2968
2969 - BHAAL'S TEARS: GREED
2970
2971 You will immediately confront a demon by the name of Greed. He greets
2972 you and gives you the Blackrazor longsword (a +3 weapon with many good
2973 effects).
2974
2975 Walk forward to find the trapped Genie. He gives you a little riddle.
2976 The gist of which is that to free him and gain the Tear of Bhaal that you
2977 need requires the use of the Blackrazor. You can either give him the
2978 sword (20,000 exp) or you can kill him with it. (11,000 exp) In any case
2979 once you have the tear go back up. Giving him the sword is the GOOD
2980 path, killing him the EVIL path.
2981
2982 Note: I've heard you can pickpocket the tear off him, but haven't
2983 confirmed it.
2984
2985 Go right, then down the center stairs (x 2100 y 2200).
2986
2987 - BHAAL'S TEARS: SELFISH
2988
2989 Walk forward to find the demon Selfish. It tells you that it has a Tear
2990 but that you have to prove yourself worthy. It then steals one of your
2991 companions (and if you happen to HAVE no companions, then it steals a
2992 mortal from some random place... I have also heard that you can simply
2993 dismiss an NPC before going here and he will still summon the peasant).
2994 Then the choice becomes thus, if you go on the left path you must
2995 sacrifice to save this person, if you go right you sacrifice nothing
2996 (but the person being held is killed).
2997
2998 If you take the Left path, you will lose:
2999
3000 First Door: 2 HP from maximum
3001 Second Door: 1 point of Dexterity
3002 Third Door: Experience
3003
3004 Ard has an interesting alternative:
3005
3006 I have found a way around it. I came in with my main char and Imoen (I
3007 did the whole game with one but kept Imoen when she returned) so Imoen
3008 was taken hostage. She wore the boots of speed (perhaps haste works
3009 too). I paused immediately when she appeared below and cued her to run
3010 to the bottom left door and open it *from the inside*. Imoen could
3011 just reach this before being held.
3012
3013 The demon was satisfied, gave up the tear and buzzed off without any of
3014 the damage described.
3015
3016 Andrew Scarvell has another interesting alternative:
3017
3018 I found this out quite by accident. One of my multiplayer characters,
3019 a female gnome illusionist/thief (aka Wierdo), had a Dispel Magic spell
3020 stored away in a Contingency, set to go off if the character became
3021 "helpless". Anyway, Wierdo was spirited away by Selfish, and had the
3022 Hold spell put on her, thus rendering her helpless. The Contingency
3023 spell therefore kicked in, and the dispel magic freed her.
3024
3025 Now, with Wierdo free in the demon's domain, she could simply talk to
3026 the demon and the GOOD path was automatically chosen. She was then
3027 able to open the final left door at her leisure, which caused the main
3028 character to lose some experience, but this was the only penalty I
3029 suffered as the other doors are now inactive. No loss of DEX or HP.
3030 And I didn't cheat in any way - in fact it was positively in spirit
3031 with the game, as a very innovative (or lucky) application of the
3032 contingency/dispel magic combo. This is quite similar to Ard's cheat
3033 involving the boots of speed, except that it isn't a cheat.
3034
3035 If you take the right path, YOU lose nothing, but the person held dies.
3036 This is a permanent death (unless you have the Rules set to the easier
3037 levels). Also if you are a Paladin or a Ranger you will become Fallen.
3038 Naturally making the sacrifice is GOOD, and getting them killed is EVIL.
3039
3040 There is also some minor treasure by where your companion is held. Time
3041 to leave this area, go back and get to the next set of stairs to the
3042 right.
3043
3044 - BHAAL'S TEARS: FEAR
3045
3046 You will immediately encounter the Fear Demon. He tells you that there
3047 are horrible fiends beyond him that will devour you alive. Your only
3048 hope is a magical Nymph-skin cloak that he has. Don't take the cloak as
3049 you don't need it. Taking the cloak is the EVIL path, not taking it is
3050 the GOOD path.
3051
3052 Tip: Cast Remove Fear on your party ahead of time.
3053
3054 Past this demon there are two paths, a northern one that leads to
3055 Beholders and a southern one that has a Fear aura on it. Take the
3056 southern passage to the right, skip by the treasure chest. At the end
3057 of the path is a bright red crystal. Click it to get the Tear of Bhaal.
3058
3059 Go back out, and there is only one last set of stairs to hit. (x 3385
3060 y 1000)
3061
3062 - BHAAL'S TEARS: PRIDE
3063
3064 Here you will meet with the final demon, Pride. He has a big long speech
3065 since he is the last demon (actually any of them will give you this
3066 speech if you do them last). Then he tells you that to get the last tear
3067 you must defeat a big evil monster. Ask him what KIND of monster it is.
3068 Then keep bugging him about the creature. Why does it deserve death?
3069 Keep bugging him until he admits that the creature might just give you
3070 the tear anyway.
3071
3072 Go forward to find the Dragon and it will give you the tear. That was
3073 easy, wasn't it. Doing it that way is the GOOD path, fighting the dragon
3074 anyway is the EVIL path.
3075
3076 There are some potions in a hidden container to the left by the red
3077 glowing crystals.
3078
3079 If you chose to fight whatever was in there, it will be a Red Dragon and
3080 it will have some interesting treasures, but at this point in the game,
3081 it isn't really worthwhile.
3082
3083 Go back out.
3084
3085 - IRENICUS FINALE
3086
3087 I bet you're just saying to yourself, just how many times must I kill
3088 Irenicus before he finally dies!? Well just this one more time, honest.
3089
3090 Head up to the Big Door (x 2050 y 400) and click it. Click it again to
3091 remove the seals. (and again...) Depending on whether you did the
3092 tests as "Good" or "Evil" you get these bonuses: (bonuses from ANDY)
3093
3094 FEAR TEAR (the Nymph cloak)
3095 Good: Immunity to +1 weapons or less
3096 Evil: +2 CON
3097
3098 SELFISHNESS TEAR (sacrifice for companion)
3099 Good: +10 resistance to magic
3100 Evil: +2 to your AC
3101
3102 GREED TEAR (the Blackrazor sword)
3103 Good: +2 to all saving throws
3104 Evil: +15 to HP
3105
3106 PRIDE TEAR (the dragon)
3107 Good: +20% resistances to fire, cold and electricity
3108 Evil: Gain 200,000 experience
3109
3110 WRATH TEAR (Sarevok)
3111 Good: +1 to WIS and CHA
3112 Evil: +2 to STR
3113
3114 IMPORTANT NOTE: If in any of the above tests you choose the Evil Path,
3115 you lose one reputation point and also have the
3116 alignment changed over to evil (if you were good or
3117 neutral).
3118
3119 When the door opens, Irenicus blasts out to face you one last time. This
3120 time, it's personal.
3121
3122 This time Irenicus summons forth 4 demons and then becomes the Slayer.
3123 I ignored Irenicus and killed the demons first, then I concentrated all
3124 firepower on Irenicus. I found this battle to be easier than the earlier
3125 battle with him, but that is just me. He also will teleport around the
3126 area. When he dies, he dies rather spectacularly.
3127
3128 And so the game ends...
3129
3130
3131-------------------------------------------------------------------------------
3132 X1. [STRNGH] STRONGHOLD Walkthroughs
3133-------------------------------------------------------------------------------
3134
3135 These do not tell you how to get the Hold, (though they do tell you where to
3136 start) these are intended to tell you what to do with the Hold when you get
3137 it. Only the main character gets a stronghold. That means if your main
3138 character is a Fighter, Monk or Barbarian, you get the Warrior Stronghold.
3139 Sorcerers get the Mage Stronghold.
3140
3141 Warrior --> De'Arnise Hold
3142
3143 Talk to Nalia in the Copper Coronet in the Slums to get this
3144 quest started. Then at the successful completion of the quest,
3145 Nalia gives you the fortress as thanks. You MUST accept the
3146 Stronghold when she first offers it! If you do not, it will
3147 be seized by her enemies.
3148
3149 This stronghold's primary ability is to raise money, which it
3150 does at a rate of 500 gp per week. This gold is collected in
3151 the library on the second floor. You can also sleep anywhere in
3152 the Keep. Also you can "raise the tax rate," which results in
3153 an instant 1000 gp gain, but makes the people less happy. You
3154 want to keep your people happy since when they get too unhappy
3155 they will revolt. And if they revolt you lose control of the
3156 Keep.
3157
3158 Plus about once a week someone will come to visit you at the
3159 hold. These are "mini-quests" and usually involve a choice on
3160 your part. Most of these are worth only experience. The best
3161 time to know when to return to your keep is when you get the
3162 message saying that "Gold has been placed in your Keep".
3163
3164 Event 1: Angry Merchant. Tolmas Bendelia is here and he is
3165 quite upset. His caravan was waylaid by bandits in
3166 your land and he wants restitution. From you. If you
3167 do NOT pay him, he threatens to make life miserable
3168 for your people. The caravan was worth 1000 gold.
3169 You can either pay him the money, buy the debts of the
3170 farmers, or laugh him out of your sight. Once that
3171 is done you must decide what to do about the bandits.
3172 You can hire mercenaries for 500 gold, 250 gold or
3173 ignore them. Depending on your answers you get exp:
3174
3175 Buy debts for 1000 and 500 for mercenaries: 15,000
3176 Pay him 1000 and 500 for mercenaries: 15,000
3177 Pay him 1000 and 250 for mercenaries: 0
3178 Pay him 500 (CHA of 15+) and 500 for mercs: 15,000
3179
3180 Event 2: The Guard Thief. Captain Cernick has caught one of
3181 your guards stealing. Cernick, if asked, would have
3182 the man executed immediately, but that won't gain you
3183 anything. Talk to the thief and learn his side of the
3184 story. Turns out he has a very good excuse (medicine
3185 for wife). You can execute him, expel him from the
3186 guard or help him out. The medicine costs 500 gold.
3187
3188 Forgive him: 15,500 exp
3189 Expel him: 11,500 exp
3190 Execute: nothing
3191
3192 Buying the medicine makes the people like you more,
3193 and less likely to revolt.
3194
3195 Event 3: The Cleric of Tempus (Tempos). A priest of Tempus
3196 wants to set up shop in your Keep. He's a very odd
3197 character, and not someone that you will like.
3198 Keldorn will recommend him, while Anomen doesn't like
3199 him.
3200
3201 Let him stay: 15,500 exp
3202 Don't take stranger into keep: 11,500 exp
3203 Tell him to beat it: nothing
3204
3205 If you do keep him, you can find him upstairs in the
3206 Golem area. It requires going through some secret
3207 doors but it is your own temple.
3208
3209 Also letting him stay makes the people like you more.
3210
3211 Event 4: Somewhere around 2 weeks later (for me it was 16 days)
3212 a messenger appears and tells you to get back to the
3213 Hold within the next week OR ELSE.
3214
3215 Once you are there you meet with Lord Farthington
3216 Roenall who wants you to give up the Keep. I suggest
3217 you NOT do that.
3218
3219 Event 5: Chanelle the Maid. She has two men who wish to marry
3220 her and only you can decide which she is to marry.
3221 The first, Jessup, is poor but she loves him. The
3222 second, Malvolio, is rich but she doesn't love him.
3223
3224 Marry Jessup: 15,500 exp
3225 Marry Malvolio: 11,500 exp
3226
3227 If you let her marry Jessup then you have the option
3228 of providing a dowry. A 500 gold dowry makes the
3229 people like you more.
3230
3231 If you let her marry Malvolio, the people like you
3232 less. However, if you refuse his 500 gp, then they
3233 like you more (however, the two cancel each other out
3234 so you end out where you started).
3235
3236 Event 6: The two moneylenders. They claim that the previous
3237 Lord De'Arnise borrowed money from them and that you
3238 are responsible for paying it. The Major Domo says
3239 that there was no such debt, and that they could have
3240 forged the documents themselves. You can pay them
3241 their money if you wish, but you get no experience
3242 from it. Either threaten them with executions or have
3243 them executed.
3244
3245 Turns out they are blackmailers, but they might have
3246 a hold over your people. If you didn't buy off the
3247 blackmailers, you have to pay your people.
3248
3249 500 gold: 11,500 exp
3250 1000 gold: 15,500 exp (and people like you more)
3251
3252 And not paying makes the people angry with you.
3253
3254 Event 7: Flooding. The old dikes have broken flooding the
3255 land. Several angry farmers demand satisfaction from
3256 you. You need to spend money to repair the farms:
3257
3258 5000 gold: 15,500 exp
3259 partial: 4500 exp
3260 none: nothing (and this makes a revolt more likely)
3261
3262 If you do a partial amount, you get experience based
3263 on how much you shell out:
3264
3265 4000 gold: 6500 exp
3266 3000 gold: 4500 exp
3267 2000 gold: 2500 exp
3268 1000 gold: nothing
3269
3270 And the less you pay, the more angry at you they
3271 become.
3272
3273 Then you need to spend money to repair the dike:
3274
3275 2000 gold: the people like you more
3276 none: nothing (possible bad effects with Roenall)
3277
3278 Listen to what the farmers say when they leave. If
3279 they compliment you, then the people like you, if
3280 they say... not so nice things, beware.
3281
3282 Event 8: Invasion. Lord Roenall now intends to take this Keep
3283 by force and has invaded your lands. Your forces will
3284 not hold up long. What you are asked to do is go out
3285 to the battle and kill Lord Roenall, thus ending the
3286 invasion. Captain Cernick asks that you go out to
3287 help with the battle.
3288
3289 Just past the drawbridge you'll find the two opposing
3290 forces. After Roenall taunts you, attack him with
3291 everything you have. All you have to do is kill him
3292 and the battle ends.
3293
3294 Roenall - 12,000 exp
3295 Full Plate Mail +1
3296 Bastard Sword +1
3297
3298 Back inside you are told the Keep is yours forever
3299 more (assuming you don't tax yourself into a revolt)
3300 and you get 50,000 exp. Be sure to search Roenall
3301 afterwards.
3302
3303 The Keep is now yours forever, to generate an income, and be
3304 a base of operations.
3305
3306
3307 Priest --> Cult at the Temple District
3308
3309 Normally when you go to the Temple District you see a cult form,
3310 and a Priest of Helm talks to you. Well when you go here as a
3311 Priest, a representative from your Temple (ie Lathander) tells
3312 you to come with him.
3313
3314 Return to whomever gave you the quest to accept your reward
3315 (I got 8000 gold from Lathander as well as a Reputation +1).
3316 They then give you a room in the temple and you are part of the
3317 temple now. Then talk to their Acolyte to learn what you need
3318 to be doing now.
3319
3320 Lathander - Acolyte Lara
3321 Helm - Acolyte Byron
3322 Talos - Acolyte Vilon
3323
3324 You then have to meet with some people and help them out. Talk
3325 to the person, decide on a course of action. Then wait until
3326 they return to tell you the results. After 24 hours or so, the
3327 Acolyte will return to grade your performance. (The people are
3328 the same in all temples, however the reward for what you have
3329 them do changes)
3330
3331 Note: If you do something that the church you are a member of
3332 doesn't like (such as a Priest of Lathander telling
3333 someone to "kill all the witnesses") then you will be
3334 stripped of your title.
3335
3336 Lathander: (best choices)
3337
3338 Glinden - Wife is unfaithful. Tell him to forgive her and let
3339 her do as she will. Later the Acolyte comes and
3340 evaluates your performance. (20,000 exp)
3341 Ti'Vael - Killed a man. Have him pay restitution to the man's
3342 family. 48 hours he returns. (20,000 exp)
3343 Rania - Lost her faith. Give her time to think about
3344 things. 48 hours later Acolyte Lara reappears and
3345 gives you 20,000 exp.
3346 Cortirso - You were instantly promoted over this gentleman in
3347 the church, and he demands satisfaction (a duel).
3348 Don't fight him and Lara will give you 20,000 exp.
3349
3350 Lara then gives you the task to assassinate the
3351 Weathermistress Ada, chief of the Talos Temple. Every
3352 follower of Talos is now your enemy. Head over to the Temple
3353 and kill Ada. Return to Lara for your reward: 1000 gold and
3354 35,000 experience.
3355
3356 Helm: (best choices)
3357
3358 Glinden - Wife is unfaithful. Tell him to remind his wife of
3359 their vows. Byron will return later and give you
3360 20,000 exp.
3361 Ti'Vael - Killed a man. Tell him to turn himself in to the
3362 authorities. Byron gives you 20,000 exp.
3363 Rania - Lost her faith. Stress the importance of duty and
3364 following. She doesn't like it that much, but
3365 Helm does. Byron returns later to give you 20,000
3366 experience.
3367 Cortirso - You were instantly promoted over this gentleman in
3368 the church, and he demands satisfaction (a duel).
3369 Accept his challenge and kill him. Byron then gives
3370 you 20,000 experience for following Helm.
3371
3372 You are then given the task of protecting the Temple of
3373 Lathander from an attack of Talos. Also you must prevent the
3374 Lathandites from gaining revenge on Talos after the attack.
3375 Head over to the Temple of Lathander and prevent the assault
3376 from going through. Then talk to Lara and talk her out of
3377 assassinating Ada. (2,1) Return to Byron to get 1000 gold and
3378 35,000 experience.
3379
3380 Talos: (best choices)
3381
3382 Glinden - Wife is unfaithful. Tell him to murder his wife AND
3383 her lover, then when the Inspector shows up turn
3384 Glinden in for a reward. You get 200 gold and
3385 20,000 experience when Vilon returns.
3386 Ti'Vael - Killed a man. Tell him to kill all the witnesses to
3387 his crime. Then when he returns to you, kill him.
3388 Then take his head to the government district and
3389 give it to the inspector. Return to the temple.
3390 When Vilon returns you get 500 gold and 20,000 exp.
3391 Rania - Crisis of faith. Kill her for her lack of faith
3392 (oh, and keep her head around).
3393 Cortirso - You were instantly promoted over this gentleman in
3394 the church, and he demands satisfaction (a duel).
3395 Now take Rania's head to the Inspector and frame
3396 Cortirso for the murder. Vilon will give you 30,000
3397 experience for this clever action.
3398
3399 Now you are told to go assassinate Dawnmaster Kreel of the
3400 Lathander temple. Go do so, and you have to attack every
3401 follower of Lathander on your way there. Return to get your
3402 reward of 35,000 experience and 2000 gold.
3403
3404
3405 Paladin --> Order of the Radiant Heart
3406
3407 Talk to Lord Jierdan in the Copper Coronet (Slums) to get this
3408 ball rolling. Finish the quest and return to Garren, who now
3409 offers to help you enter the Order of the Radiant Heart. Your
3410 Paladin special abilities will also be increased. Do NOT kill
3411 Firkraag until you are asked to.
3412
3413 Note: Although it says that your abilities are increased,
3414 nothing appears to happen.
3415
3416 Go to the Radiant Heart and talk to Prelate Wesselan in the top
3417 left side room. Agree to what he says, then go talk to William
3418 Reirrac. You are given a small room in the Order and started
3419 out doing quests:
3420
3421 Event 1: Go to Umar Hills and rescue Knights from an attack.
3422 When you arrive at the Umar Hills, a runner
3423 immediately takes you to the site of the battle.
3424 There are Orgs, Ogre Mages and Ettins around. Kill
3425 them and try to keep the other Knights alive. Return
3426 to Reirrac to get your reward: 10,000 exp.
3427
3428 Event 2: Reirrac now wants you to go back to Umar Hills to meet
3429 a Baron in the Inn. This Baron wants you to remove
3430 some Squatters from his land. Talk to Brunson, Pardo
3431 and Moreno outside of the Inn before going inside and
3432 speaking with the Baron. When speaking with the Baron
3433 tell him everything you have learned from outside, and
3434 Lanka will turn against him. A fight breaks out, kill
3435 the Baron. Him and his goons range in experience from
3436 3400 to 8000 and have some very minor treasures. Go
3437 outside and the farmers will thank you. Return to the
3438 Radiant Heart. Tell Reirrac what occurred to get
3439 25,500 experience. (If you didn't talk to the farmers
3440 and help the Baron remove them then you get a mere
3441 10,000 experience, if you DID talk to the farmers but
3442 removed them anyway you get 15,000 exp)
3443
3444 Event 3: The Morningales are being slaughtered for opposing the
3445 slave trade. Only one member of this family has
3446 survived, Tyrianna. Head out to the Docks district.
3447 Enter the house just to the right of the Temple of
3448 Oghma. Once inside you get to meet the "pleasant"
3449 Tyrianna. Soon you will be attacked by assassins,
3450 which can be easily dispatched. Then Tyrianna's
3451 godfather, Hurgis arrives. There are two possibilities
3452 here, 1) he may be an evil assassin, or 2) he has
3453 no proof of his identity, but doesn't detect as evil.
3454 So, cast Detect Evil to see which he is. If he
3455 detects as evil he is an assassin that must be killed,
3456 otherwise hand her over to him and return to the
3457 Order. Talk to Reirrac to get a reward: Pride of the
3458 Legion +2 (Plate Mail with AC of -1) and a Large
3459 Shield +2. If you had "Fallen" then your Paladin
3460 abilities will be regained.
3461
3462 Event 4: The final event is to retrieve the Avenger from the
3463 Red Dragon Firkraag. Return to the dragon's lair and
3464 go up to the dragon. Make your battle preparations.
3465 Now pause it, click on the dragon as though you were
3466 going to talk to it, then switch over and have
3467 everyone attack it instead. If it works right, he'll
3468 wait for you to talk to it, while you are busy
3469 pummeling him!
3470
3471 Firkraag - 64,000 exp
3472 Red Dragon Scales
3473 Holy Avenger +5
3474 Cloak of the Shield
3475 1500 gold
3476 Spells - Invisible Stalker (Mage)
3477
3478 Return to Reirrac to get some experience (35,000).
3479 Take the Scales to the Docks area and have Cromwell
3480 make it into the Red Scale Armor. (AC of -1)
3481
3482
3483 Thief --> Shadow Thieves Guild (at the Docks)
3484
3485 Go over to the Shadow Thieves Guild at the Docks (they'll let
3486 you in since you know Gaelan). Go to the back of the Guild, and
3487 up the stairs. (or you could just go in the side door) Talk to
3488 Renal Bloodscalp and finish up his quests. At the end of which,
3489 Renal gives you control of Mae'Var's former guild as well as
3490 10,500 gold to get it up and running. When he says he wants a
3491 profit out of you, he means it! Everyone in your party also
3492 gets 45,500 experience.
3493
3494 Go to your new Thieves Guild. You now have a new guard outside,
3495 Brannel (whom you can chastise if you feel like it). Go inside,
3496 and then open the top door to talk to Jariel. Jariel explains
3497 the workings of your guild, that you direct your thieves
3498 activities (high risk or low risk), bail them out of jail, etc.
3499
3500 At the beginning the thieves are at the Low Risk level, just
3501 covering the quota. You are also offered the chance to change
3502 your 5 thieving groups level of risks (one option at a time).
3503 The more risk involved, the more money you can collect. Once
3504 that is done, come back in 5 days. Collect your money from
3505 Jariel, and possibly bail someone out of a jam. Then wait for
3506 Joster to arrive and pay him your dues. (You will receive a
3507 message above your head saying that he has arrived. When you
3508 get that he appears next to Jariel)
3509
3510 Thieving Probabilities: (based on what you assign them in
3511 conversation with Jariel)
3512
3513 Gold Gained
3514 % success % jailed Hz: Gh: Kr: Ma: Va:
3515
3516 Thread: (2,1,2): 90% 10% 200 200 250 100 150
3517 Thread: (2,1,1): 80% 20% 400 300 500 250 300
3518 Thread: (2,2,2): 80% 20% 400 300 500 250 300
3519 Thread: (1,1,2): 80% 20% 400 300 500 250 300
3520 Thread: (1,1,1): 65% 35% 600 500 750 500 500
3521 Thread: (1,2,2): 65% 35% 600 500 750 500 500
3522 Thread: (2,2,1): 65% 35% 600 500 750 500 500
3523 Thread: (1,2,1): 50% 50% 900 750 1000 750 800
3524
3525 Cost to bail out: ................ 100 200 50 250 300
3526
3527 Quotas: 1: 500 gold
3528 2: 500 gold
3529 3: 1000 gold
3530 4: 1000 gold
3531 5: 350 gold
3532
3533 Every time after is random:
3534
3535 50% - 500 gold
3536 20% - 900
3537 20% - 300
3538 10% - 1000
3539
3540 If you fail to pay your Quota, then you lose your Thieves Guild.
3541 To max out your returns, have all your first three thieves go
3542 for the highest risk (1,2,1). If you want to see some more
3543 Money Charts to support this, check out the Appendix.
3544
3545 Note: You can charm the person give the Shadow Thieves'
3546 tribute to if you have the thief stronghold. Then take
3547 him out of your guild (using charm) and away from any
3548 out of the sight of any of your guildmembers. Then
3549 attack him with no reputation loss. As long as none
3550 of your thieves see him die, you're fine. [from
3551 Nathaniel Ragatz]
3552
3553 Beyond that there are also events to deal with:
3554
3555 Event 1 - Talk to Lathan (the other thief by Jariel) and he
3556 mentions that he is your "eyes and ears". He has
3557 nothing to report, but soon another thief, named Ama,
3558 appears. She wants you to help take out a government
3559 official. Simply meet her any night after this in
3560 Waukeen's Promenade. If you saved Kamuzu from the
3561 cells that Mae'Var kept, then he will warn you NOT to
3562 trust her. Gee, someone betraying you? Haven't seen
3563 THAT before!
3564
3565 Anyway, at night, wander over to Waukeen's Promenade.
3566 She'll appear and ask that you put your weapons away,
3567 supposedly to not scare someone. Yeah, her. Soon,
3568 you will be attacked by 6 assassins. They have some
3569 minor treasures.
3570
3571 Event 2 - Talk to Lathan again, and tell him to never let such
3572 things happen again. Then he has a bit of a problem,
3573 a pickpocket is keeping profits from you. The
3574 pickpockets know who is stealing but won't tell you.
3575 You have four options here: Kill them all, kill one
3576 of them (your choice), dock their pay or let their
3577 supervisor, Kretor, fix it. It takes 5 days to get
3578 results. (The thief is Darronal Gwin II)
3579
3580 If you dock their pay, the thieves will "fix" this
3581 problem on their own, by killing the thief.
3582
3583 If you choose to do nothing or kill all the thieves,
3584 Kretor will quit and you lose one of your thieving
3585 divisions. This will make getting your quota that
3586 much harder.
3587
3588 If you kill the wrong thief, then Kretor will quit.
3589
3590 If you choose to kill Darronal Gwin then the profit
3591 skimming ends.
3592
3593 And that is that for the Thieves Guild.
3594
3595
3596 Ranger --> Umar Hills Quest (start at Government District)
3597
3598 Talk to Delon in the Government District (near the statue) to
3599 get the ball rolling on this one, then go to Umar Hills and
3600 complete the quests there to gain control of the Ranger Cabin.
3601 When you beat the Shade Lord talk to Minister Lloid and he'll
3602 give you the cabin.
3603
3604 Note: Do NOT give the kids in Imnesvale beer or swords, or
3605 you could get kicked out of your stronghold!
3606
3607 Search the cabin again to find new magical items, some gold and
3608 a scroll from the townspeople. If you fail to make it back
3609 after you are told of an event here, they will board up your
3610 cabin and you won't be the Ranger Protector anymore.
3611
3612 Event 1: After three days you can find Mairyn in your cabin.
3613 Mairyn is a spirit of the forest and needs your help.
3614 Humans are tearing down her forest in the Temple Ruins
3615 area. I found the "humans" in the south center of the
3616 area. Talk to Lord Igen Tomblethen. Then search to
3617 the east of him (x 3875 y 2315) to find a mithril
3618 medallion and a note from his ancestor. Give him the
3619 medallion and don't accept a reward of gold to get
3620 10,000 exp. Return to your cabin, talk to Mairyn
3621 again to get another 21,500 experience.
3622
3623 Event 2: Three days later Delon comes up to you again and asks
3624 you to come back to Imnesvale to deal with some Orcs.
3625 You have three days from the time you get the message
3626 to get back, else they strip you of your cabin. Talk
3627 to Minister Lloid who will apprise you on the
3628 situation. Head out to the cave (x 1600 y 1300). At
3629 the outside of the cave you will find Orogs. Go
3630 into the cave. Talk to Madulf inside to get 21,750
3631 experience. Talk to Minister Lloid again to get
3632 another 25,000 exp. (this works out a little
3633 differently if you killed Madulf before, of course,
3634 you only get 20,000 exp when talking to Lloid)
3635
3636 Event 3: About 5 days later Delon comes to you and asks you to
3637 return. It seems that the Umar Witch has returned.
3638 Go talk to Minister Lloid again. Now go to the Temple
3639 Ruins again. Before you enter the ruins, Mairyn
3640 appears and asks the same thing. Enter. There are
3641 many undead in here, as well as a Glabrezu (demon).
3642 You will find Umar at the Crystal (x 760 y 1250).
3643 Talk to her, but be ready for a fight. Turns out she
3644 is just some minor mageling. Kill her and return to
3645 the surface. Mairyn will then reward you with a
3646 Moon Dog figurine, Reputation +1 and 26,750 exp. If
3647 you were a Fallen Ranger this will also restore your
3648 Rangerhood. Minister Lloid offers no reward this
3649 time.
3650
3651 Moon Dog -- Cerebus
3652
3653 STR DEX CON INT WIS CHA
3654 17 17 9 9 9 9
3655 THAC0 HP AC Attacks Weapon
3656 11 74 0 1 3d4 (strikes as +1)
3657 Saves: Death - 6, Wand - 8, Polymorph - 7,
3658 Breath - 7, Spells - 9
3659 Resistances: All Physical Damage - 25%
3660 Magic - 25%
3661 Immunities: Charm, Fear, Poison,
3662 Normal Weapons
3663 Special Abilities: Healing Lick 3
3664 Moon Dog Howl 1
3665 Moon Dog Sight (True Sight) 1
3666 Improved Invisibility 1
3667 Mirror Image 1
3668
3669
3670 And that is that.
3671
3672
3673 Wizard --> The Planar Sphere
3674
3675 Talk to the Cowled Wizard in the main government building and
3676 agree to track Valygar. Complete this quest as normal (oh, and
3677 keep the Solamnic Knights alive). Once the Sphere quest is
3678 completely finished, go back inside and talk to the Knights.
3679 They want you to find them their way home (naturally), although
3680 the Planar Sphere is no longer capable of such an action. Then
3681 the wizard Teos appears with an offer. He proposes an alliance
3682 between you and the Cowled Wizards. Accept. Then ask for his
3683 help in returning the Knights to their home and he refers you to
3684 Ribald at the Adventurer's Mart.
3685
3686 Event 1: Return the Solamnic Knights to their home. Go to the
3687 adventurer's mart and talk to Ribald there. For the
3688 price of 9000 gold he will send a mage out to your
3689 Sphere tomorrow. Exactly 24 hours later, the mage
3690 teleports herself directly into the room where the
3691 Knights are. Talk with her and send the Knights home.
3692 You get 45,000 exp and a Golden Girdle as reward.
3693
3694 Exploit: There is a way to get experience for this
3695 one repeatedly. After talking to her once,
3696 before she is completely teleported away,
3697 simply talk to her again. As many times as
3698 you can talk to her you get experience and a
3699 Girdle.
3700
3701 Alternatively you can talk to Prelate Wessalan at the
3702 Radiant Heart and ask him to let the Knights live
3703 there. Tell the knights and you get 45,000 exp.
3704 (Therefore the Mage is better, not only do you get a
3705 Girdle, but there's a chance for multiple experience!)
3706
3707 Training Apprentices:
3708
3709 16 hours after getting the Sphere (give or take), Teos
3710 will appear in the Sphere with three apprentices for
3711 you to train, Morul, Larz and Nara. Teos leaves but
3712 promises to return several times over the next few
3713 weeks.
3714
3715 You now have to decide what to have your Apprentices
3716 make:
3717 cost time to complete
3718
3719 Wand of the Apprenti -- 1000 gold -- 4 days
3720 Dagger of <yourname> -- 250 gold -- 4 days
3721 Ring of Protection -- 2000 gold -- 4 to 5 days
3722
3723 There is a random chance that they will fail to make
3724 whatever they are working on, no matter how easy.
3725 When they make the Ring of Protection, Larz gets
3726 vaporized (whether they succeed in making the ring or
3727 not).
3728
3729 Note: You can tell if they are going to succeed in
3730 their tasks, if when they tell you how long it
3731 will take they say it will take a "few days".
3732 If they say "few days" then they will succeed,
3733 if they say "4 days" then they will fail. (this
3734 works for the final choice as well)
3735
3736 Next they want to know which spell to transcribe:
3737
3738 Mislead -- 250 gold -- 4 days
3739 Abi Dalzim's ... -- 1000 gold -- 4 to 5 days
3740 Meteor Swarm -- 2500 gold -- 4 to 5 days
3741
3742 They will then give you a scroll of whichever spell
3743 you assigned. If learning Meteor Swarm, Nara will be
3744 exploded.
3745
3746 Finally there is one last artifact they want to try:
3747
3748 Robe of the Apprenti -- 250 gold -- 4 days
3749 Ring of Wizardry -- 3000 gold -- 4 days
3750 Staff of Power -- 10000 gold -- 4 days
3751 Nothing (the only way they'll all live to graduate)
3752
3753 Whether these objects are completed depends on how
3754 many Apprenti have survived: the more, the better the
3755 odds. But still whether the objects are completed is
3756 random. The Robe of the Apprenti kills Larz.
3757 The Ring of Wizardry requires that all Apprenti be
3758 alive, and it will kill Nara and Larz to make it.
3759 The Staff of Power requires all Apprenti to be alive
3760 to make. (else it results in a bug while creating)
3761 Then it kills all three Apprenti, but you MAY get the
3762 Staff! (random chance and all) A day after killing
3763 them all, Teos returns to chide you (though he doesn't
3764 seem to care).
3765
3766 If any of your Apprenti survived your training, then
3767 Teos will hold the Graduation Ceremony in the Sphere,
3768 about 5 minutes after appearing.
3769
3770 If all survived, then Graduation happens, but is quite
3771 a bit more heartwarming. Funny too. For your trouble
3772 you get 50,000 exp. (you only get Exp if you kept them
3773 all alive, if only 2 survive you get nothing, if 1
3774 survive you get nothing)
3775
3776 If Morul survives, he will return again after you
3777 complete the rest of the Stronghold as an Apprentice
3778 and every week he will make you potions. I hear that
3779 he won't appear if you have fought Cowled Wizards (the
3780 ones who appear in the streets when you cast a spell).
3781
3782 Event 3 - Two days later a messenger tells you to return to the
3783 Sphere (therefore if you are IN the sphere after two
3784 days, you'll need to leave it). Return to the
3785 Sphere. Teos appears, but he seems to be as confused
3786 about this as you are.
3787
3788 Soon it becomes clear that you have both been set up
3789 for an ambush as the messenger reappears with a lot
3790 of backup. Teos manages to hide during the battle,
3791 and reappears when you have won. This attack was
3792 precipitated by an anti-magic fanatic, Lord Argrim.
3793 Teos wants you to take him out, not kill, but remove
3794 him from existence with a Rune that he gives you. You
3795 can find Argrim in the Inn at the City Gates,
3796 upstairs. Have someone use the Rune on him (put it in
3797 the Quick Item slot), then kill his guards.
3798
3799 Return to the Sphere and talk to Teos. Whether you
3800 killed Argrim or Mazed him makes no difference, you
3801 get 7500 experience either way. Then he tells you
3802 what happened to Imoen.
3803
3804 After that, Morul reappears and offers to join you
3805 as an apprentice again. He makes potions every week.
3806 There are four random sets of potions that he can give
3807 you, each has 5 potions in it:
3808
3809 Set One: Set Two:
3810 2 Potions of Genius Empty Potion Bottle
3811 Oil of Speed Potion of Firebreath
3812 Elixir of Health Potion of Agility
3813 Potion of Fire Resistance Potion of Defense
3814 Potion of Cold Resist
3815
3816 Set Three: Set Four:
3817 Potion of Extra Healing Potion of Genius
3818 *Potion of Invulnerability Potion of Regeneration
3819 Potion of Insight Potion of Stone Form
3820 Potion of Perception Potion/Frost Giant STR
3821 Potion of Master Thievery Potion/Invulnerability
3822
3823 * Set Three's Potion of Invulnerability is Cursed
3824
3825 Note: If you killed Agrim in the final Event, instead
3826 of imprisoning him, then Morul will NOT appear.
3827 (Henning Roes)
3828
3829 And that is that for the Mage Stronghold.
3830
3831
3832 Bard --> Theatre beneath Five Flagons
3833
3834 Go to the Bridge District and into the Five Flagons. There you
3835 will find a Theatre in the basement. Watch the horrible show
3836 and listen to Raelis Shai's plea for help. Complete this quest
3837 and you will get control of the theatre.
3838
3839 Once you are back in the theatre, the owner of the Five Flagons,
3840 Samuel Thunderburp asks what is going on. You can tell him that
3841 you were given the Deed to the Theatre by Raelis before she left
3842 for Sigil. He also sends Higgold the famous director to talk to
3843 you. He tells you to bring money in half a week.
3844
3845 Whenever you are needed, Higgold sends a boy out to bring you
3846 back in. Each event is about 4 to 6 days apart. Do NOT delay
3847 in getting there once the messenger talks to you, else the play
3848 quality will suffer. You get THREE DAYS from the time you are
3849 given the message until the play suffers from your absence. The
3850 Play Quality determines how well the play does in the end, and
3851 how much money you will earn from it later.
3852
3853 To determine your Play Quality, talk to the actors in the back.
3854 The more confidant they sound, the better the play. They have
3855 three separate comments: one is really depressed, the other is
3856 unsure of themselves and the last they are super happy about
3857 life.
3858
3859 Here are the events:
3860
3861 Event 1: Choose who to star: Naive Jenna or Actress Iltheia.
3862 Sure, Jenna might be the sympathetic favorite, but
3863 Iltheia will net you a better play in the end.
3864 How much money to invest: the minimum is 1000gp, but
3865 you can spend up to 10,000 gp. Naturally the more
3866 you spend the better.
3867
3868 Event 2: Solve the jealousy between Jenna and Iltheia. If
3869 Iltheia is playing the small role and you put her in
3870 the larger one you improve the quality of the play and
3871 get 6750 exp. Force Iltheia to accept her small role
3872 for 15,750 exp and improve the Play Quality. Expand
3873 her role for a mere 6750 exp, however the Play Quality
3874 will suffer. If Jenna is in the small role and you
3875 put her in the larger one, you get 6750 experience
3876 but hurt the quality of the play. Letting them solve
3877 things on their own cuts the quality and nets you no
3878 experience. If Iltheia is in the lead, don't threaten
3879 her or the play quality will dip. Compliment her for
3880 11,500 experience. Then you have to give her 500 gp,
3881 but it further improves the Play.
3882
3883 Event 3: Zeran is improvising. Allow him to rewrite the play
3884 for 15,750 exp and improve the Quality of the Play a
3885 lot. Allow him to keep improvising for 11,500 exp and
3886 improve the quality of the play slightly. Stop his
3887 improvisation and you get NO experience and the Play
3888 Quality slips a little.
3889
3890 Event 4: Everyone is rewriting their characters. Have faith in
3891 Zeran's changes, with a charisma of 17 or better and
3892 the quality of the play improves. Stop all
3893 changes for 11,500 exp. Stop the changes and pay them
3894 500 gp as a bonus gets you 11,500 exp as well, this
3895 also improves the quality of the Play. Threaten to
3896 "let them walk out" and you get no exp and the Quality
3897 of the Play drops. You can also take control of the
3898 rewrites yourself, and if your Charisma is 17 or
3899 better then you will also improve the quality of the
3900 play and get 11,500 exp.
3901
3902 Event 5: The curse? Lots of weird things are going on, and a
3903 Priest offers to cleanse the theatre for 1000 gp.
3904 Give him the gold and get 11,500 exp and improve the
3905 play quality. If you have a high charisma you can get
3906 away with giving her 500 gp for 11,500 exp, but no
3907 change in Play Quality. If you can't afford to pay
3908 and have a high charisma you can give her nothing and
3909 still improve the Play Quality. If you send her
3910 packing, or have a low charisma you will hurt the play
3911 quality quite a bit.
3912
3913 Event 6: Problems with the music. Your musician has vanished.
3914 Hiring Balmitance (the famous musician) has a great
3915 effect on the Play Quality and nets you 15,500 exp at
3916 a cost of only 500 gold. Making Marcus write the
3917 score hurts the Play Quality quite a bit. If your
3918 Intelligence is 15 or less then letting Marcus play
3919 while you write really hurts the play and gets you no
3920 experience. If your INT is 16 or 17 you get 6750 exp
3921 and a slight improvement to Quality. At 18 INT
3922 letting Marcus play the Harp while you rewrite the
3923 music for 11,500 exp. 19 or better INT gets you the
3924 best experience 15,500 and a better improvement to
3925 play quality (thought not so good as hiring the famous
3926 musician!).
3927
3928 30 or so days later...
3929
3930 Event 7: Barbarians have invaded the Theatre. You meet Higgold
3931 on the main level of the Five Flagons this time and
3932 he begs for you to get rid of the barbarians who have
3933 taken control. Go downstairs, clean out the five
3934 goons here (including one mage) and get 15,500 exp.
3935
3936 Event 8: A day later you can watch the dress rehearsal. (You
3937 could take notes on what is being said... it's kinda
3938 important! Or you could just continue using this FAQ)
3939
3940 Event 9: Within three days (rather than the week you were
3941 promised) you are summoned again. And again he is on
3942 the main floor. Seems a major player at the City
3943 Council is going to attend and Zeran is ill. You
3944 must take up the role of the wizard (whether you are
3945 male or female it doesn't matter).
3946
3947 The Play: Since you are now in the role of the wizard, that
3948 means you have LINES to perform. Weren't paying
3949 attention in the dress rehearsal? Your lines are:
3950
3951 2, 1, 1, 1, 2, 1, 2, 1, 2, 1
3952
3953 The City Council person speaks, and depending on how
3954 YOU personally did you get experience:
3955
3956 49,500 experience (near flawless)
3957 35,500 exp (several mistakes)
3958 19,500 exp (many mistakes)
3959
3960 If you get the "near flawless", you also are given
3961 a gift, the Aslaer's Harp.
3962
3963 Next the overall quality of the play is judged:
3964
3965 50,000 experience (near perfection)
3966 29,500 experience (not quite perfect)
3967 19,500 experience (not even close to perfect)
3968
3969 Finally Higgold offers to buy the theatre off of you
3970 for 10,000 gold. (If you got the "near perfection"
3971 score, anyway) This is totally up to you.
3972
3973 How much money the Theatre generates during a week
3974 depends entirely upon how much you invested at the
3975 start and the quality of the play. The more you
3976 invest, the better the return. If you invested the
3977 maximum of 10,000 and had a phenomenal play, the max
3978 amount per week is 1800 gp/week. Every week past the
3979 first, the gold/week drops by 100 gold until it hits
3980 500 gold/week where it will remain.
3981
3982 And that is that for the Bard's Theatre.
3983
3984
3985 Druid --> Druid Grove (start at City Gate)
3986
3987 Talk to the man at the city gate to learn of the problems at
3988 Trademeet. Complete that quest to gain access to the Druid
3989 Grove. Your Druid MUST be at least level 14 to take control of
3990 the Grove (but it isn't necessary to clear the Trademeet quest).
3991 At the normal completion of clearing the grove you get the
3992 Staff of Thunder and Lighting.
3993
3994 Note: If you complete the Druid Grove Quest, but are lower
3995 than level 14 you can't take control of the Grove.
3996 However, once you hit level 14 a Druid will arrive to
3997 tell you to go to the Grove.
3998
3999 Challenge the Druid to a duel to assume control of the Grove.
4000 For beating the Druid you get 10,000 exp. For becoming the
4001 Great Druid you get another 20,000 exp and 10,000 gold as well
4002 as a Cleric's Staff +3 and a Ring of Protection +2.
4003
4004 Event 1: Within 8 hours the Spirit of the Grove will come to
4005 you and ask if you accept your responsibilities. By
4006 all means, accept! She then challenges you to take
4007 out the new leader of the Trolls, Nilthiri. To help
4008 you with this task she gives you a club, The Root of
4009 the Problem, which has special powers vs. unnatural
4010 creatures (like trolls). If you didn't go by there
4011 earlier, the Troll Mound is almost exactly south of
4012 the Druid Grove. (though you have to go around to get
4013 there)
4014
4015 Don't bother with going inside the Mound. Make sure
4016 you have some method of killing Trolls, Fire or Acid.
4017 (arrows, spells, weapons that do fire or acid
4018 damage) From the Mound go right until you find
4019 Nilthiri, the Troll Shaman. Kill Nilthiri and her
4020 trolls (10,000 exp for Nil.) and the Spirit will
4021 return and say "good job." (she also gives everyone
4022 in your party 18,500 Quest Experience points) That's
4023 it for now. (oddly, after this I went back to the
4024 Grove and talked to the Challenge Master again, and he
4025 gave me the reward for becoming the Great Druid again!
4026 Very odd, but nice!)
4027
4028 Event 2: About 9 days later (maybe 10) sleep within the Grove
4029 again and the Spirit will ask you to do another task.
4030 This time the descendent of a great druid is in
4031 danger, the child Loren. You must go to Trademeet to
4032 protect this child. Loren is found outside of the
4033 city walls, just to the right of the Yellow Tent.
4034 Ask the child about the voices he hears, and then tell
4035 him to fight the voices so that you can face them.
4036 (3,1,1,1,1) Loren falls unconscious and Chaos
4037 appears. Chaos turns into an odd phased-Beholder like
4038 creature and attacks. (12,000 exp) When it is dead,
4039 the Spirit returns and rewards you with a Golden Lion
4040 Figurine (summons a Lion for 5 min, just like the Moon
4041 Dog figurine). Also every character is given 20,500
4042 Quest Experience points.
4043
4044 Golden Lion Figurine -- Joolon
4045
4046 STR DEX CON INT WIS CHA
4047 18 9 9 9 9 9
4048 THAC0 HP AC Attacks Weapon
4049 15 45 6 3 1d12 (strikes as +1)
4050 Saves: Death - 13, Wand - 15, Polymorph - 14,
4051 Breath - 16, Spells - 16
4052 Resistances: --
4053 Immunities: Charm, Fear, Poison,
4054 Normal Weapons
4055 Special Abilities: Cloak of Fear - 1
4056 Blur - 1
4057
4058 Although the Spirit mentions a ceremony of Ascendancy (for
4059 Archdruids), that appears to be all you can do in the Druid
4060 Grove.
4061
4062
4063 Vash (on the GameFAQs Message Board) found a way to get two Strongholds:
4064
4065 I took a break from my main game to experiment with the much heralded
4066 dualled Kensai/Mage. Very powerful, and I can only imagine how powerful
4067 he'd be with his defenses after Tenser's Transformation kicks in.
4068
4069 Anyway, part of the experimenting was to see if he can get a stronghold for
4070 each class and I found he can. He cleared out the de'Arnise keep first with
4071 Nalia in the group, but initially refused to take over (I believe the
4072 response used was something along the lines of ''I don't think I'm the
4073 right person for this'').
4074
4075 Note: You could also simply not talk to her after clearing out the
4076 Stronghold. (Robert Pay)
4077
4078 Then he went and cleared the Planar Sphere immediately after. At the end,
4079 he was granted the Sphere by Lavok and it became the character's
4080 stronghold. I found that if I accepted the keep from Nalia first, Lavok did
4081 not grant the Sphere.
4082
4083 Then, I went back to the de'Arnise keep and told Nalia I would agree to her
4084 proposition to lend his name to the keep and the keep became his stronghold
4085 as well.
4086
4087 So in the end, I ended up with two strongholds.
4088
4089 Rabbit on the Shadowkeeper Message board has a cheating way to get all
4090 Strongholds:
4091
4092 To get all 8 strongholds you must do the following:
4093 1. When talking to the person who gives the stronghold quest, and when
4094 talking to the person who ends the quest, use Shadow Keeper to give
4095 yourself the appropriate class.
4096 2. After getting each stronghold, you must set the stronghold flag back
4097 to zero by typing the following into the debug console:
4098
4099 CLUAConsole:SetGlobal("PlayerHasStronghold","GLOBAL",0)
4100
4101
4102-------------------------------------------------------------------------------
4103 X2. [THLMTD] The Limited Wish Adventure
4104-------------------------------------------------------------------------------
4105
4106 Exposition:
4107 -----------
4108
4109 This quest can be done whenever you feel like it, in either chapters 2, 3
4110 or 6. You must have the Mercenaries of Riatavin still alive in Delosar's
4111 Inn. Then cast Limited Wish, ask for a One-Time wish and select the
4112 Adventure like you've never had before (it does require 10 or better WIS
4113 to cast). A scroll appears at your feet.
4114
4115 Walkthrough:
4116 ------------
4117
4118 - THE SCROLL
4119
4120 Reading the scroll reveals several things about this quest: One, it is
4121 about a gong, two, you should talk to the mercenaries of Riatavin at the
4122 Delosar's Inn (Bridge) and three, there is someone named Captain Dennis
4123 who should have the Gong.
4124
4125 Head out to the Bridge District and go near the Delosar's Inn. (x 1830
4126 y 2880) Just outside you will meet with a man named Vittorio who asks
4127 for your help in collecting money off of Dennis, who is inside. Agree to
4128 help him and follow him inside.
4129
4130 - DENNIS
4131
4132 Captain Dennis and Vittorio are having a shouting match when you enter.
4133 Listen to what they say. Seems that Vittorio stole and sold Dennis'
4134 mother's gong in order to buy ale. That sounds bad. Agree to help
4135 Vittorio find the gong. He says that he sold it to one Roger the Fence,
4136 who you will find in the sewers beneath the Temple District.
4137
4138 - ROGER THE FENCE
4139
4140 Go to the Temple District and enter the sewers. You will find Roger in
4141 the southern part of the sewers (x 1680 y 2300). Ask for a Gong and
4142 say that you want Vittorio's gong. He doesn't have it, and won't tell
4143 you where it is until you take care of a small problem he has. He wants
4144 you to kill a local Sea Troll before he'll tell you anything. This troll
4145 can be found by going left from Roger (x 400 y 2366). When it is good
4146 and dead, return to Roger. Aside from whatever rewards you get for
4147 killing the Troll (see the Sewers section above) he will also tell you
4148 that he sold the gong to a Troll Shaman in the Troll Mound out by
4149 Trademeet (you will probably have to talk to him again to get him to
4150 reveal that).
4151
4152 Head out of the city and over to the Druid Grove (which may require
4153 going through Trademeet).
4154
4155 - THE TROLL SHAMAN
4156
4157 At the Druid Grove, head left to find the Troll Mound (x 1330 y 2210).
4158 Grae, the shaman, will be just outside of the mound. When asked about
4159 the Gong she attacks you instead of giving it to you. When it gets close
4160 to being defeated it tells you where the Gong is in exchange for its
4161 life. (you can always kill it anyway) She says that she sold it to an
4162 Ogre Mage in a tower to the northeast of here.
4163
4164 - OGRE MAGE
4165
4166 Wander north, then east, across the bridge to find the big house. We
4167 don't want to enter the house, we want the tower that is south of it.
4168 (x 4840 y 1270) (There is a little path leading southwards just past the
4169 bridge) Enter the tower. This Ogre Mage is quite the peaceable
4170 sort and is quite willing to trade the Gong for a Wand of Frost. If you
4171 have a Wand of Frost, then you can trade for the gong. (12,250 exp)
4172 Oh and don't mind the smell. Also in here you can find:
4173
4174 Scimitar +2: Belm (+1 attack per round)
4175
4176 Tip: Belm makes a great off-hand weapon, especially for Thieves (and
4177 other characters who don't normally get multiple attacks).
4178
4179 Return to the Bridge District and give the gong back to Vittorio.
4180 Everyone is happy and you get your reward:
4181
4182 1500 gold
4183 16,500 experience for each character
4184 Boomerang Dagger +2
4185
4186
4187===============================================================================
4188 < < < < [THRNFB] Throne of Bhaal Walkthrough > > > >
4189===============================================================================
4190
4191 Note: Throughout the game, Imoen will be developing powers like you did in
4192 the original Baldur's Gate. These are small things, like Cure Light
4193 Wounds, but it is interesting to note.
4194
4195 Bugs Note: Due to a wide number of bugs in the game, it is HIGHLY
4196 recommended that you NOT use the Quick Save feature, and simply
4197 create new save slots as you go (from the options menu).
4198
4199 TAB Note: Remember to use your new TAB function. It will highlight all
4200 doors, containers and items around. Very helpful.
4201
4202 Duplication Bug: I mention this here, because it can be very interesting.
4203 Now, when you are in battle, then flee to another area,
4204 not only will the enemies follow you (which they did in
4205 BG2:SoA), but now the original enemies will remain in the
4206 old area. Result? Two enemies of the same kind!
4207 Therefore if you want to kill the City Gates Lich over and
4208 over and over... you can. Or if you want to get 2
4209 Celestial Furies, you can do that too. Just draw the
4210 enemies to you, flee to the previous area and wait for them
4211 to join you.
4212
4213 This was removed in the patch.
4214
4215 I wrote this using my Barbarian. Luckily for me (I'll explain why) I had
4216 kept a save at the VERY end of the game (just before you open up hell and
4217 fight the final battle). So I just loaded this up, beat SoA and took that
4218 into the expansion. If you simply start an expansion game, or even import
4219 a game into the expansion YOU WON'T GET ALL THE BONUSES from the end of the
4220 game. Therefore I suggest you do what I did. You should have a "Final Save"
4221 created when you beat the game the first time. (Although your alignment might
4222 be altered depending on how you beat the first game)
4223
4224 If you start an Expansion Only game you begin down in section 2. The Grove of
4225 the Ancients.
4226
4227
4228-------------------------------------------------------------------------------
4229 1. [WTCHRK] Watcher's Keep (AR 3000)
4230-------------------------------------------------------------------------------
4231
4232 Note: Most of the good items found in Throne of Bhaal are located right here
4233 in the Watcher's Keep. (and many can be made even better by your
4234 abyssal butler, Cespenar)
4235
4236 Also, if you start the expansion right away, you'll be taken to the
4237 next section, the Forest. Watcher's Keep is listed first since it
4238 can be accessed from the regular game as well.
4239
4240 Walkthrough:
4241 ------------
4242
4243 - A MYSTERIOUS KEEP
4244
4245 Go up and talk to "Brother" Ordren, who explains the whole sticky
4246 situation to you. Helm has sealed some great and powerful evil in the
4247 Watcher's Keep, that is gradually getting free. It is your job to enter
4248 the Keep and prevent the Evil from getting out. Oh, and they tell you
4249 specifically NOT to kill it, as Helm has forbidden it. Agree to help
4250 them and they'll take you to the top (Level 1). They give you what
4251 you will need, and bid you good luck.
4252
4253 Talk to Brother Pol to get the Holy Symbol and the Scroll. These items
4254 are needed. When you reach the evil, you are to perform a ritual to
4255 deal with it. You don't kill it.
4256
4257 At this point, you can talk to them again and ask questions, or talk to
4258 the Sister to buy items and so forth.
4259
4260 Note: Two of the items that she sells, Firetooth +4 and the Short
4261 Sword of the Mask are items that can be upgraded by your
4262 abyssal servant Cespenar (if you haven't gotten your Pocket
4263 Plane, the Abyssal Fortress, then you won't know what I'm
4264 talking about).
4265
4266 When you're ready, enter the Keep.
4267
4268 - LEVEL ONE (AR 3001)
4269
4270 The difficulty of the keep depends on several things, your preset
4271 difficulty level, the number of people in your party, your level, and
4272 your experience. The puzzles don't get any easier on the other
4273 difficulty modes... if you're wondering.
4274
4275 The entrance to the next level is the Mirror Portal (x 1450 y 1150),
4276 however there are quite a number of things that must be done first.
4277
4278 Note: There are many traps on this level, most are attached to the
4279 various containers, although there are 2 traps on the ground.
4280
4281 Open the left door to find the ghost Archivist. (x 1925 y 1860) Talk to
4282 him, but he is simply Cold. We'll have to remedy that. There are 4
4283 containers in this room, 2 are trapped. Take whatever treasure you want,
4284 but be sure to get the:
4285
4286 Paladin's Bracers (+10 HP, paladins only, upgradeable by Cespenar)
4287
4288 The next room had a Stone Golem in it. Not too tough. Open the next
4289 door (x 1530 y 2010) and enter a library type room. There will be some
4290 monsters here. The shelves on the right side have some Notes with Clues.
4291 Also note Elminster's Ecologies (there's one in the next room as well),
4292 which explain some of the properties of the new Monsters. Be sure to
4293 check the shelf at (x 1330 y 1590) for the wonderful:
4294
4295 Golem Manual (creates Flesh Golems, upgradeable by Cespenar)
4296
4297 Also check the Treasure chest near the end of this room for more treasure
4298 and another note. Open the next door (x 888 y 1574) and proceed.
4299
4300 Yes, that statue is watching you. There are 3 containers in here, and
4301 the one at (x 625 y 1140) is trapped:
4302
4303 Case of Plenty +1 (unlimited +1 bolts, upgradeable by Cespenar)
4304
4305 You need to get the Bell at (x 450 y 1250).
4306
4307 The final container in this room, a trapped chest (x 775 y 1200)
4308 contains:
4309
4310 Crimson Dart +3 (returns to owner)
4311 History of the Imprisoned One (in case you're curious)
4312 Potion of Superior Healing
4313 Chainmail +2
4314 more treasures...
4315
4316 Open the door to the right (x 840 y 1220) and go through. Depending on
4317 your level, there will be all sorts of statues in this, the central
4318 hall. Worry about it later, go up to the door on the left side (x 670
4319 y 900).
4320
4321 Get the Candle in the chest by the fireplace (x 340 y 1050). There are
4322 other minor treasures in here, and a fireplace. Go back.
4323
4324 Across the hall, enter the middle door (x 1620 y 865). This room has
4325 several traps on the floor, so beware. Also, of the 4 containers in here
4326 2 are trapped.
4327
4328 Get the Slippers from the left shelf (x 1550 y 750).
4329
4330 The trapped armoire (x 1840 y 600) has:
4331
4332 Quiver of Plenty +1 (unlimited +1 arrows, upgradeable by Cespenar)
4333 Handwritten Note
4334
4335 The trapped alcove (x 1980 y 580) has:
4336
4337 Ammo Belt (actually a container that holds arrows, bolts, etc.)
4338 Tinderbox (if only we had a fireplace... wait a second!)
4339
4340 Open the lower door and enter another library. Kill anything moving in
4341 here (I got spiders). Search the shelf at (x 2240 y 920) to find:
4342
4343 Wardstone
4344
4345 The other shelf in here has a Potion of Superior Healing. Open the next
4346 door and hit the almost-final room.
4347
4348 Search the Armoire (x 2775 y 1210) to find:
4349
4350 Wardstone
4351 Potion of Superior Healing
4352
4353 The other container, a shelf, has the final Tattered Parchment, if you're
4354 curious. Open the door to the left and hit the final room.
4355
4356 Search the armoire by the door (x 2610 y 1485) for:
4357
4358 Key
4359 4 Potions Extra Healing
4360 King's Tears
4361
4362 The table has a Handwritten Note. Go back to the large hallway.
4363
4364 Almost ready to do the ritual. Go back to the Fireplace room, and click
4365 on the fireplace to light it (Tinderbox...). This summons the Archivist
4366 who is now quite conversant. He'll tell you about the old Priest, and
4367 a little about how to reach the next level.
4368
4369 Open up the large door on the top of the right side (x 1375 y 730).
4370 Enter. This is the burial place of the High Priest, complete with
4371 Guardian Golems. The alcove over to the left (x 1040 y 430) has the
4372 final Handwritten Note. When you're ready, click the Sarcophagus to
4373 open it. The golems come alive, and attack you. They're each worth
4374 13,000 experience. Open the Sarcophagus.
4375
4376 This causes the resident of the tomb to arrive and chide you for waking
4377 him up. He notices that you have his slippers, and asks for them. Give
4378 them up. This is worth 20,000 quest experience, and he leaves you alone
4379 to your graverobbing. Click the Sarcophagus one last time to get the
4380 Mental Note. This is worth 8,000 quest experience.
4381
4382 Note: If the guardians DON'T come alive, you can always force-attack
4383 them later.
4384
4385 Back to the main hallway. Go up to the altar at the top of the room,
4386 open it and place the Bell and Candle in it. When that is done, the
4387 statues come alive and attack you. Destroy them. When the statues that
4388 came alive are dead, the giant statue talks to you and asks for the
4389 ritual:
4390
4391 Ring the Bell
4392 Ring the Bell
4393 Light the Candle
4394 Open the Book (only works if you opened the Sarcophagus)
4395 Ring the Bell
4396
4397 That completes the ritual, and opens the Mirrored Portal to the next
4398 level. This is worth 25,000 quest experience. At this point, the rest
4399 of the statues came alive and attacked me. This was a much more
4400 difficult battle, and you should definitely take care of the mages first.
4401 Also they had some interesting equipment:
4402
4403 Usuno's Blade +4 (scimitar)
4404 Foebane +3 (Bastard Sword, upgradeable by Cespenar)
4405
4406 Whenever you are ready, go on down. This requires that you got the Vigil
4407 Stone from Pol. If you don't have it, exit and talk to Pol to get it.
4408
4409 Note: If you want to rest (and this would be a good time), go to the
4410 Protected Room in the right corner.
4411
4412 - LEVEL TWO (AR 3016)
4413
4414 As you appear, a Chromatic Demon talks to you. He is the only thing that
4415 can get you to the next level, but he won't do that until you do a little
4416 something for him. He has been trapped in this place for a thousand
4417 years and it isn't where he thought his life was heading. Naturally he
4418 wants your help in getting out. Sounds fair. He needs you to get him
4419 out of his cage. Agree to it. You need to find the Four Scepters and
4420 place them in the slots around his cage. Only then will he allow you
4421 entrance to the next level.
4422
4423 Note: If you want to go back, use the Portal to the Left.
4424
4425 Also, beware of Traps! They're everywhere.
4426
4427 Enter the room to the southwest (x 1670 y 1850). Careful in here, there
4428 are many traps on the floor and containers. Detrap the room. Time to
4429 search for treasure, and clues.
4430
4431 The top right shelf (x 1600 y 2130) has a Handwritten Note.
4432
4433 The top left shelf (x 1325 y 1925) has:
4434
4435 Wand of Spell Striking
4436 Star Sapphire
4437
4438 The small shelf (x 1000 y 2110) has some good stuff:
4439
4440 Right Horn (used by Cespenar)
4441 Ice Library Note (a Clue!)
4442
4443 Read the Ice Library Note to learn how to clear out the Fire room.
4444 Essentially you need to deal with the Fire Elementals first, but you
4445 can't just kill them or they'd respawn, they must be lured into the Ice
4446 Room and frozen there forever.
4447
4448 There are other minor treasures in here as well.
4449
4450 Back to the center room, now take the upper left (northwest) door (x 1700
4451 y 1350). There are some Fire Giants in here that need killing. This
4452 place also has many traps to be dealt with. Enter the room. You'll find
4453 an imp in the upper passage here. He'll tell you that the Fan is the
4454 key to everything before leaving. Time to search the room.
4455
4456 You'll find a Handwritten note on a table (x 1130 y 860).
4457
4458 The top of the pillar (x 1260 y 760) has:
4459
4460 Wand of Cursing
4461 5 Potions of Superior Healing
4462 more treasures...
4463
4464 Search the small shelf (x 1370 y 870) to find:
4465
4466 Fire Library Note (another Clue!)
4467
4468 There are other minor treasures in here. On to the next room (x 2420
4469 y 1350).
4470
4471 This room is filled with various types of Golems. It is again trapped
4472 quite thoroughly.
4473
4474 The Handwritten Note is at (x 3210 y 1000).
4475
4476 The Air Library Note is at (x 3000 y 900). This note mentions how you
4477 might clear out the poison room, and the usefulness of lightning when
4478 dealing with the new slimes found therein.
4479
4480 Nothing much else here, go down to the final room (x 2425 y 1840). Here
4481 you must deal with some Mutated Spiders.
4482
4483 Search the shelf to the right (x 2900 y 1900) to find:
4484
4485 Key
4486 other treasures
4487
4488 Search the far right shelf (x 3225 y 2120) to find:
4489
4490 Slime Library Note (the last Clue!)
4491 5 Potions of Extra Healing
4492
4493 Read the final note to learn that the demon's Air form is weak against
4494 poison and acid. Also you'll learn how to set the fan to blow poison
4495 from the Slime Room into the Air room to kill weaken the creatures there.
4496
4497 We have everything we need, time to make the most of it.
4498
4499 - LEVEL TWO, GAINING THE FOUR SCEPTERS
4500
4501 To get to the Fan Room, go into the Red Room (upper left), and up to the
4502 door (x 1800 y 675) where the Imp was. Go in and turn the fan. This
4503 will get you attacked by several Air Elementals. Kill them to get the:
4504
4505 Air Scepter
4506
4507 Go up to the fan and click it again to get more air going. This allows
4508 you to open the door to the right, into the Slime Library. From there
4509 continue going down-right and open the next door into the Slime Room.
4510 This room is filled with noxious vapors, and lots of slime/poison related
4511 monsters. Quickly open the bottom door in this room to clear it of all
4512 its poison. Kill the snake to get:
4513
4514 Slime Scepter
4515
4516 Also, search the pool of slime to get:
4517
4518 Flail Head (Poison, Cespenar can upgrade the Flail of Ages with this)
4519
4520 Note: Getting too close to any of the "pools" results in damage taken.
4521 In the slime room you get Acid Damage, for instance.
4522
4523 Head down to the next, icier door (x 2350 y 2500) and open it. Now,
4524 run back to the Fan Room, click the Fan control once to reset it, and
4525 click it again to shoot the poison from the poison room into the Ice
4526 Room. Sweet.
4527
4528 Go back to the Ice Room and kill the monsters there. The poison didn't
4529 bother me too much, but you could just stand at the edge of it and attack
4530 from there. When the Ice Golem dies you get the:
4531
4532 Ice Scepter
4533 Left Horn (used by Cespenar)
4534
4535 Note: To clear the room of poison, just click the Fan again. Also,
4536 the Ice Room has a slowing effect.
4537
4538 I'd leave all of your party (save one) in the Ice Room.
4539
4540 Open the door to the left, go through the library and up to the next
4541 door. Open that. Enter the room, avoid the giant. Wait for a Fire
4542 Elemental to appear, then lead it back into the Ice Room, for your
4543 waiting party to kill. Wait for the Elemental to FREEZE (there will even
4544 be some text to this effect), then attack. The elemental shatters,
4545 letting you know you've succeeded. Do this for 4 elementals (it doesn't
4546 have to be all at once, or one at a time, just lure as many as you can).
4547 Doing that gets you 22,000 experience.
4548
4549 When that is done, go up and kill the Fire Giant:
4550
4551 Fire Scepter
4552 Helm of the Rock (+25% fire, ice, elec. res., upgradeable by Cespenar)
4553 100 gold
4554
4555 You now have all 5 scepters. I'd rest, save, then go talk to the Demon.
4556 Everyone gets 20,000 experience, and he, of course, attacks you. Who
4557 saw that coming?
4558
4559 Chromatic Demon -5 AC 140 HP -5 THAC0 4 Attacks 95% weapon res.
4560
4561 Your weapons will damage him, but they just won't do much damage. As he
4562 is damaged, he will switch forms. Just remember what each form is weak
4563 against...
4564
4565 Red Demon > Ice
4566 Ice Golem > Fire
4567 Shambling Mound > Lightning
4568 Air Elemental > Poison
4569
4570 If you're in ToB, this is an easy enough fight, buff-up beforehand,
4571 keep the fighters in the front and use whirlwinds. Three or four fighter
4572 types doing 10 hits/round at 4 damage a hit should knock it down fast.
4573
4574 Tip: After you have all 4 scepters, but before you free the Chromatic
4575 Demon, close the lower door in the poison lab. Then turn off the
4576 fan in the air lab so the poison lab is full of gas. Move all but
4577 one of your party members out of the way (the fire library works
4578 nicely). Then have your remaining character (preferably having
4579 them hasted first) release the Chromatic Demon. Lure the
4580 Chromatic Demon into the poison lab (via the air library), then
4581 exit the poison lab into the air library, closing the door behind
4582 you and trapping the Chromatic Demon in the poison lab. Then just
4583 sit back and wait for the Chromatic Demon to die. It doesn't take
4584 long. (Jeremy Hanson)
4585
4586 When he is dead...
4587
4588 55,000 experience
4589 Circlet of Netheril (Cespenar can upgrade)
4590 Portal Key
4591 Ixil's Spike (+2 dagger, Cespenar can upgrade)
4592
4593 Whenever you're ready, enter the right portal to the Next Level.
4594
4595 - LEVEL THREE (AR 3003)
4596
4597 N E
4598 \ / Ooh, Isometric!
4599
4600 / \
4601 W S
4602
4603 Our informer on this level is a crazy elf named Yakman. When you talk to
4604 him he becomes convinced that you are some demonic illusion out to kill
4605 him, causing him to run away. Follow him through the portal (x 1350
4606 y 1100) and try talking to him again.
4607
4608 (AR 3011)
4609
4610 There is a pile of stuff (x 615 y 630) in the middle of the room:
4611
4612 Bard's Gloves (Cespenar can upgrade)
4613
4614 There is more treasure up in his tent (x 860 y 360, TRAPPED):
4615
4616 Madman's Journal (a Clue!)
4617 Diamond
4618 Long Sword (you may want to take this... seriously)
4619 Scepter of Radiance (you definitely need to take this)
4620 other treasures...
4621
4622 Once you're done looting, talk to Yakman. You need someone with 16 or
4623 more Charisma, or an Elf to get him to trust that you aren't an
4624 illusionary demon. Ask all the questions you can, about the Demons,
4625 why they fight each other, the level, the way out, the rod and its
4626 gems, etc. Next tell him he needs some sleep, to learn that he never
4627 sleeps. Offer to heal him, and the conversation ends. (the character
4628 who spoke to him MUST be a cleric for this offer to come up)
4629
4630 Cast Heal on him and he is back to normal... although you might prefer
4631 the insane version (he's quite arrogant). This gets you 5,000 quest
4632 experience points. With that he exits the Watcher's Keep to find out if
4633 he can restore his old life.
4634
4635 Enter the top portal (x 380 y 350) to return to the previous area (the
4636 other portal takes you back to the beginning).
4637
4638 Note: Resting anywhere in this maze will get you attacked by Succubi
4639 (er...), Glabrezu or other types of demons, which makes this a
4640 great place to get experience, as they give between 6000 exp and
4641 24,000 exp each. (Later you fight devils, but they're not as
4642 much fun)
4643
4644 (AR 3003)
4645
4646 Head into the East Portal.
4647
4648 (AR 3008)
4649
4650 There will be various demons fighting amongst themselves here. They
4651 mention the Blood War (see: Planescape: Torment). Kill the demons here.
4652 (pretty easy to do since they're fighting each other)
4653
4654 Have someone of a lawful good alignment click on the Pillar to get: (evil
4655 people get Horridly Wilted)
4656
4657 Purifier +4 (Bastard Sword, Upgradeable by Cespenar)
4658
4659 Go "east" again (x 1070 y 150).
4660
4661 (AR 3012)
4662
4663 Here you are confronted by a Tanar'ri. If you are evil, you can side
4664 with it. It will want you to kill its enemy Ka'rashur. If you are Good
4665 you will have no choice but to kill it. From its body, take the Scepter
4666 Gem.
4667
4668 Note: When you return with the Heart of Ka'rashur he gives you the
4669 mighty Thieves Hood (useless until Cespenar upgrades it). This is
4670 the ONLY way to get this item, he won't have it on him if you
4671 kill him.
4672
4673 There is a trapped alcove (x 650 y 320) with some treasure.
4674
4675 Head on down "south" to the portal at (x 880 y 720).
4676
4677 (AR 3004)
4678
4679 This is a "no magic" zone. Kill off the demons in the area. Also there
4680 are traps on the ground where the 4 hallways meet the center room. You'll
4681 have to pass one to fight the monsters.
4682
4683 Go "south" again (x 1350 y 1100).
4684
4685 (AR 3006)
4686
4687 Welcome to the Succubus area. Whee. They'll attempt to tempt you, but
4688 don't bother with them. Of course, if you turn them down, they attack
4689 you. Ah well, demons just can't be reasoned with, I guess.
4690
4691 Head through the south gate.
4692
4693 (AR 3013)
4694
4695 Here you'll find the Baatezu (the very same ones that you were asked to
4696 kill by the Tanar'ri earlier). If you're evil you can side with them,
4697 otherwise prepare for a fight.
4698
4699 Be sure to search the corpses for the second Scepter Gem.
4700
4701 There is a small container (TRAPPED, x 960 y 360) above. It has some
4702 minor treasures.
4703
4704 Again, use the lower portal.
4705
4706 (AR 3010)
4707
4708 There are some Glabrezu lurking around here. Also, if you go back
4709 through the portals you entered from, you'll get back to the beginning.
4710 We want to take the "western" portal, so head down and left to (x 150
4711 y 785).
4712
4713 (AR 3005)
4714
4715 We experienced a "no-magic" room earlier, now we have entered a
4716 "wild-magic" room. Here, magic just doesn't work as you might expect,
4717 much like the "wild surge" effect you get if you play as a Wild Mage.
4718
4719 There are some Tieflings in here, but they aren't important.
4720
4721 Here's a twist, re-enter the portal you just came from (the "north"
4722 portal).
4723
4724 (AR 3007)
4725
4726 There's a Cambion in here, but you don't have to deal with him. If you
4727 do fight him, he'll summon several demon knights to help out.
4728
4729 Again, like the last area, re-enter the portal you entered from (the
4730 "north" portal).
4731
4732 (AR 3014)
4733
4734 Right out of the portal are some really deadly traps. Try to disarm them
4735 before engaging in battle.
4736
4737 Here you must fight a Demon Wraith and his armies of the undead. Kill
4738 him.
4739
4740 There are lots of minor treasures in here. There is also a really
4741 good item as well:
4742
4743 (x 340 y 640) - White Dragon Scales (Cespenar can make armor of these)
4744
4745 Again, take the portal you came out of (the "north" portal).
4746
4747 (AR 3015, the "Exit")
4748
4749 This is more or less where you would have been taken if you got abducted
4750 by a Succubus.
4751
4752 Just for arriving here, you get 10,000 quest experience.
4753
4754 When you first appear here, you'll find Aesgareth confronting you. He's
4755 not from around here. He also has the necessary Scepter Gem in order
4756 for you to move to the next level. That is not of the moment. Be civil
4757 to him, but don't reveal that you have a possible way out. He wants to
4758 play cards with you, the stakes being the Scepter (essentially). Agree
4759 to it. The conversation ends so you can "prepare."
4760
4761 Note: Sounds like your cue to SAVE THE GAME. If you lose the game,
4762 reload. After winning, save it again.
4763
4764 Also... You can pick-pocket Aesgarth for the deck of many
4765 things during the "Let me think about it" time. Your pick-
4766 pocketing skill should be at least 150+ though. (Xander77)
4767
4768 Talk to him again. The game involves attempting to survive whatever the
4769 Deck of Many Things hurls at you. The stakes are, for him the Scepter
4770 Gem, a Wish Scroll or a Spectral Brand, and you get to pick:
4771
4772 Note: The Spectral Brand (Long Sword +4) is upgradeable by Cespenar.
4773
4774 The Way Out (The Vigil Stone)... wager this!
4775 Experience
4776 Vitality
4777
4778 Note: If you get the strength card and lose your Strength, use a
4779 Remove Curse spell to dispel it. (thanks to Doug Scheurich)
4780
4781 In general, Remove Curse will dispel the negative effects,
4782 should you get one.
4783
4784 You win by picking the "higher" card, which usually means the "worse"
4785 card! Winning a game is worth 25,000 quest experience. If you win the
4786 first two games (for the Spectral Brand and Wish scroll), talk to him
4787 again and get an instant 20,000 quest experience.
4788
4789 Try to get the Spectral Brand if you can. Even if you lose the draw,
4790 Aesgareth will return the Vigil Stone to you (so you don't lose anything)
4791 and even give you the Scepter Gem to boot! What a nice demon.
4792
4793 For completing this you get 25,000 quest experience.
4794
4795 Note: The maximum experience playing the game is 95,000 quest
4796 experience. Remember quest experience is NOT divided among
4797 the party, everyone gets that exact amount. (when you kill a
4798 1000 exp monster, on the other hand, it is divided amongst
4799 everyone in the party)
4800
4801 Alternatively: You could be hostile and attack him.
4802
4803 Aesgareth - 21,000 experience
4804 Deck of Many Things
4805 Scepter Gem
4806 Tiefling - 14,000 experience
4807 Tiefling (2) - 18,000 experience
4808 Tiefling - 16,000 experience
4809 Fell Cat (2) - 9,000 experience
4810
4811 As well as many small treasures...
4812
4813 Total experience 105,000. (divided among your party,
4814 so if you have 6 people, each person gets 17,500 exp)
4815
4816 Also, it is possible to win the first two games, then
4817 lose the last game, and fight him then. You still get
4818 less Exp for killing him than letting him go.
4819
4820 The Deck of Many Things (if you killed Aesgareth and got it):
4821
4822 Card Drawn Effect
4823 Donjon Imprisoned
4824 Ruin Lose 100,000 gold
4825 Void Disintegrated
4826 Magician Transformed into a rabbit, Remove Curse to undo
4827 Skull Summons a hostile death shade, harmed by +5 or higher
4828 Key Random magic item
4829 Star If you are a warrior then +1 to strength; if you are
4830 a Priest, +1 to wisdom; if you are a wizard, +1 to
4831 intelligence, if you are a rogue, +1 to dexterity
4832 Throne Party gets 1,000,000 experience
4833 Moon Character gets +10 to max hit points
4834 Euryale Character loses 1 to all saving throws
4835 Flames Summons a hostile Baalor and some fire elementals
4836 Knight Summons in four demon knights
4837 Rogue Charms the character (they become Red and hostile)
4838 Talons Blinds character. Remove curse to undo
4839 Fool Lowers Wisdom to 3 and Confuses; remove curse spell
4840 Comet Character gets +5 fire resistance
4841 The fates Temporarily boosts +1 to all stats, lasts one day
4842 Gem Get a rogue stone, king's tear, sapphire, diamond,
4843 ruby, and emerald
4844 Vizier Mantle spell for one day
4845 Jester Character gains 50,000 experience
4846 Sun Entire party gains 300,000 experience
4847 Balance Deck vanishes
4848
4849 Time to get out of this maze. Before leaving this level, prepare for a
4850 battle with Mind Flayers. Cast some protective magics on sensitive
4851 players, Haste, etc. Enter the right portal.
4852
4853 - LEVEL FOUR (AR 3017)
4854
4855 Watch as a mage (MAD mage) forces some giths and illithids to fight a
4856 battle. Then you get to talk to him, but this proves to be quite
4857 unfruitful as he simply sends some goons to attack you. (In my case, it
4858 was Illithids)
4859
4860 Note: When I encountered Carston on the fourth floor of Watcher's Keep
4861 I asked him what happened to all his apprentices. He got huffy
4862 and he me with a lightning bolt (maybe chain lightning?) and
4863 then left me alone. Not so bad when the other option is having
4864 him summon a bunch of Mind Flayers. [from Kevin Horan]
4865
4866 Up above the machine, there are four large containers (x 3300 y 1550).
4867 Besides having the normal assortment of minor magical items, they also
4868 carry NON-magical items. You might want to take some, you're going to
4869 need them.
4870
4871 Open the door near here (x 3600 y 1660) and enter this room. There are
4872 2 containers upwards, both are locked, the one on the left is trapped.
4873 They have only minor treasures. There's another locked chest at the
4874 lower end of this room with more minor treasures.
4875
4876 Open the next door (x 4100 y 1300) to find the Magical Golems. These
4877 guys can be hurt ONLY by non-magical weaponry (hence the shelf full of
4878 that stuff), so be sure that everyone is equipped with something mundane.
4879 However, once you have normal weapons equipped, these golems are
4880 pushovers.
4881
4882 Enter their room, and search the giant Pool to get some Blue Oil.
4883
4884 The three containers (the middle one is trapped) at the top of this room
4885 have more minor treasures.
4886
4887 Back to Carston's Room. This time, take the door to the south (x 2600
4888 y 2300)
4889
4890 The container just to your south (x 2850 y 2600) has a large variety of
4891 healing potions.
4892
4893 The treasure chests at the top of the room are not treasure chests at
4894 all, but Killer Mimics that attack you. Once the mimics are dead, you
4895 can search the containers for more minor treasures.
4896
4897 The final door (x 2130 y 2670) leads to several torches, which you can't
4898 light just yet. Back to Carston's room. Head up to the top stairs
4899 (x 2400 y 1500). You'll be fighting more Mind Flayers, so be ready.
4900 Go down.
4901
4902 (AR 3021)
4903
4904 Once here, I summoned a Mordenkainen's Sword, and sent it down. The
4905 enemies all attacked that (quite uselessly) allowing me to swoop in
4906 behind them and slaughter them.
4907
4908 Open the door to the left, and go down the passage to a small circular
4909 room. There were some Umber Hulks here that wanted to be killed. Once
4910 they're dead, search the circular thing in the center for:
4911
4912 Illithid Rod
4913 Wand of Cursing
4914 other treasures...
4915
4916 Go back, then open the lower door and enter that room. There are more
4917 Hulks and Illithids in here to be killed.
4918
4919 Search the table at (x 1600 y 915) for:
4920
4921 5 Potions of Extra Healing
4922 Handwritten Note
4923 other treasures...
4924
4925 Open the cell door, and search the table in there for more small
4926 treasures. Also the table to the right has more treasures, healing
4927 potions, etc.
4928
4929 Enter the right cell and talk to the dying Apprentice. Ask him about
4930 Carston and the exit to the next level. The key is the Machine, of
4931 course. He dies, and you can then search the table behind him for more
4932 small treasures. For helping him die (I guess) you get 1000 quest
4933 experience.
4934
4935 Open the southern door, and go down the passage to another circular
4936 room. There are 3 illithids in here and some Umber Hulks. Kill them.
4937 One of the illithids has the second part of the Illithid Rod key, once
4938 you get it you get 4000 experience and the completed key. The container
4939 in the center of the room here is TRAPPED and has minor treasures.
4940
4941 Go back up to the cell room, then left (x 1200 y 1000).
4942
4943 This is the Red Oil Room. When you take the red oil from the vat you
4944 will be attacked by a couple of Vampiric Illithids (the best of BOTH
4945 worlds there). They're each worth 14,000 experience.
4946
4947 Head back up to Carston's level.
4948
4949 (AR 3017)
4950
4951 Drop down to the lower stairway (x 4000 y 2600) and go down.
4952
4953 (AR 3022)
4954
4955 If you thought that the Gith might be more reasonable than the Illithid
4956 were, well you're wrong. They're not.
4957
4958 Note: Some of these Gith are considered to be Anti-Paladins. Don't
4959 you wish that you could be an Anti-Paladin?
4960
4961 There are 3 chests in this first room, and the "middle" one is trapped.
4962 They mostly have minor treasures with one exception...
4963
4964 Be sure to get the Flint and Tinder from the lower chest (x 880 y 550).
4965
4966 The door to the right has more Giths and some minor treasures.
4967
4968 Open the lower-left door and go through (x 900 y 800).
4969
4970 Fight off the Giths in this room, then search it for treasure. There is
4971 another Handwritten Note here at (x 400 y 950).
4972
4973 Open the door in the lower right (x 900 y 1200) to go to the next room.
4974 You'll have to fight through a wave of Gith, but if you can take on the
4975 Illithids, the Gith should present no problems at all. When they're
4976 dispatched, go further to the right to find the captain. You can't talk
4977 him out of a fight, so don't bother trying.
4978
4979 Captain - 7500 experience
4980 Diary of Carston's Apprentice (a Clue!)
4981 Angurvadal (Long Sword +4, upgradeable by Cespenar)
4982
4983 Search the "teeth" of their ship (x 1350 y 1550) to find:
4984
4985 Montolio's Clasp (part of Montolio's Cloak, upgradeable by Cespenar)
4986 other treasures...
4987
4988 Search the purple pool (x 1550 y 1700) to get:
4989
4990 Purple Oil
4991
4992 Open the door in the bottom right corner here (x 1830 y 1960) and
4993 descend.
4994
4995 (AR 3018)
4996
4997 Follow this down to find a great red Dragon, Saladrex. In case you're
4998 planning on attacking him (don't yet), here are his general stats:
4999
5000 244 HP -12 AC -6 THAC0 3 Attacks 30% all weapon res. 64,000 exp
5001
5002 Staff of the Ram +4 (Upgradeable by Cespenar)
5003 Rogue Stone
5004 1500 gold
5005 other treasures...
5006
5007 Anyway, let's just have a pleasant chat with him for a bit. You can
5008 attack later if you want. Try to use the "flattering" answers whenever
5009 possible ("oh mighty Saladrex") as he is a very vain dragon. Ask him
5010 what he's doing here, and he'll tell you that he was summoned by the
5011 Mad Mage Carston like everyone else, but he found that he liked it here.
5012 Depending on how flattering you were, you'll be able to ask him some
5013 questions. Ask him everything that you want...
5014
5015 Then, if you so desire, you can attack. Most of the "trick" strategies
5016 for killing dragons that worked in BG2, no longer work (Fake Talk,
5017 tossing out Cloudkills, etc.), so you might actually have to prepare for
5018 a real fight. I'd make sure to cast Resist Fear on everyone, as Dragons
5019 tend to be frightening.
5020
5021 Tips: Killed the dragon by using one of the many spell striking
5022 wands to lower its resistance (cast about 3 times), then
5023 used wand of lightning a bunch of times. Used cleric to
5024 heal/cast resist fire/resurrect. Important to note that the
5025 dragon in watcher's keep cannot fit through its big doorway,
5026 allowing you to stay out of range of all but it's fire
5027 breath. Fun stuff. If you're really crafty, you can grab
5028 some additional fire protections, and nix the cleric. This
5029 method is mainly for those who go straight from Irenicus'
5030 Dungeon to Watcher's Keep. [from Braden]
5031
5032 Once you're done here, go back up.
5033
5034 (AR 3022)
5035
5036 Want to fight a Demi-Lich? Whenever you've prepared, head over to the
5037 left, open the door (x 750 y 1850) and descend.
5038
5039 (AR 3027)
5040
5041 Nothing here, but a Demi-Lich! I'd send in only one character and
5042 attempt to draw him out of his little hidey-hole. I'd keep your mages
5043 WELL away from this battle so they can cast Freedom on anyone who happens
5044 to get imprisoned by him. So, what I did was cast Simulacrum, and had
5045 that stay in the battle with me, and had my real mage go hide somewhere.
5046 I'd also send your main character away as well, this prevents him/her
5047 from getting imprisoned and ending your game. Of course, if you have a
5048 Berserker in your party, just Berserk and hit him hard and fast.
5049 Berserking makes you immune to imprison.
5050
5051 Note: There are all kinds of ways to kill a Demi-Lich, and the monster
5052 strategies section above on Undead has them all.
5053
5054 Demi-Lich - 55,000 experience
5055 Star Dagger +4 (upgradeable by Cespenar)
5056 20,000 gold
5057 other treasures...
5058
5059 Be sure to check his coffin for more treasures.
5060
5061 Go back to the Gith level, and from there back to the main Mad Mage
5062 level.
5063
5064 (AR 3017)
5065
5066 Head left to the torches (x 1680 y 2860). There are 6 torches, 3 on the
5067 left and 3 on the right. Here's the color coding...
5068
5069 Red Blue
5070 Red Purple
5071 Purple Red
5072
5073 Click on each torch and light them according to the pattern. (You get
5074 the pattern from the tiles in the two side rooms, if you're curious...
5075 it's easier to see if you look at the mini-map) When all the torches
5076 light, the door opens and everyone gets 10,000 quest experience points.
5077
5078 Enter the last room.
5079
5080 Here you must fight two Minotaurs, Rock and Garock. Somehow they also
5081 summon other monsters to help them. But after clearing out a dragon and
5082 demi-lich, what are 2 minotaurs?
5083
5084 Rock - 15,000 experience
5085 Axe of the Unyielding +3 (Upgradeable by Cespenar)
5086 2 Potions of Superior Healing
5087 Battle Axe +3
5088
5089 Garock - 10,000 experience
5090 2 Potions of Superior Healing
5091 Battle Axe +3
5092
5093 Time to search the Vaults. The left one is trapped, the right one is
5094 locked.
5095
5096 Get the Crystal Mallet from the left vault.
5097
5098 Be sure to get the Clay Golem page from the right vault. The other
5099 treasure is decidedly minor.
5100
5101 Head back to the great machine, and click on it. You need to hit the
5102 thing SIX times in order to get Carsten out of it. Once he is removed
5103 from his cocoon, he isn't quite as arrogant. Let him live and he'll
5104 give you his journal. You get 10,000 experience for letting him live.
5105 (He's worth only 6000 to kill) Read his journal to learn how to activate
5106 the portal to the next level. However, we have a machine to play with
5107 first...
5108
5109 Save it first, then use the machine. All the handwritten notes you have
5110 been gathering are the formulas for what you can do with it. Each
5111 valid combination requires 3 switches/buttons/whatever to be pressed.
5112 They can be done in any order. The bonuses work on whoever used the
5113 machine, not just the main character. So, if you need your priest to
5114 gain some wisdom...
5115
5116 Here is a complete list of the valid combinations:
5117
5118 Triangle Green Medium > Storm Star +3 (Cespenar can upgrade)
5119 Blue Green Long > Gain Magic Res.
5120 Circle Blue Long > +1 INT
5121 Square Blue Short > +1 DEX
5122 Red Green Short > +1 CHA
5123 Circle Square Triangle > +1 WIS
5124 Circle Red Long > +1 CON
5125 Square Short Medium > +1 STR
5126 Triangle Red Medium > Exit to next level
5127
5128 Note: You can only do the Stat bonuses ONCE.
5129
5130 If you enter in an INVALID combination, you get some really bad random
5131 effects (well, mostly bad):
5132
5133 10% chance to gain a Potion of Superior Healing.
5134 10% chance to get 100,000 experience (only for whoever used it)
5135 10% chance to become Imprisoned (bad if it's your main character)
5136 10% chance for 50 fire damage
5137 10% chance turned to stone (bad if it's your main character)
5138 10% chance to lose 1 INT
5139 10% chance for 75 lightning damage
5140 10% chance to be poisoned
5141 10% chance to lose 15 levels
5142 10% chance to lose 1 DEX
5143
5144 Anyway, use the machine's Triangle, Red, Medium combination to open up
5145 the portal to the next level. This is worth 25,000 quest experience.
5146 The portal you want to enter is the Right Portal (x 2800 y 1400).
5147
5148 - LEVEL FIVE (AR 3019)
5149
5150 Well here we are on the final level. In fact, you can see the Final
5151 Seal just ahead. All you have to do is figure a way to open it. The
5152 other portal here takes you out of the dungeon.
5153
5154 There are 3 doors around this area, one below, one to the left and one
5155 to the right. Open the lower door (x 2460 y 2460) and talk to the
5156 Helmite Ghost. Be confident and tell him that you are ready for anything
5157 that might be ahead. Tell him that you are ready for the challenge and
5158 he tells you to enter the 3 doors behind him.
5159
5160 Enter the left door first (x 2300 y 2950).
5161
5162 (AR 3025)
5163
5164 You will be fighting orcs in here. Lots and lots of orcs. This area is
5165 on a timer. As long as the timer is going, there will be a constant
5166 supply of orcs for you to fight. So, until the end, there will be 10
5167 orcs in the room.
5168
5169 After a short while, the spirit appears, congratulates you and gives you
5170 21,000 quest experience.
5171
5172 Search the pool for:
5173
5174 Ixil's Nail (Cespenar can upgrade)
5175 5 Potions of Extra Healing
5176 minor treasures...
5177
5178 Go back up.
5179
5180 (AR 3019)
5181
5182 Now open the middle door (x 2640 y 3000) and go down. You will be
5183 fighting a Dragon, so be warned.
5184
5185 (AR 3024)
5186
5187 This challenge is much more interesting, you get to fight a Green Dragon!
5188 I found this dragon quite a bit easier than the Red one earlier. Anyway
5189 I simply summoned up some Mordenkainen's Swords (2), a Fire Elemental.
5190 Then I cast a few protection spells and hacked at the dragon till he
5191 died.
5192
5193 Dragon - 62,000 experience
5194 Warrior's Skull
5195 Hindo's Doom +3 (upgradeable by Cespenar)
5196 1500 gold
5197 other treasures...
5198
5199 With the dragon dead, you get congratulated by the ghost and another
5200 21,000 quest experience.
5201
5202 Exit.
5203
5204 (AR 3019)
5205
5206 Time for the last door (x 2900 y 2900).
5207
5208 (AR 3026)
5209
5210 Here you meet up with a gaming imp. No way out, you'll just have to
5211 answer her questions. Oh, and if you fail, she Imprisons your entire
5212 party.
5213
5214 First, here is her riddle:
5215
5216 "I have as many brothers as sisters, but my brothers have twice the
5217 number of sisters as brothers. How many children do my parents have?"
5218
5219 Answer: Seven
5220
5221 This is worth 10,000 quest experience.
5222
5223 Next you play the Game of Coins. Here is the way to win at this:
5224
5225 You take:
5226
5227 2 coins (he'll take 1 coin)
5228 3 coins (he takes 3 coins)
5229 1 coin (leaving him the last coin, so he loses!)
5230
5231 Beating the Imp again is worth another 10,000 experience. The Spirit
5232 appears again, congratulates you and gives you another 21,000 quest
5233 experience.
5234
5235 There are 3 containers in here with various minor treasures. Also, the
5236 chest against the wall is TRAPPED. When you're done looting, exit.
5237
5238 (AR 3019)
5239
5240 When you appear, the Spirit talks to you, and gives you the Heart Key.
5241 (actually, for me, he gave it to Jaheira)
5242
5243 1 key down, 2 to go.
5244
5245 Go up and to the left, and open that door (x 1240 y 1580). Kill off any
5246 monsters in here. This is the Orb Room, where colored balls shoot out of
5247 a machine to be deposited in large pillars. Why, you ask? For a key.
5248
5249 Go up and examine the machine. You'll have to go through the Notes
5250 before it actually lets you play with the machine. You're going to have
5251 to press each of the 4 buttons 4 times. Each time you press a button you
5252 get a new Orb of the same color as the button. After you get an orb,
5253 place it into the same colored Pillar. There are some side effects to be
5254 aware of:
5255
5256 Note: Despite what the machine says, you only have to put ANY ONE of
5257 the colored globes into their proper Pillar. That means you can
5258 get away with pushing only 4 buttons total, rather than 16.
5259
5260 Red 1: Summons Hobgoblins
5261 Red 2: Summons Kuo-Toas
5262 Red 3: Summons Trolls
5263 Red 4: Summons Greater Wolfweres
5264
5265 Blue 1: Summons a Mage (11,000 exp)
5266 Blue 2: Summons a Mage (14,000 exp)
5267 Blue 3: Summons a Mage (20,000 exp)
5268 Blue 4: Summons a Mage (6000 exp)
5269
5270 Purple 1: Summons Skeletal Warriors
5271 Purple 2: Summons Shadows
5272 Purple 3: Summons Vampires
5273 Purple 4: Summons Liches
5274
5275 Green 1: Summons Mutated Spiders
5276 Green 2: Summons Umber Hulks
5277 Green 3: Summons Earth Elementals
5278 Green 4: Summons Beholders
5279
5280 Note: Each button pressed gives you 1000 quest experience for a total
5281 of 16,000 quest experience.
5282
5283 Tip: With the "purple" undead monsters, I turned the script off of my
5284 Cleric, and had her stand near where the monsters appear. Then,
5285 because of being at a high level, every undead was blown to bits.
5286
5287 Here's a list of what the first 3 orbs do for each color: (Dave Loveland)
5288
5289 Green - Summon Shambling Mound
5290 Green - Melf's Acid Arrow
5291 Green - Temporary +5% magic resistance (on caster)
5292 Blue - Cone of Cold
5293 Blue - Greater Restoration
5294 Blue - Protection from Normal Missiles
5295 Purple - Invisibility
5296 Purple - Mass Cure
5297 Purple - Cloud Giant Strength (on caster)
5298 Red - Fireball
5299 Red - Good Luck (temporary +1 to saves for each member of your party)
5300 Red - Heals 64 hit points
5301
5302 When you're done, you get the Mind Key, which is worth 10,000 quest
5303 experience. 2 down, 1 to go.
5304
5305 Go over to the right door (x 2900 y 1300) and go in. You'll have to
5306 fight through some enemies, but nothing you can't handle. Go up to the
5307 pedestal and click it to place the Skull you got from the dragon on it.
5308 This teleports you to a hidden realm ...
5309
5310 (AR 3023)
5311
5312 You cannot move. In fact, all you can do is control the Spirit Warrior
5313 and tell him where to go. This dungeon has been reduced to almost a
5314 Text Adventure level. Your Spirit Warrior has 50 HP, 7 AC, 10 THAC0.
5315
5316 Map: (start in Room 1)
5317
5318 Room 12 -- Room 11 -- Room 10
5319 Mummy Chest > Heal Gibberling (use scroll)
5320 (Req. Key) |
5321 |
5322 |
5323 Room 7 -- Room 8 -- Room 9
5324 Ghost | Desk (Bracers +1 THAC0)
5325 Chest (Helm) | chance to be poisoned when opened
5326 | |
5327 | |
5328 Room 4 -- Room 5 -- Room 6
5329 Poison Scroll War Dog
5330 Fountain Search for Potion (Heal) & Key
5331 | |
5332 | |
5333 Room 1 -- Room 2 -- Room 3
5334 Goblin Treasure Chest (Wand)
5335 Skeleton attacks when opened
5336
5337 Wand Note: If you don't use your wand beforehand, it will be more
5338 powerful when you fight the Mummy later.
5339
5340 Fleeing Note: If you flee the goblin you take 2 damage.
5341 If you flee the skeleton or War Dog you take 5 damage.
5342 If you flee the ghost you take 7 damage.
5343
5344 Experiences: You get 4000 quest experience for getting the Helm.
5345 4000 QExp for getting the Potion & Key.
5346 4000 QExp for getting the Scroll
5347 4000 QExp for getting the Bracers
5348 3000 QExp for using the Scroll on the Gibberling
5349 4000 QExp for using the key and opening the chest
5350
5351 As you can see from the map, there are many ways to do this one. The
5352 route I favor is this:
5353
5354 Room 1: Go North to 4.
5355 Room 4: Go North to 7.
5356 Room 7: Kill ghost, open chest to get the +1 AC Helm. Go south.
5357 Room 4: Go south to 1.
5358 Room 1: Go east to 2.
5359 Room 2: Fight goblin. East to 3.
5360 Room 3: Open chest, fight skeleton, get Wand. Go up to 6.
5361 Room 6: Fight War Dog, search for Potion (Heal) & Key. West to 5.
5362 Room 5: Search for Scroll. Up to 8.
5363 Room 8: East to 9.
5364 Room 9: There is a 33% chance to get poisoned if you open the desk.
5365 The Bracers +1 THAC0 are nice, however. North to 10.
5366 Room 10: Use Scroll to kill Gibberling. West to 11.
5367 Room 11: Open Chest (needs the Key from room 6) to get healed. Go
5368 through the Arch to 12.
5369 Room 12: Fight the mummy. Use the Wand first, then attack.
5370
5371 If you don't want any of the items, the non-violent (at least until you
5372 get to the Mummy) route is:
5373
5374 Room 1: Go north to 4.
5375 Room 4: Go east to 5.
5376 Room 5: Search for scroll. North to 8.
5377 Room 8: East to 9.
5378 Room 9: North to 10.
5379 Room 10: Use Scroll to kill Gibberling. West to 11.
5380 Room 11: Go through Archway to 12.
5381 Room 12: Fight Mummy. I believe the mummy is stronger if you don't
5382 have the Helm and Bracers.
5383
5384 Thus you are released from the Spirit Warrior, having succeeded in
5385 getting the final key. For this you get 21,000 quest experience.
5386
5387 (AR 3019)
5388
5389 Go over to the great Seal on the floor. There are 3 pedestals around it,
5390 click on each of these. Each key used gets you 20,000 quest experience
5391 (for 60,000 total). Now that we've stuck the keys in, we still have
5392 to turn them. And when you turn the keys, monsters appear. As soon as
5393 you turn the key, I'd pause it and survey your enemies. If you have any
5394 mages, take them out quickly to avoid getting Time Stopped.
5395
5396 Upper Right - Spirits of Priests (and one mage)
5397 Items: Club of Detonation +3
5398 Lower - Lich (25,000 experience), Flaming Skulls
5399 Items: Erinne Sling +4 (upgradeable by Cespenar)
5400 Serpent Shaft (upgradeable by Cespenar)
5401 Upper Left - Final Guardians
5402
5403 The Final Guardians are meant to be very tough, and so they are. They
5404 consist of:
5405
5406 Nalmissra - Tanar'ri
5407 25,000 experience
5408 Scroll: Wish
5409 The Huntress - Demonic
5410 20,000 experience
5411 Taralash Bow +4 (increases movement rate, Upgradeable)
5412 Y'tossi - Demonic
5413 23,000 experience
5414 Gauntlets of Extraordinary Specialization (+1 THAC0, +2 dmg
5415 + 1/2 attack per round)
5416 Amerilis Zauviir - Cleric
5417 20,000 experience
5418 Hive Mother - Beholder
5419 50,000 experience
5420 Xei Win Toh - Fighter
5421 28,000 experience
5422
5423 There are also lots of minor treasures too.
5424
5425 To prepare for the final battle, I summoned up some Mordenkainen's Swords
5426 and placed them around the portal. I then moved my party well over to
5427 the left, cast protective magics on them (and a Simulacrum as well).
5428 If you have the Cloak of Reflection or the Shield of Balduran, be sure
5429 to have those equipped on someone, and have them rush the Beholder.
5430 I had the Swords attack Y'tossi as she is very tough and requires high
5431 enchantments (the Swords are +5) to even hit. I then hit Nalmissra
5432 (after doing a Remove Magic on her) since she was close before
5433 concentrating more fully on the Beholder. Once those monsters are gone
5434 it's practically smooth sailing.
5435
5436 Note: Getting killed by Instant-Death attacks? Try using the Death
5437 Ward (cleric) before hand.
5438
5439 Saving after the battle is a GOOD idea.
5440
5441 Alan Cherry has a good idea: Keep everyone near the exit portal. Take
5442 out one or two of the opponents, then use the portal and leave as soon as
5443 someone's hurt bad. Heal up and recharge spells, and come back in. As
5444 long as nobody's too far from the portal, you can exit anytime. Cast
5445 Resist Fear before entering, since you can't control a character who
5446 panics.
5447
5448 Konstantin has a more magical strategy: All it requires is a Mage or a
5449 Sorcerer and the skull trap spell. I call this the chain reaction.
5450 Anyway, the best kind of fight is when you get the XP for free. So I had
5451 my thief set snares around the room and then using project image I had my
5452 Sorcerer pump the room full of skull traps about 12 in each of the places
5453 where the monsters would appear. This of course took a few minutes.
5454 Then I took a rest and cast all of my protective spells, and got ready
5455 for a fight. I carefully came up to the key thing (whatever it is) and
5456 turned the key. There was a laugh, then my screen froze for a few
5457 seconds as the skull traps were going off, when everything was finished
5458 all the guardians were dead. They did not touch me once.
5459
5460 Xander77 offers the following strategies:
5461
5462 To begin with. it may be a good idea to kill all the monsters at the
5463 monster machine except for the purple (undead) ones. Then start turning
5464 undead with a sanctuaried cleric and recruit a bunch of Vampires,
5465 Skeleton Warriors and Liches to your cause before going after the
5466 guardians.
5467
5468 Finish the other seal guardians, rest-up and buff-up (For this battle I
5469 suggest summoning 1 planetar 2-3 skeleton warriors/hashekars and 1-2
5470 Mordenkainen's Swords. Cast a storm of venegance over the area if you
5471 feel like it. Now. arrange everyone according to the strategy of your
5472 choice and - open the last seal.
5473
5474 Strategy 1 - General pile-up.
5475
5476 Simple enough - send all the summoned creatures into battle. Let your
5477 characters stand back and use every area-damage spell they know
5478 (preferably summon-friendly ones). Chain-contingency + horrid wiltings
5479 might work here (it might work in any big combat). Timestop + Improved
5480 Alacricity is also nice.
5481
5482 Strictly according to the rules. A bit-touch-and-go, but doable
5483 (especially if your level is 20+)
5484
5485 OTOH - It does seem somewhat impersonal, doesn't it? Going on to:
5486
5487 Strategy 2 - divide and conquer.
5488
5489 Make sure that all your guys and summons take their assigned places
5490 (see below) except for one mage that opens the final seal. At this
5491 point we handle 3 of the guardians on a party-monster basis, while the
5492 summons distract the other 3. Simple enough.
5493
5494 Nimarha - Send a guy with negative plain protection (IMOD for example)
5495 and charm protection against her. All her attacks are ignored, while
5496 the guy uses a ranged weapon to help his friends. If you can find a
5497 mage with the above specifications - even better. We need all the
5498 fighters we can get taking down Ytossi and the Hive mother - the mage
5499 can just stoneskin, and sit there doing his thing.
5500
5501 Ytossi - a fighter or 2. Breach her protection from magic weapons (a
5502 mage should alternate between breaching her, breaching the hive mother
5503 and magic missiling anyone who seems to be up to something).
5504
5505 Hive mother - one guy with Cloak of reflection. An enraged Korgan is
5506 good - maze and imprisonment won't work. Possibly another guy with high
5507 MR\Cloak of Balduran to help him send her on her way before she starts
5508 targeting the other party members.
5509
5510 BTW - If your main char is a fighter, you can distract them all the 3
5511 on the right by yourself, and let the summons help your party. Both the
5512 kensai and the archer have +1 weapons (the archer has a +2/ or maybe
5513 +3 sword, but she only uses it once she runs out of arrows) so they
5514 can't hurt you. You should carve the drow up bad enough that she won't
5515 have time to fire of a spell.
5516
5517 Vice versa - you can handle the 3 on the right with your party (just
5518 run on in and keep hitting them. Keep a mage free to keep the 3 on the
5519 left in line) and let the summons handle the ones on the left in the
5520 meantime. In which case:
5521
5522 Namirra - One skeleton warrior, or something else she can't charm and
5523 can stay alive after a level drain or 2.
5524
5525 Ytossi - one mordy sword. 2 if you feel like breaching and letting them
5526 finish her.
5527
5528 Hive mother - one skeleton warrior and one Hakeashar. Both magic
5529 resistant.
5530
5531 Planetar - wanders around and kills anything that needs killing.
5532
5533 Cast a death word on your weaker party members in case a spell goes
5534 after the wrong person, and finish the whole thing quickly - they start
5535 turning to opponents other then the ones they're currently facing after
5536 a while.
5537
5538 Once they're dead and gone, time to click the Wheel above the Seal to
5539 open it.
5540
5541 Going down...
5542
5543 - THE IMPRISONED ONE (AR 3020)
5544
5545 Ah, finally we meet the elusive "Imprisoned One"... He'll try to talk
5546 you out of using the Scroll you were given, at the moment we don't want
5547 to listen to that. Get out of the conversation, put the scroll in a
5548 Quick Item Slot and use it. This is worth 80,000 quest experience.
5549
5550 Of course, the Imprisoned One was right, and you are now trapped down
5551 here. You can go up the stairs and look at the portals, but you sure
5552 can't do anything about it. Talk to the demogorgon again. Listen to its
5553 plan, it will open a small rift in the seal to let you out, you go talk
5554 to the false-Helmites and trick them into coming to check on the
5555 Imprisoned One, he kills them and everyone is happy. Sounds like fun.
5556 Agree, and he'll open the portals.
5557
5558 Use the Right Portal to get back to the beginning.
5559
5560 (AR 3000)
5561
5562 You'll appear on the ground level, find the stairs up to the roof to
5563 talk to Odren. Tell him what the Imprisoned One told you to tell him,
5564 (that you killed the Imprisoned One) and they'll go rushing down to
5565 check for themselves.
5566
5567 After that a Specter appears and talks to you. She tells you that Odren
5568 was indeed corrupt, that it was He who was supposed to do the ritual
5569 binding the Demogorgon (prince of demons) in the Keep. He wimped out
5570 and thought to sacrifice you. She says Helm has sealed his fate. She
5571 gives you three options to do:
5572
5573 Flee in Terror
5574 Enter the Keep and Save Orden
5575 Use a New Scroll to Seal both Demogorgon and Orden inside
5576
5577 Pick either Enter the Keep or Use the Scroll and she'll give you the
5578 scroll (just in case). This is worth 25,000 experience.
5579
5580 Note: If you tell Odren either that you understand why he did what he
5581 did or that you cannot forgive him and that he should get out of
5582 your sight (but you don't attack him), they both bring you +1
5583 rep, 10,000 quest exp, and you hear the seal is now in place-
5584 cutting off access to demigorgon. You can tell Orden that you
5585 want to be rewarded for 10,000 gold and 7000 quest exp. After
5586 you receive the gold you can say it wasn't enough and attack
5587 Orden or decide that it is enough and receive +1 rep.
5588 [from Nathaniel Ragatz]
5589
5590 The easiest is to simply take the New Scroll, use it and seal both
5591 inside. This gets you 80,000 quest experience.
5592
5593 Note: Once you seal the Demogorgon in with the Scroll, you can never
5594 again attempt to kill him.
5595
5596 ... Except for a very small area on the door that still allows
5597 you to enter, that is.
5598
5599 Of course, many people might think it too easy to simply use a scroll,
5600 if so the it is time to go back inside. Drop down the stairs to the
5601 ground, then over to the left and into the Demogorgon's Lair.
5602
5603 If not, then congratulations on completing the Watcher's Keep.
5604
5605 (AR 3020)
5606
5607 Everyone dies really quickly around the Demogorgon, so you can't expect
5608 help from the "knights." Demogorgon also summons up a pair of Mariliths
5609 (similar to Y'tossi from earlier) making this a very tough battle indeed.
5610
5611 Anyway, before dropping down to his level, you'll want to prepare
5612 yourself. Protection spells, summonings, anything you think might help.
5613 Make sure everyone has +4 weapons so that they can actually hit something
5614 down there (otherwise, just leave them up by the portals). If you kill
5615 one set of minions, he'll summon more. In order to hit the Demogorgon
5616 you'll need to lower his defenses. I would suggest Khelben's Warding
5617 Whip. Use all of your special abilities/items/spells that you can while
5618 in the battle. There's no better time than now to try out your Whirlwind
5619 attacks. It is not ESSENTIAL to take out his Mariliths, you could leave
5620 them be and just try to kill Demogorgon. If you do kill his Mariliths
5621 he'll summon more... again and again. Remember, you can't hurt him
5622 if he has protections on, so use Warding Whip!
5623
5624 If you have the higher abilities, summon Planetars and other similar
5625 creatures (those can sure take a beating). You may get poisoned, so
5626 either have an antidote, or a spell handy. Set up Contingencies if you
5627 can, and Spell Triggers.
5628
5629 Demogorgon - 290 HP -12 AC -8 THAC0 5 Attacks
5630 36,000 experience
5631 Mariliths - 23,000 experience
5632 Balor - 26,000 experience
5633 Glabrezu - 12,000 experience
5634 Cambion - 18,000 experience
5635
5636 Note: This is probably the most difficult battle in any of these
5637 games, so if you can't do it after several attempts, try
5638 coming back later.
5639
5640 Also, you cannot cheat to kill the Demogorgon. It won't work.
5641
5642 Demogorgon is not stopped by Time Stop, so unless your mage
5643 can fight him on his/her own, don't use it.
5644
5645 Exploits work against Demogorgon quite well. Drop a "Pit
5646 Trap" in the center before he appears (Or, drop several). Or
5647 if you're into magic, use the Project Image spell exploit to
5648 summon multiple Planetars.
5649
5650 Find Demogorgon too easy? Try David Gaider's (a senior designer
5651 at Bioware) more difficult Demogorgon:
5652
5653 http://www.baldurdash.org/ToB/TOBtweaksandcheats.html
5654
5655 Killing the Demogorgon is also worth 100,000 quest experience. Talk to
5656 Orden to get 20,000 quest experience.
5657
5658 Note: If you kill Demogorgon, the game prevents you from sealing
5659 Watcher's Keep by causing the sealing scroll to disappear, but
5660 the scroll doesn't disappear until 1-2 seconds after you've left
5661 the keep. This is more than enough time if you're ready. Save
5662 the game after killing Demogorgon, but before leaving the keep.
5663 The instant you appear outside the keep, pause the game. Now
5664 trigger the scroll and seal the keep. You'll get the full
5665 experience for sealing the keep on top of what you got for
5666 killing Demogorgon! The timing isn't all that hard, but if you
5667 don't pause the game in time, reload and try again.
5668 [from zambkptkn]
5669
5670 Either way, you are done with the Watcher's Keep!
5671
5672
5673-------------------------------------------------------------------------------
5674 2. [GRVFTN] Grove of the Ancients (AR 4000)
5675-------------------------------------------------------------------------------
5676
5677 Exposition:
5678 -----------
5679
5680 Any drow items that you were cheaply carrying around in the sunlight (from
5681 earlier tricks) will turn to dust.
5682
5683 Companions:
5684 -----------
5685
5686 STR DEX CON INT WIS CHA
5687 Sarevok 18/00 17 18 17 10 15 Human Fighter Chaotic Evil
5688
5689 Sarevok has been killed by you (twice), but now lives again thanks to a
5690 piece of Bhaalsoul. He offers you information and help, but can you
5691 really trust your old nemesis? Yes, actually, you can.
5692
5693 Also, although he is Chaotic Evil at the moment, depending on how you
5694 treat him, you can get him to change alignments to Chaotic Good. In
5695 order to get him to switch, don't ask for him to make the promise, then
5696 act good around him yourself, giving him second chances and whatnot.
5697
5698 Found in: Hell
5699
5700 Grade: A There isn't a better fighter in any of the Baldur's Gate
5701 games. Plus if you're really crazy you can dual him to a mage
5702 or thief for even more fun. The only real problem with
5703 Sarevok is his Chaotic Evil nature, which adds conflict to a
5704 good-aligned party.
5705
5706 Walkthrough:
5707 ------------
5708
5709 - SACRED GROVE
5710
5711 Time to talk to some big heads. They give you the standard cryptic
5712 prophecy routine, then set you in a different place in this area. You
5713 sense that you are about to be attacked and soon a woman named Illasera
5714 appears. She is a child of Bhaal like yourself, and very quickly she'll
5715 turn hostile on you. She appears to be a minor mageling (98 HP). Take
5716 her out:
5717
5718 10,000 experience
5719 Boots of Speed
5720 Dagger +2
5721 2 Extra Healing Potions
5722 Ring of Protection +1
5723 Sylvan Chain +2
5724
5725 Note: This battle, like many others, becomes more difficult based on
5726 the strength of your party.
5727
5728 Also, don't worry about the items, they'll be teleported with
5729 you.
5730
5731 After the battle, when you attempt to move, you will collapse and awaken
5732 in hell.
5733
5734 - INFERNAL FORTRESS (AR 4500)
5735
5736 You wake up and a Solar greets you. She is as cryptic as the giant heads
5737 were (there must be a rule about this, all divine beings must be
5738 unintelligible) and offers no real answers... yet. She does mention that
5739 Alaundo was her servant, and therefore might know something about his
5740 prophecy and your powers. She vanishes, and Sarevok appears.
5741
5742 Sarevok is not quite what he used to be, in fact, he is probably only a
5743 shadow of his former self, called into being because you happened to be
5744 thinking about him at the time. In any case, he offers some sage wisdom
5745 on the nature of this place. You have managed to create a subplane
5746 within Bhaal's realm, and this subplane is currently separating you from
5747 the greater plane. Sarevok noticed this creation in progress, and came
5748 to wait for you with a deal. He wants to live again, and only you can
5749 make this happen. In exchange for this, he offers you knowledge.
5750
5751 At this point you can try badgering him to give you the information right
5752 now, but he won't. He needs some Bhaalsoul to get him up and running
5753 again. If you have Imoen with you, you can ask her to do it instead.
5754 Either way Sarevok returns to life (and you don't feel any worse off).
5755 He has a good hearty laugh, then launches into some Vital Clues for you.
5756 He opens up a passage to a "challenge" that you must face, and tells you
5757 to not attempt it alone. He then tells you that you must eventually get
5758 to the Tethyrian city of Saradush where all things will begin. Next he
5759 wants to join with you, and even offers you an Oath of Fealty.
5760
5761 There are several empty containers in here. Use these to store your
5762 items that you don't know what to do with (such as Component Items for
5763 upgrading your weapons... see below).
5764
5765 Summoning Party Members: On each side of the Planar Exit are statues of
5766 people. Click on them to talk to the Spirit. Eventually it will reveal
5767 that it can summon people who are tied to you. Use this to summon any
5768 party members that you would like to join you.
5769
5770 Note: Although Yoshimo appears on this list, he is regarded as dead
5771 and cannot be summoned.
5772
5773 - CESPENAR, THE IMP
5774
5775 Walk a little left and down to find Cespenar, your imp-butler blacksmith.
5776 His purpose is to upgrade your weapons and items. (like Cromwell, but
5777 better) Here is the complete list of everything he can make, along with
5778 a list of ingredients required to make them:
5779
5780 Note: Unless I say otherwise, assume the item costs 5,000 gold to make.
5781
5782 Also, several items (such as the String of Gond) are used in the
5783 making of several items. This means you must choose which item
5784 you want to upgrade, because once you upgrade one thing, you can't
5785 do the other.
5786
5787 Most of these are found in the Watcher's Keep, unless otherwise
5788 noted.
5789
5790 Case of Plenty +2 -- Case of Plenty
5791 Heartwood Ring -- Oaken Ring (Amkethran)
5792 Nymph's Tear (Forest of Mir)
5793 Thieves Hood (better)- Thieves Hood
5794 Ring of Invisibility
5795 Antidote Potion
5796 10,000 gold
5797 Helm of the Rock -- Helm of the Rock
5798 (better) Horn (left)
5799 Horn (right)
5800 Montolio's Cloak -- Montolio's Clasp
5801 Montolio's Cloak (Amkethran)
5802 Wondrous Gloves -- Bard's Gloves
5803 Star Sapphire
5804 Diamond
5805 Emerald
5806 Rogue Stone
5807 Blessed Bracers -- Paladin's Bracers
5808 10,000 gold
5809 Circlet of Netheril -- Bronze Ioun Stone (Vampire Nest, Saradush)
5810 Circlet of Netheril
5811 Golem Manual -- Golem Manual
5812 Clay Golem Page
5813 & 5,000 gold
5814 Stone Golem Page (Marching Mountains)
5815 & 10,000 gold
5816 Juggernaut Golem Page (Abazigal's Lair)
5817 & 15,000 gold
5818 Improved Cloak of -- Cloak of Protection +2
5819 Protection +2 Scroll: Invisibility
5820 Scroll: Improved Haste
5821 20,000 gold
5822 White Dragon Scale -- White Dragon Scales
5823 Blue Dragon Plate -- Blue Dragon Scales (Abazigal)
5824 Aslyerferund Elven -- Bladesinger Chain +4 (Dragon in Suldanesselar)
5825 Chain +5 Scroll: Protection from Normal Weapons
5826 40,000 gold
5827 Bag of Plenty +2 -- Bag of Plenty (Marching Mountains)
5828 King's Tears
5829 10,000 gold
5830 Erinne Sling +5 -- Erinne Sling +4
5831 Fire Tooth +5 -- Fire Tooth +4
5832 Bowstring of Gond (Sendai's Lair)
5833 Quiver of Plenty +2 -- Quiver of Plenty
5834 Rogue Stone
5835 10,000 gold
5836 Darkfire Bow +5 -- Bowstring of Gond (Sendai's Lair)
5837 Darkfire Bow (Capt. Erelon, Amkethran)
5838 Taralash +5 -- Bowstring of Gond (Sendai's Lair)
5839 Taralash +4
5840 Runehammer +5 -- Runehammer +4 (Siege Camp)
5841 Rune of Clangeddin (Sendai's Forest)
5842 Flail of Ages +4 -- Flail of Ages +3
5843 Flail Head (Poison)
5844 Flail of Ages +5 -- Flail of Ages +4
5845 Flail Head (Electric) (Abazigal)
5846 Storm Star +5 -- Storm Star +3
5847 Starfall Ore (found in Kiser's House, Saradush)
5848 Club of Detonation +5 - Club of Detonation +3
5849 Ring of Fire Resistance
5850 Hindo's Doom +4 -- Hindo's Doom +3
5851 Hindo's Hand (Abazigal's Lair)
5852 Spectral Brand +5 -- Spectral Brand +4
5853 Skull of the Lich (Sendai's Lair)
5854 Ravager +6 -- Ravager +4 (Yaga Shura's Lair)
5855 Serpent Shaft
5856 Staff of the Ram +6 -- Staff of the Ram +4 (Watcher's, Dragon)
5857 Roranach's Horn
5858 Axe of the -- Baalor's Claw (Marching Mountain)
5859 Unyielding +5 Axe of the Unyielding +3
5860 Ixil's Spike +6 -- Ixil's Spike
5861 Ixil's Nail +4
5862 Dagger of the -- Dagger of the Star +4 (Watcher's, Demi-Lich)
5863 Star +5 Star Sapphire (5)
5864 Carsomyr +6 -- Carsomyr +5 (Firkraag)
5865 Eye of Tyr (Sendai's Lair)
5866 Gram (improved) -- Gram the Sword of Grief +5 (Abazigal's Lair)
5867 Heart of the Damned (Sendai's Lair)
5868 Purifier +5 -- Purifier +4
5869 Eye of Tyr (Sendai's Lair)
5870 Foebane +5 -- Foebane +3
5871 Fflar's Scabbard (Saradush Sewer)
5872 Angurvadal +5 -- Angurvadal +4
5873 Liquid Mercury (Sendai's Lair)
5874 10,000 gold
5875 Sword of Mask +5 -- Short Sword of Mask +4
5876 Heart of the Damned (Sendai's Lair)
5877
5878 - THE CHALLENGE
5879
5880 If you don't have a party, go summon one (the statues by the top door),
5881 then make your way up the stairs to the challenge.
5882
5883 At the challenge you talk with a man called Gavid, a Bhaalspawn who died
5884 before learning of his heritage. Gavid "dies" and you are beset upon by
5885 monsters. They start small and work their way up in difficulty ending
5886 with Drow. After which Gavid appears and tells you there is no way out
5887 of retribution... or is there?
5888
5889 Note: The challenge gets even more difficult if you are a higher
5890 level. Also the challenge differs depending on your alignment.
5891 If you are good you fight evil monsters, if you are evil you
5892 fight good guys (say, peasants, elves and so forth).
5893
5894 The place where you are standing changes a bit, but you're still in Hell.
5895 Everyone gets 25,000 experience, while the main character gets 30,000
5896 exp. The main character also gets the Pocket Plane ability, which will
5897 return you to your private dimension.
5898
5899 Time to go...
5900
5901
5902-------------------------------------------------------------------------------
5903 3. [SRDSHH] Saradush (AR 5000)
5904-------------------------------------------------------------------------------
5905
5906 Walkthrough:
5907 ------------
5908
5909 - MELISSAN
5910
5911 You appear in the middle of a ... disagreement. The authorities believe
5912 you to be hostile and attack on sight. Better clear them out quickly.
5913 After they're all dead, Melissan talks to you. She sums up the situation
5914 for you: the city is under siege by Yaga Shura (Bhaalspawn) preventing
5915 anyone from leaving, and the city is under control of Gromnir
5916 (Bhaalspawn) who is quite Mad and probably will get everyone killed.
5917 After that you can ask her some questions. Ask everything you can.
5918
5919 Note: As this is a city under siege, don't stay in any place too
5920 long... fire tends to rain from the sky.
5921
5922 There are various Minor Bhaalspawn in town. Unless I
5923 specifically mention them, they aren't important.
5924
5925 Also, there are various random treasures to be found in the
5926 containers of the city.
5927
5928 The Harlot in the main city has nothing at all to do with the
5929 Vampire Courtesan plot you'll find later. In fact, she simply
5930 wants to wish you well in getting to Gromnir. There are some
5931 interesting Romance notes here as well, if you do agree to go
5932 with the Harlot it ends a romance with Aerie, however, Viconia
5933 is simply amused and convinced that this will make you realize
5934 just how much better she is. After killing Gromnir, talk to
5935 the Harlot again to get everyone 1000 experience points.
5936
5937 - THE TAVERN (AR 5003)
5938
5939 Enter the Tavern (x 1050 y 1550). The first thing you'll notice are some
5940 soldiers pestering a waitress. Confront them about it. You can either
5941 bribe them off (500 gold) or fight them. Once they're dispatched (1400
5942 exp, various +2,3 weapons and armors) talk to the waitress to learn that
5943 Gromnir has a secret entrance in the sewers. Naturally.
5944
5945 Note: You'll also find Viekang in here... he's the guy who "blew up"
5946 in a tavern back in Trademeet. If you talk to him you'll learn
5947 that he simply teleports away whenever he felt threatened. He
5948 has a quest too, see below.
5949
5950 Also you can find Volo in the back room.
5951
5952 Talk next to Pyrgam Aleson. Ask him for a secret way into the castle,
5953 and he'll tell you... for a fee (1000 gold). Of course, if you have 14
5954 Charisma or more you can negotiate this down to nothing. He tells you
5955 that there is a way through the old abandoned jail (which has become
5956 overrun with undead). He refers you to the Temple of Waukeen for more
5957 information.
5958
5959 There are 3 containers in this tavern: (x 420 y 530), (x 750 y 220),
5960 (x 420 y 900)
5961
5962 2 Potions of Extra Healing
5963 2 Potions of Superior Healing
5964 Oil of Speed
5965 Random Treasures...
5966
5967 - KEYS
5968
5969 Go over to the temple of Waukeen (x 1280 y 1900) and talk to Farielle.
5970 (she won't help you willingly if you're evil) Ask her about the key to
5971 the castle that Pygram mentioned and she'll tell you. She gives you the
5972 key to the jail, and warns you about the undead there. Everyone gets
5973 1000 exp.
5974
5975 The pool behind her (x 370 y 350) has a:
5976
5977 Water Opal
5978
5979 Also the 2 bookcases to the side have some random treasures. You may
5980 want to buy some Elven Holy Water if you don't have any... *hint*
5981
5982 We now have the key to the Prison, let's get the key to the Sewers. Exit
5983 Waukeen's, then head left to the Barracks (x 630 y 1800).
5984
5985 Once in there, you'll be accosted. Be as hostile as you wanna be, there
5986 is no way out of this fight. Slaughter the troops. Search the room for
5987 treasure (practically all of it is Random) and the Key to the Sewers
5988 (x 375 y 290).
5989
5990 You now have 2 different keys, each leading to roughly the same place in
5991 the end, Gromnir. They merely differ in their methods. After finishing
5992 whichever of the Quests from below, enter either the Sewers (any of the
5993 entrances on the ground) or the Prison (x 1350 y 2250).
5994
5995 Quests:
5996 -------
5997
5998 QUEST: Mateo's Imminent Execution
5999
6000 Militia HQ - Saradush (AR 5000, x 1740 y 810)
6001 Countess's Manor - Saradush (AR 5000, x 1370 y 1370)
6002 Kiser's Home - Saradush (AR 5000, x 2080 y 1820)
6003 Errard - Saradush (AR 5000, x 2370 y 700)
6004
6005 Enter the Militia HQ (x 1740 y 810) and watch the, um, trial take
6006 place. A man named Mateo is taken away based on, well not much
6007 evidence. Looks suspicious. Talk to the captain and get him to
6008 agree to let you talk to Mateo and investigate this further. You
6009 can also ask him more questions, but he doesn't know much.
6010
6011 The bookcase against the wall has some:
6012
6013 2 Potions of Superior Healing
6014
6015 Go up and into the prison. Get the jailer to open the door, then
6016 go up and talk to Mateo, who is in the closest cell. Ask him
6017 whether Kiser is involved and he thinks this somewhat likely. He
6018 says that if Kiser is involved then the Countess is in trouble.
6019 You'll need to talk with her next.
6020
6021 Also, search the back wall of the other cell for:
6022
6023 5 Superior Healing Potions
6024
6025 Exit the building.
6026
6027 You'll find the Countess's building just down the large stairs, to
6028 the left (by the Harlot). Enter. Talk to the Countess and mention
6029 that you have spoken to Mateo. She quite quickly tells you that it
6030 was Kiser behind everything. Kiser, you see, has kidnapped her son
6031 and the only way to get him returned was to turn on Mateo like
6032 that. She also says that Kiser will never give up her son. She
6033 wants you to visit with Kiser to somehow get her son back. Sounds
6034 reasonable.
6035
6036 Note: Her treasure chests raise an alarm if you touch them.
6037
6038 Head out, and down to Kiser's place. Inside bug him about what you
6039 know. Ask him about Mateo. Now if you have a 15 CHA, or have
6040 talked to the Countess, or are evil, or are neutral with a bad
6041 reputation you can get him to divulge more information. He says
6042 that he does indeed have the Countess's son, but he won't give him
6043 up unless you kill Errard, whom he says is the real evil force
6044 here.
6045
6046 Note: You can pickpocket Kiser for a Shakti figurine. (Ken
6047 Adams)
6048
6049 Kiser also has quite a bit of treasure in his house, many of which
6050 is horribly trapped (and all of it Randomized too). I don't think
6051 that you can de-trap these either.
6052
6053 EVIL Note: Following the evil path, he asks you to kill either
6054 the countess or Errard. If you do kill the countess,
6055 he gives you 10,000 gold. If you kill Errard you
6056 get 2,000 gold. Either way gets you 5000 exp for
6057 every party member.
6058
6059 Errard: 20,000 experience
6060 Cleric's Staff +3
6061 Robe of Good Archmagi
6062
6063 Avoiding Errard Note: In Kiser's basement, there's three hidden
6064 switches that can be found by using 'detect traps'
6065 (two in the main room and one in the small bedroom
6066 behind a door). When you press all three, it opens
6067 the secret door that leads to Ardic, and Kiser
6068 appears and attacks you like he normally would after
6069 you talk to Errard. (Dave Loveland)
6070
6071 Interesting. Head out. You'll find Errard at the top of the city
6072 standing on the wall. Talk to him. If we're following the Good
6073 path, tell him that Kiser sent you to kill him. He is a little
6074 shocked, so fill him in on the details. Errard will then track
6075 down the Countess's son for you, and tell you that he is within
6076 the home of Kiser himself.
6077
6078 Return to Kiser's, and drop down to the basement. Kiser threatens
6079 to kill both you and his hostage for revealing his intentions.
6080 Bah. Kill him.
6081
6082 Fighter (2) - 6500 experience (various magical treasures)
6083 Kiser - 6500 experience
6084 Shakti Figurine
6085 Secret Jail Key
6086 other treasures
6087 Fighter - 8000 experience
6088 Thief - 10,000 experience
6089 Mage - 10,000 experience
6090
6091 Find and talk to Ardic for 7000 quest experience points. Besides
6092 3 containers of potions and/or random treasures, search the
6093 cabinet at (x 650 y 350):
6094
6095 Starfall Ore (a component of a more powerful item)
6096 King's Tears
6097
6098 Return to the Countess for your reward: 2000 gold, 5000 exp for
6099 everyone.
6100
6101 QUEST: Tazit's Dead Father
6102
6103 Tazit - Saradush (AR 5000, x 2425 y 1550)
6104
6105 Just to the right and down from where you started, a man will get
6106 whacked by some fire from the sky. Talk to his son, Tazit, who is
6107 quite distraught over this. Offer to have a cleric help (or if you
6108 are a Cleric, to do it yourself). Have your cleric talk to the
6109 boy, and offer to try the spell. When he is raised everyone gets
6110 1000 experience and a Reputation +1.
6111
6112 Alternatively, if you have the Rod of Resurrection you can use
6113 that.
6114
6115 QUEST: Save the Elves
6116
6117 Elves - Saradush (AR 5000, x 1240 y 1180)
6118
6119 Just above the tavern, some elves are having trouble with the local
6120 authorities (seems familiar). Threaten the guard by telling him
6121 that you are a Bhaalspawn, then talk to the elves. They believe
6122 that as soon as possible, the guards will make their move again.
6123 If only someone would offer them refuge.
6124
6125 Head down to the Temple of Waukeen and talk to Farielle. She'll
6126 help the elves out. Return to the elves and tell them the good
6127 news. You also get a reward: Reputation +1, 3000 exp for all
6128 party members.
6129
6130 QUEST: Stop the Dwarves
6131
6132 Dwarves - Saradush (AR 5000, x 1010 y 2180)
6133
6134 Just below the Temple of Waukeen some dwarves are getting angry at
6135 the local authorities. Talk them out of violence for: 1000 exp
6136 each. You could side with the dwarves in a violent struggle, but
6137 you won't get much to make it worth your time.
6138
6139 QUEST: Help Viekang
6140
6141 Tavern - Saradush (AR 5000, x 1050 y 1550)
6142
6143 When you first talk to Viekang, the Bhaalspawn who "exploded" back
6144 in Trademeet, you learn that when he feels fear, he is
6145 uncontrollably teleported away. So, you think he could just get
6146 out of a city under siege. Problem is that Melissan cured him of
6147 his fear. So, if you have an INT of 18 or more, talk to him again
6148 and suggest that maybe a Horror spell could make him feel fear
6149 again. He thinks it could work.
6150
6151 Note: The main character needs the INT of 18. So, if you don't
6152 actually have the Smarts for this one, there are always
6153 potions for that.
6154
6155 Your main character dosen't have to have 18 intelligence
6156 to make Viekang jump. Just simply have someone cast
6157 Horror on him and Viekang will jump! [from Brock Meyer]
6158
6159 Next, have someone cast Horror on him, and he'll be cured. For
6160 this everyone gains 2000 experience points.
6161
6162 QUEST: Lazarus's Missing Spellbook
6163
6164 Arcana Archives - Saradush (AR 5000, x 710 y 1280)
6165 Hectan - Saradush Tavern (AR 5003, x 1070 y 530)
6166 Squip - Saradush (AR 5000, x 990 y 1140)
6167
6168 In the Arcana Archives, you'll discover its caretaker, Lazarus has
6169 had his spellbook stolen. Therefore he can't really sell you
6170 anything. Agree to help him with his problem. He suspects that
6171 Hectan is involved, but can't prove it. Ask for any other clues
6172 to learn of a set of VERY small muddy footprints. Hectan is not a
6173 small man.
6174
6175 You'll find Hectan in the Tavern, in the back. Talk to him and he
6176 denies any involvement. In fact, he has numerous witnesses that
6177 place him in the tavern.
6178
6179 EVIL Note: If you have a low reputation (say, 8 or lower) just
6180 threaten him and he'll cop to the whole story.
6181
6182 Go outside, go up and talk to Squip. Ask him about the spellbook,
6183 and he'll want 1000 gold to tell you anything. You could be nice
6184 and give that to him (heh), but he'll settle for nothing. He tells
6185 you that he did steal the book, and then immediately gave it to
6186 Hectan.
6187
6188 Back to the tavern. This time Hectan admits to it, but says he
6189 only took it because he believes that Lazarus has a teleportation
6190 spell. He wants you to get this from Lazarus. Very well... Go
6191 to Lazarus and get the scroll. However, the scroll is useless as
6192 Yaga has powerful magics preventing anyone from teleporting out.
6193 Take the scroll to Hectan and he'll exchange that for the
6194 spellbook.
6195
6196 Note: If you tell him to TRY using the scroll right there you
6197 lose 1 Reputation.
6198
6199 Return with the spellbook and give it to Lazarus. This not only
6200 reopens his shop, but also gets everyone in your party 5000 exp.
6201
6202 QUEST: Peltje's Vampires
6203
6204 Peltje - Saradush Tavern (AR 5003, x 980 y 815)
6205
6206 Inside the tavern you'll find a fellow named Peltje who believes
6207 that he is not insane. Seems that he believes that all the
6208 "courtesans" have become vampires and have a secret lair where they
6209 drain the blood of innocent mortals like him.
6210
6211 At night, enter the tavern, and go to the top left corner (where
6212 the elves and dwarves sit arguing) to find the Dark Courtesans.
6213 Conveniently, there is one of each gender. Instead of doing the
6214 usual services, they take you to the vampire nest and attempt to
6215 kill you.
6216
6217 OTHER: Kill Fire Giants [from CY Lee]
6218
6219 During the siege of Saradush. Go to northern end of the battlement
6220 where Errard is (the mage in Mateo's quest). You will notice that
6221 the militia is shooting arrows at some unseen Fire Giant. The Fire
6222 Giant is located behind the tower and is NOT selectable as a
6223 target. However, equip your men with missile weapons and set to
6224 aggressive scripts and they will start shooting at the Fire Giant
6225 (XP : 8000, instant re-spawning) and the best part is that the Fire
6226 Giant would not attack your party members and there's no random
6227 flamingballs from the sky (probably to avoid killing Errard). Leave
6228 them there for unlimited xp.
6229
6230 Average : 8000 xp ( per kill ) every 20 sec. i.e. ~ 1.5 million
6231 xp/hr
6232
6233 Note:
6234 - Unlimited ammo missile weapons (eg. Firetooth, Azure Edge,
6235 Gesen Bow, Sling of Everard, etc.) would be useful.
6236 - Be sure to check on your men occasionally as they get fatigued
6237 (after a couple days of shooting at some giant) and also to
6238 level up (to avoid wasting excess xp)
6239
6240
6241-------------------------------------------------------------------------------
6242 4. [GRMNRR] Gromnir (AR 5013)
6243-------------------------------------------------------------------------------
6244
6245 Walkthrough:
6246 ------------
6247
6248 - SEWERS
6249
6250 I'll assume you took the track into the sewers. Wherever you entered,
6251 your goal is at the very top of the area, somewhat to the right of
6252 center. (x 2000 y 150)
6253
6254 Of course, along the way, you have lots of monsters blocking your path.
6255 There are no major treasures (just +2,+3 stuff), and certainly no
6256 treasure chests.
6257
6258 You'll find your way blocked by a Secret Wall (x 2140 y 550), which also
6259 needs to be lockpicked.
6260
6261 - UPPER SEWERS (AR 5007)
6262
6263 For getting through the sewers, everyone gets 3000 experience. There is
6264 quite a bunch of treasure in these first two rooms. Only one of it is
6265 really interesting (x 365 y 885):
6266
6267 Fflar's Scabbard (a component for Cespenar to make a better item)
6268
6269 The two doors to the southeast lead to the prison. There are a bunch of
6270 enemies in there (mages, thieves and fighters) that can be pretty tough
6271 if you aren't prepared for it. Also, in each of the cells are prisoners,
6272 and each time you free one you get a Reputation +1 (which could be a good
6273 or bad thing). There is a container on the wall of the lower passage:
6274
6275 20 Bullet +3
6276
6277 Also, beware of traps in this passage. In the top right cell (x 1600
6278 y 1260) is a passage to the vampire area. You'll also meet a woman who
6279 is escaping from Gromnir. She warns you to stay away, that Gromnir is
6280 quite mad. Go to the vampire nest.
6281
6282 - VAMPIRES (AR 5006)
6283
6284 This is more or less where you would have appeared had you gone with the
6285 vampire Harlots. Enter the cell to the left, and search the wall for
6286 a secret passage. Open that to get to the upper hallway. There's
6287 another vampire here. Go left and up into the next hallway. There are
6288 three cells here, the first tells you that it is a grave that is missing
6289 a skull, the second has a Rusted Amulet (x 480 y 730) and the third is
6290 empty.
6291
6292 Go up the leftmost hallway, open the door. Here you'll find the Prison
6293 Spirit, who isn't terribly happy about his lot in unlife. Anyway, about
6294 where he was standing there is some treasure: (x 1330 y 325)
6295
6296 Skull
6297 Random Item
6298
6299 Keep the skull for the moment. Open the secret (x 1175 y 300) on the
6300 nearby wall and enter. There are two cells to each side of you, and
6301 another hall in front of you. Ignore the cells, go forward and open the
6302 next hallway door. The table here has some interesting arrows. The
6303 first locked cell has some treasure.
6304
6305 Back to the shallow grave (x 365 y 665). The spirit appears again, and
6306 gives you a Clue. Whatever. Place the skull and rusted amulet in the
6307 grave container. This causes the spirit to rematerialize, mention how
6308 great it would be if you had Elven Holy Water (hence why I recommended
6309 buying it), so put some of that in the grave as well.
6310
6311 The spirit takes you to the one cell that you couldn't open, and opens
6312 it. Everyone also gets 10,000 experience. Enter the cell and get the:
6313
6314 Bronze Ioun Stone (memorize extra 7th level spell, Cespenar also uses)
6315
6316 Back to (x 125 y 975) and exit.
6317
6318 - PRISON... AGAIN (AR 5007)
6319
6320 Back to the large room, now open the upper door (x 875 y 750). Kill the
6321 monsters in here, and up to the next room. Kill the monsters here as
6322 well. There are a couple of things of treasure in here (press TAB to
6323 see them light up). Nothing major.
6324
6325 Open the top door (x 1620 y 420), and go through.
6326
6327 - GROMNIR'S CASTLE (AR 5001)
6328
6329 When you get here, there will be 5 bad guys waiting for you. These guys
6330 are fairly powerful (not YOUR level, but who is?).
6331
6332 Battle Mage - 21,500 experience
6333 2 Soldier - 12,000 exp each
6334 Solder - 12,500 exp
6335 Soldier - 12,300 exp
6336
6337 And many small treasures...
6338
6339 Once you're done here, go up the stairs to the next level.
6340
6341 Note: Be absolutely SURE to save it before going to fight Gromnir.
6342 There is a bug in the script that can make it impossible to
6343 complete the game, and if you get it you don't want to have to
6344 start over, do you?
6345
6346 - GROMNIR (AR 5002)
6347
6348 Watch the little cutscene as Melissan and Gromnir argue about whether
6349 you are a Bhaalspawn assassin, and so forth. You might notice something
6350 missing in Gromnir... his sanity. They take her away, and Gromnir
6351 notices you ("hah! good fun!"... in case you're wondering, one of the
6352 regulars in the Interplay Message Boards was named "Gromnir" and that was
6353 how he closed each of his messages... looks like Bioware is having a
6354 little fun with their fans).
6355
6356 Anyway, time for battle. I'd take out his two mages first, then Gromnir,
6357 then his soldier goons that appear from out of nowhere (although the one
6358 with a Bow is a tempting target, isn't she?).
6359
6360 Gromnir - 22,500 experience
6361 Lavendar Ioun Stone (+1 AC, +4 save vs. death)
6362 Roranch's Horn (item for Cespenar to use)
6363 Rogue Stone
6364 5 Potions of Superior Healing
6365 Full Plate +2
6366 Ice Star +4 (1 to 4 extra cold damage)
6367 1200 gold
6368 Eler Had - 12,500 experience
6369 Grandmaster's Armor (studded +6, works like Boots of Speed)
6370
6371 (everyone else has the same exp and items as the goons on the previous
6372 level)
6373
6374 Melissan arrives after the battle, a little upset at the violence that
6375 occurred here. She wants you to help get the people out of Saradush.
6376 After all, you killed their best defender (Gromnir), it's the least you
6377 could do... well, short of doing nothing anyway. The way to win, she
6378 claims, is to defeat Yaga Shura, who is invincible. So, first you must
6379 travel to the Forest of Mir and the Marching Mountains to discover how he
6380 became so powerful in the first place. Agree to help, and she goes away.
6381
6382 To get directly out, just use the stairs that go Up.
6383
6384 When you're done in Saradush, use your Pocket Plane ability. Once there,
6385 all you need to do is leave, and it gives you the option to go to the
6386 Marching Mountains.
6387
6388
6389-------------------------------------------------------------------------------
6390 5. [YGSHRA] Yaga Shura
6391-------------------------------------------------------------------------------
6392
6393 Walkthrough:
6394 ------------
6395
6396 - NORTH FOREST (AR 6400)
6397
6398 As you first pop in here, you get a little dialogue explaining what you
6399 are supposed to do here. There are also some soldiers who need to be
6400 dispatched. They were busy slaughtering some poor merchants. The only
6401 one you can really save is, coincidentally, the one with a name, Karthis
6402 al-Hezzar. Ask him for a reward to get 4240 gold. Also ask him about
6403 the area (there is a temple nearby) and you can also shop here.
6404
6405 Note: This is the first opportunity in the Expansion to head over to
6406 the Watcher's Keep.
6407
6408 Go down and use the stones to cross the river. There were some Fire
6409 Giants on this island. Continue to the right. Here there were many
6410 Yaga Shura soldiers, and one mage. Besides the mage, they're all
6411 complete wimps. Go up, fight through the Fire Giants and Officers.
6412 Once they're dead, exit this area to the east. Head over to the Forest
6413 of Mir.
6414
6415 - FOREST OF MIR (AR 5202)
6416
6417 We are on a road, walk up it. Gorion will appear and talk with you. He
6418 is quite disappointed in the way you turned out, it would seem. He even
6419 claims that you murdered him. With a 12 WIS you can point out that
6420 Gorion would never say such things. He then zaps you with some magic.
6421 (20 fire damage) Next he chews out your companions, Sarevok and Imoen
6422 (if they're around). Again if you have 17 WIS you'll be able to say that
6423 Gorion would not say such things. If you do have the 17 WIS option you
6424 take no damage from his next spell. He punishes you again, this time
6425 for 15 electric damage.
6426
6427 Next he tries to pick apart your romance (if you have one anyway), and
6428 just to be cruel, he summons someone out of your loved one's past. This
6429 person then says things designed to hurt your loved one deep down to
6430 their soul. Big meanie. With a 17 WIS you can try to tell your loved
6431 one that this isn't real. Gorion punishes you yet again, by knocking
6432 everyone down (they even make the "dead" sounds, but are not dead).
6433
6434 Finally you get to resist his efforts. You get 5000 quest experience
6435 and he summons some monsters to attack you.
6436
6437 Master Wraith - 30,500 experience
6438
6439 After any conversation with your romantic interest, enter the temple.
6440 Here you'll find various undead running around. They want to destroy
6441 you for some reason. Ah well. Not only do they have a Skeleton Cleric
6442 but a Skeleton Mage as well (aren't those called... Liches?). Turn
6443 Undead works well enough here.
6444
6445 Search the tile over to the left to find some treasure. (x 750 y 1250)
6446
6447 Go over to the right side, and search the tile that is propped up against
6448 the wall: (x 1430 y 480)
6449
6450 Nymph's Tear (upgradeable by Cespenar)
6451 other treasures...
6452
6453 Go up the stairs to find Nyalee. She is the one who raised Yaga Shura,
6454 and taught him how to be invulnerable. However, she feels that he has
6455 disrespected her (by literally stealing her heart) and wants your help
6456 to kill him. It just works out that you also want him dead, doesn't it?
6457 He is invulnerable because he keeps his heart outside of his body,
6458 eternally bathed in flames. She asks you to find both their hearts and
6459 bring them to her. Then she can douse the fire and make him mortal once
6460 more. Ask where the hearts are and she'll tell you that they reside in
6461 the mountains.
6462
6463 Time to go. Leave this area and go up to the Marching Mountains.
6464
6465 - MARCHING MOUNTAINS (AR 5200)
6466
6467 You start in the very bottom of this area, and the entrance to the cave
6468 is in the top right. Go up along the path. You'll have to fight some
6469 giants. Go right along the lava lake.
6470
6471 Here you'll find a party of... interesting Bhaalspawn. In short, they're
6472 all tiny. How did Bhaal mate with a rabbit anyway?
6473
6474 Go back left, then down the path to (x 1260 y 1500). Here go up and to
6475 the right. A Fire Giant along here (whom you should kill) is carrying
6476 many non-Magical weaponry. Almost as if he's trying to tell you that
6477 you'll need these to kill Magic Golems. Spooky.
6478
6479 Go up across the rocks to the cave (x 2150 y 300). Enter.
6480
6481 - MARCHING MOUNTAIN INTERIOR (AR 5201)
6482
6483 There are many Fire Giants in here, including the brand new Elite Fire
6484 Giants (who have 250 HP and are worth 26,000 experience). Also, don't
6485 walk on the lava, it hurts (a lot). Finally be sure to constantly be on
6486 the lookout for traps, this place is covered with them.
6487
6488 The 2 side rooms aren't important just yet, so go up. As you go by you
6489 will see 2 barriers to the sides. Keep going up. In the center of the
6490 area is a great Machine (x 1930 y 1160). There are passages to the left
6491 and right, with the blocked exit being up.
6492
6493 Go left. There will be a pool of lava here, with a container in the
6494 center (x 1200 y 700). Oh, and it is completely surrounded by traps.
6495 Search the container: (you'll take damage from the lava)
6496
6497 Girdle of Fire Giant Strength (STR set to 22)
6498 Hammer Wardstone
6499 other treasures...
6500
6501 When you search this, monsters are summoned to fight you, including the
6502 brand new Fire Troll, which requires Acid or Ice to kill (once you knock
6503 it down).
6504
6505 Head over to the right passage (which I found crawling with Fire Giants)
6506 and do the same thing as in the previous passage to get:
6507
6508 Skull Wardstone
6509 other treasures...
6510
6511 This time Golems are summoned at you, an Adamatite, Clay and Magic
6512 Golem.
6513
6514 Head all the way back down to the beginning, enter the 2 side rooms
6515 and click the Plate on the wall. This will open the 2 blocked passages.
6516 Each of these is worth 5000 quest experience (for 10,000 overall).
6517
6518 Head up to the right side passage (x 1770 y 2100). There are all manner
6519 of beasties in here. Search the container here:
6520
6521 Blood Wardstone
6522 Psion's Blade +5 (immunity to Psionic attack)
6523 other treasure...
6524
6525 This summons more monsters to fight you, 2 Bone Fiends and a Cleric.
6526
6527 Go across to the other passage. There are other beasties in here that
6528 are just begging to be slaughtered. Search the container for:
6529
6530 Flame Wardstone
6531 other treasures...
6532
6533 This summons up some fire elementals (and "Burning Men") for you to play
6534 with.
6535
6536 We now have all the Wardstones, and can head up to the Machine in the
6537 center. Click on it to open up the northern passage. Using the machine
6538 gets you 20,000 quest experience points. Go up (x 2400 y 540) to the
6539 next level.
6540
6541 Note: Respawning Fire Giants. In the Marching Mountains area, if you
6542 go to the left of the lava lake, there are two more Fire Giants.
6543 They each carry a Full Plate Mail, King's Tear, Emerald and two
6544 Potions of Extra Healing (if they didn't drink it themselves
6545 while you're fighting them). But it's not the treasure that
6546 makes it interesting -- the Fire Giants respawn! Kill them,
6547 move away for a bit, come back and you can fight them again for
6548 more experience and their items again (to sell). Repeat. It's
6549 not quite as easy experience as killing them in Saradush, but
6550 this way, you can earn a bit of gold from selling their items
6551 too. [from Andy Kahn]
6552
6553 - YAGA SHURA'S BEDROOM (AR 5204)
6554
6555 I probably don't need to keep reminding you, but keep searching for
6556 traps. There's a trap just above the stairs. There are also some Fire
6557 Giants there too. Once up the stairs, go left, when you see the lava,
6558 go up and into the main room.
6559
6560 Search the container here (x 1000 y 1060) for some treasure.
6561
6562 Go right and fight Berenn, a giant cleric, and his Fire Giants.
6563
6564 Berenn - 40,500 experience
6565 Balor's Claw (Cespenar can upgrade)
6566 other treasures...
6567
6568 Tip: The fire giants, including Berenn, can’t get through the low
6569 arches near the start. Draw them there and take them apart with
6570 ranged weapons. [from Xar]
6571
6572 Go right. The treasure (minor) at (x 1750 y 1430) is trapped.
6573
6574 Continue right and fight the bad-guys here. Further right is another
6575 treasure (minor) (x 2500 y 1800).
6576
6577 Go up to the Brazier at the top of this room (x 2075 y 1100). Click on
6578 it to get Yaga Shura's Heart. Getting this item gains you 20,000 quest
6579 experience points.
6580
6581 Go over to the right, and find the door that leads up (x 2900 y 1400).
6582 In order to open this door, you must have the Strength of at least a
6583 Fire Giant (STR 22). There are Fire Giant STR potions on the ground if
6584 you need them. Open the door and enter.
6585
6586 You'll find a slave woman in here. Free her if you like (15,000 quest
6587 experience) and ask her any questions that you have.
6588
6589 Just to the woman's left, on the wall is a TRAPPED container (x 3050
6590 y 840):
6591
6592 Stone Golem Page (Upgradeable by Cespenar)
6593 3047 Gold
6594 other treasures...
6595
6596 Go left to find Yaga Shura's mighty bed. In the center of the bed is a
6597 TRAPPED container (x 2500 y 670):
6598
6599 Bag of Plenty +1 (Upgradeable by Cespenar)
6600 Yaga Shura's Journal
6601 Beating Heart
6602
6603 Yaga Shura's journal reveals one important Clue, that he is under orders
6604 from someone else. Interesting...
6605
6606 Go left to find and fight Imix, the Fire Elemental Prince (x 1620 y 450).
6607 He's a pretty tough battle, requiring good magical weaponry to even hit.
6608 He is standing pretty much right on top of some traps, which also makes
6609 the battle more difficult.
6610
6611 Note: The Wave Halberd kills all elementals automatically, making this
6612 section fairly trivial if you kept it. [various sources]
6613
6614 Imix - 50,000 experience
6615 Ravager +4 (Upgradeable by Cespenar)
6616 Amulet of the Master Harper (+20% find traps, pick locks, +3 AC)
6617
6618 Time to go. Leave the Marching Mountains and head back to the Forest of
6619 Mir.
6620
6621 - FOREST OF MIR (AR 5202)
6622
6623 Be ready for a fight here. Go up and talk to Nyalee, give her the two
6624 hearts that you found. This is worth 20,000 quest experience. She'll be
6625 restored, and she'll make Yaga Shura mortal again, just as she promised.
6626 However, she begins to have second thoughts, and decides to attack you
6627 anyway. She also summons a Nymph, and some Shambling Mounds to help.
6628
6629 Nyalee - 12,000 experience
6630 minor treasures...
6631 Shambling Mound - 16,000 experience
6632
6633 Time to find Yaga Shura himself. To the Siege Camp!
6634
6635 - SIEGE CAMP (AR 5203)
6636
6637 After a brief bit of text explaining the destruction of Saradush, and
6638 that you can't find Yaga Shura anywhere, you get control. Be prepared
6639 for a large battle, it's not far off. Go down and to the left, and some
6640 peasants will be fleeing some archers. As you cross the bridge, Yaga
6641 Shura and his mighty army rush towards you. Concentrate all fire on
6642 Yaga himself, as his army will keep on coming until you kill him.
6643
6644 Yaga Shura can be found in camp at (x 1850 y 1570). Once you wound him,
6645 he flees in terror, and returns a moment later with better troops. Again
6646 concentrate on Yaga himself.
6647
6648 Yaga Shura - 150 HP -5 AC -5 THAC0
6649 30,000 experience
6650 Runehammer +4 (upgradeable by Cespenar)
6651 Shuruppak's Plate (AC of -2, +1 DEX, 20% fire res.)
6652 Shield of the Order +4
6653
6654 As soon as Yaga is dead, the Solar will summon you back to your Pocket
6655 Plane for your continuing education...
6656
6657 (AR 4500)
6658
6659 The Solar summons forth your mother who explains how you came to be. She
6660 gave birth to you, son/daughter of Bhaal with the intention of
6661 sacrificing you on an altar to restore Bhaal after his death. Gorion
6662 appeared and stopped this from occurring. Gorion's disruption of the
6663 ceremony had some unintended consequences... like the other Bhaalspawn
6664 getting free as well.
6665
6666 When the Solar talks to you again, if you are Good say these lines:
6667 (Whether you say Good or Evil things affects your ending)
6668
6669 "I feel sorry for my mother. Gorion did what he had to." &
6670 "Yes, there is a debt. I could have just as easily have had his life,
6671 and he mine."
6672
6673 If you wish to get the Evil ending, just say any line that sounds
6674 particularly evil (as with anything, it is easier to be evil than good).
6675
6676 For this you get 40,000 quest experience and are thrown back out to the
6677 army camp...
6678
6679 (AR 5203)
6680
6681 Melissan greets you when you return. She tells you that all the
6682 Bhaalspawn in the city were destroyed, and that she and a few peasants
6683 were the only ones who could escape. She has some information for you
6684 about the other Bhaalspawn who were allied with Yaga Shura: Illasera,
6685 whom you already killed, Abazigal and Sendai. She wants you to go
6686 after these guys. She also shows you a new place you can go for help,
6687 Amkethran (ruled by her ally Balthazar).
6688
6689 Viconia Romance Note:
6690
6691 I don't normally take asides for romances, but this one is fairly
6692 major. You can help change Viconia's Alignment here. After
6693 Melissan leaves, Viconia will comment on the carnage of the battle.
6694 If you agree with her that this is quite impressive, she becomes LESS
6695 likely to change alignment.
6696
6697 Tell her that this is horrible.
6698
6699 Then, to get her to switch, say one of these lines:
6700
6701 "Power doesn't automatically equal death and destruction, Viconia.
6702 This isn't me." OR
6703
6704 "Has killing *ever* pleased me? What are you thinking?!" OR
6705
6706 "All this killing is wrong, Viconia. And the fact it's happening
6707 because of me is worse!"
6708
6709 Be sure to get the treasures from Yaga Shura before continuing onward.
6710
6711 There are 2 containers of minor treasure in this area. (x 650 y 1630) &
6712 (x 2350 y 1550)
6713
6714 Return to the Pocket Plane.
6715
6716 (AR 4500)
6717
6718 Time for the second challenge. Head over to the left, to the passage
6719 that the Solar recently opened. (x 1330 y 1660) Here is where you face
6720 down what you would have been had Gorion taken Sarevok over you. And
6721 of course, this incarnation of you doesn't care much for you, and
6722 attacks.
6723
6724 Dark Version of You - 183 HP 6 AC 1 THAC0 4 Attacks
6725
6726 Once he and his goons are defeated, the place is altered to fit your
6727 alignment. You get 30,000 experience, everyone else gets 25,000 quest
6728 experience.
6729
6730 Return to the real world, then leave this area and head to the Oasis.
6731
6732
6733-------------------------------------------------------------------------------
6734 6. [MKTHRN] Amkethran
6735-------------------------------------------------------------------------------
6736
6737 Walkthrough:
6738 ------------
6739
6740 - OASIS (AR 6300)
6741
6742 Note: If your party is completely invisible, you can skip this fight.
6743
6744 Hope you're ready for a battle, because you're getting one really quick.
6745 The Tethyrians here have apparently decided that you are guilty of
6746 destroying Saradush and must be killed. This army consists of many
6747 pikemen, archers, battlemages and good clerics.
6748
6749 Search the general's body after the battle:
6750
6751 The Answerer +4 (slow, but powerful long sword)
6752 Long Sword +3
6753 Full Plate +2
6754 Note from Tethyr's Monarch
6755
6756 The other troops have various minor treasures (like a Composite Long
6757 Bow +3). There are also 3 containers here with minor treasures (and you
6758 can see the bounty notice they put out on you!). (x 1580 y 350) has the
6759 best treasure.
6760
6761 Go across to the other side of the Oasis, and out.
6762
6763 - AMKETHRAN (AR 5500)
6764
6765 Walk up the path, and you will get an immediate audience with Balthazar
6766 the head of the city. He'll give you directions to several new areas
6767 (where you might find some Bhaalspawn) then leaves you alone. There is
6768 no sign of Melissan.
6769
6770 Beyond the subquests here, nothing to see at the moment. Pick one of
6771 the 2 new areas to go to, and go there.
6772
6773 Quests:
6774 -------
6775
6776 QUEST: The Mayor's Daughter
6777
6778 Asana - Amkethran (AR 5500, x 2340 y 1256)
6779
6780 A short time after you arrive, the Mayor's Daughter will have her
6781 life threatened by some mercenaries. The Mayor asks you to help
6782 out in this matter. Agree to help out. Talk to one of the
6783 mercenaries. You can, if you want, offer to repay what she stole,
6784 however, the merc's want far more than she actually took, 5000
6785 gold. With a Charisma over 16 your can convince them to take 3000.
6786 Of course, you could just fight them.
6787
6788 Once she's safe, talk to the mayor again to get your reward:
6789
6790 Montolio's Cloak (upgradeable by Cespenar)
6791 500 gold
6792 Reputation +1
6793 5000 quest experience
6794
6795 QUEST: Saemon Havarian ... again
6796
6797 Saemon - Amkethran (AR 5500, x 2600 y 1916)
6798
6799 The local mercenaries are quite upset at Saemon for stealing their
6800 items and selling them on the black market. When you get near,
6801 Saemon manages to get them to believe that you somehow have their
6802 items, such that they attack you. Well, at least you know Saemon
6803 hasn't changed any.
6804
6805 Head over to the Smuggler's Cave and enter. There you will find
6806 the Monks busting up the Smuggling operation. They spot you and
6807 tell you to beat it. Time to take out the trash. Fight them.
6808
6809 Monks - 10,000 exp each
6810
6811 In the back of this cave are 4 chests, 2 of which are trapped.
6812 They have minor treasures.
6813
6814 Within a day, the smugglers will be gone.
6815
6816 Special Items from the Smugglers: [from Dave Loveland]
6817
6818 Once the monks are dead, Carras will come up and talk to you.
6819 Select dialogue options 2,1,2 to get into the buy screen. You
6820 will be able to purchase Enkidu's Full Plate, Gargoyle Boots, and
6821 K'logarath (throwing axe). If you leave the buy screen those
6822 items will disappear, you will not be able to buy them if you
6823 talk to Carras again. Also, if you don't follow the dialogue
6824 into the buy screen when he first comes up and talks to you,
6825 those items will not be available. The smugglers will disappear
6826 if you leave the cave and come back in.
6827
6828 This is also the best place in the game to generate gold. The
6829 first time that you go into the buy screen they will pay you much
6830 more than normal for items (4800 for a full plate mail instead of
6831 1500, etc.).
6832
6833 Getting Extra Equipment and Money from the Smugglers:
6834 [from Nathaniel Ragatz]
6835
6836 When you go into the smuggler's cave tell the monks you will let
6837 them arrest the smugglers (the smugglers weren't going to be in
6838 town long, I didn't seem to get a discount when I protected them,
6839 and their leader, Carras, detects as evil anyway). Then quickly
6840 talk to the smuggler leader to make purchases before he is taken
6841 away. The smugglers will pay more for rare magical items they
6842 don't have as well as gems then they will charge you to buy them
6843 back-thus you have an unlimited money supply here. Use it to buy
6844 any good stuff the smugglers have, including the +4 K'logarath
6845 Axe, Enkidu's Full Plate +3, and the Gargoyle Boots.
6846
6847 When you are done buying up the best of the smuggler's stock stop
6848 shopping and attack Carras. He isn't worth much exp (only 500)
6849 but drops free copies of the +4 K'logarath Axe, Enkidu's Full
6850 Plate +3, and the Gargoyle Boots when he dies. This is the only
6851 way that you can get 2 of each of these items without cheating.
6852 If you stop the monks when they want to arrest Carras and
6853 then kill him he doesn't drop these items. The other smugglers
6854 in the cave turn hostile but you don't loose any reputation for
6855 killing them, Carras, or the other smugglers around town and the
6856 monks don't stop you. The smugglers usually minor magical items
6857 like +2 leather and +1 long swords.
6858
6859 QUEST: The Cleric of Waukeen and the Monk
6860
6861 Cleric - Amkethran (AR 5500, x 2974 y 2417)
6862
6863 Near the temple, a Cleric will argue with a Monk. He wants the
6864 monks to care for the town again, and the monk points out that
6865 Balthazar cares nothing for these people. A fight ensues. Kill
6866 the monk. A mage will teleport in to chide you about this, but
6867 they don't seem to care too much.
6868
6869 The cleric thanks you. There is a standard reward here:
6870
6871 Oaken Ring (Cespenar can upgrade)
6872 2000 quest experience
6873
6874 You can also donate 1000 gold to him for a slightly better reward:
6875
6876 Oaken Ring
6877 3000 quest experience
6878 Reputation +1
6879
6880 QUEST: Marlowe
6881
6882 Tavern - Amkethran (AR 5500, x 2730 y 1380)
6883 Marlowe's Home - Amkethran (AR 5500, x 3650 y 430)
6884 Cave of the Dead - Amkethran (AR 5500, x 1800 y 700)
6885
6886 When you enter the tavern, the man Marlowe will come up to you and
6887 ask for help. He won't talk more of it here, and tells you to meet
6888 him at his home at the cliff. To get up there, you must go through
6889 the house to the right of the tavern, up the ladder, then across
6890 the roofs.
6891
6892 Once inside, listen to what Marlowe has to say. A powerful lich
6893 by the name of Vongoethe wanted to steal the soul of his daughter,
6894 so he had to beat a hasty retreat from whence he came. However,
6895 this didn't stop the lich who sapped her soul anyway. The lich is
6896 in this town's graveyard, which the monks sealed. He says that
6897 he'll have a guard let you in. Agree to his proposal.
6898
6899 Head out, get back to the main level and head over to the Cave of
6900 the Dead. You can talk to the Boy here for some info on the
6901 situation. When you're ready talk to the guard and have him open
6902 up the sealed cave.
6903
6904 Walk forward and the lich appears. Talk to him. He tells you that
6905 he and Marlowe had a deal, Marlowe would get 20 years of fortune
6906 and whatnot in exchange for his immortal soul. When the 20 years
6907 was up, he refused to give up his soul and fled. The lich
6908 eventually tracked him down and swiped his daughter's soul to get
6909 him to pay up. At this point you can either fight him, or make
6910 a deal. You go bring Marlowe here, and the lich will give up the
6911 girl's soul.
6912
6913 Note: If you fight him before he gives you the soul, the girl
6914 WILL die.
6915
6916 Head back to Marlowe. You may as well tell him the truth about
6917 this one, he comes quite willingly. You and Marlowe are taken back
6918 to the Lich, and Marlowe gives up the ghost. (so to speak) You
6919 are given possession of the girl's soul. Once you have her soul,
6920 you can become as hostile as you wanna-be with the lich.
6921
6922 Vongoethe - 25,000 experience
6923
6924 If you fought the battle, you can give Marlowe the soul for 15,000
6925 quest experience and a Reputation +1. Or you can keep it yourself
6926 for a reputation -2 and 6000 quest experience.
6927
6928 Note: When I tried protecting Marlowe from the Lich one of its
6929 spells killed him anyway. So I took the daughter's
6930 soulstone back to her and gave her 5000 gold to help her
6931 as she started out in life. My party received 10000 quest
6932 experience for everyone and +1 reputation for doing this.
6933 If you give her less than 5000 gold you don't get the rep
6934 +1. [from Nathaniel Ragatz]
6935
6936 OTHER: The Complete Pantaloons
6937
6938 Smithy - Amkethran (AR 5500, x 3070 y 860)
6939
6940 Note: To enter the smithy, you must go through the house to the
6941 right of the tavern, up the ladder, then over.
6942
6943 You may have noticed the various metallic pantaloons in the
6944 Baldur's Gate games, well they finally have some payoff. Take all
6945 3 pairs (the Golden, Silver and Bronze pantaloons) over to the
6946 smithy here and talk to Kerrick. He'll use these to construct one
6947 of the most interesting Easter Eggs in the game.
6948
6949 Here's where you get the items: Bronze Pantalettes are in
6950 Abazigal's Lair, you must send the Petrified Adventurers out to
6951 retrieve the Eyestalk. Silver Pantaloons are a reward for the
6952 Buried Alive quest back in the Graveyard (hope you got them) and
6953 the Gold Pantaloons were in the Friendly Arm Inn back in the
6954 original Baldur's Gate. (which means you would have had to import
6955 a party that carried the pantaloons)
6956
6957 Having trouble finding the Pantaloons? Here are the three item
6958 codes for them:
6959
6960 misc47 misc5o misccb
6961
6962 When he's done making the item, you get:
6963
6964 Big Metal Rod (gun)
6965 Pulse Ammunition
6966 Frag Grenade
6967 Scorcher Ammunition
6968 Big Metal Unit
6969
6970 The BMU is usable by anyone, and gives an astonishing series of
6971 bonuses, not the least of which is the fact that you suddenly look
6972 like an Adamantite Golem. As such, there are many places that you
6973 can't walk in it because it is simply too large to fit.
6974
6975 Note: Once Kerrick finishes this, he leaves town forever.
6976
6977 OTHER: Archery Practice
6978
6979 Near the lower part of the area, archers are taking some needed
6980 target practice... on monsters that are continually summoned up
6981 just to be killed. Talk to the captain and get into a fight. The
6982 only thing of importance you get out of this is the:
6983
6984 Darkfire Bow +4 (Cespenar can upgrade)
6985
6986 With thanks to Dave Loveland.
6987
6988
6989-------------------------------------------------------------------------------
6990 6.1 [SNDFMN] Sendai (AR 6100)
6991-------------------------------------------------------------------------------
6992
6993 Walkthrough:
6994 ------------
6995
6996 - WOODSMAN
6997
6998 Go up and talk to the "woodsman." Ask him about the Bhaalspawn named
6999 Sendai, and he'll plead ignorance. He did, however, see some "funny"
7000 looking elves in the southwest of this area and asks that you
7001 investigate.
7002
7003 Enter the cabin.
7004
7005 (AR 6111)
7006
7007 Loot this place! There are no traps, although some of the 5 containers
7008 in here are locked. There are lots of minor treasures, and one more
7009 notable treasure: (x 520 y 340)
7010
7011 Rune of Clangeddin (Upgradeable by Cespenar)
7012
7013 Exit.
7014
7015 (AR 6100)
7016
7017 If you do wander over to the southwest part of this area, you will be
7018 attacked by Umber Hulks and Drow as well as a Hive Mother (Beholder).
7019
7020 Hive Mother - 50,000 experience
7021 Drow (2) - 5000 experience
7022 Umber Hulk Elder - 18,000 experience
7023
7024 Head up and to the right to find the Graves (x 2000 y 160). Click on
7025 these, then head back to the Woodsman. Ask him about the graves. (He'll
7026 also try to set up another ambush around the grave for you) Keep
7027 pestering him and he'll turn into a Drow and attack you (with
7028 reinforcements, of course).
7029
7030 When these Drow are dispatched, the hidden entrance to Sendai's lair
7031 appears. This is worth 10,000 quest experience points.
7032
7033 If you head up to the gravesite now, you will get ambushed by more Drow.
7034
7035 Go up to Sendai's Entrance, just left of the graves (x 1500 y 100).
7036
7037 - MONSTER PASSAGE (AR 6101)
7038
7039 This area is mostly just a long running battle against Myconids, Spore
7040 Colonies, Spiders and Umber Hulks.
7041
7042 Once at the platform (x 2650 y 1000) you have 3 choices on where to go
7043 next, two passages to the left and one above you. You'll need a key for
7044 the 2 left passages. Enter the upper passage first (x 2920 y 730).
7045
7046 (AR 6109)
7047
7048 Time for a nice battle against more Drow... and a Drow Kensai no less!
7049
7050 Thelynn'ss - 15,000 experience
7051 Amulet of Cheetah Speed (Speed +2, Improved Haste 1/day)
7052 Drow Guard's Key
7053
7054 Go back. (and see what Sendai is up to... which is worth 5000 quest
7055 experience)
7056
7057 (AR 6101)
7058
7059 We can now open both of the doors to the left. Each of the doors will
7060 lead us where we need to go. The upper left door leads you through a
7061 spider infested area, the other through a slave infested area. Since
7062 there are no treasures worth mentioning in either one, I prefer to take
7063 the lower, slave passage.
7064
7065 (AR 6102)
7066
7067 As you enter here, you are attacked by Derro slaves (they look like
7068 dwarves). Fight your way along the passage. As you go along, more
7069 monsters will be summoned, possibly even behind you (annoying if you have
7070 a weak archer back there). Just keep moving until you get to kill the
7071 Slavemaster. As long as the Slavemaster is alive, more monsters will
7072 continually be summoned.
7073
7074 Go to the end of the passage, and exit to the next area (x 2500 y 1550).
7075
7076 - INNER PASSAGE (AR 6104)
7077
7078 Head out to the center platform. We're going to have to go left first.
7079 Fight your way through the Drow there, to get to the door beyond (x 950
7080 y 770). Before entering, be sure you are ready for a battle with a Lich.
7081
7082 (AR 6110)
7083
7084 Beware of traps between you and the Lich.
7085
7086 Yep, there's a battle with a Lich in here, all right. You can summon
7087 things without him seeing you, if you don't move. I just attacked him
7088 with a Planetar and that worked pretty well. In another game, my main
7089 character was a cleric of high enough level that her turn undead blew
7090 the lich to pieces.
7091
7092 Odamaron - 22,000 experience
7093 Drow Wardstone
7094 Heart of the Damned (Cespenar can upgrade)
7095 Eye of Tyr (Cespenar can upgrade)
7096
7097 There is a trapped container near the stairs (x 800 y 100):
7098
7099 Skull of the Lich (Cespenar can upgrade)
7100 other treasures...
7101
7102 The other 2 containers in here have minor treasures. Exit. (again you
7103 get to see what Sendai is up to. This is worth another 5000 quest exp)
7104
7105 (AR 6104)
7106
7107 Go back to the center, then up. (there may be some Drow on the center
7108 platform) Fight through the Umber Hulks here to get to the doorway
7109 beyond (x 2525 y 600). This door is opened by the Drow Wardstone that
7110 we got from the Lich. Whenever you're ready for a fairly large, battle,
7111 enter the door.
7112
7113 (AR 6105)
7114
7115 Diaytha confronts you here, and opens the door to the right. Her idea
7116 is that you go over there and get killed by the mighty Ogremoch, an
7117 Earth Elemental Prince. Concentrate your attack on Ogremoch as he is
7118 quite mighty. Nothing tricky here, just straight-out melee.
7119
7120 Ogremoch 220 HP -7 AC 2 THAC0 3 Attacks
7121 56,000 experience
7122
7123 Once that is taken care of, go over to the room on the left to fight
7124 Diaytha and her goon squad (vampire, beholder, etc). I'd prioritize this
7125 one a little, take out Diaytha and the Beholder first, then the Vampire,
7126 then the rest.
7127
7128 Diaytha - 14,000 experience
7129 Darksteel Shield +4 (10% fire, cold, acid, poison res.)
7130
7131 When you're done, go through the main doors.
7132
7133 (AR 6106)
7134
7135 As you come through, Captain Egeissag wants to kill you, but is afraid
7136 that Sendai will take credit for his actions. To remedy this, he has
7137 a suggestion for you: The two of you fight alone in the pit, winner
7138 take all, loser dies. Sounds like fun. (The alternative is to simply
7139 fight everyone in here) If you have a good Fighter type of character,
7140 this will be easily winnable. If you are a mage, you may want to
7141 reconsider. The Spectator Beholder casts a Geas such that whoever loses,
7142 all his allies die as well.
7143
7144 Captain Egeissag - 20,000 experience
7145 Bowstring of Gond (Upgradeable by Cespenar)
7146 other treasures...
7147
7148 After the battle Spectator (the very same Spectator you met in the
7149 Sahuagin city) is very amused by how he got out of the service of the
7150 dopey drow. You could ask to fight him as well, but he'd much rather
7151 not fight you. And with that, he's gone.
7152
7153 (a brief cutscene follows where Sendai sends out the last of her forces,
7154 the Mindflayer. This is worth 5000 quest experience)
7155
7156 Once you're ready, on to the next room.
7157
7158 (AR 6107)
7159
7160 Time for some Mind Flayer madness. If you have anyone with the Psion's
7161 Blade, then you are going to have one easy time in here. Just have them
7162 rush in and slaughter everything. (Psion's Blade was in the Marching
7163 Mountain so you SHOULD have it) In fact, I gave the Psion's Blade to
7164 Sarevok and had him and him alone fight the battle.
7165
7166 The small pool in here (x 600 y 600) has:
7167
7168 Liquid Mercury (Upgradeable by Cespenar)
7169 other treasures...
7170
7171 The two doors to the right have Vampiric Illithids in them (14,000 exp).
7172
7173 Open the upper door. Go through the passage, and the next door into the
7174 next room. More Mind Flayers and an Umber Hulk. Kill them.
7175
7176 When you feel up to taking on Sendai, go up to the last door and go
7177 through.
7178
7179 - SENDAI (AR 6108)
7180
7181 Although you have quite mercilessly slaughtered her army, Sendai isn't
7182 about to let that faze her. In fact, she used that time to prepare to
7183 fight you. She creates 7 statues of herself (with either 122 or 130
7184 hit points) and vanishes. They are of diverse Classes (1 Cleric, 2
7185 Fighter, 1 Thief, 1 Fighter/Thief, 1 Mage, 1 Mage/Cleric). The statues
7186 can be defeated only one at a time. Also, Drow will be coming in from
7187 the entrance. I'd summon up some high level monsters to guard the
7188 entrance, then use your party to slaughter the statues. Once the statues
7189 are defeated, Sendai reappears and should be killed on sight.
7190
7191 Sendai 182 HP 8 AC 8 THAC0 1 Attack
7192 18,000 experience
7193 Wong Fei's Ioun Stone (+1 AC, +15 HP, Regeneration)
7194 Studded Leather Armor of Thorns +6 (1d4 damage to attacker)
7195 Wand of Cursing
7196 other treasures...
7197
7198 Sendai is a very dangerous Cleric/Mage, you will need to keep removing
7199 any protections that she puts on herself. I find Khelben's Warding Whip
7200 works well for this purpose. Once she has no protections, she is weak
7201 as a kitten. You get 40,000 quest experience for killing her.
7202
7203 Once she's dead, you are drawn into another Solar Dream. The Solar wants
7204 you to wonder about the present, what is your role in this prophecy? She
7205 summons a clone of yourself, who is irritated to be here. (10,000 quest
7206 experience) There is only one GOOD thing to say here, the rest are evil.
7207 Good: (this has to do with Good-Evil choices only)
7208
7209 "I would prefer to find a way to avoid my destiny, if I could."
7210
7211 The dream-you then proceeds to explain the prophecy to you (the one
7212 that says Faerun will be ravaged by the Bhaalspawn) saying that you are
7213 the one set out to prevent the destruction, not to cause it. At this
7214 point there are 2 Good things to say (and the rest are Evil):
7215
7216 Sorta Good: "If I exist to stop the prophecy instead of making it true,
7217 then so be it."
7218 Really Good: "That is a relief...I had no desire to cause the
7219 destruction the prophecy tells of."
7220
7221 This part ends, and the Solar asks what you will do now. More good
7222 answers:
7223
7224 Sorta Good: "The quicker I get this 'destiny' over with, the quicker I
7225 can start the rest of my life."
7226 Really Good: "I will prevent the destruction of the land because it is
7227 the right thing to do."
7228
7229 You get 10,000 quest experience, and the Solar opens another path in your
7230 Pocket Plane for yet another challenge. Go to your pocket plane...
7231
7232 - POCKET PLANE CHALLENGE NUMBER 3 (AR 4500)
7233
7234 Once you've rested up, head down the next path (x 1700 y 2000). Here you
7235 meet with your lost innocence. He wants you to forget your recent
7236 troubles and become innocent once more. Of course, there isn't even the
7237 possibility of doing such a thing. Your innocence then becomes the
7238 Slayer and attacks you. It is worth 25,000 exp to kill, plus you get
7239 another 25,000 quest experience for completing the challenge (the main
7240 character gets 30,000 quest experience).
7241
7242 Return to the real world, then take the portal out of Sendai's Lair.
7243
7244
7245-------------------------------------------------------------------------------
7246 6.2 [BZGLAA] Abazigal
7247-------------------------------------------------------------------------------
7248
7249 Walkthrough:
7250 ------------
7251
7252 - DRACONIS (AR 6000)
7253
7254 Prepare for a battle. Summon anything you want, protection spells, the
7255 works. I'd also go with a True Sight spell, in case a certain enemy
7256 casts Invisibility... repeatedly. You'll be fighting a mage/dragon if
7257 that helps. You want enough Summoned creatures to overwhelm someone
7258 very quickly... (I had a Planetar, an Elemental Prince and 2 Mordenkainen
7259 Swords)
7260
7261 Walk forward to find Draconis. He does not seem terribly happy to see
7262 you. He will taunt you for a bit, then attacks. He is a mage of fairly
7263 high level, so expect Time Stops and all manner of Protections. When he
7264 cast Protection from Magic weapons, I simply switched over to the
7265 non-Magic weapons I got for dealing with Magical Golems, and that worked
7266 just fine. When he goes invisible, hit him with a Remove Magic.
7267
7268 Draconis 190 HP -5 AC 4 THAC0 3 Attacks
7269
7270 When his human form is defeated, he tells you that it isn't so easy to
7271 kill him and becomes a Dragon.
7272
7273 Dragon Draconis 190 HP -10 AC -4 THAC0 3 Attacks
7274 61,000 experience
7275 Draconis's Head (used to open the door)
7276 Tzu Zan's Bracers (+1 AC, +15 HP)
7277
7278 His Dragon form is quite a bit tougher. First he becomes Invisible at
7279 the drop of a hat, making it impossible to dispel his weapon's
7280 protections without first getting rid of the Invisibility (hence the
7281 True Sight earlier). He knocks your guys unconscious a LOT, which
7282 complicates matters. He'll even summon Invisible Stalkers to help out.
7283 I cast a Time Stop to get rid of his spell protections (Remove Magic,
7284 Khelben's Warding Whip, Breach, etc.), then just hit him a lot with
7285 fighters. Whenever my guys got low on HP I used Potions of Superior
7286 Healing.
7287
7288 My summoned monsters didn't last long against the dragon, but they'd
7289 gotten rid of his human form so quickly that it helped a lot.
7290
7291 With Draconis dead, you can now enter the Enclave. (You need his Head
7292 to enter)
7293
7294 - ENCLAVE (AR 6001)
7295
7296 There's a trap right near the entrance here.
7297
7298 When you enter, Ekim Cyre yells out for help, then locks down the
7299 Enclave. He is in a bit of a panic that Draconis is dead. Then he will
7300 attack. Did I mention that he is a Werewyvern?
7301
7302 Ekim Cyre - 15,000 experience
7303 Empty Breath Potion Flask (take it)
7304 Stone to Flesh scroll
7305
7306 You'll notice several pools around, only two of these can be used at the
7307 moment, the other two require that you fill the Empty Breath Potion
7308 Flask. Go to the far left pool and click it twice to dive into it.
7309 (x 290 y 600)
7310
7311 (AR 6008)
7312
7313 This little area is crawling in Frost Salamanders. Once they're dead,
7314 go down and through the door.
7315
7316 (AR 6012)
7317
7318 This little library is home to a couple of Bone Fiends. They need some
7319 re-education on the true nature of bones! (ie dead and buried) There
7320 are 3 containers in here, the dresser, the table and the TRAPPED
7321 bookcase. They contain mostly minor treasures (but another Stone to
7322 Flesh scroll).
7323
7324 Click the pool here to fill it with ... well Breath. It becomes a
7325 Breath Potion. Go back to the previous area.
7326
7327 Note: You never need to drink this potion, merely having it is enough.
7328
7329 (AR 6008)
7330
7331 Click on the pool here to get back to the beginning.
7332
7333 (AR 6001)
7334
7335 Go over to the far right pool (x 950 y 750) and dive into it.
7336
7337 (AR 6002)
7338
7339 This is a prison level, of sorts, and its guards are Kuo-Toas. Kill them
7340 all. Go left, kill them there, then go up and kill them there too. To
7341 the left are some Water Elementals (and an Olhydra, which must be their
7342 leader, it's worth 27,000 experience). Go over to the right.
7343
7344 Kill the guard, then lockpick (or bash, or Knock) the jaildoor to talk to
7345 the Monk inside. He was sent here on a secret mission for Balthazar.
7346 He is close to death, so he wants to help you with what he has:
7347
7348 Rope (yay)
7349
7350 Also, he tells you about a Dragon that guards Abazigal. This dragon is
7351 being compelled to serve Abazigal. Therefore you must find the Scroll
7352 that will release her from her service. He won't reveal what his secret
7353 mission was... sounds suspicious.
7354
7355 Be sure to search him later for:
7356
7357 Hindo's Hand (Upgradeable by Cespenar)
7358
7359 Go left then back down. There will be a new door opened here (x 630
7360 y 820) that takes you back to the beginning. Take it.
7361
7362 (AR 6001)
7363
7364 Take the top middle pool this time (x 570 y 640)
7365
7366 (AR 6003)
7367
7368 You're going to have to fight through a LOT of "eyes." They're fairly
7369 annoying, but not terribly deadly. Go left, then up to find Lycanth the
7370 Mad. (x 530 y 700) Ask him about the Scroll of Reversal, then explain to
7371 him what it is and what it does. He does, in fact, have such an item,
7372 but he wants you to work for it. Seems that he has taken a fancy to the
7373 eyestalk of a Gauth Beholder and wants you to go get it for him. (you
7374 could just kill the mage for the Scroll, but that's no fun) Agree to
7375 this. Tell him that this is a bit beneath you and he suggests
7376 subcontracting this out to the three petrified adventurers.
7377
7378 Since the secret wall to his lab is barred, you'll need to find another
7379 way in. Use the nearby pool (x 460 y 800) to enter the lab. Search
7380 the Right Table for:
7381
7382 Juggernaut Golem Page (Cespenar can upgrade)
7383 Stone to Flesh scroll
7384
7385 Go down and open the "secret" wall. Use the Stone to Flesh scrolls
7386 (that you've been getting throughout this dungeon) to bring the
7387 "adventurers" back to life. Next you must convince them to take up the
7388 quest to get the Eyestalk. This isn't terribly difficult, just convince
7389 them that this is to Save the World and they'll even do it for free....
7390
7391 They'll return several days later and a very amusing cutscene unfolds.
7392 ("Bondari reloads" refers, of course, to the habit of players to try
7393 doing something stupid, then reloading and doing the smart thing... The
7394 designers seem to be having fun with the gaming public) They'll give
7395 you the Eyestalk and...
7396
7397 Bronze Pantalettes (yay!)
7398
7399 Go up to the Mad Mage and give him the Eyestalk to get the Scroll of
7400 Reversal. This gets you 30,000 quest experience.
7401
7402 Note: Clicking on the Eggs releases several Eye monsters.
7403
7404 Head down, and just below where the adventurers were, take that pool
7405 (x 670 y 1170).
7406
7407 (AR 6004)
7408
7409 Head over to the left to find the Dragon. It asks for you to free it
7410 with your Reversal Scroll. In exchange, it will give you the Wardstone
7411 which will allow you to pass. This gets you 10,000 quest experience.
7412
7413 Alternatively: You could attack the Dragon.
7414
7415 Fll'Yissetat 280 HP -8 AC -6 THAC0 5 attacks
7416 60,000 experience
7417 Ring of Improved Invisibility
7418 Abazigal's Wardstone
7419
7420 Or you could free it, THEN kill it. (Amusingly, one
7421 hit with the Ravager Halberd and it died to a 10%
7422 vorpal effect)
7423
7424 When you're ready, go further left and enter Abazigal's Lair.
7425
7426 - ABAZIGAL (AR 6005)
7427
7428 Before moving forward, prepare for a big battle against a Dragon.
7429 Summon. Protective Magic. You know the drill.
7430
7431 You'll have to battle your way through some Frost Salamanders before you
7432 get to the Dragon. You'll find Abazigal in the center of this area,
7433 looking a little blue around the gills. Again, like his son Draconis,
7434 when you defeat his human form, his Dragon form emerges.
7435
7436 You MUST defeat his dragon form quickly and efficiently as he can Heal
7437 himself fully. Not sure why, but I found him easier than Draconis
7438 outside. Again I had the Planetar, 2 Mordenkain Swords and an Elemental
7439 Prince (who didn't get blown away by the Dragon wing flap). And again
7440 I used time stop to remove any protections (then I just attacked him
7441 while time was stopped... hey free damage).
7442
7443 Abazigal 290 HP -12 AC -8 THAC0 3 Attacks
7444 Gram the Sword of Grief +5 (Upgradeable by Cespenar)
7445 Flail Head (Electric, Upgradeable by Cespenar)
7446 Blue Dragon Scales (Upgradeable by Cespenar)
7447
7448 When he dies, he tells you that your victory will be short lived...
7449 Defeating him is worth 40,000 quest experience.
7450
7451 When you have defeated both Sendai and Abazigal then you get to see the
7452 cutscene of Balthazar betraying Melissan and ordering her death. (this is
7453 worth 4000 quest experience)
7454
7455 Next, it cuts away to another Solar dream. She tells you that you near
7456 the end of your journey. The following responses are GOOD:
7457
7458 Really Good: "I only hope I will be able to hold onto what is good and
7459 righteous."
7460 Pretty Good: "Then any help you could provide would be appreciated."
7461
7462 She then tells you that the 5 most powerful Bhaalspawn gathered together
7463 to form the Five. They plotted the Doom of their lesser siblings. She
7464 then summons forth Yaga Shura to explain this to you. He tells you that
7465 they plotted to rule the world and resurrect their father, Bhaal. Time
7466 for you to respond with what you think:
7467
7468 Good: "It means that their plan is defeated...Bhaal will remain where
7469 he is: dead!"
7470
7471 He tells you that you have missed the most powerful of the five:
7472 Balthazar.
7473
7474 Good: "I'll just have to stop Balthazar and Bhaal, too, if it comes to
7475 that."
7476 Really Good: "If I can kill Balthazar before he raises Bhaal, I'd
7477 prefer not to deal with my so-called 'father' at all."
7478
7479 When this is done you get 10,000 quest experience.
7480
7481 Leave via the big blue portal to the left. As you reach the outside,
7482 Elminster appears. He tells you that you have grown so powerful, even
7483 he wouldn't take you on. Sweet. Anyway he also will advise you on who
7484 to go see to get into Balthazar's lair. You are to find and talk to
7485 Saemon Havarian again. (Or if you killed him, Zakfee Rafeya)
7486
7487 Head back to your Pocket Dimension.
7488
7489 - CHALLENGE FOUR (AR 4500)
7490
7491 Head over to the right to take the 4th challenge (x 2700 y 1700). Here
7492 you meet up with Cyric, who teleports your party away. He asks you if
7493 you recognize who he is, and depending on your WISDOM, you will recognize
7494 him as the current God of Murder (13 WIS min). He explains the situation
7495 as it stands among the godhood, and how he is gauging your threat to
7496 his station. He finishes by deciding to test you with some goons
7497 fighting you.
7498
7499 Each of his "Favored" is worth 25,000 experience.
7500
7501 Once the challenge is completed, you get 30,000 quest experience while
7502 your party each gets 25,000 quest experience.
7503
7504 Leave the Pocket dimension and go back to Amkethran.
7505
7506
7507-------------------------------------------------------------------------------
7508 7. [BLTHZR] Balthazar
7509-------------------------------------------------------------------------------
7510
7511 Walkthrough:
7512 ------------
7513
7514 - BACK TO AMKETHRAN (AR 5500)
7515
7516 Any mercenaries you find here will be hostile. Head up to the Smuggler's
7517 Cave (x 2800 y 700).
7518
7519 (AR 5504)
7520
7521 Here you'll find Saemon Havarian yet again (unless you managed to kill
7522 him). All his smuggling buddies have been slaughtered, thus giving
7523 Saemon some better perspective on life. He has a proposal for you, one
7524 that will get you in to see Balthazar. (Or if you prefer, you can
7525 refuse and ask for the alternative route that leads through the Cave of
7526 the Dead... you'll have to get the key for this one from Faheed) Agree
7527 to go with Saemon and the dialogue ends. Talk to him again when you are
7528 ready to proceed.
7529
7530 Talk to Saemon again and agree to his proposal...
7531
7532 (AR 5500)
7533
7534 Saemon gets you inside the gates, the rest is up to you. You'll have to
7535 fight through some monks immediately. Head inside (x 1450 y 400).
7536
7537 (AR 5505)
7538
7539 This is Balthazar's throne room, so head up to his throne. Balthazar
7540 will appear and explain a few things to you. For starters, it was
7541 Melissan herself who created the Five, the group of powerful Bhaalspawn.
7542 Despite what you saw in that cutscene, he talks about her as though she
7543 is still alive. Also, he plans on exterminating all Bhaalspawn, so
7544 you're going to have to defend yourself.
7545
7546 Balthazar 280 HP -10 AC -5 THAC0 5 Attacks Monk
7547 40,000 experience
7548
7549 Although everyone says that Balthazar is the most powerful of the Five,
7550 I found this battle pretty easy... it's almost a straight out melee
7551 fight as he has no good mage with him.
7552
7553 Note: Just like the Demogorgon, Balthazar is "immune" to Time Stop.
7554
7555 Finding Balthazar to be too easy? Try David Gaider's (a senior
7556 designer at Bioware) more difficult version:
7557
7558 http://www.baldurdash.org/ToB/TOBtweaksandcheats.html
7559
7560 When he's dead you get 40,000 quest experience and another Solar Dream.
7561
7562 The Solar tells you that you have beaten the Five (Melissan is not a
7563 child of Bhaal) but that Bhaal has not reawakened. Melissan is summoned
7564 forth and it soon becomes obvious why she has been doing what she has
7565 been doing... by destroying Bhaalspawn she can step in and fill the void
7566 of power, thus becoming a Goddess. She explains all of her recent
7567 wheelings and dealings for quite a while before you get to respond. Again
7568 there are Good things to say and Evil things to say.
7569
7570 Good: "I'll stop you, Melissan. You won't get away with this."
7571
7572 She says that she controls most of the Abyss, and wonders if you have the
7573 guts to face her there. Well... duh.
7574
7575 Really Good: "I'd confront your kind of evil wherever I had to go...
7576 and I will win."
7577 Good: "I will never let you get away with this! Someone has to stop
7578 you!"
7579
7580 When the dream ends everyone gets 10,000 quest experience. Go to your
7581 Pocket Plane.
7582
7583 - THE FINAL CHALLENGE (AR 4500)
7584
7585 Head up and right to the final challenge (x 2650 y 1050). Here you will
7586 meet up with the Ravager, a great big demon from the depths of your own
7587 soul.
7588
7589 Ravager 534 HP -6 AC -6 THAC0 5 Attacks
7590 50,000 experience
7591
7592 The Ravager will summon several Bone Blades (like Mordenkainen's Swords)
7593 to attack you. The Ravager also has a great deal of weapon and magic
7594 resistances.
7595
7596 100% to fire, electricity, cold and acid
7597 90% to magic
7598 50% to magical cold
7599 75% to magical fire
7600 75% to all weapon types
7601 Immune to Time Stop (if you cast it, he won't be stopped)
7602
7603 I used some Mordenkainen's Swords to distract the Ravager, after all, he
7604 can't hurt the sword. This allowed me to more or less get a free shot
7605 at attacking him. Problems occur when he Dominates your people, or puts
7606 them to sleep. Since he has a LOT of HP you need to hit him a LOT, so
7607 I would also suggest Improved Haste and any of your new Attack abilities.
7608 Luckily he doesn't use any protection from magical weapons spells.
7609
7610 Once he is dead, rest up, and prepare to enter the Throne of Bhaal. You
7611 can't come back to the Pocket Plane, so make sure that everything is
7612 finished (such as all of Cespenar's items being made, proper spells
7613 memorized and whatnot).
7614
7615 Cast any protection spells you can, then when you're ready, go on through
7616 the gates.
7617
7618
7619-------------------------------------------------------------------------------
7620 8. [THFBHL] Throne of Bhaal (AR 6200)
7621-------------------------------------------------------------------------------
7622
7623 Walkthrough:
7624 ------------
7625
7626 - MELISSAN
7627
7628 Melissan talks to you here, but nothing important is said. The result
7629 is a battle. You need to knock off about 200 HP to get her to talk to
7630 you again. She'll say that she can't waste time with you. She goes into
7631 the center to gather more Essence of Bhaal. This is your chance. Go
7632 over to the Mana Pool to the left (x 600 y 1400). Here you must defeat
7633 the guardians (Air Elementals). Once they're dead, click the Pool.
7634 This cuts Melissan from her source of Essence, causing her to attack you
7635 once more.
7636
7637 Concentrate all attacks on Melissan and she won't last too long. When
7638 she is defeated, all her monsters go with her. She needs more essence
7639 so goes back to the center. Heal everyone, cast more summons/protections
7640 then head over to the right pool (x 2000 y 1400) to take on Cryonax the
7641 Prince of Ice Elementals.
7642
7643 Again when her pool is cut off, she reappears and attacks you yet again.
7644 This time she summons up some Slayer Shadows, which are pretty neat.
7645 She'll even teleport away leaving you with this mess. Defeat her again
7646 and she'll do the same thing with the pools. Again, restore your party,
7647 then head up to the last pool (x 1950 y 450) to fight its guardians.
7648 This battle is the hardest in this level so far, having the awesomely
7649 powerful Fallen Solar as well as Mariliths, Succubus and Alu Fiends.
7650 Try to draw just a few of the monsters out and defeat them separately.
7651 You'll probably want to concentrate your fire on the Fallen Solar as he
7652 is the most powerful. Cut off the pool to get to the Final Battle.
7653
7654 After the nastiness of the previous pool battle, whacking Melissan here
7655 is practically easy. When you get her down enough, the Solar reappears
7656 and tells her that it's all over. You've won...
7657
7658 You get to make the choice of whether to become a God or whether to give
7659 up the power and become a mortal. This is where all that Good and Evil
7660 comes into play as it affects what type of ending you get.
7661
7662 Ending 1: Become a Good god.
7663 Ending 2: Become an Evil god.
7664 Ending 3: Don't become a god at all.
7665
7666 Sit back and enjoy the end of the Baldur's Gate Saga.
7667
7668
7669
7670===============================================================================
7671 < < < < < [PPNDCS] APPENDICES > > > > >
7672===============================================================================
7673
7674-------------------------------------------------------------------------------
7675 A. [CMPLTK] Complete Kit Descriptions
7676-------------------------------------------------------------------------------
7677
7678Fighter Kits:
7679-------------
7680
7681 BERSERKER
7682
7683 This is a warrior who is in tune with his animalistic side and, during
7684 combat, can achieve an ecstatic state of mind that will enable him to fight
7685 longer, harder and more savagely than any human has a right to. Berserkers
7686 tend to be barbarian-like in nature, but not always. Sometimes it is a
7687 conscious choice that a warrior in training makes. Regardless, opponents on
7688 the battlefield will be unsettled with they see the savage and inhuman
7689 elements of the berserker's personality. This class is common amongst
7690 dwarves, know to them as "battleragers."
7691
7692 Advantages:
7693 - May use Enrage ability once per day per 4 levels. While enraged: +2 to
7694 hit, +2 damage, -2 AC. The berserker at this time is immune to charm,
7695 hold, fear, maze, imprisonment, stun and sleep. He also gains 15 hit
7696 points while enraged. These hit points are temporary, and are taken away
7697 at the end of his berserk spree, possibly killing the berserker.
7698
7699 Disadvantages:
7700 - Becomes winded after berserking. While he's winded, he receives -2 to
7701 hit, -2 to damage and a +2 penalty to AC.
7702 - Cannot specialize in ranged weapons.
7703
7704
7705 WIZARDSLAYER
7706
7707 This warrior has been specially trained by his sect to excel in hunting and
7708 attacking spellcasters of all kinds.
7709
7710 Advantages:
7711 - For each successful hit on an opponent, 10% cumulative spell failure
7712 penalty is applied.
7713 - 4% magic resistance per level.
7714
7715 Disadvantages:
7716 - May not use any magic items except for weapons and armor.
7717
7718
7719 KENSAI
7720
7721 This class is also known as the Sword Saint, and consists of a warrior who
7722 has been specially trained to be one with his sword. They are deadly and
7723 fast and trained to fight without encumbrance.
7724
7725 Advantages:
7726 - +1 to hit and +1 damage for every three levels.
7727 - -2 bonus to AC.
7728 - -1 bonus to speed factor for every 4 levels.
7729 - May use Kai ability one time per day for every 4 levels (starts at 1st
7730 level with one use). This ability lasts 10 seconds and makes all the
7731 attacks do maximum damage.
7732
7733 Disadvantages:
7734 - May not use missile weapons.
7735 - May not wear armor.
7736 - May not wear gauntlets or bracers.
7737
7738
7739Thief Kits:
7740-----------
7741
7742 ASSASSIN
7743
7744 This is a killer trained in discrete and efficient murder, relying on
7745 anonymity and surprise to perform his task. Assassins must be of Evil or
7746 Chaotic Neutral alignment.
7747
7748 Advantages:
7749 - May coat his weapon in poison once per day per 4 levels. The next hit
7750 with that weapon will inject the poison into the target, dealing out 1
7751 damage per second for 24 seconds (3 damage for the first 6 seconds).
7752 A saving throw vs. poison limits damage to 12 total.
7753 - Bonus +1 to hit and +1 damage.
7754 - Higher backstab multiplier, up to x7.
7755
7756 Disadvantages:
7757 - Only 15 points per level to distribute on abilities.
7758
7759
7760 SWASHBUCKLER
7761
7762 This rogue is part acrobat, part swordsman, and part wit: the epitome of
7763 charm and grace.
7764
7765 Advantages:
7766 - Bonus +1 to AC.
7767 - Another +1 to AC for every 5 levels.
7768 - +1 to hit and damage every 5 levels.
7769 - May specialize in any weapon that a thief can use
7770 - May place three stars in two-weapon fighting style proficiency
7771
7772 Disadvantages:
7773 - No backstab multiplier.
7774
7775
7776 BOUNTY HUNTER
7777
7778 This is a hunter of men, skilled in tracking quarry and bringing them back
7779 alive--whether for lawful authorities or underworld masters. Bounty Hunters
7780 are specially trained at their task and make fearsome opponents. They have
7781 honed their trap-making abilities well beyond that of the average thief.
7782
7783 Advantages:
7784 - +15% to trap setting.
7785 - He can lay special traps (other than the ones that all thieves receive).
7786 The traps are more powerful than the typical thief trap, and the effect
7787 varies according to the level. The effects are listed below:
7788 - 1st: The trap deals out damage and slows the target (if save is
7789 failed).
7790 - 11th: The trap holds the target if a save is failed.
7791 - 16th: The trap erects an Otiluke's Resilient Sphere around the target
7792 (if a save is failed).
7793 - 21st: The trap Mazes the target.
7794
7795 Disadvantages:
7796 - Gets only 20 to distribute between thief abilities each level.
7797
7798
7799Ranger Kits:
7800------------
7801
7802 ARCHER
7803
7804 The archer is the epitome of skill with the bow. He is the ultimate marksman,
7805 able to make almost any shot, no matter how difficult. To become so skilled
7806 with the bow, the archer has had to sacrifice some of his proficiency with
7807 melee weapons and armor.
7808
7809 Advantages:
7810 - +1 to hit and +1 to damage with any missile weapon for every 3 levels of
7811 experience. TOB: at 18th level, bonuses slow to every 5 levels.
7812 - Every 4 levels he gains the ability to make a called shot once per day.
7813 When he activates this ability, any shot made within the next 10 seconds
7814 is augmented in the following manner (according to the level of the
7815 archer):
7816 - 4th level: -1 to THACO of target
7817 - 8th level: -1 to save vs magic of target
7818 - 12th: -1 to strength of target
7819 - 16th: +2 bonus to damage
7820
7821 Disadvantages:
7822 - An archer can only become proficient in melee weapons; he may never
7823 specialize.
7824 - An archer cannot wear any metal armor.
7825
7826
7827 BEASTMASTER
7828
7829 This ranger is a wanderer, and is not comfortable in civilized lands. He
7830 maintains a natural affinity for animals; they are his friends and
7831 comrades-in-arms, and the Beast Master has a limited form of telepathic
7832 communication with them.
7833
7834 Advantages:
7835 - +15% to stealth ability
7836 - Enhanced spell ability with regard to the following spells:
7837 - May cast the 4th level druid spell Animal Summoning I at 8th level.
7838 - May cast Animal Summoning II at 10th level.
7839 - May cast Animal Summoning III at 12th level.
7840 - May cast Find Familiar (special abilities menu)
7841
7842 Disadvantages:
7843 - Cannot use metal weapons (such as swords, halberds, hammers or morning
7844 stars).
7845
7846
7847 STALKER
7848
7849 Stalkers serve as covert intelligence gatherers, comfortable in both
7850 wilderness and urban settings. They are the spies, informants, and
7851 interrogators, and their mastery of stealth makes them deadly opponents.
7852
7853 Advantages:
7854 - +20% to stealth ability
7855 - May backstab for a lesser amount than the thief class (level 1-8: x1,
7856 level 9-16: x2, level 17+: x3)
7857 - Has access to three mage spells at 12th level. They are Haste, Protection
7858 from Normal Missiles and Minor Spell Deflection.
7859
7860 Disadvantages:
7861 - May not wear armor greater than studded leather.
7862
7863
7864Cleric Kits:
7865------------
7866
7867 TOB: All clerics at 25th level get a special ring from their god:
7868 +1 STR
7869 +5% Magic Resistance
7870 extra 6th and 7th level spells.
7871
7872 PRIEST OF TALOS
7873
7874 Talos is the evil god of storms, destruction and rebellion. Clerics of the
7875 Stormlord warn that Talos must be appeased or he will rain destruction upon
7876 the land.
7877
7878 Advantages:
7879 - May cast Lightning Bolt once per day per 5 levels of the caster (starts
7880 at 1st level with one use).
7881 - May cast Storm Shield once per day per 10 levels of the caster (starts at
7882 1st level with one use). This spell lasts 6 seconds per level of the
7883 caster. It protects the caster from lightning, fire, cold and normal
7884 missiles.
7885
7886 Disadvantages:
7887 - None
7888
7889
7890 PRIEST OF LATHANDER
7891
7892 Lathander is the good god of renewal, creativity and youth, and is celebrated
7893 nearly everywhere. His followers are very popular throughout the Realms, and
7894 there are numerous wealthy temples devoted to him.
7895
7896 Advantages:
7897 - May cast Hold Undead once per day for every 5 levels of the caster
7898 (starts at 1st level with one use).
7899 - May cast Boon of Lathander once per day per 10 levels of the caster
7900 (starts at 1st level with one use). This spell lasts for 6 seconds per
7901 level of the caster. It gives the caster +1 to hit, +1 to damage, +1 to
7902 all saving throws and gives the caster 1 extra attack per round. It also
7903 protects the recipient from level drain.
7904
7905 Disadvantages:
7906 - None.
7907
7908
7909 PRIEST OF HELM
7910
7911 Followers of the neutral God of Watchers and Protectors are warriors in their
7912 own right and are often seen as defenders of the innocent.
7913
7914 Advantages:
7915 - May cast True Sight once per day per 5 levels (starts at 1st level with
7916 one use).
7917 - May cast Seeking Sword once per day per 10 levels (starts at 1st level
7918 with on use). This spell creates a sword in the player's hand (that
7919 cannot be dropped or unequipped). The sword is +4 for purposes of
7920 determining what it can hit (but this bonus does not apply to damage),
7921 and it deals out 2-8 damage to any target it hits. The weapon sets the
7922 number of attacks of the cleric to 3. It lasts for 1 round per level of
7923 the caster. When equipped, the wielder cannot cast further spells.
7924
7925 Disadvantages:
7926 - None.
7927
7928
7929Bard Kits:
7930----------
7931
7932 BLADE
7933
7934 The blade is an expert fighter and adventurer, whose bardic acting abilities
7935 make him appear more intimidating and fearsome. His fighting style is flashy
7936 and entertaining, but is also quite deadly.
7937
7938 Advantages:
7939 - May use Offensive Spin and Defensive Spin abilities once per day per 4
7940 levels. Offensive Spin lasts 24 seconds, granting the blade +2 to hit, +2
7941 to damage, and an extra attack. As well, all of his attacks do maximum
7942 damage for the duration. Defensive Spin lasts 24 seconds, roots him to
7943 the spot, but gives -1 AC per level of experience. This armor class bonus
7944 does not go over -10.
7945 - May place three slots into two-weapon fighting style.
7946
7947 Disadvantages:
7948 - Only has one-half normal Lore value.
7949 - Only has one-half Pick Pockets percentage.
7950 - Bard Song does not become better with levels.
7951
7952
7953 JESTER
7954
7955 This bard is well versed in the arts of ridicule and hilarity, and uses his
7956 abilities to distract and confuse his enemies, cavorting madly during combat.
7957
7958 Advantages:
7959 - Jester's song does not help allies. Instead, it affects every opponent
7960 within 30 feet, and they must save vs. magic at +4 once per round or be
7961 confused.
7962
7963 Disadvantages:
7964 - None
7965
7966
7967 SKALD
7968
7969 This Nordic bard is also a warrior of great strength, skill and virtue. His
7970 songs are inspiring sagas of battle and valor, and the skald devotes his life
7971 to those pursuits.
7972
7973 Advantages:
7974 - +1 to hit and +1 damage with all weapons.
7975 - The skald's song is different from the typical bard and varies with
7976 level:
7977 - 1st: Gives allies +2 to hit, +2 to damage and -2 to AC.
7978 - 15th: Gives allies +4 to hit, +4 to damage, -4 to AC, and immunity to
7979 fear.
7980 - 20th: Gives allies +4 to hit, +4 to damage, -4 to AC, and immunity to
7981 fear, stun and confusion.
7982
7983 Disadvantages:
7984 - Pick Pockets ability one-quarter normal.
7985
7986
7987Mage Kits:
7988----------
7989
7990 Mage specialists gain +1 spell per level, but can't cast spells in their
7991 opposition school.
7992
7993 Races Stat Required
7994
7995 Abjurer Human 15 Wisdom
7996 Conjurer Human, Half-Elf 15 Constitution
7997 Diviner Any 16 Wisdom
7998 Enchanter Human, Half-Elf, Elf 16 Charisma
7999 Illusionist Human, Gnome 16 Dexterity
8000 Invoker Human 16 Constitution
8001 Necromancer Human 16 Wisdom
8002 Transmuter Human, Half-Elf 15 Dexterity
8003
8004 Specialist School Opposition School(s)
8005 Abjurer Abjuration Alteration
8006 Conjurer Conjuration/Summoning Divination
8007 Diviner Divination Conjuration/Summoning
8008 Enchanter Enchantment/Charm Evocation
8009 Illusionist Illusion Necromancy
8010 Invoker Invocation/Evocation Enchantment/Charm, Conjuration
8011 Necromancer Necromancy Illusion
8012 Transmuter Alteration Abjuration, Necromancy
8013
8014 Wild Mage (TOB), no prohibited school, but chance of a Wild Surge.
8015
8016
8017Paladin Kits:
8018-------------
8019
8020 CAVALIER
8021
8022 This class represents the most common picture of the knight: the gentleman
8023 warrior who epitomizes honor, courage, and loyalty. He is specialized in
8024 battling 'classical' evil monsters such as demons and dragons.
8025
8026 Advantages:
8027 - Bonus +3 to hit and +3 damage against all demonic and draconic creatures.
8028 - May cast Remove Fear 1 time per day per level.
8029 - Immune to fear and morale failure.
8030 - Immune to poison.
8031 - 20% resistance to fire.
8032 - 20% resistance to acid.
8033
8034 Disadvantages:
8035 - May not use missile weapons. (they CAN use throwing Axes, however)
8036
8037
8038 INQUISITOR
8039
8040 The inquisitor has dedicated his life to finding and eliminating
8041 practitioners of evil magic and defeating the forces of darkness, and his god
8042 has provided him with special abilities towards that end.
8043
8044 Advantages:
8045 - May use Dispel Magic ability once per day per 4 levels (starts at 1st
8046 level with one use). The ability is used at a speed factor of 1 and acts
8047 at twice his actual level.
8048 - May cast True Sight once per day per 4 levels (starts at 1st level with
8049 one use).
8050 - Immune to Hold and Charm spells.
8051
8052 Disadvantages:
8053 - May not use Lay on Hands ability.
8054 - May not cast priest spells.
8055 - May not turn undead.
8056 - May not use Cure Disease ability.
8057
8058
8059 UNDEAD SLAYER
8060
8061 This holy avenger has honed his abilities towards the destruction of the
8062 undead and other unnatural creatures, and is immune to many of their more
8063 devastating abilities.
8064
8065 Advantages:
8066 - +3 to hit and +3 damage vs. undead.
8067 - Immune to hold.
8068 - Immune to level drain.
8069
8070 Disadvantages:
8071 - May not use Lay on Hands ability.
8072
8073
8074Druid Kits:
8075-----------
8076
8077 TOB: All Druids at 15th level are immune to poison.
8078 At 18th and 24th levels, Druids gain 10% resistance to elements.
8079
8080 SHAPESHIFTER
8081
8082 This druid is not called shapeshifter because he has access to a great
8083 variety of forms, rather because of his complete dedication to a single
8084 alternate form. This druid has willingly allowed himself to become infected
8085 with lycanthropy, but due to intense study and training he has the ability to
8086 control his affliction. The creature he becomes is that of the werewolf, the
8087 most famous of the lycanthrope shape changers.
8088
8089 Advantages:
8090 - May shapeshift into the form of a werewolf once per day for every 2
8091 levels (starts at 1st level with one use).
8092 - At 13th level, gains the ability to change into a greater werewolf once
8093 per day.
8094
8095 Disadvantages:
8096 - No other shapeshifting abilities due to the effort required maintaining
8097 balance in his primary forms.
8098 - Cannot wear any armor.
8099
8100
8101 TOTEMIC DRUID
8102
8103 This druid closely identifies with a particular animal, an animal that he
8104 feels represents his spirit. This grants him a special connection to the
8105 animal kingdom, and he is able to call upon their spirits to aid him.
8106
8107 Advantages:
8108 - May summon a special 'spirit' animal once per day per 5 levels of
8109 experience. Spirit animal is randomly selected from 'Spirit Bear',
8110 'Spirit Wolf', 'Spirit Lion' and 'Spirit Snake'.
8111
8112 Disadvantages:
8113 - Cannot shapeshift.
8114
8115
8116 AVENGER
8117
8118 A member of a special sect within the Druidic order, a druid of this type is
8119 dedicated to fighting those who would defile nature. Avengers have powers the
8120 average druid does not; additional abilities that have been earned through
8121 extensive rituals, a process that is very physically draining.
8122
8123 Advantages:
8124 - May shapechange into normal forms, as well as those of sword spider, baby
8125 wyvern and fire salamander.
8126 - 6 mage spells are added to his repertoire, all the way up to 6th level.
8127 These are listed below:
8128 - 1st: Chromatic Orb
8129 - 2nd: Web
8130 - 3rd: Lightning Bolt
8131 - 4th: Improved Invisibility
8132 - 5th: Chaos
8133 - 6th: Chain Lightning
8134
8135 Disadvantages:
8136 - May not wear better than leather armor.
8137 - On character creation, he receives a -2 to strength and constitution.
8138
8139
8140Monk:
8141-----
8142
8143 Monks are warriors who pursue perfection through contemplation as well as
8144 action. They are versatile fighters, especially skilled in combat without
8145 weapons or armor. Though monks cannot cast spells, they have a unique magic
8146 of their own. They channel a subtle energy, called ki, which allows them to
8147 perform amazing feats. The monk's best known feat is their ability to stun an
8148 opponent with an unarmed blow.
8149
8150 Advantages:
8151 - The monk can make one unarmed attack per round; he gains one-half
8152 additional attack every 3 levels.
8153 - As the monk increases in levels, the damage his fists inflict does as
8154 well:
8155 - Level 1-2: 1-6
8156 - Level 3-5: 1-8
8157 - Level 6-8: 1-10
8158 - Level 9-14: 1-12
8159 - Level 15+: 1-20
8160 - A monk's natural armor class gets better as he goes up in levels. His
8161 armor class starts off at 9, and then decreases by 1 for every 2 levels.
8162 - Stunning blow, once per day for every 4 levels. All attacks in the next 6
8163 seconds force the victim to save or be stunned. Note: This special
8164 ability automatically modifies a monk's normal attack, no targeting needs
8165 to be done.
8166 - Monks have the Deflect Missiles ability. This gives them a -1 to their AC
8167 vs missiles for every 3 levels.
8168 - The monk gains a +2 to save vs. spells.
8169 - A monk starts off moving at +2 move, then +1 move every 5 levels.
8170 - 5th level: Immunity to all diseases, and cannot be Slowed or Hasted.
8171 - 7th level: Lay on Hands to heal 2 hit points per level.
8172 - 8th level: -1 to speed factor.
8173 - 9th level: +1 to all saves. Immune to charm. The monk's fist is
8174 considered a +1 weapon (+2 at 12th, +3 at 15th).
8175 - 11th level: Immune to poison.
8176 - 12th level: Another -1 to speed factor.
8177 - 13th level: Quivering Palm spell once per day. This spell gives them one
8178 hand attack. If they hit an opponent, the opponent must save or die.
8179 - 14th level: The monk gains 3% magic resistance per level (ie. 42% at 14th
8180 level, caps out at 78%).
8181 - 20th level: Immune to non-magical weapons.
8182 - TOB: 21st level: AC bonuses slow to every 3 levels
8183 - TOB: 25th level: Fists become +4 weapons
8184 - TOB: 30th level: AC bonuses slow to every 5 levels
8185
8186Disadvantages:
8187 - The monk cannot wear armor.
8188 - A monk can only uses weapons available to the thief class (except 2
8189 handed).
8190
8191
8192Sorcerer:
8193---------
8194
8195 Sorcerers are practitioners of magic who were born with the innate ability to
8196 cast spells. It is thought that the blood of some powerful creature flows
8197 through their veins; perhaps they are the spawn of the gods themselves, or
8198 even dragons walking in humanoid form. Regardless, the sorcerer's magic is
8199 intuitive rather than logical. They know fewer spells than wizards, and
8200 acquire spells more slowly, by they can cast spells more often and have no
8201 need to select and prepare spells ahead of time. Sorcerers cannot specialize
8202 in magic the way wizards to. other than these differences, a sorcerer is very
8203 similar to the wizard. Note: A sorcerer does not learn spells from scrolls.
8204 He chooses new spells with each level. A sorcerer's prime requisite is
8205 intelligence and they use the mage avatar.
8206
8207
8208Barbarian:
8209----------
8210
8211 A barbarian can be an excellent warrior. While not as disciplined or as
8212 skilled as a normal fighter, the barbarian can willingly throw himself into a
8213 berserker rage, becoming a tougher and stronger opponent. The barbarian uses
8214 the fighter avatar.
8215
8216 Advantages:
8217 - They move at 2 points faster than the usual character.
8218 - Barbarians are immune to backstab.
8219 - Can Rage once per day for every 4 levels (starts at 1st level with one
8220 use). Rage gives them +4 to constitution and strength for 5 rounds. Gives
8221 a -2 armor class penalty and +2 to saves vs. magic (for 5 rounds). Rage
8222 also gives immunity to all charm, hold, fear, maze, confusion and
8223 level-drain spells.
8224 - At 11th level, the barbarian gains 10% resistance to slashing, piercing,
8225 crushing and missile damage. He gains +5% to this every 4 levels
8226 thereafter.
8227 - The barbarian rolls d12 for hit points instead of a fighter's d10.
8228
8229 Disadvantages:
8230 - A barbarian cannot wear full plate or plate mail.
8231 - A barbarian cannot specialize past normal specialization.
8232
8233
8234-------------------------------------------------------------------------------
8235 B. [CHRTSA] Charts & Analysis
8236-------------------------------------------------------------------------------
8237
8238-------------------------------------------------------------------------------
8239 > [THVNGM] Thieving Money Charts
8240-------------------------------------------------------------------------------
8241
8242 Here are some extended Thieves Guild money charts, for use with the Thief
8243 Stronghold. It works by probabilities. Since at "Low" risk you have a 10%
8244 chance of your thief getting caught, I simply show that 9 times you gain the
8245 money and the 10th you must pay to get that thief out of jail. Then I add
8246 that up and divide by 10 to get the average.
8247
8248Hanz Money Chart
8249
8250 Risk 1 2 3 4 5 6 7 8 9 10 Totals / Avg.
8251 --------------------------------------------------------- ----------------
8252 Low 200 200 200 200 200 200 200 200 200 -100 = 1700 or 170 avg.
8253 Med. 400 400 400 400 400 400 400 400 -100 -100 = 3000 or 300 avg.
8254 High 600 600 600 600 600 600 250 -100 -100 -100 = 3550 or 355 avg.
8255 V. High 900 900 900 900 900 -100 -100 -100 -100 -100 = 4000 or 400 avg.
8256
8257Goshan Money Chart
8258
8259 Risk 1 2 3 4 5 6 7 8 9 10 Totals / Avg.
8260 --------------------------------------------------------- ----------------
8261 Low 200 200 200 200 200 200 200 200 200 -200 = 1600 or 160 avg.
8262 Med. 300 300 300 300 300 300 300 300 -200 -200 = 2000 or 200 avg.
8263 High 500 500 500 500 500 500 150 -200 -200 -200 = 2550 or 255 avg.
8264 V. High 750 750 750 750 750 -200 -200 -200 -200 -200 = 2750 or 275 avg.
8265
8266Kretor Money Chart
8267
8268 Risk 1 2 3 4 5 6 7 8 9 10 Totals / Avg.
8269 --------------------------------------------------------- ----------------
8270 Low 250 250 250 250 250 250 250 250 250 -50 = 2200 or 220 avg.
8271 Med. 500 500 500 500 500 500 500 500 -50 -50 = 3900 or 390 avg.
8272 High 750 750 750 750 750 750 350 -50 -50 -50 = 4700 or 470 avg.
8273 V. High 1000 1000 1000 1000 1000 -50 -50 -50 -50 -50 = 4750 or 475 avg.
8274
8275Morsa Money Chart
8276
8277 Risk 1 2 3 4 5 6 7 8 9 10 Totals / Avg.
8278 --------------------------------------------------------- ----------------
8279 Low 100 100 100 100 100 100 100 100 100 -250 = 650 or 65 avg.
8280 Med. 250 250 250 250 250 250 250 250 -250 -250 = 1500 or 150 avg.
8281 High 500 500 500 500 500 500 125 -250 -250 -250 = 2375 or 237.5 a.
8282 V. High 750 750 750 750 750 -250 -250 -250 -250 -250 = 2500 or 250 avg.
8283
8284Varia Money Chart
8285
8286 Risk 1 2 3 4 5 6 7 8 9 10 Totals / Avg.
8287 --------------------------------------------------------- ----------------
8288 Low 150 150 150 150 150 150 150 150 150 -300 = 1050 or 105 avg.
8289 Med. 300 300 300 300 300 300 300 300 -300 -300 = 1800 or 180 avg.
8290 High 500 500 500 500 500 500 100 -300 -300 -300 = 2200 or 220 avg.
8291 V. High 800 800 800 800 800 -300 -300 -300 -300 -300 = 2500 or 250 avg.
8292
8293SloppyDogg came up with a quick way to find the averages for a Thief:
8294
8295 (Gold gained * % Success) - (Bail * % Failure) = average. So Hanz's average
8296 at "high" risk would be: ((600 * 0.65) - (100 * 0.35) == 390 - 35) = 355.
8297
8298
8299
8300-------------------------------------------------------------------------------
8301 > [DLWLDN] Dual Wielding Analysis
8302-------------------------------------------------------------------------------
8303
8304 Is Dual-wielding really worth it?
8305
8306 Depends. Let's start at the beginning. No matter what, you can never
8307 ever have more than 5 attacks per round. That is set in stone. The
8308 second attack from your "shield" hand can only ever count as 1 attack
8309 per round. Doesn't matter about proficiencies (although proficiencies
8310 do help determine your THAC0). (Actually you can get above 5 attacks per
8311 round using the Improved Haste Spell, which doubles the number of
8312 attacks)
8313
8314 So, let's say that you are Dual-wielding the Celestial Fury (+3) Katana
8315 and Dak'kon's Zerth Blade (+2) Katana. Also, let's say you normally have
8316 3 attacks per round. Assuming you somehow did max dmg. every time, yet
8317 no critical hits, your Celestial Fury in a round (6 sec.) would be:
8318
8319 (1d10 + 3) * 3 = 39 dmg.
8320
8321 Yet you would also get one extra attack with your offhand weapon (at a
8322 penalty to THAC0), if you hit with it and did full dmg you would get an
8323 extra 12 dmg, which is about 30% more damage. This is just one example.
8324
8325 Your offhand weapon will never have as good a THAC0 (to hit) as your
8326 normal weapon. With no points devoted to Two Weapon style your offhand
8327 gets a -8 penalty to THAC0 and even your main hand is penalized by -4.
8328 So, if your normal THAC0 is 18, your new THAC0 will be 22 and your
8329 offhand will jump up to 26. (Remember lower THAC0's are better) One
8330 point in Two Weapon reduces this to -6 offhand and -2 normal. Two points
8331 to -4 offhand. Only fighters can spend 3 points on Two Weapon style (and
8332 Swashbucklers and Blades as well), which has the smallest penalty at -2.
8333
8334 Note: If you are not proficient with your offhand weapon, you incur
8335 the normal penalty to hit (-1) and dmg. (-1) I would recommend
8336 becoming proficient in only ONE type of weapon, then using that
8337 in both hands.
8338
8339 Back to the hypothetical situations. You have a Ranger (rangers
8340 automatically get two points in Two Weapon style) using a Long Sword
8341 right now. He is currently getting 10 THAC0 (with STR and all other
8342 bonuses figured in already). He puts another Long Sword in his shield
8343 hand. His main hand stays at 10 THAC0, but his offhand only hits at 14
8344 THAC0. At this point, he has 55% to hit a creature at AC 0 with his main
8345 hand, but only 30% to hit with his offhand. (This assumes that you have
8346 identical weapons in each hand, else your THAC0's would look different)
8347
8348 Let's see what might happen in a few rounds: (again assuming that you
8349 always do max damage, no critical hits, and remember that the offhand
8350 only attacks ONCE per round)
8351
8352 main hand (1d8, 2.5 attacks) offhand (1d8, 1 attack) tot:
8353 round 1: hit, 8 dmg. miss 0 8
8354 miss, 0 dmg. -- 0
8355 hit, 4 dmg (the "half") -- 4
8356 ---
8357 12
8358
8359 round 2: hit, 8 dmg. miss 0 8
8360 miss, 0 -- 0
8361 miss, 0 -- 0
8362 ---
8363 8
8364
8365 round 3: hit, 8 dmg. hit, 8 dmg. 16
8366 hit, 8 dmg. -- 8
8367 miss, 0 -- 0
8368 ---
8369 24
8370
8371 R1(12) + R2(8) + R3(24) = 44 dmg. in 3 rounds
8372
8373 In three rounds, the offhand managed 8 damage. It only hit the AC 0
8374 target 1 out of 3 times (technically that's above average for it!).
8375
8376 So, is Dual-wielding worth it? Yes, but really only if you get 3 stars
8377 in the Two Weapon style. It also becomes much better as your THAC0
8378 improves. And never, ever dual wield unless you have at LEAST 2 stars,
8379 else your main hand THAC0 is hurt.
8380
8381Jason Cha offers further analysis:
8382
8383 Undoubtedly the most important question in whether to dual wield or not has
8384 nothing to do with just the extra damage associated with having a second
8385 weapon. It has to do with factors such as the tradeoffs between AC and
8386 damage, or the extra abilities the second weapon or shield may offer (such
8387 as my favorite, dual-wielding Crom Faeyr with Belm +2).
8388
8389 *********************************
8390
8391 Take Bill the human thief.
8392 He's not too strong, only 9 strength, so no strength bonus on his attacks.
8393 He's got the Blade of Roses (longsword +3) and a plain old longsword +1.
8394
8395 He's level 10, and has one proficiency slot in longsword and one in two
8396 weapon use. He also has one proficiency slot in one handed weapon use.
8397
8398 His base THAC0 is 16.
8399
8400 Let's assume he's fighting a NPC with AC0. I'll leave the math for below,
8401 but just using the Blade of Roses his expected damage per round is 3.75
8402 damage per round.
8403
8404 If he's dual wielding the Blade of Roses and the Longsword +1, his expected
8405 damage per round is 3.175.
8406
8407 So Bill, under these circumstances, is best off just using the Blade of
8408 Roses.
8409
8410 But suppose Bill gets the Gauntlets of Ogre Strength. The expected damage
8411 for just using the Blade of Roses alone is 8.775. On the other hand, dual
8412 wielding the Blade and the longsword +1 results in expected damage of 9.05.
8413
8414 So here he is better off dual wielding.
8415
8416 I haven't sat down to figure out exactly when the advantage turns to dual
8417 wielding, whether or not it hinges on just + to hit or + to damage, or some
8418 relationship between both. I welcome others to calculate the exact point.
8419
8420 Also, this analysis does not include the AC bonus Bill would get with the
8421 single weapon use. It's decisions like that, that makes D&D such a rich game
8422 and not just numeric power gaming. Also when backstabbing, Bill is clearly
8423 better just using a single weapon. And let's not forget the additional
8424 powers of weapons (my personal favorite, with a fighter Crom Faeyr for 25
8425 str and the Scimitar of Belm for +1 attack).
8426
8427 ************************
8428
8429 Here's the Math as promised
8430 Enemy = AC 0
8431
8432 Bill - 9 Str and just the Blade of Roses
8433 THAC0 = 13 (16 base - 3 sword)
8434 Blade of Roses Average Damage = 7.5 (1d8 + 3)
8435
8436 Attack Roll - Damage
8437 20 - 15
8438 19 - 15
8439 18 - 7.5
8440 17 - 7.5
8441 16 - 7.5
8442 15 - 7.5
8443 14 - 7.5
8444 13 - 7.5
8445 12 - MISS
8446
8447 Expected Damage = 3.75 (75 (total of possibilities) /20 (any one
8448 possibility)
8449
8450 ------------------------------
8451
8452 Bill - 9 Str and dualwielding Blade of Roses and Longsword +1
8453
8454 MAIN HAND
8455 THAC0 = 15 (16 base - 3 sword + 2 penalty)
8456 Blade of Roses Average Damage = 7.5 (1d8 + 3)
8457
8458 Attack Roll - Damage
8459 20 - 15
8460 19 - 7.5
8461 18 - 7.5
8462 17 - 7.5
8463 16 - 7.5
8464 15 - 7.5
8465 14 - MISS
8466
8467 Expected Damage Main Hand = 2.625
8468
8469 OFF HAND
8470 THAC0 = 21 (16 base - 1 sword + 6 penalty)
8471 Longsword +1 Average Damage = 5.5 (1d8 +1)
8472
8473 Attack Roll - Damage
8474 20 - 11
8475 19 - MISS
8476
8477 Expected Damage Off Hand = .55
8478
8479 Total Expected Damage = 3.175
8480
8481 ============================================================
8482
8483 With Gauntlets of Ogre Strength
8484
8485 Bill - 18/00 Str and just the Blade of Roses
8486 THAC0 = 10 (16 base - 3 sword - 3 str)
8487 Blade of Roses Average Damage = 13.5 (1d8 + 3 sword + 6 str)
8488
8489 Attack Roll - Damage
8490 20 - 27
8491 19 - 27
8492 18 - 13.5
8493 17 - 13.5
8494 16 - 13.5
8495 15 - 13.5
8496 14 - 13.5
8497 13 - 13.5
8498 12 - 13.5
8499 11 - 13.5
8500 10 - 13.5
8501 9 - MISS
8502
8503 Expected Damage = 8.775
8504
8505 ----------------------------------------
8506
8507 With Gauntlets of Ogre Strength and Dual Wielding
8508
8509 Bill - 18/00 Str and dualwielding Blade of Roses and Longsword +1
8510
8511 MAIN HAND
8512 THAC0 = 12 (16 base - 3 sword - 3 str + 2 penalty)
8513 Blade of Roses Average Damage = 13.5 (1d8 + 3 + 6)
8514
8515 Attack Roll - Damage
8516 20 - 27
8517 19 - 13.5
8518 18 - 13.5
8519 17 - 13.5
8520 16 - 13.5
8521 15 - 13.5
8522 14 - 13.5
8523 13 - 13.5
8524 12 - 13.5
8525 11 - MISS
8526
8527 Expected Damage Main Hand = 6.75
8528
8529 OFF HAND
8530 THAC0 = 18 (16 base - 1 sword - 3 str + 6 penalty)
8531 Longsword +1 Average Damage = 11.5 (1d8 + 1 + 6)
8532
8533 Attack Roll - Damage
8534 20 - 23
8535 19 - 11.5
8536 18 - 11.5
8537 17 - MISS
8538
8539 Expected Damage Off Hand = 2.3
8540
8541 Total Expected Damage = 9.05
8542
8543A statistic analysis using stochastic variables (by /Eathlon)
8544-----------------------------------------------
8545
8546 (Useful notations:
8547 pc = chance for critical hit
8548 ph = chance for "normal hit"
8549 pm = chance for miss
8550
8551 These can be trivially calculated as:
8552
8553 pc = 0.05 if single wielding with proficiency in single weapon, 0.1 otherwise
8554
8555 ph = (19 - THACO + to hit bonuses + enemyAC)/20 if single wielding with
8556 proficiency in single weapon
8557 ph = (20 - THACO + to hit bonuses + enemyAC)/20 otherwise
8558 (this is only valid when the number in the nominator is between 0 and 18, 0
8559 and 17 when single wielding with proficiency, if not ph equals either 0, 0.90
8560 or 0.85 respectively)
8561
8562 pm = 1 - ph - pc
8563 we will see that in the end we do not need to calculate pm
8564
8565 The damage (as a stochastic variable), D, dealt with one attack will be:
8566
8567 D = H * X
8568
8569 Where H is a stochastic variable I've chosen to call the Hit Multiplier
8570 it simply is 2 with probability pc, 1 with probability ph and 0 with
8571 probability pm.
8572 X is a stochastic variable describing the damage from a "normal hit".
8573
8574 X can be divided into one stochastic part and one constant part. The
8575 constant part is simply all bonuses to the damage including the weapon's
8576 own bonuses and the character's bonuses.
8577 The stochastic part of X is simply a stochastic distribution depending on
8578 what die (dice) that are rolled to determine the damage dealt.
8579 In the future I will call the constant part d and the stochastic part Y.
8580
8581 Thus, we can rewrite D as:
8582
8583 D = (d + Y)*H
8584
8585 The expectation value of D (denoted by E(D)) becomes:
8586
8587 E(D) = d*E(H) + E(H)*E(Y)
8588
8589 as H and Y are independent stochastic variables. Both E(H) and E(Y) can be
8590 calculated trivially. As E(Y) depends on the weapon used I will not give an
8591 expression for this but E(H) becomes:
8592
8593 E(H) = pc*2 + ph*1 + pm*0 = 2*pc + ph
8594
8595 Thus:
8596
8597 E(D) = (2*pc + ph)*(d + E(Y))
8598
8599 To achieve the expected damage that a character deals in one round we have to
8600 calculate E(D) for the weapons that the character wields and then multiply
8601 those by the number of attacks the character does with the respective weapons
8602 each round.
8603
8604 All this is interesting but we are missing the big picture. It actually
8605 doesn't matter if your expected damage dealt is extremely high if your
8606 opponent's is ever higher. To make a full analysis we need to divide your
8607 expected damage with your opponent's expected damage, if this number is
8608 larger than your opponent's hit points divided by your hit points - you will
8609 stand a fairly good chance of beating him.
8610
8611 This is not the whole truth though. What we also have to take into account is
8612 how much D varies, a measurement of this is the standard deviation (denoted
8613 by s(D)). These calculations quickly becomes messy and I will satisfy with
8614 giving the result in one of the earlier steps:
8615
8616 s(D) = sqrt( (4*pc + ph)*E(X^2) - (4*pc^2 + 4*pc*ph + ph)*(E(X))^2 )
8617
8618 (sqrt(x) denotes the square root of x, x^2 denotes x squared)
8619
8620 If the standard deviation is large, the damage dealt will vary wildly and who
8621 wins the fight will become more random than if the standard deviation is low.
8622 If the standard deviation would be zero - you would always win if the damage
8623 you're expected to deal divided by the damage your opponent is expected to
8624 deal is greater than your opponent's hit points divided by your own.
8625
8626 To continue Jason Cha's analysis of Bill:
8627
8628 When single wielding, Bill achieves the following constants (not assuming the
8629 9 STR of Bill but assuming the final THAC0 to be t. Taking enemy AC to be
8630 denoted by e and Bill's hit bonuses to be h):
8631
8632 pc = 0.1
8633 ph = (19 - t + h + e)/ 20 = 0.95 + 0.05*(h + e - t)
8634
8635 Assume Bill has n number of attacks per round with single weapon style, we
8636 get the following (when supposing Bill is using a longsword (a weapon
8637 rolling 1d8 in the damage roll), the weapon's + to damage will be included in
8638 d):
8639
8640 E(D) = (0.2 + 0.95 + 0.05*(h + e - t))*(d + 4.5) = 1.15*d + 5.175 +
8641 (0.05*d + 0.225)*(h + e - t)
8642
8643 Expected damage per round = n*(1.15*d + 5.175 + (0.05*d + 0.225)*(h + e - t))
8644
8645 When dual wielding, the constants become:
8646
8647 pc = 0.05
8648 ph = 1 + 0.05*(h + e - t)
8649
8650 We will suppose the second weapon is also a weapon rolling 1d8.
8651 With t' denoting the THAC0 of the second weapon and d' difference in damage
8652 bonus between the weapons and assuming the primary weapon is the same as the
8653 single wielded weapon, we get:
8654
8655 Expected damage per round with primary weapon =
8656 n*(1.05*d + 4.725 + (0.05*d + 0.225)*(h + e - t))
8657 Expected damage per round with secondary weapon =
8658 1.05*d + 4.725 + (0.05*(d+d') + 0.225)*(h + e - t')
8659
8660 Observe that the term (h + e - t) changes for the primary weapon when
8661 changing to dual wield. This results in severe complexity (although it
8662 really is trivial) in calculating what values of Bill's hit and damage
8663 bonuses that will make dual wielding deal more damage than single wielding
8664 per round on average. In the end it comes down to practically all factors
8665 such as Bill's proficiencies, his modifications from attributes, what weapons
8666 he's using and so on... almost everything counts, just as it should be.
8667
8668 As we all can see from the amount of calculations involved (I've not nearly
8669 done a full analysis) that making a full analysis would be quite large and
8670 that the calculations probably would have to be redone for each fight. So I
8671 guess we should just play the game and "get a feeling" for when dual wield
8672 pays off. Hey! It's more fun too... =)
8673
8674 NOTE: I have not checked all the calculations. If you find something to
8675 be incorrect feel free to correct it. Also note that I've got more
8676 experience in mathematical statistics than I do in AD&D rules. =)
8677
8678/End Jason Cha's Dual Wield Analysis
8679
8680
8681-------------------------------------------------------------------------------
8682 C. [CHTSSS] Cheats
8683-------------------------------------------------------------------------------
8684
8685 Any of the following cheats may crash your computer, ruin your game, or just
8686 make the game less challenging (which is either good or bad).
8687
8688_____________
8689Item Copying:
8690¯¯¯¯¯¯¯¯¯¯¯¯¯
8691 This isn't really a cheat, just taking advantage of a quirk with the system.
8692
8693 You don't actually have to be playing multiplayer for this to work, it just
8694 really helps. You also don't have to be actually playing with anyone else to
8695 be playing as multiplayer. One thing to do when you find any item of value
8696 would be to:
8697
8698 1. Save the game.
8699 2. Export the Character with the item(s) that you wish to copy. (only works
8700 with characters that you have created yourself, such as the main
8701 character)
8702 3. Give all of that character's items away, and then click the bottom
8703 button (Multiplayer Options), then click the Modify Characters button
8704 (only works if there are no enemies around, and you aren't in the middle
8705 of casting a spell), and then click on the Character Name to delete the
8706 character.
8707 4. Now immediately Import the character back, and you now have 2 of
8708 everything that person had.
8709
8710 Similarly if you are doing this in a single player, you:
8711
8712 1. Export the Character.
8713 2. Start a new game.
8714 3. At the Character Creation Screen press "Import" and the select your
8715 character.
8716 4. To keep all your items, quickly pause when the game starts, then drop
8717 all the items on the floor. Pick these up later when you regain
8718 control.
8719
8720 It is really helpful that when you Export your Character to name him/her
8721 something specific, not just "Character1" or something.
8722
8723 This is really useful for the ultra-rare items like the Full Plate +1. This
8724 also works well if you want to start over, simply export your character,
8725 start a new game, and import them there!
8726
8727
8728Export Mage without his Familiar for Maximum HP Profit! (by Mr. C)
8729-------------------------------------------------------
8730
8731 Here's a way to explot the game's mage familiar mechanics to perminantly
8732 increase hit points. With this, one doesn't need to worry about rolling a
8733 good constitution for a mage (not that we can't just use the control-8 cheat
8734 anyway). I should probably note that I'm using Throne of Bhaal expansion and
8735 patched to version 2.5.26498. Haven't tried this with any un-patched version
8736 of BG2. Should work, though, since the familiar mechanics have mostly
8737 remained unchanged in the various patches.
8738
8739 Start a game where your main character/protagonist is a kind of mage
8740 character you're going to play in a serious game (specialist mage,
8741 fighter/mage, mage/thief, etc).. when picking spells, it's actually important
8742 to start the game with the find familiar spell this time. I used to avoid
8743 starting the game with the spell since you can just get a familiar by using a
8744 scroll. But, you can just use potions of genius to allow your character to
8745 learn more than their allowed amount of spells, anyway.
8746
8747 1. After the intro with Irenicus and you have control, memorize find
8748 familar, rest, then cast find familiar.
8749 2. Export your mage character _without_ the familiar in your backpack (so
8750 that when importing your character the game won't see any familiar in
8751 your pack).
8752 3. Start a brand new game, importing the mage character in question.
8753
8754 You'll notice you still have the original bonus hit points, even though you
8755 have no familiar. Since you started a new game, the game's variables for the
8756 mage's familiar were 'reset' allowing you to cast find familiar again..
8757 getting more bonus hit points. One could probably exploit this multiple
8758 times, but once or twice is probably enough. At least one doesn't need to
8759 stress over the constitution statistic too much when making a character like
8760 a multi-class fighter/mage.
8761
8762Setting Up the In-Game Cheats:
8763------------------------------
8764
8765 The cheat features are largely unchanged since the original Baldur's Gate.
8766 There are some minor differences, but that is to be expected.
8767
8768 To get the cheats activated do these steps:
8769
8770 Step One:) Open the game's directory C:\Program Files\Black Isle\BGII - SoA
8771
8772 Step Two:) Open the Baldur.ini file in notepad.
8773
8774 Step Three:) Find the line [Program Options]. Under it are a variety of
8775 settings for your game. Add this line:
8776
8777 Debug Mode=1
8778
8779 And it must be Debug Mode=1, not debug mode=1 or anything else.
8780 Save and close notepad.
8781
8782 Step Four:) Now when you are in the game, press CTRL-SPACE to bring up the
8783 Console. This is where you will enter all the cheats.
8784
8785 Note: When running Vista, either disable UAC, or Run As Administrator. You
8786 may also want to consider installing in a different directory than
8787 the default. I use D:\Apps\BG2.
8788
8789 Anyone familiar with the original Baldur's Gate cheats will find that the
8790 cheats are mostly the same from this point. At any point in the game, press
8791 CTRL-SPACE to bring up the console. There you enter in your cheat and press
8792 ENTER to execute the cheat.
8793
8794Changing Experience Cheat:
8795--------------------------
8796
8797 In the console window enter this cheat:
8798
8799 CLUAConsole:SetCurrentXP(number)
8800
8801 Where 'number' is replaced by whatever number of experience points that you
8802 wish for the selected party member(s) to have. It can normally go up to
8803 2.95 million. (The Exp Cap can be removed, see the next section "Trainers &
8804 Editors for more information) If you had 2000 exp and you set it to 1000 you
8805 will actually lose experience, although this has no bearing on your level.
8806
8807 Example:
8808
8809 CLUAConsole:SetCurrentXP(2950000)
8810
8811Create an Item:
8812---------------
8813
8814 In the console window enter this cheat:
8815
8816 CLUAConsole:CreateItem("itemcode",number)
8817
8818 There MUST be quotation marks around the itemcode. Sample item codes are
8819 "boot01" (boots of speed). Once entered, that character will have that item.
8820 The number part of the cheat is NOT NEEDED. And for most cheats you won't
8821 want it. But if you want to create 5 potions, simply enter in 5 after the
8822 item code to get 5 potions created. (The maximum is 65,536)
8823
8824 This also works well for arrows and scrolls. To get the maximum the easy
8825 way, use -1. Example:
8826
8827 CLUAConsole:CreateItem("potn07",-1)
8828
8829 ...would create thousands of potions of Storm Giant strength.
8830
8831 If you want some Item Codes check out my Item List (complete with
8832 Descriptions) which is located at:
8833
8834 http://www.gamefaqs.com/
8835
8836Create a Monster:
8837-----------------
8838
8839 This works almost exactly like the CreateItem cheat, except you can't create
8840 multiple monsters:
8841
8842 CLUAConsole:CreateCreature("creaturename")
8843
8844 Again a list of monsters can be found at GameSages. At least until I come
8845 up with my own list.
8846
8847Cheat Hot Keys:
8848---------------
8849
8850 To activate the Cheat Hot Keys, enter this into the Console:
8851
8852 CLUAConsole:EnableCheatKeys()
8853
8854 And here are the Hot Keys:
8855
8856 CTRL+1 -- change the armor of the paper doll (the armor class doesn't
8857 change)
8858 CTRL+2 -- fades screen to black
8859 CTRL+3 -- fades screen to normal
8860 CTRL+4 -- highlight the background-interactive objects
8861 CTRL+5 -- ???
8862 CTRL+6 -- shapeshift your character into the previous paper doll in list
8863 CTRL+7 -- shapeshift your character into the next paper doll in list
8864 CTRL+8 -- highlights the text boxes
8865 CTRL+9 -- highlight the sprites
8866 CTRL+0 -- ???
8867 CTRL+A -- do a sprite animation (see CTRL+S)
8868 CTRL+B -- view last FMV sequence
8869 CTRL+C -- jump to next chapter
8870 CTRL+D -- display some strange numbers
8871 CTRL+F -- turn the character
8872 CTRL+I -- random party conversation
8873 CTRL+J -- transport onto the position pointed by the cursor
8874 CTRL+L -- information on position (same as X)
8875 CTRL+M -- (Then press ENTER) DEBUG DUMP
8876 CTRL+Q -- Makes the creature at the mouse cursor join the party, works on
8877 pretty much anything [from GOOD-ASH, Brian Phillips]
8878 CTRL+R -- heals the party member whose portrait your mouse is currently
8879 over (doesn't have to be selected)
8880 CTRL+S -- select a sprite animation
8881 CTRL+T -- Advances the game time by one hour. This has the effect of
8882 removing spell effects and such.
8883 CTRL+X -- information on position (more)
8884 CTRL+Y -- hurts/kills person mouse cursor is over
8885
8886 Throne of Bhaal adds a new one:
8887
8888 CTRL+H -- Fixes a wild mage to a specific surge, such that every time he
8889 casts a spell he gets that surge. Setting the Surge Number to 0
8890 undoes the surge fixing and goes back to normal functioning (or
8891 malfunctioning as the case may be). One could be really cheesy
8892 if they wanted and keep a wild mage fixed at the "spell cast at
8893 normal, all spells refreshed as if rested" and keep the entire
8894 spellbook "memorized" off of one Nahal's Reckless Dweomer (since
8895 it would always work). All of the advantages of Sorcerers and
8896 Wizards rolled into one. Really cheesy, as I said. [from Vash]
8897
8898 Note: This affects all magic everywhere, even for enemies, so
8899 use at your own risk.
8900 CTRL+I -- Invokes a random party conversation. Quite useful if you play
8901 "fast" and wouldn't otherwise hear all the funny dialogues.
8902 Especially Imoen's and Jan's...) This can be used to speed up
8903 Sarevok's "conversion" to Chaotic Good, too. (Corvus Albus)
8904
8905
8906
8907Other Codes:
8908------------
8909
8910 CLUAConsole:AddGold(number)
8911 CLUAConsole:ExploreArea()
8912 CLUAConsole:MoveToArea("ARXXXX")
8913
8914 The area code MUST appear in quotes. Just replace the XXXX with whatever
8915 the area number is where you want to be. For example, to teleport to the
8916 Government District in Athkatla you would do:
8917
8918 CLUAConsole:MoveToArea("AR1000")
8919
8920 And you would be teleported there. This allows you to go back to any
8921 otherwise inaccessible area, but beware of ill side effects!
8922
8923 CLUAConsole:SetWeather(#) -- Use one of the following 3 settings:
8924 0 - No Weather
8925 1 - Rain
8926 2 - Snow
8927
8928Item Codes:
8929-----------
8930
8931 The "short" item list has been removed to reduce the size of the FAQ. You
8932 can find it at the beginning of my item list, which is at
8933 http://www.gamefaqs.com/
8934
8935
8936-------------------------------------------------------------------------------
8937 D. [TRNRSN] Trainers and Editors
8938-------------------------------------------------------------------------------
8939
8940 I would recommend that you play through the game at least once without
8941 cheating. Most of the fun in games comes from the challenge, and if you
8942 make a SUPER party, then there isn't much challenge.
8943
8944 As always most everything here can be found at:
8945
8946 http://www.teambg.eu/
8947
8948 Right now there are two major Rules Fixes and a Beta Character Editor. The
8949 two rules fixes are an EXPERIENCE CAP REMOVER -- for when that 2.95 million
8950 just seems too low -- and a fix for the Grand Mastery proficiency level,
8951 which adds an extra attack at that level.
8952
8953
8954 Another program -- the save game editor, Shadowkeeper -- is available here:
8955
8956 http://www.mud-master.com/shadowkeeper/index.html
8957
8958 This allows you to directly edit most everything directly from the Save
8959 Game, which is a little more versatile than a mere character editor.
8960
8961
8962-------------------------------------------------------------------------------
8963 E. [MNLCRR] Manual Corrections & Addendums
8964-------------------------------------------------------------------------------
8965
8966 While looking through the manual, impressive as it is, I found quite a number
8967 of errors.
8968
8969 Page 101, Specialization:
8970 -------------------------
8971
8972 Looking at the Specialization chart on page 101, one might get the idea
8973 that the proficiency system was completely nerfed from BG. Well it was
8974 only partly nerfed. Here is the accurate chart:
8975
8976 points spent to hit bonus damage bonus attacks
8977 1 (Proficient) 0 0 1
8978 2 (Specialized) +1 +2 3/2
8979 3 (Master) +2 +2 3/2
8980 4 (High Master)* +2 +3 3/2
8981 5 (Grand Master) +2 +4 3/2
8982
8983 * Improves weapon speed.
8984
8985 This gives you an extra +1 damage at High Master. Although if you
8986 installed TeamBG's weapon specialization "fix" it will restore this chart
8987 to what it was in BG:
8988
8989 points spent to hit bonus damage bonus attacks
8990 1 (Proficient) 0 0 1
8991 2 (Specialized) +1 +2 3/2
8992 3 (Master) +3 +3 3/2
8993 4 (High Master) +3 +4 3/2
8994 5 (Grand Master) +3 +5 2
8995
8996 This can be downloaded from http://www.teambg.eu/
8997
8998
8999 Sorcerer Spell Charts: [from Mark Darrah, Bioware]
9000 --------------------------------------------------
9001
9002 Number of Spell Levels that can be CAST per day:
9003 Spell Level
9004 Char Lvl 1 2 3 4 5 6 7 8 9
9005 -------------------------------------
9006 1 3 0 0 0 0 0 0 0 0
9007 2 4 0 0 0 0 0 0 0 0
9008 3 5 0 0 0 0 0 0 0 0
9009 4 6 3 0 0 0 0 0 0 0
9010 5 6 4 0 0 0 0 0 0 0
9011 6 6 5 3 0 0 0 0 0 0
9012 7 6 6 4 0 0 0 0 0 0
9013 8 6 6 5 3 0 0 0 0 0
9014 9 6 6 6 4 0 0 0 0 0
9015 10 6 6 6 5 3 0 0 0 0
9016 11 6 6 6 6 4 0 0 0 0
9017 12 6 6 6 6 5 3 0 0 0
9018 13 6 6 6 6 6 4 0 0 0
9019 14 6 6 6 6 6 5 3 0 0
9020 15 6 6 6 6 6 6 4 0 0
9021 16 6 6 6 6 6 6 5 3 0
9022 17 6 6 6 6 6 6 6 4 0
9023 18 6 6 6 6 6 6 6 5 3
9024 19 6 6 6 6 6 6 6 6 4
9025 20 6 6 6 6 6 6 6 6 6
9026
9027
9028 Number of Spells per Level that can be KNOWN:
9029 Spell Level
9030 Char Lvl 1 2 3 4 5 6 7 8 9
9031 -------------------------------------
9032 1 2 0 0 0 0 0 0 0 0
9033 2 2 0 0 0 0 0 0 0 0
9034 3 3 0 0 0 0 0 0 0 0
9035 4 3 1 0 0 0 0 0 0 0
9036 5 4 2 0 0 0 0 0 0 0
9037 6 4 2 1 0 0 0 0 0 0
9038 7 5 3 2 0 0 0 0 0 0
9039 8 5 3 2 1 0 0 0 0 0
9040 9 5 4 3 2 0 0 0 0 0
9041 10 5 4 3 2 1 0 0 0 0
9042 11 5 5 4 3 2 0 0 0 0
9043 12 5 5 4 3 2 1 0 0 0
9044 13 5 5 4 4 3 2 0 0 0
9045 14 5 5 4 4 3 2 1 0 0
9046 15 5 5 4 4 4 3 2 0 0
9047 16 5 5 4 4 4 3 2 1 0
9048 17 5 5 4 4 4 3 3 2 0
9049 18 5 5 4 4 4 3 3 2 1
9050 19 5 5 4 4 4 3 3 3 2
9051 20 5 5 4 4 4 3 3 3 3
9052
9053 (thanks to Kevin Logan for sending this in)
9054
9055
9056 Page 232, 234, Thieving Skill Base Scores, Bard Abilities
9057 ---------------------------------------------------------
9058
9059 Not really a mistake, but "Climb Walls", "Detect Noise" and "Read
9060 Languages" are not implemented in Baldur's Gate II, so they needn't be
9061 mentioned in the manual.
9062
9063 The "Base Scores" for thieving skills should be as follows:
9064
9065 Pick Pockets 15
9066 Open Locks 10
9067 Find Traps 5
9068 Move Silently 10
9069 Hide in Shadows 5
9070 Detect Illusion 0
9071 Set Traps 0
9072
9073 Also, the Thieving Skill Racial Adjustments should include "Detect
9074 Illusion" and "Set Traps". Here is the completed table:
9075
9076 Skill Dwarf Elf Gnome Half-Elf Halfling
9077 ----------------------------------------------------------------------
9078 Pick Pockets -- +5 -- +10 +5
9079 Open Locks +10 -5 +5 -- +5
9080 Find/Remove Traps +15 -- +10 -- +5
9081 Move Silently -- +5 +5 -- +10
9082 Hide in Shadows -- +10 +5 +5 +15
9083 Detect Illusion +5 -- +10 -- --
9084 Set Traps +10 -- +5 -- --
9085 ----------------------------------------------------------------------
9086 Total ==> +40 +15 +40 +15 +40
9087
9088 On the next page comes the Thieving Skill Dexterity Bonuses, which should
9089 be extended to DEX of 25:
9090
9091 Pick Open Find Move Hide in Set
9092 DEX Pockets Locks Traps Silently Shadows Traps
9093 ---------------------------------------------------------------
9094 9 -15 -10 -10 -20 -10 -10
9095 10 -10 -5 -10 -15 -5 -10
9096 11 -5 0 -5 -10 0 -5
9097 12 0 0 0 -5 0 0
9098 13 0 0 0 0 0 0
9099 14 0 0 0 0 0 0
9100 15 0 0 0 0 0 0
9101 16 0 5 0 0 0 0
9102 17 5 10 0 5 5 0
9103 18 10 15 5 10 10 5
9104 19 15 20 10 15 15 10
9105 20 20 25 15 18 18 15
9106 21 25 30 20 20 20 20
9107 22 30 35 25 23 23 25
9108 23 35 40 30 25 25 30
9109 24 40 45 35 30 30 35
9110 25 45 50 40 35 35 40
9111
9112
9113 Page 238, Upgrading Reputation in a Temple
9114 ------------------------------------------
9115
9116 The costs for upgrading your reputation is incorrect at 13 and 14. Right
9117 now it reads "200" and "500" respectively, when it should read "1200" and
9118 "1500".
9119
9120 Here is the revised chart:
9121
9122 Cost Reputation Level
9123 ---------|----------------------------
9124 1500 | 1
9125 1200 | 2
9126 1000 | 3
9127 1000 | 4
9128 500 | 5
9129 400 | 6
9130 200 | 7
9131 300 | 8
9132 400 | 9
9133 500 | 10
9134 700 | 11
9135 900 | 12
9136 1200 | 13
9137 1500 | 14
9138 2000 | 15
9139 2500 | 16
9140 5000 | 17
9141 -- | 18
9142 -- | 19
9143 -- | 20
9144
9145 Page 89, Thief
9146 --------------
9147
9148 The thief gets 25 points per level to spend on Thieving abilities, not 20
9149 as the manual states.
9150
9151
9152 Page 99, Find Traps
9153 -------------------
9154
9155 In my BG2 manual I found that on page 99 that Volo says "You should always
9156 be on the watch for traps in dundeons" It is right after Find Traps under
9157 Special Abilities. Should be "dungeons." [from ?????]
9158
9159 Page 93, Fighter/Mage/Thief
9160 ---------------------------
9161
9162 In the manual's description for the Fighter/Mage/Thief multiclass it says
9163 that: "They cannot use their thieving skills while wearing studded leather"
9164 which is untrue. They cannot use their thieving skills while wearing
9165 anything MORE than studded leather.
9166
9167
9168-------------------------------------------------------------------------------
9169 F. [BGSZS1] Bugs
9170-------------------------------------------------------------------------------
9171
9172A pretty comprehensive buglist/bugfixlist can be found here:
9173
9174 http://www.baldurdash.org/
9175
9176 I've experience a lot of crashes, usually when I QuickSave. [not so much now
9177 with the patch installed]
9178
9179 For some reason when I try to rest in an Inn it will first say "cannot rest",
9180 even though the "Peasant" room is already selected. Then if I click on
9181 "Peasant" again it will then let me rest.
9182
9183 Sometimes when my computer is restarted, BGII will "forget" that it exists
9184 and make me uninstall and reinstall it. This happens when the hard drive
9185 is defragmented and the computer is restarted. Very annoying.
9186 [Fixed with the patch.]
9187
9188 Ever notice how strange the Sensate Amulet is? I had one character using that
9189 and the Ioun Stone that adds HP. Which means that that person should gain
9190 about +10% HP. However, when I equip the amulet first and then the Ioun
9191 Stone, I only got 5%, but if I de-equipped the amulet and re-equipped it, not
9192 only did I get the 10% but it healed the difference. Which means that I
9193 could use it to heal a character.
9194
9195 Throne of Bhaal adds a new bug: While fighting the City Gates Lich, I
9196 decided to pull him out into the inn where I could lay traps for him to get
9197 killed by. This is all well and good (having killed the lich), but when I
9198 entered his crypt to gather his treasures, there he was, back and ready for
9199 more. In fact, as long as I kept leaving the crypt with him following me out
9200 he would continue to respawn inside the crypt. In other words, I could fight
9201 an unlimited battle with the lich! I believe that this bug works with any
9202 battle where you have the enemy follow you to a new area, but haven't tested
9203 it.
9204
9205 Note: This is fixed in the ToB patch.
9206
9207 Jae Jung had some bugs:
9208
9209 1. Aerie dies (!) on random rests, loads or movement between areas. I don't
9210 know if this is a bug or intended. I'd load up, hear a death sound and the
9211 information bar would state "Aerie - Death". This has happened twice, once
9212 on load and once when moving OUT of Irenicus' dungeon. The second time, I
9213 hadn't even begun the Circus quest (obviously). Ideas?
9214
9215 2. I don't have a manual on me so this may not be a bug at all. My
9216 characters sometimes (quite often actually, hence I don't think it's a bug)
9217 have their strength reduced to a meagre 2. I cannot restore that value
9218 either through temples or rest. There's no level drain icon either. It
9219 usually happens after equipping certain weapons with bonuses, but reading
9220 the weapon information gives no data about such reductions in your
9221 strength. It has happened once in Irenicus' dungeon (with Imoen) and is
9222 happening a lot (my specialist Thief especially and specialist Conjurer)
9223 while I'm looking for quests outside. Ideas again?
9224
9225 Curtis Withers had more problems with Aerie:
9226
9227 While I was resting in that area of the sewers with all the Mind
9228 Flayers, Aerie and Anomen started up a conversation, which resulted in
9229 Anomen turning Chaotic Neutral and attacking Aerie. I interfered and
9230 killed Anomen before he could finish Aerie off, but after that point
9231 Arie would not walk to a location without constant prodding, and would
9232 not pick up items anymore. It became really annoying, as you would be in
9233 the heat of battle and Aerie would be half a screen behind. I eventaully
9234 had to boot her out of the party in favour of Jan Janssen. I have had no
9235 similar problems with any other NPC.
9236
9237 Editor's Note: This conversation thread happens ONLY after Anomen has
9238 FAILED his knight's test. If he passes the test, it won't
9239 happen.
9240
9241 Geoff Ulreich found a weapon inconsistency:
9242
9243 The Sun Sword (supposedly +2/+4 vs. evil creatures) will not hit
9244 the demilich as far as I can tell, yet the +4 dagger will. In AD&D (second
9245 edition), the +4 change should apply to what it can hit as well as THACO.
9246
9247 Geoff also found a Magic Resistance bug:
9248
9249 Magic resistance items don't 'stack' correctly. Only one of
9250 multiple MR items placed on your character will affect them. I tried
9251 placing the Ring of Gaxx (10% MR) on my Holy Avenger(50% MR)-wielding
9252 paladin and at first his MR showed as 60% on the character record screen.
9253 Soon after (I think after either saving or moving to a new area) his magic
9254 resistance dropped to 50% again, until the ring was removed and put back
9255 on. What a pain.
9256
9257 P.K. came up with this script bug:
9258
9259 By the way I noticed a small bug in BG2. I gave the "Trap detecting" script
9260 to the thief (Is it called Thief Adventurer Script ?), and when I dualled
9261 to mage, I forgot to change the script, but guess what... the Mage/Thief
9262 kept detecting traps even though the Thief class was inactive!
9263
9264 Editor's Note: Technically this script works for ANYONE, even those who
9265 have no "find traps" ability. If the trap is a 0 level
9266 trap, they can even detect it. (Not too likely, but still)
9267
9268 Alexander Ferguson found a few:
9269
9270 I wanted to report a possible Bug I have found with the some
9271 of the various Books that upgrade abilities. (Tome of Clear Thought, etc.)
9272 On my system, only some of the books are actually usable. The others
9273 can not be placed into the QuickSlots for use. They fail with the message
9274 "Wrong Item Type". In addition, when you pick them up to move them into
9275 the QuickSlot, the QuickSlot does not highlight, as it does with the usable
9276 ones.
9277
9278 I have noted below the status that I have found with them.
9279
9280 ======
9281
9282 Works Properly - BOOK03 - Manual of Bodily Health +1 Con
9283 Works Properly - BOOK04 - Manual of Gainful Exercise +1 Str
9284 Works Properly - BOOK05 - Manual of Quickness of Action +1 Dex
9285 NOTE: When Picked up, it changes to a scroll icon, and then back to a book
9286 Works Properly - BOOK06 - Tome of Clear Thought +1 Int
9287
9288 FAILS - BOOK07 - Tome of Leadership and Influence +1 Chr
9289 FAILS - BOOK08 - Tome of Understanding +1 Wis
9290
9291 Braden found the way around this:
9292
9293 To use Tomes of Wisdom, or Charisma, or other ones that may
9294 not work, simply place one crappy healing potion, and the
9295 appropriate IDed tome, into the less-than insightful, weak, dumb
9296 clumsy, far from amiable, or frail character. If in MP mode,
9297 pause the game, if in SP mode, not an issue. Open the inventory,
9298 from a personal items slot, drink a potion by right clicking on
9299 it and click Quaff/Drink (ensure that the same kind of potion
9300 DOES NOT exist in your quick items also), switch the Tome with
9301 the potion (pick up the book, put it down on top of potion,
9302 put potion elsewhere). Return to game, unpause if needed. Wait.
9303 Viola, you now bite less. This method can probably be adapted
9304 to activate any item that has an effect targeted on the caster.
9305
9306 ======
9307
9308 Only ONE Bag of Holding, Gems, Scrolls Bug:
9309
9310 I also found another bug <?> about the various bags in a most strange
9311 way.
9312
9313 There is only ONE container of each type. Thus if you have (2) bags of
9314 holding; any item placed into the 1st, appears in the 2nd, and vice versa.
9315 I found this one out when my 1st bag was full of stuff, and I started to
9316 dump stuff into the 2nd bag. It filled up in no time, and when I checked
9317 into the bag, a bunch of the "lower level" stuff from the 1st bag was gone,
9318 and the inventories of both bags were identical.
9319
9320 Editor's Note: If you think this sounds like a method for duplicating
9321 items, think again. An item taken out of one bag is also
9322 removed from the other.
9323
9324 Even if they are in separate people in the party... it works across people;
9325 just like the shopkeeper interface.
9326
9327
9328Other Mistakes:
9329---------------
9330
9331 In the Paladin Quest you are told that an artifact lies in the hands of
9332 "geat evil". Heh.
9333
9334 When Jon Irenicus is being held by the cowled wizards he tells Imoen to be
9335 quiet to let the "fool make his judgement", however it should be spelled
9336 as "judgment." A lot of people have emailed me about this one, saying that
9337 judgement is just as valid as judgment. This is probably one of those cases
9338 where a misspelling was so common that it became a valid spelling.
9339
9340 David Lyons refutes that argument:
9341
9342 Judgement (Middle English, from Old French 'Jugement') is the correct
9343 primary spelling. Judgment, however, is also valid, but if a persistent
9344 misspelling occurred, it was in the omission of the first 'e'. Unless
9345 you're American, of course, in which case it may well be the other way
9346 around (this was my first thought, but then, you spell theatre as, well,
9347 'theatre' and not 'theater' throughout the FAQ). This is supported by the
9348 large amount of anglo-centric slang in the dialogue (mainly in the
9349 insults), e.g. 'Arse' and not 'Ass', which sneaks me to the suspicion it
9350 may have been compiled by a stray Brit at Bioware.
9351
9352 When Baron Ployer is about to curse Jaheira, he disdains the Hero by saying
9353 that "Khalid was a better compliment," when he should have used "complement."
9354 Compliment is a Praise (ie "you look pretty") while Complement means that
9355 one thing completes another or goes well with.
9356
9357 In one of Viconia's Romances, she mentions that her sisters are "more of a
9358 danger and a rival then the next," when it should be "than the next."
9359
9360 In another of Viconia's romances, she says: "My mother wished me to recant,
9361 to prostate myself before the Spider Queen and beg forgiveness." This should
9362 have been "prostrate", the missing "r" gives it a whole new meaning. [from
9363 Cyrille Artho]
9364
9365 If you attempt to leave the Underdark without doing the Silver Dragon quests,
9366 while still disguised as a Drow, the guards will stop you and tell you to
9367 go back, to which you can say "we will offer a significan increase..."
9368 They left off the 't' in "significant."
9369
9370 In a conversation between Keldorn and Aerie, Keldorn tells Aerie: "Wrong?
9371 No, to some you be the ideal." Should be "you are the ideal."
9372
9373 Spelling mistake: While you're searching for the artifacts in Suldanessellar,
9374 if you attempt to pick the lock of the Castle door, it will say this:
9375 "....Them temple of Rillifane may hold the key" instead of THE temple.
9376 [from Cornelius Chesterfield]
9377
9378 Spelling mistake: When the Guardian Telwyn (Temple of Helm) gives you the Sir
9379 Sarles quest, the character writes in his journal that he needs 200 pounds of
9380 "illuthium" instead of illithium. [from Snark]
9381
9382 Grammar mistake: In Brynnlaw when you pay Calahan for Ginia and Ason's
9383 passage he says, "There passage is assured" when it should be "Their passage
9384 is assured." [from John Jung]
9385
9386 In the bard stronghold, if you speak to the players the first time you are
9387 able to, one of them will say "out rehearsal" instead of "our rehearsal".
9388 [from Xander77]
9389
9390 During your first moment of weakness, after Irenicus took your soul, if Jan
9391 is the one you talk to, he says "upsidedown" instead of "upside down".
9392 [from Xander77]
9393
9394
9395-------------------------------------------------------------------------------
9396 G. [STRNGT] Strange Things
9397-------------------------------------------------------------------------------
9398
9399 About "Temple District - The Guarded Compound", I've seen this referred to
9400 as the Slave Lord's Headquarters in a few forums. That name may come from
9401 something that was planned but never made the official game, since there's
9402 nothing in the place ties its inhabitants to the slavers. Or is there? Two
9403 of the inhabitants are a male priest named Stalman and a female thief named
9404 Ketta. Interestingly, back in the old AD&D "Scouge of the Slavelords"
9405 module, two of the Slavelords you go up against are a male priest named
9406 Stalman Klim and a female thief named Slippery Ketta. [from zambkptkn]
9407
9408 Near the Circus is a cage with a Moose... and a Squirrel. Rocky and
9409 Bullwinkle, anyone? (many, many people sent this in)
9410
9411 Create an Elf and name him Drizzt. Then by Chapter 6 have a reputation less
9412 than 12. When you bump into Drizzt... he is annoyed that you swiped his
9413 name! Sure, he fights you for his name's honor, but it sure is funny.
9414
9415 Also if you imported from Baldur's Gate and had any of Drizzt's Items on you,
9416 then Drizzt will be very upset when he meets up with you. He won't
9417 necessarily fight you, but it could lead to that (anyone who is GOOD in your
9418 party won't assist you, though).
9419
9420 In the back of the Adventurer's Mart are two paintings. Look at them closely
9421 and also click on them. Recognize them? They are taken from the old
9422 Dungeons and Dragons cartoon!
9423
9424 There's also a picture of Elvis on the second floor of the Five Flagons.
9425 (again many people sent this one in)
9426
9427 Fearghus (Waukeen's Promenade) is the name of the Black Isle division
9428 director.
9429
9430 There is a commoner named "Neeber" in Trademeet who constantly pesters you
9431 with inane questions and comments. Just like a certain "Noober" used to do
9432 in the first game.
9433
9434 Biff the Understudy (in the really awful theatre play) is the character that
9435 would appear in Baldur's Gate when the regular character could not appear.
9436 (i.e. if that character was dead, but still had something to say)
9437
9438 Ask the barkeeper in Imnesvale about the Umar Witch and he'll give you a
9439 book titled "The Umar Witch Project."
9440
9441 The Knights of Solamnia in the Planar Sphere are from Dragonlance.
9442
9443 There's another, bit more obscure AD&D reference in the Planar Sphere...the
9444 halflings. Took me a bit to place them, but the cracked dry earth and the
9445 village built from bones...those are feral halflings from the old Dark Sun
9446 setting. (Bill Ray)
9447
9448 One of Edwin's plots goes awry leaving him in the form of a woman. Jaheira
9449 mocks, Anomen pretends to want to champion "Edwina", and so forth. Then take
9450 "Edwina" to see Silvanus at the Copper Coronet (the Elf by the counter), who
9451 will be quite attracted to Edwin. And Edwin is ALMOST attracted to Silvanus
9452 as well! Not only that, but Bioware did up an entire FEMALE voice set for
9453 "Edwina" as well! Hilarious!
9454
9455 Cyrando the Gnome romantic (at the Temple District at night) provides the
9456 words for Garrick to woo a woman with. Just like Cyrano the Big Nosed
9457 Romantic of literary fame. There are actually 4 little mini-events attached
9458 to this one that take place over time. Eventually Cyrando and the Lady
9459 get married and Garrick runs away with one of the bridesmaids.
9460
9461 One of the Sentient Sword's battle cries is: "Murder! Death! Kill!!", which
9462 is the term for a homicide from the movie, Demolition Man. Also a reference
9463 to the game MDK... MurderDeathKill. Get it?
9464
9465 In the Bridge section where the Five Flagon is located, there are a pair
9466 of thugs that fight each other for the love of a girl named Bubbles. Their
9467 names are Shank and Carbos. If their name is familiar, it's because they
9468 were in Baldur's Gate. They were the thugs that tried to kill you in
9469 Candlekeep. They hid inside houses. I'm pretty sure it's them since they
9470 have a lot of trouble hitting each other. I've spent a minute or 2 watching
9471 them trying to kill each other without any success. It doesn't seem to
9472 affect the game in anyway, but it's funny to see. [from Death Crow]
9473
9474 In the Asylum, one of the mages gives you a worthless scroll (memo) that says
9475 that that the scroll is worthless, that it is indecipherable and that it is
9476 most likely the ravings of a madman. Anyways, the scroll is decipherable
9477 although not within the game though. The text of the scroll says:
9478
9479 "Qc terxepssrw evi jypp sj aiewipw. Mrjsvg xli Uyiir, ws xlex wli qmklx
9480 wlss xliq eaec. Livi ai ks ' vsyrh xli qypfivvc fywl. Ks qsioic KS!"
9481
9482 This translates into:
9483
9484 "My pantaloons are full of weasels. Inform the queen, so that she might
9485 shoo them away. Here we go 'round the mulberry bush. Go monkey GO!"
9486 [from Hector E. Meza]
9487
9488 In Chapter 4, in Spellhold, Aphril (sp?) talks of seeing a walking corpse
9489 talking to a pillar of skulls. References to Planescape: Torment, the hero,
9490 the Nameless One, who'll just wake up within minutes of dying. [from Matri]
9491
9492 Contributing to your list of Easter Eggs, on the top floor of the Five
9493 Flagons there are what appear to be Elvis pictures on the far wall, and
9494 guitars on other walls on the same floor. [from Per Jorner]
9495
9496 Here's one: William Reirrac's last name is "carrier" backwards. While
9497 it's likely intentional, it's not necessarily a reference or a pun (people
9498 make up fantasy names in the strangest ways). [from Per Jorner]
9499
9500 The vampire named Durst is possibly a German pun - Durst is the German word
9501 for "thirst", and definitely a good name for a vampire to have. Then again,
9502 I accidentally named a character "Darsteller" (actor in German) without
9503 thinking about it, so perhaps it's not intentional. [from Brian Camley]
9504
9505 Rob DeCaire sent in this one:
9506
9507 Here's a "strange thing" that I didn't notice in the FAQ, but I thought was
9508 a pretty good joke. In the Vulgar Monkey tavern in Brynnlaw, there's a
9509 pirate named "Pirate Newf". If you talk to him, he sings a little shanty
9510 that goes:
9511
9512 "I'se th' b'y that builds the boat
9513 And I'se th' b'y who sails 'er
9514 And I'se th' b'y that catches th' fish
9515 And brings 'em home to Liza"
9516
9517 This is a joke for all the Canadians in the audience, since it's a fairly
9518 well-known song from Newfoundland, sung by a character named Newf.
9519
9520 Voreth has some "Strange Things":
9521
9522 CLUAConsole:CreateCreature("Boo") creates Boo (and we all know who Boo is).
9523 CTRL+Q him to add him to your party. He's very powerful, and even has his
9524 own paper doll. To keep him effective, don't equip any weapons in any
9525 slots, and DO NOT LEVEL HIM UP! (requires the EnableCheatKeys() cheat to
9526 be active)
9527
9528 CLUAConsole:CreateCreature("Gorion") is fun, though it does require you to
9529 exit your game once it works. If you create Gorion, talk to him and choose
9530 a few of the dialogue choices (it's keyed to a different dialogue, so
9531 you'll see some pretty weird, including NPC, dialogues). He'll bring you
9532 through the BG sequence with him (bringing you over, casting Cure Light
9533 Wounds, etc.) and bring you to a forest (area number is the same as circle
9534 of stones in BG). There, you get stuck on a tree. Too bad. I wonder if
9535 Sarevok would have appeared and all. Oh, and the BG loading screen appears
9536 in front of the BG2 one, though off center and much smaller.
9537
9538 (Note: I've only tried this in the Docks, so if you try it somewhere else
9539 and get different results, don't be alarmed...)
9540
9541 You can also create Kivan, from what I've seen, though he doesn't say
9542 anything, his dialogues are bad, and he says what he should say on the
9543 bottom of the screen. Still, it's pretty fun. You can do this with Drizzt
9544 too, and get him to say some of Korgan's (voice acted) lines. So you have a
9545 Drizzt with a Scottish accent who says "Cure Disease" at the end of his
9546 dialogue. Answer his first question with the description of Summon Monster
9547 I for the rest of Korgan's dialogue.
9548
9549 Xander77 found something interesting:
9550
9551 If you use CLUAConsole to teleport to AR2700 (Only works in SoA) you will
9552 find the remains of an unfinished test - an area with giant heads (not
9553 the one you find Illasera in) which force you to do battle with a slayer to
9554 get a terrifying sword.
9555
9556 You can get the sword with CLUAConsole:CreateItem("Killsw01") -
9557 It's sort of like PST's Eviscerator
9558
9559
9560 NPC's from Baldur's Gate found in BG2 (but who don't join):
9561
9562 SPOILERS
9563
9564 Ajantis (killed at Windspear Hills by you, identified by Keldorn)
9565 Coran (can be killed by Safana in chapter 6, or becomes a drunk)
9566 Faldorn (seizes control of the Druid Grove, killed by you to free it)
9567 Garrick (attempts to woo a woman, but fails)
9568 Khalid (found dead in Irenicus' Dungeon)
9569 Montaron (killed by the Harper's for breaking into their compound)
9570 Quayle (currently alive and well and running a circus)
9571 Safana (killed by Lanfear in chapter 6 after she attempts to kill you)
9572 Tiax (locked away in Spellhold, helps the main character beat Irenicus,
9573 dies in the attempt)
9574 Xzar (killed by a Harper assassin at the docks)
9575
9576 Tutorial
9577
9578 Branwen
9579 Xan
9580
9581
9582===============================================================================
9583 < < < < < [FNLWRD] Final Words.... > > > > >
9584===============================================================================
9585
9586This FAQ was written entirely using the GWD Text Editor: (shareware)
9587 http://www.gwdsoft.com/
9588
9589This FAQ was then updated using Notepad++:
9590 http://notepad-plus.sourceforge.net/uk/site.htm
9591
9592Spiffy Links:
9593
9594 Planet Baldur's Gate -- http://www.planetbaldursgate.com/
9595 TeamBG -- http://www.teambg.eu/
9596 GameFAQs -- http://www.gamefaqs.com/
9597 Baldurdash -- http://www.baldurdash.org/
9598 Fantasy Name Generator -- http://spitfire.ausys.se/johan/names/default.htm
9599
9600 Portrait Sites:
9601
9602 Kirith -- http://www.kirith.com/
9603 Havak's -- http://havak.db-forge.com/index.php
9604
9605_________________________
9606Special Thanks: (Credits)
9607¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
9608 /Eathlon for the mathematical way of looking at dual wielding
9609 Accord for the "keep Yoshimo" trick
9610 Adar for several strategies
9611 Alan Cherry for a bit on romances and the Temple Ruins
9612 Aleph for an interesting twist to my "Fake Talk" strategy (stealing)
9613 Alessio Ronchi for a really neat Cromwell trick
9614 Alexander Ferguson for some bugs
9615 Alexcool for an update on the Hendak quest
9616 Alex Malano for the mage scroll trick
9617 Andrea Nicoli for the limited Wish trick
9618 Andrew Scarvell for an interesting alternative for the Selfish Tear
9619 ANDY for a list of different abilities at the end of the game
9620 Andy Kahn
9621 Ard for his improved method on getting the Selfish Tear
9622 Bioware for making such a great game!
9623 Blackhawk for details on Edwin's quest
9624 Boogie for the additional rewards for the Sir Sarles Quest
9625 Brad Beacham for picking a chicken's pocket for a second Beljuril
9626 Braden for an interesting Dragon strategy and a Tome idea
9627 Brian Brus for the trick on creating a character with all 18 stats
9628 Brian Camley for various helps and tips
9629 Brock Meyer
9630 Carl Pettersson
9631 Carl Wear
9632 Chris Emery for a better way to uncurse Jaheira
9633 Chris Norman for the alternative way to keep the Drow items
9634 CJayC for posting this FAQ
9635 Clayton for his Shopthrifting strategy
9636 Cornelius Chesterfield for a trick and some stuff
9637 Corvus Albus for a new CTRL cheat key
9638 Craig Gibbens for a better way to find the Skinner of the Bridge District
9639 CY Lee for his infinite Fire Giant trick
9640 Cyrille Artho for his different way to deal with Aboleth, the fish
9641 Daniel Pang for an evil alternative to the Drow Eggs quest
9642 Dave Loveland for various Throne of Bhaal additions
9643 David Haire for some additions
9644 David Lyons for a lot of small tips, and another pro-judgement article
9645 David Weldon for a Stealing Strategy
9646 Death Crow for the new special ability charts
9647 Dominic for his Evil Method of Druid Removal
9648 Doug Scheurich for correcting a ToB mistake
9649 Dranyth for discovering that Mordenkainen's Sword has a Greenstone Amulet
9650 Edward Adams for a reputation note on the Tanner Murders & more on Wellyn
9651 Gabriel for a spiffy trick to keeping Drow items in daylight
9652 Gareth Embrey
9653 Geoff Ulreich for a whole lot of things (party making strategies, battles)
9654 Grack for the multiplayer as single player trick
9655 Greymane for a Golem fighting trick
9656 Gunslinger <slingersalliance@hotmail.com> for some pickpocketing info
9657 Harry Smith for the Familiar Frequently Asked Question
9658 Hatchedcross
9659 Hector E. Meza for a strange thing in the Asylum
9660 Henning Roes for several notable tricks (Planar Sphere and the Burial Mask)
9661 Jafar Sadeq for many tricks and tips
9662 James Prieels for several contributions
9663 James Victor for a Mind Flayer strategy
9664 Jason Cha for the Dual Wield analysis
9665 Jayhc for a party creating strategy
9666 Jeremy Hanson for killing the Chromatic Demon
9667 Jeremy Treanor for a couple of battle strategies
9668 John Howard for a note on the Soul Gem, and the Bonus Merchants
9669 John Knudson for the Wilfred the Red quest
9670 John Welch
9671 John Winkleman for information on removing spell protections
9672 Jonathan Zimmerman for another Mind Flayer strategy
9673 JP for his Cowled Wizards fighting thing
9674 jsaving
9675 Juky & 649 of 711 for the better Snares strategy
9676 Ken Adams for a couple of cheats and a tip
9677 Ken Baker (Founder of TeamBG) for making some of the best BG & IWD Utilities
9678 Kevin Chung for confirming that the Store recharge thing works
9679 Kevin Horan
9680 Kevin Logan for the Sorcerer Spell Charts
9681 Khadgar for getting out of the Underdark
9682 Konstantin for a battle strategy in the Watcher's Keep
9683 Lani Weaver
9684 Lucas had a better way to deal with the Unseeing Eye
9685 Marc Oliver for a Frequently Asked Question
9686 Matri for the Nameless One Strange Thing
9687 Max Chen for more information on Jaheira's Curse (and how to upgrade the
9688 Silver Horn)
9689 Michael Schneider
9690 Miguel for some romance information
9691 Mike O for his Fire healing trick
9692 Mishael for the Mind Flayer strategy
9693 Moby for getting evil-doers to join a rep above 18 party
9694 Mr. C
9695 Nick McIsaac for the Evil Note on the Firkraag quest
9696 Nolan Wright
9697 Paul Dickinson for bunches of stuff
9698 P.K. for a party making strategy and a bug
9699 Per Jorner for a million little tips and corrections
9700 Pieter Spronck for sending in the method of adding the Bonus Merchants
9701 Phobia for the Invisible Door Blocker Strategy
9702 Rabbit for the 8 Stronghold Cheat
9703 Rakhiir for a Mind Flayer lair tip
9704 RCL for a great many strategies
9705 RedCodeKevin
9706 Redd Barren for the alternative way to do the Spellhold test
9707 Rick Harder had a better way to kill Neb (by NOT killing the spirits)
9708 ROB for the Monks wearing Keldorn's Armor trick
9709 Robert Pay for confirming that the 2 stronghold trick works
9710 Rolander for a lot of strategies all over
9711 Ryan Brady who discovered that a trick to allow anyone to have a familiar
9712 Sarina noted that the Statue in the Unseeing area had a scroll
9713 Sergio Le Roux for the FINAL Glaicas solution
9714 ShirouKyoji for a way to the Kobold Shaman's Staff (Sentient Sword), etc.
9715 Skithee
9716 SloppyDogg for fixing my Thieves Guild numbers
9717 Snark for the Gloves of Pickpocketing
9718 Sonia
9719 Souma for an Evil Abilities strategy
9720 SpookyScarecrow for a trick on NOT fighting the De'Arnise golems
9721 Steotia for the Ribald's Ring of Regeneration thing
9722 Taganath for the locations of most of the item pieces
9723 Tetrazome for an addition to the Samia quest
9724 Teun Dupont
9725 The Maxx
9726 Tim Lou for a different way to free Hendak
9727 Tim Marshal for the defensive spin trick
9728 Timy Gadeholt
9729 Travis Archer for noting that you get 2000 exp if you repay Jan's jailer
9730 Vash for the two strongholds trick
9731 Vladislav Brkic for the Mazzy/Gorf quest
9732 Wai Chu Yu for the better way to solve the Spellhold trials
9733 Willis Su for a better Set Traps strategy
9734 Xander77 for a great many tips and strategies
9735 Xar for his many tips and tricks
9736 zambkptkn
9737
9738 Anyone who emails me with nice things to say, you are appreciated!
9739
9740
9741_________________________
9742Shameless Self Promotion:
9743¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
9744 I am Dan Simpson (dsimpson.faqs@gmail.com) and have also written FAQs for:
9745
9746 NES: Disney Adventures in the Magic Kingdom
9747 Final Fantasy -- Magic FAQ
9748 The Legend of Zelda
9749 SNES: Aerobiz
9750 Aerobiz Supersonic
9751 Utopia: Creation of a Nation
9752 Genesis: StarFlight
9753 PSX: Thousand Arms -- Walkthrough
9754 -- Forging/Dating FAQ
9755 PS2: Madden NFL 2001
9756 XBOX: Star Wars: KotOR II: The Sith Lords -- FAQ/Walkthrough
9757 -- Influence Guide
9758 PC: AD&D Rules FAQ, 2nd and 3rd Editions
9759 Baldur's Gate & Tales of the Sword Coast -- FAQ/Walkthrough
9760 NPC List
9761 Creature List
9762 Baldur's Gate II & Throne of Bhaal -- FAQ/Walkthrough
9763 -- Items List
9764 -- Class FAQ
9765 -- Creature List
9766 Civilization III (incomplete)
9767 Colonization -- the Single Colony Strategy Guide
9768 -- the Cheat Guide
9769 Drakan: Order of the Flame
9770 Dungeon Hack
9771 Icewind Dale & Heart of Winter -- FAQ/Walkthrough
9772 Items List
9773 Kresselack's Tomb Map (JPG)
9774 Burial Isle Map (JPG)
9775 Shattered Hand Map (JPG)
9776 Icewind Dale II -- Items List
9777 Master of Magic (revision)
9778 Messiah
9779 Pharaoh (currently being edited by Red Phoenix)
9780 Planescape: Torment -- FAQ/Walkthrough
9781 Items Listing
9782 Rollercoaster Tycoon
9783 Sid Meier's Alpha Centauri
9784 The Sims
9785 Ultima 4: Quest of the Avatar
9786 Ultima 7: The Black Gate
9787 Ultima 7 Part 2: Serpent Isle
9788 Ultima Underworld -- Keyboard Commands
9789 Ultima Underworld II -- Keyboard Commands
9790 -- Spell List
9791 All of my FAQs can be found at:
9792 http://www.gamefaqs.com/features/recognition/2203.html
9793 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
9794________________
9795Version History:
9796¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
9797 Version 0.1 September 30, 2000 78k
9798
9799 Versions 0.2 to 5.5 were removed to save space...
9800
9801 Version 6.0 June 28, 2001 830k
9802
9803 Finished the Throne of Bhaal walkthrough. Fixed the Upgraded Familiars to
9804 be more accurate. I had somehow missed something (Imix and the Ravager +4)
9805 so those were added.
9806
9807 My comprehensive Item List is now updated to include all the Throne of
9808 Bhaal items, you can find it at http://www.gamefaqs.com/
9809
9810 Also, there is now a BETA patch for ToB. If you're having trouble, I
9811 would suggest installing it (see the Notes above).
9812
9813 Version 6.1 June 29, 2001 830k
9814
9815 Added the location of the Darkfire Bow (thanks to Dave Loveland).
9816
9817 Version 6.2 July 2, 2001 832k
9818
9819 Added a way to kill Fire Giants forever (in the Saradush section, thanks
9820 to CY Lee).
9821
9822 Version 6.3 July 3, 2001 833k
9823
9824 Added the new cheat command that deals with Wild Mages and their wild
9825 surges (from Vash).
9826
9827 Version 6.4 July 6, 2001 836k
9828
9829 Various small updates all over.
9830
9831 Version 6.45 July 8, 2001 839k
9832
9833 Changed the phrasing of some things, and corrected some minor errors.
9834
9835 Version 6.5 July 11, 2001 837k
9836
9837 Added a new "Demogorgon Guardians" battle strategy from Konstantin. Lots
9838 and lots of edits.
9839
9840 Version 6.55 July 18, 2001 839k
9841
9842 Jeremy Hanson had a way to kill the Chromatic Demon pretty easily.
9843 Baldurdash has some interesting files for Throne of Bhaal, these are now
9844 added (http://www.baldurdash.org/).
9845
9846 Version 7.0 December 10, 2001 848k
9847
9848 After a very long break, finally updated this FAQ once more. Went through
9849 my emails and added most everything I was sent. Also updated some of the
9850 information in the Notes section above to include a link to the Darkest
9851 Day (unofficial mod) and Ascension (another unofficial mod).
9852
9853 Version 7.1 January 18, 2002 848k
9854
9855 Included a link to Suburban Mod's The Darkest Day walkthrough, which can
9856 be found in the above Notes section.
9857
9858 Version 8.0 September 10, 2002 876k
9859
9860 Added proficiencies to the Companions section. Added information on some
9861 of the summoned monsters (see the end of the Ranger Stronghold). Created
9862 some new Spell strategies for Larloch's Minor Drain and Draw Upon Holy
9863 Might (In the Gameplay Strategies section). Added some neat tricks from
9864 Xander77 (in Gameplay Strategies and Monster Fighting Strategies). Added
9865 a new Infinite Exp Bug from wvfoos (Tiris and Raissa in the Trademeet
9866 section). Added a link to the Kelsey romance (in Notes above).
9867
9868 Version 8.1 February 5, 2003 884k
9869
9870 Sorted out the Monster Fighting Strategies into multiple sections. Many,
9871 many edits and corrections all over the place. Added Alessio Ronchi's
9872 neat Cromwell trick. Added some new tips and tricks from Xar. Added
9873 Andrew Scarvell's neat trick for the Selfish Tear. Fixed the Baldurdash
9874 link (it is now at http://www.baldurdash.org/)
9875
9876 Version 8.2 February 10, 2003 892k
9877
9878 Added more strategies and secrets from Xander77.
9879
9880 Version 8.3 February 19, 2003 896k
9881
9882 Added the ForgottenWars unofficial add-ons to the Notes section. Added
9883 two notes from John Howard, one on an easy way to get the "bonus" merchants
9884 (in the Introduction) the other on the Underdark Soul Gem. Added a topic
9885 in general strategies on magic weapons.
9886
9887 Version 8.4 December 22, 2004 902k
9888
9889 Edited the Mod information and gave it a new section to call home.
9890 Reorganized somewhat, edited somewhat and added some stuff here and there.
9891 Added TOB information to the kits section.
9892
9893 Version 8.5 January 17, 2005 902k
9894
9895 Changed my email address.
9896
9897 Version 8.51 April 23, 2009 904k
9898
9899 Added the CTRL-F codes to the table of contents. Some other small edits.
9900 More updates shortly.
9901
9902 Version 8.6 April 27, 2009 931k
9903
9904 Moved the Frequently Asked Questions to just before the walkthrough.
9905 Added some notes on Vista & Cheats. Removed the special thanks from
9906 the Notes above, it was looking like a big blob of names. The full special
9907 thanks can still be found at the end of the guide. Added a bunch of new
9908 FAQs based on questions I've been asked. Added lots of notes from various
9909 people as well.
9910
9911 Version 8.7 April 28, 2009 942k
9912
9913 Added some new notes from jsaving on Jaheira, creating a character to
9914 balance your party, and a mephit trick in the starting dungeon. Per his
9915 advice also wrote up a bit more on dual- multi-classing in the character
9916 creation section. Updated Kangaxx to include more ways to take him out.
9917 Replaced the Baldurdash fixpack with the Gibberlings 3 fixpack. Added the
9918 Ring of Lock picks in the docks section from Skithee.
9919
9920 Version 8.71 May 6, 2009 942k
9921
9922 Added a new FAQ. Other small changes and edits.
9923
9924 Version 8.72 May 18, 2009 942k
9925
9926 Some very minor edits.
9927
9928
9929
9930
9931________
9932Stinger:
9933¯¯¯¯¯¯¯¯
9934 Viconia: Minsc, that tattoo on your face. Does it have tribal significance
9935 or did some nursery's fingerpainting class assault you with the
9936 blue pastels?
9937
9938 Minsc: I do not like the tone of your voice, Dark Elf. The face I have is
9939 the face the ladies love! Boo loves Minsc's face, too! Don't you,
9940 Boo?
9941
9942_______________________________________________________________________________
9943¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
9944This Document is Copyright 2000-2009 by Dan Simpson
9945Baldur's Gate II is Copyright 2000 by Bioware/Black Isle/Interplay
9946Throne of Bhaal is Copyright 2001 by Bioware/Black Isle/Interplay
9947
9948I am not affiliated with Bioware, Black Isle, Interplay or anyone who had
9949anything to do with the creation of this game. This FAQ may be posted on any
9950site so long as NOTHING IS CHANGED and you EMAIL ME telling me that you are
9951posting it. You may not charge for, or in any way profit from this FAQ.