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  3.                      _____________________________________
  4.                      ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  5.                      Baldur's Gate II: Shadows of Amn (PC)
  6.                      & Throne of Bhaal (BG2 Expansion, PC)
  8.                                 FAQ/Walkthrough
  9.                      _____________________________________
  10.                      ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  13.                                   May 18, 2009
  14.                                   Version 8.72
  16.                         Written by:  Dan Simpson
  17.                              Email:
  19.                   Use this subject:  Baldur's Gate II v 8.72
  21.                (emails with improper subjects MAY BE DELETED!)
  24.                                  Email Policy: (read before emailing me!)
  25.                                  ¯¯¯¯¯¯¯¯¯¯¯¯¯
  26.           Got a question?  Check the Frequently Asked Questions section
  27.           first (it's before the walkthrough) to see if your question is
  28.           already answered.
  30.           If you see any mistakes, or have anything that you want to add
  31.           please email me!  I will, of course, give you full credit for
  32.           your addition, and be eternally grateful to you.  Email addresses
  33.           are not posted in the FAQ, unless you specifically state that
  34.           you want it to be.
  37. ______________________________________Notes____________________________________
  38. You will find the most up to date version of this FAQ at:
  44. I also have an Item List FAQ & a Class FAQ both of which you can also find at
  45. GameFAQs.
  47. If you're having any sort of technical problem with the game, there are some
  48. patches you should consider getting:
  50.   BG2:
  51.   ToB:
  53. Please patch your game. The duplicated NPC bug when you go down the stairs is
  54. fixed in the patch. Please stop emailing me about it.
  56. There has been some fan made work in fixing the game, which you can find here:
  60. This FAQ looks best in a fixed-width font, such as Courier New.
  62. This Document is Copyright 2000-2009 by Dan Simpson
  63. Baldur's Gate II is Copyright 2000 by Bioware/Black Isle/Interplay
  64. BG2: Throne of Bhaal is Copyright 2001 by Bioware/Black Isle/Interplay
  66. I am not affiliated with Bioware, Black Isle, Interplay or anyone who had
  67. anything to do with the creation of this game.  This FAQ may be posted on any
  68. site so long as NOTHING IS CHANGED and you EMAIL ME telling me that you are
  69. posting it.  You may not charge for, or in any way profit from this FAQ.
  70. _______________________________________________________________________________
  72. __________________
  73. What's New in 8.72:
  74. ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  75.     Some very minor edits.
  77.   For a complete Version History, check out the Final Words Section at the end
  78.   of the FAQ.
  81. -------------------------------------------------------------------------------
  82.                               Table of Contents:
  83. -------------------------------------------------------------------------------
  85.     To navigate quickly, double click the code, press CTRL-C, then CTRL-F,
  86.     CTRL-V and ENTER!
  88.   I.        [NTRDCT]  Introduction
  89.   II.       [WHTSNW]  What's New in Baldur's Gate II
  90.   III.      [THRNFB]  Throne of Bhaal Information
  91.   IV.       [MDNFRM]  Tweaking Baldur's Gate II
  92.   V.        [CRTNGM]  Creating a Main Character (or a Party)
  93.   VI.       [CMPNNS]  Companions
  94.   VII.      [GMPLYS]  Gameplay Strategies and Tricks
  95.   VIII.     [GNRLMN]  General Monster Fighting Strategies
  96.     VIII.1  [GLMSVI]  Golems
  97.     VIII.2  [DMNSV2]  Demons
  98.     VIII.3  [NDDSV3]  Undead
  99.     VIII.4  [DRGNSS]  Dragons
  100.     VIII.5  [NMYSPL]  Enemy Spellcasters
  101.     VIII.6  [BHLDRS]  Beholders
  102.     VIII.7  [MNDFLY]  Mind Flayers
  103.     VIII.8  [WRWLVS]  Werewolves
  105.             [FRQNTL]  Frequently Asked Questions
  107.             [WLKTHR]  Walkthrough
  109.   1.        [RNCSDN]  Chapter 1: Irenicus' Dungeon
  110.     1.1     [DNGLV2]             Irenicus' Dungeon Level 2
  111.   2.        [WKNSPR]  Chapter 2: Waukeen's Promenade
  112.     2.1     [THSLMS]             The Slums
  113.     2.2     [BTWNRS]             Between Areas
  114.     2.3     [DRNSHL]             De'Arnise Hold
  115.     2.4     [WNDSPR]             Windspear Hills
  116.     2.5     [THPLNR]             The Planar Sphere
  117.     2.6     [THGRVY]             The Graveyard
  118.     2.7     [CTYGTE]             City Gate
  119.     2.8     [THBRDG]             The Bridge
  120.     2.9     [GVRNMN]             Government District
  121.     2.10    [MRHLLS]             Umar Hills
  122.     2.11    [TMPLRN]             Temple Ruins
  123.     2.12    [TMPLDS]             Temple District
  124.     2.13    [THSWRS]             The Sewers
  125.     2.14    [THDCKS]             The Docks
  126.     2.15    [TRDMTT]             Trademeet
  127.   3.        [THGLDW]  Chapter 3: The Guild War
  128.     3.1     [WRKNGF]             Working for the Shadow Thieves
  129.     3.2     [WKNGFB]             Working for Bodhi
  130.   4.        [BRNNLW]  Chapter 4: Brynnlaw
  131.     4.1     [SPLLHL]             Spellhold
  132.     4.2     [MZBNTH]             Maze beneath Spellhold
  133.     4.3     [SCPFRS]             Escape from Spellhold
  134.     4.4     [SHGNCT]             Sahuagin City
  135.   5.        [THNDRK]  Chapter 5: The Underdark
  136.     5.1     [STNTHA]             Ust Natha (Drow City)
  137.     5.2     [BHLDRC]             Beholder City
  138.     5.3     [THLLTH]             The Illithid Lair
  139.     5.4     [XTFRTU]             Exit from the Underdark
  140.   6.        [BCKTAT]  Chapter 6: Back to Athkatla
  141.     6.1     [3NWARS]             Three New Areas
  142.   7.        [SLDNSS]  Chapter 7: Suldanessellar
  143.     7.1     [TH9HLS]             The Nine Hells
  145.  X1.        [STRNGH]  STRONGHOLD Walkthroughs
  146.  X2.        [THLMTD]  The Limited Wish Adventure
  148.             [THRNFB]  Throne of Bhaal Walkthrough
  150.   1.        [WTCHRK]  Watcher's Keep
  151.   2.        [GRVFTN]  Grove of the Ancients
  152.   3.        [SRDSHH]  Saradush
  153.   4.        [GRMNRR]  Gromnir
  154.   5.        [YGSHRA]  Yaga Shura
  155.   6.        [MKTHRN]  Amkethran
  156.     6.1     [SNDFMN]  Sendai
  157.     6.2     [BZGLAA]  Abazigal
  158.   7.        [BLTHZR]  Balthazar
  159.   8.        [THFBHL]  Throne of Bhaal
  161.             [PPNDCS]  Appendices
  163.   A.        [CMPLTK]  Complete Kit Descriptions
  164.   B.        [CHRTSA]  Charts & Analysis
  165.       >     [THVNGM]  Thieving Money Charts
  166.       >     [DLWLDN]  Dual Wielding Analysis
  167.   C.        [CHTSSS]  Cheats
  168.   D.        [TRNRSN]  Trainers and Editors
  169.   E.        [MNLCRR]  Manual Corrections & Addendums
  170.   F.        [BGSZS1]  Bugs
  171.   G.        [STRNGT]  Strange Things
  173.             [FNLWRD]  Final Words....
  176. -------------------------------------------------------------------------------
  177.   I.        [NTRDCT]  Introduction
  178. -------------------------------------------------------------------------------
  180.   In Baldur's Gate, your character faced the harsh light of reality.  Pushed
  181.   violently out of your home after the death of your foster father, you had to
  182.   discover the truth of his killing, and your own past.  What you discovered
  183.   was that you were the offspring of the deceased Lord of Murder, the dark god
  184.   Bhaal.  He had foreseen his own imminent demise and so had spread his seed
  185.   across the land.  You were one of those children.  So too was the evil
  186.   Sarevok, the murderer of Gorion.  He sought to become the new Lord of Murder,
  187.   and sought to start a war between Baldur's Gate and Amn.  It would not matter
  188.   who won this war... so long as people died by the thousands.  Fortunately for
  189.   the world you were there to stop Sarevok and end his schemes.
  191.   But the world doesn't stop for one heroic deed.  Soon after your adventures
  192.   around Baldur's Gate a mysterious force captures your adventuring party.
  193.   Could this be another spawn of Bhaal?  Or perhaps something worse...
  195.   Baldur's Gate II: The Shadows of Amn takes place just a few months after the
  196.   events of Baldur's Gate.  You have been captured and placed in a cage.  All
  197.   your equipment and money is gone.  Your companions have been scattered.  Who
  198.   is behind this?  And more importantly... why?
  201.   There are two "bonus" CD's out there, one people got with the Collector's
  202.   Edition and another for Preordering (either from EBworld or from the
  203.   Interplay Store).  These add new shops and items.  You can also download
  204.   these files from (you can also check out
  205.   the Frequently Asked Questions for more information)
  207.     Collector's Disc:  Aurora's Emporium in the Adventurer's Mart
  209.       Sells all manner of Torment related items, such as Dak'kon's Zerth Blade
  210.       and Vhailor's Helm.  Best yet, it has the almighty Robe of Vecna.  Talk
  211.       to Deidre in the back of the Adventurer's Mart.
  213.     Preorder Disc:  Joluv in the Copper Coronet
  215.       Sells all manner of Icewind Dale related items, such as Hrothgar's Axe
  216.       and the Defender of Easthaven.
  218.   You can just use the cheats to create the merchants (see the Cheats section
  219.   if you don't know how to do it):
  221.     CLUAConsole:CreateCreature("wmart1")
  222.     CLUAConsole:CreateCreature("wmart2")
  224.   to make the two merchants appear in the current area. [from John Howard]
  227. -------------------------------------------------------------------------------
  228.   II.       [WHTSNW]  What's New in Baldur's Gate II
  229. -------------------------------------------------------------------------------
  231.   Here's a list of what's new in Baldur's Gate II (as compared to BG):
  233.     - Familiars.  Mages can cast the first level spell "Find Familiar" to get
  234.       themselves a little intelligent creature called a Familiar.  Not only
  235.       do you get a permanent little scout/thief/monster, but you get a bonus
  236.       to your Mage's HP as well.  If your Familiar has 24 HP, then you get +12
  237.       HP.
  239.     - Strongholds.  Each class gets their own specific stronghold to call their
  240.       own.  A fighter gets a castle, a bard gets a playhouse and a thief gets
  241.       a thieves' guild.
  243.     - New Playable Race: Half-Orc.  Half-orcs get a bonus to their strength
  244.       and constitution and a penalty to their intelligence and charisma.
  246.     - New Playable Classes: Monk, Barbarian and Sorcerer.
  248.       Monk.  The Monk is one of the more interesting new classes.  They are
  249.       very skilled at fighting without weaponry, and as they go up in levels
  250.       their fists grow in power.  At the 14th level they start gaining Magic
  251.       Resistance.  They also have other special abilities, such as Lay on Hands
  252.       faster movement and some thief skills.  The drawback?  They can't wear
  253.       armor or use two-handed weaponry.
  255.       Barbarian.  The Barbarian is a brute compared to the fighter.  More
  256.       vicious but less refined.  He gets more HP, can berserk and moves faster.
  257.       Drawbacks?  Can't wear Full Plate or Plate Mail, and cannot gain more
  258.       than Specialized in Proficiencies.
  260.       Sorcerer.  Normal mages have to first learn a spell, then memorize it,
  261.       then spend time to cast the spell.  The Sorcerer does none of these.
  262.       They simply get a set number of spells per level and can cast a number
  263.       of spells.  This works more like "mana" systems of other games.
  265.     - New sub-classes, called Kits.  These represent different philosophies
  266.       within each discipline.  For example, the Wizard Slayer (Fighter) won't
  267.       wear magic items, but gains a bonus magic resistance and can disrupt
  268.       magic spells permanently.  For more information see the Kits section in
  269.       the Appendix.
  271.     - More thief skills, such as Set Trap, Detect Illusion and more.
  273.     - More spells, including Delayed Blast Fireball and Time Stop.
  275.     - Gem bags to hold gems and necklaces, Scroll cases to hold spells and
  276.       parchments and Bags of Holding to hold everything else.
  278.     - Bigger, fiercer monsters, including Dragons, Beholders and Liches.
  280.     - Better resolution.  The game officially supports up to 800x600, but
  281.       unofficially it can go up much, much higher.
  283.     - Higher experience cap, set at 2.95 million experience points allowing
  284.       your character to become as gods. (not quite, but that sure sounds good
  285.       doesn't it?)
  288. -------------------------------------------------------------------------------
  289.   III.      [THRNFB]  Throne of Bhaal Information
  290. -------------------------------------------------------------------------------
  292.   Throne of Bhaal is the official Expansion Pack to Baldur's Gate II: Shadows
  293.   of Amn.  It has one area (Watcher's Keep) that can be reached in either game,
  294.   and many other areas that take place after the events in BG2.  ToB can be
  295.   purchased in any store that sold BG2.
  297.   Once you enter the Expansion areas (with the exception of Watcher's Keep)
  298.   you cannot return to the original game areas.
  300. What's New in Throne of Bhaal:
  301. ------------------------------
  303.   - TAB key will now highlight doors, containers and items for you. (use it
  304.     often!)
  306.   - Wild Mage kit.  Just like a mage, but with one key difference, Wild Surges.
  307.     These are near unpredictable alterations of the magic.  It might just make
  308.     you itchy (or your enemies itchy) or it could even change your gender.  You
  309.     just never know.
  311.   - New areas.
  313.   - Completes the Baldur's Gate saga.
  315.   - Experience Cap set much higher at 8,000,000.  This allows most characters
  316.     to get to level 40.
  318.   - Many new items, and more items that can be built from other items.
  320.   - More spells.
  322.   - You can now remove spells from your spellbook.  This is intended to get rid
  323.     of unwanted spells when you can't learn any more.
  325.       Tip:  If you have duplicate Spell Scrolls, learn the spell once, then
  326.             Erase it, then learn it again.  This way you get the experience
  327.             twice!
  329.   - New high level abilities (HLA) for level 20+ characters.  These abilities
  330.     are extremely strong and useful, such as Deathblow, Whirlwind attack and
  331.     Summon Planetar.
  333.   - Evil clerics can Turn Paladins along with Undead. (which adds an
  334.     interesting conflict when you have Viconia and Keldorn in the same party)
  336.   - Cloak of Mirroring no longer reflects spells back to their caster, merely
  337.     blocks the spells.
  340.     David Gaider (one of the senior designers of ToB) has released a few minor
  341.     additions to Throne of Bhaal, which you can find at Baldurdash:
  345.     They include new Bhaalspawn abilities, and tougher Demogorgon and Balthazar
  346.     battles.
  348.       Baldurdash:
  351. The Wish Spell
  352. --------------
  354.   The WISH Spell is much like its lesser brother, the Limited Wish, but a
  355.   whole lot more powerful.  As such it is very tricky to use.  The Djinn you
  356.   summon is pretty much out to get you, so having a good WISDOM is essential.
  357.   18 or more will get you the best responses, 9 or worse will get you some
  358.   pretty awful responses.  However, which wishes you get is also partly random.
  359.   He then picks from a list of wishes that you can get (not all will be what
  360.   you want), and if you have really bad wisdom, you'll be picking from a list
  361.   of nothing but bad choices!  Here is a list of all the wishes, sorted from
  362.   the really bad to the sorta awful to the surprisingly good:
  364.     'Improved Haste' on all enemies in the area.
  365.     Level Drain two levels from each party member.
  366.     Bring a 'Meteor Swarm' down upon the caster.
  367.     Temporarily remove half of the caster's HP.
  368.     Caster loses all memorized spells.
  369.     Party loses 10,000 gp.
  370.     Temporarily reduce the Strength of all party members to 3.
  371.     Temporarily reduce the Dexterity of all party members to 3.
  372.     Temporarily reduce the Constitution of all party members to 3.
  373.     Temporarily reduce the Wisdom of all party members to 3.
  374.     Temporarily reduce the Intelligence of all party members to 3.
  375.     Temporarily reduce the Charisma of all party members to 3.
  376.     Heal all enemies in the area.
  377.     Temporarily remove 15% of all party members' HPs.
  378.     Summon an extra hostile monster into the area.
  379.     Everyone in the area, both party members and enemies, become intoxicated.
  380.     'Breach' on everyone in the area, including the party.
  381.     Blow all people, including party members, away from the caster.
  382.     Heal everyone, party members and enemies included.
  383.     Temporarily set Strength to 18 for everyone in the area, including enemies.
  384.     'Miscast Magic' on everyone in the area, including party members.
  385.     'Magic Resistance' on everyone in the area, including enemies.
  386.     'Abi-Dalzim's Horrid Wilting' on everyone in the area, including the party.
  387.     Incur bad luck on everyone in the area, including party members.
  388.     'Silence' on everyone in the area, including party members.
  389.     'Haste' everyone in the area, including enemies.
  390.     'Improved Haste' on all party members.
  391.     'Breach' on all enemies in the area.
  392.     'Restoration' on all party members.
  393.     Raise all party members' characteristics to 25 for 4 rounds.
  394.     'Resurrection' on all dead party members.
  395.     All party members gain the temporary ability 'Greater Deathblow'.
  396.     All party members gain the temporary ability 'Hardiness'.
  397.     Create a random wand in caster's inventory.
  398.     Create a random potion in the caster's inventory.
  399.     Make it as if the entire party has just rested a full night and
  400.        re-memorized all their spells.
  401.     Cast a double-length 'Time Stop' and 'Improved Alacrity' on the caster.
  403. Upgraded Familiars:
  404. -------------------
  406.   Familiars are upgraded when you complete the regular game by beating
  407.   Irenicus.
  409.   You can now "feed" the familiars to heal them.  You can also ask them for
  410.   advice.
  412.   If you want to see the old BG2 familiar list, it is in the Gameplay
  413.   Strategies section below.
  415.   Alignment        Familiar       AC   HP    Abilities
  416.   ---------------  -------------  --   --    ----------------------------------
  417.   Lawful Good      Pseudo Dragon   0   48    35% magic resistance, renders
  418.                                              victims unconscious, casts Blur,
  419.                                              Ghost Armor, Detect Illusion, 2
  420.                                              attacks per round
  422.   Neutral Good     Pseudo Dragon   0   48    (same as above)
  424.   Chaotic Good     Fairy Dragon    0   24    45% magic res., casts Invisibility
  425.                                              10' Radius, Imp. Invisibility &
  426.                                              Mirror Image 1/day
  428.   Lawful Neutral   Ferret         -4   48    65% magic res., 95% Pickpocket,
  429.                                              60% Stealth, 60% Detect Traps
  431.   True Neutral     Rabbit          1   48    85% Detect Traps, 60% Stealth,
  432.                                              65 magic res., 50% detect illusion
  433.                                              always haste
  435.   Chaotic Neutral  Cat            -4   48    Pickpocket, 99% Stealth,
  436.                                              65% magic res, 60% Find Traps.
  438.   Lawful Evil      Imp            -2   48    Polymorphs, 35% magic res., poison
  439.                                              attack, regenerates 1 HP/second
  441.   Neutral Evil     Dust Mephit     3   48    Casts Glitterdust 2/day, 25% magic
  442.                                              res., Prismatic Spray, Stoneskin,
  443.                                              60% damage resistant, immune to
  444.                                              fire
  446.   Chaotic Evil     Quasit         -2   48    Casts Horror, 35% magic resist.,
  447.                                              immune to fire, cold and elec.,
  448.                                              regenerates 1 Hp/second, 3 attacks
  449.                                              per round, attack reduces target
  450.                                              DEX
  453. Romances in Throne of Bhaal:
  454. ----------------------------
  456.   Yep, they all are continued, even if you ended them (such as Aerie saying at
  457.   the end that you should just be friends).
  459.   SPOILERS
  461.   Viconia > You can convince her to change her alignment (you simply have to
  462.             say "good" things, like killing is wrong, etc.)
  463.   Aerie   > You can have a child with her
  464.   Anomen  > Asks to marry you
  465.   Jaheira > n/a
  467.   Viconia's alignment switch:  When she offers to sleep with you again, turn
  468.                                her down because the "time isn't right", then
  469.                                when she asks what you think of her, be very
  470.                                very nice.  When she asks you what it's like
  471.                                having the blood of Bhaal in your veins, tell
  472.                                her that you don't like the killing.
  474.                                Between meeting her wraith-brother and the
  475.                                destruction of Saradush (I told you there were
  476.                                Spoilers in here), you need to have at least
  477.                                ONE romance talk occur.  If you skip this, you
  478.                                can't get her to switch alignments.
  480.                                When she sees the battle, tell her that you
  481.                                don't like it.  Then when she asks if you want
  482.                                her to change, say yes.
  485. -------------------------------------------------------------------------------
  486.   IV.       [MDNFRM]  Tweaking Baldur's Gate II
  487. -------------------------------------------------------------------------------
  489. Tired of always knowing how to do everything in the game? Want a new challenge?
  490. Try a mod! All the significant Unofficial Add-On's (most of which are top-
  491. notch) can be found here:
  497. The first thing's that I would install are the Fixpack and the Tweak pack, both
  498. of which can be found at Gibberlings 3. These fix the remaining annoying bugs,
  499. as well as some ease of use enhancements. The tweak pack can do things like
  500. unlimited arrow stacking, and remove the experience cap. Every component is
  501. optional, so if you like one thing, but not another, you can just install what
  502. you want.
  504. If you have a widescreen monitor, be sure to pick up the widescreen mod from
  505. Gibberlings 3.
  507. Some of the Mods that I've tried:
  509.   Baldur's Gate Trilogy - Combines all the Baldur's Gate games into one
  510.     package. (The "third" game it refers to is Throne of Bhaal) Works really
  511.     well, although there are a few bugs. (Don't memorize any new spells
  512.     until you're sure that they work) It's really fun to play from Candlekeep
  513.     to the Throne of Bhaal in one game.
  515.   Banter Pack - Makes the NPCs more interesting.
  517.   Big Picture - combines several of the largest BG2 mods into one. Includes
  518.     The Darkest Day, Shadows Over Soubar, Never Ending Journey and Tortured
  519.     Souls. Combine this with BGT above for a really massive gaming experience.
  521.   Dark Side of the Sword Coast for BG-BGT - technically a BG1 mod, but played
  522.     in the BG2 engine through BGT.
  524.   David Gaider (one of the senior designers of ToB) has released a few minor
  525.     additions to Throne of Bhaal, which you can find at Baldurdash:
  529.   Freedom's Reign / Reign of Virtue
  531.   Gibberlings3 Tweak Pack - awesome, awesome mod. All of its components are
  532.     optional, so you can pick the ones you like. Some of which are:
  534.       Remove Helmet Animations
  535.       Imoen/Nalia Avatar Change (to a mage)
  536.       Disable Portrait Icons Added by Equipped Items
  537.       Change Avatar when Wearing Robes or Armor (to mage or fighter)
  538.       Add More Bags of Holding
  539.       Multiple Strongholds
  540.       Bonus Merchants (from the Pre-order & Collector's edition)
  541.       Remove Experience Cap
  542.       Allow thieving in armor (with appropriate penalties, of course)
  543.       Allow mage spellcasting in armor (with penalties, of course)
  544.       Infinite arrow stacking
  545.       Infinite potion stacking
  546.       And so very much more!
  548.   Imoen Romance
  550.   One Pixel Productions - Redoes the artwork in the game to be more like BG1.
  551.     I liked going back to the original "paper doll" look from the first game.
  553.   Secret of Bone Hill (BGT)
  555.   Unfinished Business - puts several quests and things back into the game that
  556.     were dropped by Bioware.
  558. If you need a walkthrough for the Unofficial Add-On, the Darkest Day, you can
  559. get Suburban Jub's fine walkthrough here:
  565. -------------------------------------------------------------------------------
  566.   V.        [CRTNGM]  Creating a Main Character (or a Party)
  567. -------------------------------------------------------------------------------
  569.   The hardest decision in the game is also the first decision, and the one that
  570.   has the farthest reaching effects as well.  What you decide here will change
  571.   everything and affect how easy your game is.
  573.     What Class Do You Play??
  575.   Such a simple question, but no easy answers.  A lot of which class you want
  576.   to play has to do with your individual style as a player.  If you like just
  577.   rushing into the thick of battle without planning, maybe a Barbarian is the
  578.   way to go.  Meticulous planner?  Think mage.  Finesse fighter?  Kensai or
  579.   Monk.
  581.     Trick:  When you are rolling the "Attributes" for your character, if you
  582.             press CTRL-8 the game will set all your stats to 18 (and 18/00 for
  583.             STR).  This ONLY works if you already have the Debug Mode enabled
  584.             (see the Cheats section below).
  586.     Tip:  If you're going to import from BG1, and you, like me, reloaded your
  587.           BG1 game everytime you gained a level to get maximum hit points,
  588.           you might be dismayed to learn that BG2 will AVERAGE OUT YOUR
  589.           HIT POINTS.  That's right, my level 8 Fighter got nerfed from 120
  590.           hit points to 81!  The only way I found to get around this is to,
  591.           when selecting a kit for your imported character, select BACK
  592.           instead of a kit.  You keep your hit points but lose the ability
  593.           to take a kit.
  595.   Favorite Kits:
  596.   -----------------------------------------------------------------------------
  597.     Fighter -- > Kensai (great fighters, and when dualled to a mage become
  598.                  extremely powerful, I've also heard good things about
  599.                  Kensai/Thief combinations)
  600.     Mage    -- > Conjurer (you lose some spells, but you can summon with the
  601.                  best of them! This is more subjective than the others)
  602.     Druid   -- > Shapeshifter (If you've played Cernd then you know that he
  603.                  is one of the weakest HUMANS, but when he becomes a werewolf
  604.                  he is very powerful)
  605.     Priest  -- > Priest of Lathander (This is subjective, I just like the
  606.                  Boon of Lathander spell)
  607.     Bard    -- > Skald (this has a LOT of good effects, and only one bad effect
  608.                  a low pickpocket score)
  609.     Thief   -- > Swashbuckler (this guy is awesome, practically a fighter!)
  610.     Ranger  -- > Archer (gives this guy a bow, and 5 proficiency in it and you
  611.                  have the best sniper in the game)
  612.     Paladin -- > Inquisitor (used to be Cavalier, but I changed my mind.  This
  613.                  guy's major plus is his Dispel Magic ability, which he casts
  614.                  at twice his level, plus with immunities to Hold and Charm)
  615.   -----------------------------------------------------------------------------
  617.   Keep in mind that only the Protagonist (main character) can have a Familiar.
  618.   So if you aren't a Mage, and can't Dual to a Mage later, no one in your game
  619.   will have a Familiar.
  621.     Tip:  When creating a character, one thing to consider is the desirability
  622.           of covering a niche that isn't handled by any of the recruitable
  623.           NPCs.  For example, there's no point in creating an inquisitor or
  624.           ranger PC because the game already includes strong NPCs for these
  625.           classes.  On the other hand, the game doesn't include any thieves
  626.           capable of standing toe-to-toe with enemies in melee combat, so a
  627.           fighter/thief would be a good choice to fill this niche.  Or there's
  628.           always the versatile ranger/cleric, who is able to cast druidic as
  629.           well as clerical spells because of a quirk in the BG2 engine.
  630.           [from jsaving]
  633.   Multi-Class and Dual-Class options:
  634.   -----------------------------------
  635.     When you multi-class you are 2 or 3 classes simultaneously. Your experience
  636.     is divided among your classes, so you do level up slower, but you get the
  637.     abilities of all the classes at the same time. Keep in mind that you still
  638.     have to follow the rules of your class, that is, a fighter/mage still can't
  639.     cast spells in armor, and a thief can't sneak in armor greater than studded
  640.     leather. Then, when you get at high level, you get access to both of your
  641.     class's high level abilities (HLA) at the same time. The triple classes
  642.     only get some of the HLAs, for example the Fighter-Mage-Thief gets most of
  643.     the Fighter and Thief HLAs but almost none of the Mage's.
  645.     In dual classing, you switch from one class to another, and forevermore
  646.     will gain levels only in the new class. When the new class level is higher
  647.     than the old one, you gain the abilities of both again, but still only
  648.     level up in the new class. Thus, depending on what level you switch over,
  649.     you may only get 1 set of HLA.
  651.    Trick:  When you dual your main character to the Mage Class, try this.  Kick
  652.            everyone out of the party, then learn as many spells as you can.
  653.            You gain experience for each spell you learn.  I was able to gain
  654.            MANY levels this way!
  656.    Dual Class Note:  Can't get your character to dual class?  You probably
  657.                      don't have sufficient STATS for it.  Dualling requires
  658.                      your character have 15 of his current class's prime STAT
  659.                      (i.e. STR for a Fighter) and 17 of your desired class's
  660.                      prime STAT (i.e. INT for a Mage).  See the Frequently
  661.                      Asked Questions section for more details.
  663.                      And again, only humans may dual class.
  666.   Here's the character I played through when I wrote the walkthrough:
  668.       Male  -->  To have the romance with Viconia
  669.    Half-Orc -->  For the STR and CON bonuses
  670.    Barbarian ->  A very powerful class, gets 2 extra HP per level (over what a
  671.                  Fighter gets), can Rage, moves faster and at level 11 gains
  672.                  various weapon resistances.
  673.      Lawful -->  To get that high starting reputation.
  674.       Good
  675.    Dual Wield >  Then I had him dual wield Katanas (the Celestial Fury is just
  676.                  awesome) and Long Swords.
  678.   And here is the party I used when I wrote the walkthrough:
  679.   (slight SPOILER)
  681.         Me -- Barbarian, as a Half-Orc to get me 19 STR and CON, then dual
  682.               wielded long swords and katanas.  Very strong.
  683.    Jaheira -- Fighter / Druid, The best Druid in the game since she is the only
  684.               one who can Raise Dead (with Harper's Call).
  685.    Viconia -- Cleric, she is an awesome cleric (much better than Anomen) plus
  686.               she has natural magic resistance.
  687.      Edwin -- Conjurer, the only true mage in the game, also gains a bonus to
  688.               the number of spells he can cast.  Not only gains the +1 spell
  689.               per level as a Conjurer, but gains another +2 spells per level
  690.               from his Amulet (which can't be removed).
  691.      Mazzy -- Fighter, Her bow ability is her best feature, but she also has
  692.               a number of extra powers (such as Courage) that I found useful.
  693.    Yoshimo -- Bounty Hunter, oh sure he isn't a long term solution, but that is
  694.               exactly where Imoen returns.
  696.    Here's a straight-good aligned power-party:
  698.    Main Character -- play as a Kensai/Mage
  699.    Valygar -- Stalker dual wielding katanas, can also backstab really well. If
  700.               you aren't using his backstab, drop for Mazzy.
  701.    Keldorn -- The only Paladin in the game, thus the only person who can use
  702.               the Holy Avenger
  703.      Minsc -- The strongest character in SoA, fights well with the two handed
  704.               sword, or with two weapons.
  705.     Anomen -- Once you get past his bizarre personal issues, he's not that bad.
  706.    Yoshimo -- To be replaced later with Imoen (or use Jan if you prefer)
  708.    Note:  There are several things any party should be able to do: disarm traps
  709.           (thief), remove level drain (lesser restoration), and remove combat
  710.           protections (breach).  If the main character can't do any of these
  711.           things, then the player is restricting his NPC choice set to a
  712.           certain degree because he has to reserve party slots for characters
  713.           with these capabilities.  Playing a character that has some of these
  714.           capabilities provides extra flexibility, which may be desirable if
  715.           the player wants to try out a wide variety of NPCs without being
  716.           "locked in" to a party composition he may not really want.
  717.           [from jsaving]
  719. Attributes:
  720. -----------
  722.   STRENGTH (STR)     =  Melee damage and ability to hit with melee weapons
  723.   DEXTERITY (DEX)    =  Ranged to hit, and increases Armor Class
  724.   CONSTITUTION (CON) =  Increases hit points per level
  725.   WISDOM (WIS)       =  Gives bonus spells castable per day to clerics, adds
  726.                         lore
  727.   INTELLIGENCE (INT) =  Improves chance to learn spell for mages, increases
  728.                         maximum number of spells known per level
  729.   CHARISMA (CHA)     =  Discounts at stores, and improved rewards for quests
  731.   So, you can see that a melee fighter would want STR, DEX and CON, and has
  732.   no real reason to get WIS or INT. Everyone benefits from DEX and CON.
  734.   On STR, the 18/xx scores go from 01 to 00. It's easier to think of the 00 as
  735.   100. So, 18/00 is the highest possible, and better than 18/99.
  737.   With CON, only warriors get use of the stat beyond 16. So, a mage with 16
  738.   CON gets just as many HP as a mage with 17 or 18 CON. But a Fighter, Ranger,
  739.   Paladin or Barbarian gain a benefit on every increase in CON.
  742. Hit Points at Higher Levels:
  743. ----------------------------
  745.   For the first 9 (or 10) levels, you can gain either 4 (mage) 6 (rogue)
  746.   8 (priest) 10 (fighter) or 12 (barbarian) hit points per level. This is
  747.   randomized, so you can get less. You also gain bonus hit points based on your
  748.   CON (see above). However, at level 9 (or 10, depending on your class) you
  749.   start to gain fewer hit points per level. This is part of the AD&D rules.
  750.   So, when you gain 3 HP at level 11, this is why. No amount of reloading will
  751.   fix this. The game is balanced around this fact, so you won't be weaker
  752.   than your enemies.
  754.     Fighters / Rangers / Paladins - normal to level 9, then +3 hp per level
  755.     Priest / Druid / Monk         - normal to level 9, then +2 hp per level
  756.     Rogues / Bards                - normal to level 10, then +2 hp per level
  757.     Mages / Sorcerers             - normal to level 10, then +1 hp per level
  760. Weapon Proficiencies:
  761. ---------------------
  763.   Proficiencies give various bonuses, and you can place 1-5 points in each
  764.   weapon. The first point simply makes you proficient so you don't suffer any
  765.   penalties to hit with the weapon. You suffer a -4 to use any weapon that you
  766.   lack a proficiency.
  768.          points spent          to hit bonus        damage bonus      attacks
  769.             1 (Proficient)           0                   0               1
  770.             2 (Specialized)         +1                  +2              3/2
  771.             3 (Master)              +2                  +2              3/2
  772.             4 (High Master)*        +2                  +3              3/2
  773.             5 (Grand Master)        +2                  +4              3/2
  775.          * Improves weapon speed.
  777.   Note:  Only fighters can get all 5 proficiency points. Most classes are
  778.          restricted to 1 point, while Rangers, Paladins and Barbarians can get
  779.          2 per weapon. Since there is an extra 1/2 attack at 2 points, it
  780.          has the greatest benefit.
  782.   There are nice weapons for each type, so choose whichever one you like, then
  783.   focus in it.
  785.   If you have a thief, mage or a character that cannot use a shield due to a
  786.   class restriction then allocating a point or two into single weapon style
  787.   will give an armour class as if equipped with a shield. Very useful but
  788.   obviously must have a one-handed weapon equipped. It also increases the odds
  789.   of getting a critical hit. (a roll of 19 or 20). [from Carl Wear]
  792. Charisma is your friend:
  793. ------------------------
  795.   So what does Charisma really get you?  Well if you have a low charisma you
  796.   may not be able to get NPC's to join you, if you pass a quest, the treasure
  797.   may not be as good as it normally would be, (or there may be no treasure at
  798.   all!) and shops WILL charge you more.  So don't skimp out on the charisma.
  800.   On the other hand, you only need ONE PERSON with good charisma, and it
  801.   needn't be your main character.
  803.   SPOILER: Plus, just outside of the first dungeon you find a ring that sets
  804.            anyone's Charisma to 18.  You will find this ring by finish the
  805.            circus tent quest in the Promenade area.
  807.   After maxing my reputation, I had my leader (with a charisma of 18) wear some
  808.   charisma-enhancing items (nymph cloak, sword of the roses, helm of glory) to
  809.   boost his charisma up to 23 before he talks to shop owners, and got a
  810.   significant further discount from the increased charisma above 18.  Useful
  811.   for all those expensive items from the bonus CD's. [from RCL]
  814. Creating all Six Characters:
  815. ----------------------------
  817.   It is quite beneficial to play every game as a multiplayer (although it does
  818.   create a bit of a hassle).  It gives you the benefit of being able to create
  819.   all 6 players in your party rather than depending on NPC's, and you can also
  820.   Export and Import characters in and out at any time.  Potentially, then,
  821.   you could have a party of as many people as you want, just import and export
  822.   as needed.
  824.   To create a Multiplayer game just click the Multi Player button.  At the next
  825.   menu click "Connect".  Now you have to set the type of Multi Player (the top
  826.   button), using Serial is fairly easy (although it requires that you have some
  827.   Networking installed...) Now click "Create Game" (whenever you are playing by
  828.   yourself in the Multiplayer always use "Create Game", never use "Join
  829.   Game"!).  Name the session to whatever you want, and enter in your own name.
  830.   Finally click "New Game".  Now you can create as many characters as you want.
  831.   Then once they are all created, click the little Check icon by each created
  832.   characters, and then click the "Done" button.
  834.   If I created six characters, this would be that party:
  836.     Human  Monk   --  These guys are just awesome at the higher levels.
  837.     Human  Kensai --  To be dualled to a Mage at level 9 or 12, can be very
  838.                       powerful
  839.     Human  Skald  --  Bards are fun, but this one is great.  Useful for the
  840.                       great Bard Song.  At high levels gives everyone +4 to
  841.                       hit, damage and AC!
  842.     Elf    Archer --  The best ranged weapons expert in existence!  This guy is
  843.                       ridiculously powerful.
  844.     Human  Swashbuckler  --  A thief with great offensive abilities.
  845.     Human  Sorcerer --  Great magical abilities, don't have to memorize or
  846.                       learn spells.
  848.   Or I might replace the Monk with a Half-Orc Barbarian (or Kensai) -- A
  849.   hit point powerhouse.
  851.   But naturally in Baldur's Gate II, I prefer to have most of my party consist
  852.   of the pre-made NPC's that you find in the game.  They're just more
  853.   interesting to me.
  855.   Warning:  I don't recommend creating all SIX characters in the game.  You
  856.             will miss out on character specific quests (and there are a lot of
  857.             these early in the game) as well as the fun interactions these
  858.             characters have with each other.  At most I would create 5
  859.             characters, then bring in an NPC, do their quests, then go on to
  860.             the next NPC.
  862.   Trick:  To play with your own characters, but avoid the hassles of
  863.           Multiplayer, simply copy the saved game out of the \MPSAVE\ directory
  864.           and into the \SAVE\ directory.  You can then play with your own
  865.           party in the normal single player mode. [from Grack]
  868. Thoughts on Kensai/Mages and other Combinations:
  869. ------------------------------------------------
  870.   [from RCL]
  872.   While I can imagine how high level Kensais can be killing machines, I do not
  873.   believe they are worth it if you dual them out at level 9.  At that time,
  874.   compared to normal fighters they only have +3 to hit and +3 damage (plus 3
  875.   uses of the Kai ability and -2 speed factors) - which is, in other words,
  876.   about an additional 15%-20% bonus depending on your stats, skills and
  877.   weapons.  However, this is at the expense of not being able to use missile
  878.   weapons and more importantly, not being able to use bracers, gauntlets,
  879.   helmets, shields and armors.
  881.   Even if you, for example, use the shield amulet to make up for the horrible
  882.   AC, you won't be able to utilize other abilities offered by the equipment
  883.   (such as super fire protection by wearing the whole set of dragon
  884.   helm/shield/armor; increased charisma with the Helm of Glory;
  885.   missile/beholder ray protection from the reflection/fortress/Balduran's
  886.   shields, etc.).  After you dual the Kensai to a mage, the inability to use
  887.   bracers and missile weapons can make him a liability to the group for a long
  888.   while until he regains his Kensai abilities.
  890.   A Berserker warrior will be better mage-dualling material.  First of all, he
  891.   is almost equivalent with a level-9 Kensai in melee abilities with his +2
  892.   Thac0/ +2 damage during his rage.  In addition, during his rage he will gain
  893.   15 hp and have very important immunities (which alone IMO makes up for the
  894.   Kai ability); he can use ranged weapons if you want, and he has zero
  895.   limitation to his equipment - even if you don't feel like enabling/disabling
  896.   your magic casting abilities with heavy armors all the time, Bracers AC3 can
  897.   help a lot.  Personally, I will take all these advantages and additional
  898.   flexibility over the Kai ability and -2 speed factors any day.
  900.   Currently I have my Berserker/mage dual wield the Celestial Fury and
  901.   Dak'kon's Zerth Blade, wearing the Bracer AC3.  I used the editor just to
  902.   change his appearance to a mage, and wear the traveler's robe just for the
  903.   looks.  Looks great (especially when he attacks), and is probably the best
  904.   member in my team.
  906.   Editor:
  909. Other People's Party Strategies:
  910. --------------------------------
  912.   If Geoff Ulreich created all 6 characters, this is how it would look:
  914.     Paladin - Inquisitor (can't dual or would start as fighter for max weapon
  915.               prof.)  Definitely the only worthwhile paladin kit, immunity to
  916.               hold and charm are PRICELESS, as is true seeing, and paladins are
  917.               typically worthless as spellcasters, healers and undead turners
  918.               next to clerics anyway (hence his disadvantages aren't really).
  919.               Spec. in two handed sword, style, and longbow or crossbow (or
  920.               both).  He's a madman with the Avenger (a DMs worst nightmare).
  922.     Fighter - to be dualled to a Priest at 9th level.  Grand Mastery in
  923.               Warhammer for the Crom Faeyr, the rest in sling (Priests can use
  924.               it).  Invaluable for healing, turning, summoning fodder, and
  925.               dispelling.
  927.     Monk    - (can't dual, wouldn't anyway) This class is even more unbalanced
  928.               than in the first edition AD&D rules, truly heinous by 15th
  929.               level, a dervish of destruction at 20th.
  931.     Thief   - Bounty Hunter to be dualled to Mage (can't dual to specialist or
  932.               I would do Conjurer - Divination (their opp. sphere) spells suck)
  933.               at 11th, when his special traps have the Hold ability) - also
  934.               allows him to hit max level in mage.  Give him longswords, two
  935.               wpn style (or one if you're gonna use a bow a lot), short bow
  936.               (and/or crossbow for the light crossbow of speed).  This will
  937.               allow you to use most of the good long swords in the game. Get
  938.               set snares, F/R traps, and open locks to 100, 100, & 95
  939.               respectively, ignore the rest).
  941.     Bard    - Skald (can't dual or would start as a fighter)  Basically for his
  942.               kick-ass song, but makes a nice 3rd mage as well.  Give him
  943.               longsword, 2 handed sword, 2 weapon style, 2 handed sword (for
  944.               the vorpal).  Nice for Lore skill (saves hassle), cast Friends
  945.               before shopping.
  947.     Sorcerer - (can't dual or would start as a fighter) A VERY powerful mage.
  949.     All the characters should have 18/00 (fighters) or 18 strengths, 18 dexs,
  950.     16 cons (18 for the fighter and paladin).  Mages get 18 intelligence (incl
  951.     bard and bounty), and one of them needs an 18 (or close) wis for limited
  952.     wishes.  Priest needs 18 wis as well, and paladin and bard should be 18
  953.     charisma (save that ring slot for something better).  Only took me 2 hrs to
  954.     get 6 characters with the above stats.  I made them all Lawful or Neutral
  955.     Good to allow 20 rep.  Have the Sorc. as your main character for the find
  956.     familiar spell (use a scroll), this will net a psuedodragon (the best
  957.     familiar).  This party is a bit slow until the fighter duals to cleric
  958.     (lack of healing), but this doesn't take long at all, and soon after it is
  959.     unstoppable.  Also, Archers are WAY overrated.
  961.     By the by, my first character (single player) was a kensai as well, but
  962.     used two longswords.  Foregoing a second sword for a measly AC bonus is
  963.     silly, he was AC -6 by the end (using the shield amulet, which has more
  964.     than enough charges to carry you through the end of the game.  Also, not
  965.     much lived long enough to swing more than once at him; he splattered
  966.     creatures faster than Keldorn and Jahiera combined.  That's 9 (NINE)
  967.     attacks per round if improved hasted and using the dancing sword, 8 if you
  968.     think the sword doesn't count :), 4 normally (still obscene).  The best
  969.     defense is, well, you get the picture...I was going to dual him to mage,
  970.     but was having far too much fun with him as it was, and already had 3 mages
  971.     by that point.
  973.     My sorcerer spell picks:
  975.       I have seen many people on the BBSs asking what spells their sorcerers
  976.       should learn, especially at the higher levels, and I have also seen some
  977.       truly awful replies.  That said, here are my picks.
  979.       1st: -magic missile*
  980.       -identify (even with a bard, no other great picks)
  981.       -shield
  982.       2 others ( I did protection from petrification and charm person)
  984.         Editor's Note:  I would take Chromatic Orb here.  It has some awesome
  985.                         powers and grows in strength as your sorcerer levels
  986.                         up.
  988.       2nd: -melf's acid arrow
  989.       -mirror image
  990.       -knock(*)
  991.       -resist fear* (actually an area effect, contrary to what it says in the
  992.       manual)
  993.       -horror/web/stinking cloud (pick one - I chose horror since it allows you
  994.       to take enemies out of action without affecting your party)
  996.       3rd: -fireball*   __
  997.       -dispel magic  ]__*
  998.       -remove magic__]
  999.       -haste
  1001.       4th: -ice storm
  1002.       -minor sequencer*
  1003.       -stone skin*
  1004.       -minor globe of invulnerability
  1006.       5th: -breach**********
  1007.       -chaos*
  1008.       -cloudkill*
  1009.       -lower resistance
  1011.       The above are not set in stone, but really are the best picks for a well
  1012.       rounded sorcerer, to be used for heavy artillery, fighting enhancement,
  1013.       and dispelling (with some defense set aside, mainly for the contingency
  1014.       spells).  The offense is balanced for single target and area attack
  1015.       spells; the area attacks are balanced between damage-dealing and
  1016.       disabling (the latter of which won't hurt your party, good for in-close
  1017.       fighting.  For the last three levels, I will list a small group of
  1018.       possibilities, with the first 3 (6th), 3 (7th), and 2 (8th) spells listed
  1019.       being the ones I chose.  I found summoning spells to be fairly useless
  1020.       later in the game, especially against mages (death fog and death spell),
  1021.       with the possible exceptions of the nishruu and hakeashar.
  1023.       6th: -contingency*
  1024.       -improved haste
  1025.       -pierce magic*
  1026.       -(chain lightning)
  1027.       -(death fog)
  1028.       -(summon nishruu)
  1030.       7th: -delayed blast fireball
  1031.       -mass invisibility*
  1032.       -spell sequencer*
  1033.       -(limited wish (depending on your Wis))
  1034.       -(ruby ray of reversal)
  1035.       -(summon hakeashar)
  1036.       -(khelben's warding whip)(great spell, room:))
  1038.       8th: -incendiary cloud
  1039.       -spell trigger (I actually chose pierce shield, now regretting it)
  1040.       -(pierce shield)
  1041.       -(simulacrum)
  1043.       Again, these are not set in stone; they are just the spells I found my
  1044.       mages using over and over again the first time I played).  The 2nd level
  1045.       knock is essential, by the way, if you use the party I suggested (monk or
  1046.       cleric detects traps, sorc knocks to unlock, paladin triggers traps until
  1047.       your dualled thief/mage hits 750,000 exp and gets his thief skills back).
  1048.       I marked with an * the spells I thought absolutely necessary.
  1050.   Brian Camley has a spell recommendation:
  1052.     I'd also like to add a suggestion for Sorcerer spell picks - I used
  1053.     "protection from magical energy" - with this spell, I gave 100% protection
  1054.     from magic energy to all my characters, making the first battle with
  1055.     Irenicus a breeze... yes, it isn't as good as the scrolls of protection
  1056.     from magic, but you can cast spells, while being protected from a lot of
  1057.     damage that's coming your way.
  1059.   Max Chen has some spell picks of his own:
  1061.     1.  Identify is a waste to learn cause you can use a scroll, pay a shop
  1062.         or get identify glasses to do it for you and if your lore is high
  1063.         enough than you won't need any of those.
  1065.         I just stick with magic missile and chromatic orb(At lvl 10 it has
  1066.         possibility turn victim into stone and at lvl 12 instantly kill victim)
  1068.     2.  Lvl 2 Blur and Vocalize (Must-have, because once silenced your mage is
  1069.         useless)
  1071.     3   Lvl 3 Lighting Bolt, bounce it off walls a couple time or reflect
  1072.         lighting protection and you will see dead body every where.  Good for
  1073.         close combat.  There is also another reason, coming up.
  1075.     4.  Greater Malison, no save throw and cause opponents under the influence
  1076.         of this spell make all saving throws at a penalty of -4.  Combine this
  1077.         with lvl 5 lower resistance.
  1079.         Otiluke's Resilient Sphere can be use both as offensive and defensive.
  1080.         Offensive is to take 1 enemy out and Defensive protect your weak or
  1081.         near death party member from getting kill.(Not that major but somewhat
  1082.         useful)
  1084.         Wizard eye is a very good spell for lvl 4.  Heck it's better than all
  1085.         other summon spell.  Wizard eye can tank like no other, as long you get
  1086.         the monster to attack it.  As far I can tell wizard eye is unkillable.
  1087.         Tried killing it myself and send it after lich and dragon, even with
  1088.         cheat instant kill.  Plus it is immune to most spell and unsummon
  1089.         spells, I think only dispel works.   Also it is good to explore with
  1090.         wizard eye.  HEH oh yeah demilich tried to imprison wizard eye many
  1091.         times but fail miserably.
  1093.           Editor's Note:  ToB eliminates most of the Wizard Eye strategies
  1094.                           listed above. Now they die quite easily.
  1096.     5.  Oracle.  60' instead of 20'(book misprint?)  Get rid of those invis
  1097.         monster.
  1099.     6.  Death fog instantly kill all summoned creature, regardless of hit dice
  1100.         or immunities(Haven't seen much computer summon monster) but hey they
  1101.         sure use it on my summon creatures.
  1104.   If P.K. created 6 characters, this is how he would do it:
  1106.     Cleric/Ranger  Half/Elf (I love those too)
  1107.     Fighter        Human (Dualled to Cleric at level 9)
  1108.     Fighter        Human (Dualled to Druid at level 9)
  1109.     Fighter        Human (Dualled to mage at level 10)
  1110.     Fighter        Human (Dualled to mage at level 9)
  1111.     Thief          Human (Dualled to mage at level 12)
  1113.     This team is really cool, plenty of hit points for everybody, weapon
  1114.     grandmastery for most of the characters and everyone of the team is a
  1115.     spellcaster! (This is especially useful in BG2, since there are A LOT of
  1116.     spells and one gains XP when learning them)
  1118.     The (minor) drawbacks of this team is its (relative) weakness in the
  1119.     transition period but if you look closer you will see that you will always
  1120.     have at least 3 strong melee fighters in the team, and you can always live
  1121.     without a trap disarming thief (especially in BG2) since you can do the
  1122.     quests that do not imply dungeon crawling meanwhile.
  1124.   If jayhc created all 6, he would do this:
  1126.     I see that you have other people's full-party strategies on your FAQ, so I
  1127.     thought - hey, I may as well send in my own.  It may not have as much
  1128.     damage-causing potential at the end of the game as, say, a bunch of
  1129.     fighters dualled to mages and clerics, but I would bet that it can hold its
  1130.     own just the same – and would be more easily pulled off, to boot.
  1132.     1) Dwarfish Berserker with grand mastery in axes.  He should have a
  1133.        seventeen dexterity and a nineteen constitution; a high strength is
  1134.        preferable, too, but not necessary for the sheer tanking power.  Give
  1135.        him a fortress shield, dexterity gauntlets, some variant of full plate,
  1136.        a spell-bouncing cloak, a ring of regeneration … he could well have –11
  1137.        or –12 ac by a fairly reasonable level, and have amazing saving throws
  1138.        and hit points to go along (at level nineteen, his median amount of hp –
  1139.        with a nineteen constitution – would near 125; and most people would
  1140.        take steps to be certain that it's at least somewhat more than that).
  1141.        Heh.  He'll just sit there and soak up blows.  For extra fun, let him
  1142.        don that shape-changing cloak found in the sewers – and turn into a
  1143.        troll for a moment or two when he seems near the brink of death.
  1145.     2) Half-orc Kensai.  I would either give him grand mastery in two-handed
  1146.        sword, and specialization in two-handed weapon style; or grand mastery
  1147.        in long sword, and mastery in two-weapon style.  He would get an extra
  1148.        attack per round with the latter, but the former would give him extra
  1149.        damage and double the chance of scoring a critical hit – and a half-orc
  1150.        with a nineteen strength and grand mastery in two-handed sword who
  1151.        scores a critical hit with, say, Lilarcor – ouch.
  1153.     The Berserker could soak up damage and lead enemies away, while the Kensai
  1154.     demolished everything in sight.
  1156.     3) An elven Stalker with specialization in long bow and long sword, and
  1157.        mastery in two-weapon fighting.  If possible, give him a nineteen
  1158.        dexterity: this increases his ability to hide in the shadows by a
  1159.        considerable amount; and that is crucial to any strategy involving him.
  1160.        At level twelve he gains the ability to haste himself – so he can haste
  1161.        up, hide in the shadows, and backstab any annoyingly difficult enemies
  1162.        who don't have too many friends around.  With a girdle of strength and a
  1163.        successful backstab at level nine or ten, he does at least forty-five or
  1164.        so damage - keep him perpetually hidden for extra backstabbing fun.  His
  1165.        main drawback – for which he is constantly being knocked - is a lack of
  1166.        metallic armor, but plenty of magical leather-class protection is
  1167.        available during the course of the game.  His nineteen dexterity makes
  1168.        him quite an arrow slinger, too.
  1170.     4) A half-elven Ranger/Cleric, whose physical attributes I shall leave
  1171.        open to suggestion.  My choice of this no doubt explains itself: he has
  1172.        access to both ranger and cleric spells; he offers a decent fighting
  1173.        ability, in a pinch; he can hide in the shadows to avoid any unnecessary
  1174.        conflict until he wants to reveal himself (so as to heal team-members
  1175.        and not be killed himself beforehand).  Add to this holy power, iron
  1176.        skin, negative plane protection, draw upon holy might, and a disruptor
  1177.        mace – you've got yourself an undead-killing machine.
  1179.     A human ranger could dual to cleric if you don't want to end the game at
  1180.     13/14.  A Ranger dualled at nine, could still reach twenty in Cleric.
  1182.     5) A gnome Illusionist/Thief.  There is never any need, in BG2, to have a
  1183.        straight thief: this alternative gives you hefty magical power in
  1184.        addition to more than enough ability to perform necessary thieving tasks
  1185.        (finding and disarming traps, and unlocking doors and chests).  A thief
  1186.        hidden in the shadows can't actively detect traps; but an invisible
  1187.        thief can, and this power makes him ever so much more valuable than a
  1188.        meandering normal thief.
  1190.     6) A human Sorcerer, who can launch chromatic orb and magic missile all day
  1191.        long.  Give him breach and greater malison - and enemies are yours to
  1192.        try practically any magical strategy you'd like.
  1194.     You could replace the stalker with an inquisitor, to make mage-killing even
  1195.     easier; or a cavalier, to have effective leadership and ridiculous
  1196.     immunities.  You could also try an archer, here – I've not tested the kit
  1197.     myself; but I'm told it's ridiculously powerful, at any given level.
  1199.     A monk would be nice, but is a veritable liability until level fifteen or
  1200.     so.
  1202. Throne of Bhaal Notes:
  1203. ----------------------
  1204.   [from Duncan Clay]
  1206.   The High-Level Class Abilities added in Throne of Bhaal gives many new
  1207.   possibilities to character creation.
  1209.   For example the Rogue High-Level Class Ability "Use Any Item" allows them
  1210.   to use any weapon and shield, wear any armor and helmet, use wands and
  1211.   cast spells from scrolls.  But it goes beyond that, a dual class
  1212.   Kensai/Thief can now wear Full Plate Armor, have a familiar and wield the
  1213.   Paladin sword "Carsomyr".
  1215.   Since THAC0 progression stops at level 22, there isn't much difference
  1216.   between a Level 22 Fighter with THAC0 0 and a Level 40 Fighter with THAC0
  1217.   0.  A Level 40 Thief would have a THAC0 of 10 the same as a Level 22
  1218.   Thief.  This suggests Dual and Multiclass characters are the way to go.
  1220.     Here are some outstanding high-level character abilities
  1221.     Level 39 Kensai - THAC0 & Damage Bonus = 13 (Melee Weapons)
  1222.     Level 33 Archer - THAC0 & Damage Bonus = 10 (Missile Weapons)
  1223.     Level 40 Wizard Slayer - Magic Resistance = 84
  1224.     Level 40 Monk - Base Armor Class = -6 (-19 vs. Missiles)
  1225.     Level 40 Monk - Lay Hands heals 80 hit points
  1226.     Level 40 Swashbuckler - Armor Class Bonus = 9
  1227.     Level 40 Swashbuckler - THAC0 & Damage Bonus = 8
  1228.     Level 21 Assassin - Backstab Multiplier = x7
  1229.     Level 25 Bard - base Lore ability = 250
  1232. -------------------------------------------------------------------------------
  1233.   VI.       [CMPNNS]  Companions
  1234. -------------------------------------------------------------------------------
  1236.   Some companions don't like each other.  For example, Minsc and Edwin will
  1237.   eventually come to blows.  Anomen (if he fails his test) will try to hurt
  1238.   Aerie.
  1240.   Reputation Note:     Good characters will leave your party if your reputation
  1241.                        is too low (1 or 2), and Evil characters will leave your
  1242.                        party if your reputation gets too high (19 or 20).
  1243.                        When they leave, they cannot be re-acquired.
  1245.   Proficiencies Note:  When I list the proficiencies the character has, that
  1246.                        is not a recommendation as to what I think they should
  1247.                        have, those are the profs the character starts with.
  1248.                        These are listed by the level you get the character at.
  1250.                        If you want to decide on your own proficiencies, it is
  1251.                        always better to get that character as soon as possible.
  1253.   Irenicus' Dungeon Characters:
  1254.   -----------------------------------------------------------------------------
  1256.     Imoen     S    D   C   I   W   Ch      Race      Class         Alignment
  1257.     ---------------------------------------------------------------------------
  1258.               9    18  16  17  11  16      Human   Thief/Mage     Neutral Good
  1260.       Imoen is your old childhood friend from Candlekeep.  In the first game
  1261.       she was a Thief, and now she has dual classed to become a Mage.
  1263.       SPOILER:  Don't let Imoen memorize any spells as she won't be with your
  1264.                 party for much longer.
  1266.       Profs:   [*] Dagger, Dart, Quarterstaff, Shortbow
  1268.       Grade:  B+  She is the third best thief you can get in the game and the
  1269.                   second best mage.  This averages out well, especially since
  1270.                   this game doesn't require that much out of a thief.  I list
  1271.                   her as "third best thief" because she can't level up in it
  1272.                   anymore.
  1275.     Minsc    S    D   C   I   W   Ch      Race      Class         Alignment
  1276.     ---------------------------------------------------------------------------
  1277.            18/93  16  16  8   6   9       Human     Ranger       Chaotic Good
  1279.       Minsc is a little loopier than last you saw him.  This may be due to the
  1280.       death of Dynaheir -- whom he was sworn to protect -- but he seems to
  1281.       rely far too much on Boo, his pet hamster.  Minsc will adopt Aerie as
  1282.       his witch if they are in the party at the same time.  Then when she is
  1283.       injured or killed, Minsc has some... reactions.
  1285.       If kicked out:  You can find Minsc again in the Copper Coronet
  1287.       Profs:  Lvl 7 -  [**] Long Bow, Mace, Two Handed Sword, Two Handed Style
  1288.               Lvl 9 -  [*]  Axe
  1289.                        [**] Long Bow, Mace, Two Handed Sword, Two Handed Style
  1290.               Lvl 12 - [**] Axe, Long Bow, Mace, Two Handed Sword, 2 Hand Style
  1292.       Grade:  A-  Minsc is one of the best investments you can have in the
  1293.                   game.  He is the strongest of the NPC's and has decent
  1294.                   abilities as well.  Plus he soon begins learning Priest
  1295.                   spells which further his power.
  1297.                   His Berserker Rage ability also makes him immune to the nasty
  1298.                   spell Imprison.
  1301.     Jaheira   S    D   C   I   W   Ch      Race      Class         Alignment
  1302.     ---------------------------------------------------------------------------
  1303.               15   17  17  10  14  15   Half-Elf  Fighter/Druid   True Neutral
  1305.       Jaheira has some problems with authority, which in this case would be
  1306.       you.  She believes that she should be leader.  She is also a member of
  1307.       the Harper's, a "do-gooder" organization that also claims Elminster as a
  1308.       member.
  1310.       If kicked out:  You can find Jaheira in the southwest of the Docks
  1311.                       district, near the Harper's secret base.
  1313.       Profs:  [*]  Quarterstaff, Scimitar, Sling, Sword & Shield Style
  1314.               [**] Club
  1316.       Grade:  B  A good solid performer, but nothing to write home about.
  1317.                  There are better Priests out there, and better Fighters out
  1318.                  there as well.  The best reason to keep her is her Druid
  1319.                  abilities as she is the best druid for some time.  At the
  1320.                  moment you really have no choice but to take her.
  1322.                  Jaheira has a couple of advantages that aren't immediately
  1323.                  apparent. She's the only druid in the game who can raise dead
  1324.                  (Harper's call) and can also wear the full range of armor
  1325.                  (because of her fighter multiclass).  She's also the only
  1326.                  druid in the game who can eventually select the fighter's
  1327.                  critical strike ability at high levels, which is incredibly
  1328.                  powerful when combined with touch-range spells like harm.
  1329.                  [from jsaving]
  1332.     Yoshimo   S    D   C   I   W   Ch      Race      Class         Alignment
  1333.     ---------------------------------------------------------------------------
  1334.               17   18  16  13  10  14     Human   Bounty Hunter  True Neutral
  1336.       Yoshimo, feared by all, somehow managed to get himself captured and
  1337.       thrown into this dungeon with the rest of you.  Why Irenicus would be
  1338.       interested in him is beyond me.
  1340.       If kicked out:  You can find Yoshimo in the Copper Coronet.
  1342.       Profs:  Lvl 7 -  [*] Dagger, Katana, Shortbow, Single Weapon Style
  1343.               Lvl 12 - [*] Dagger, Dart, Katana, Shortbow, Single Weapon Style
  1345.       Grade:  B+  There are several reasons to like Yoshimo:  First he is the
  1346.                   best thief in the game (he is the ONLY pure thief class and
  1347.                   has a good Dex score as well) and second he can Dual Class
  1348.                   to a Fighter later.  If only he could dual to a mage as
  1349.                   well...
  1352.   Athkatla Characters:
  1353.   -----------------------------------------------------------------------------
  1356.     Aerie       S    D   C   I   W   Ch      Race      Class        Alignment
  1357.     ---------------------------------------------------------------------------
  1358.                 10   17  9   16  16  14      Elf    Cleric/Mage   Lawful Good
  1360.       Aerie is a winged elf.  Well former winged elf as her wings were removed
  1361.       some time ago.  She had been a slave before meeting up with Quayle and
  1362.       joining the circus.
  1364.       Found at:  Waukeen Promenade Circus
  1366.       Profs:  Lvl 6 - [*] Mace, Quarterstaff, Sling
  1367.               Lvl 7 - [*] Club, Mace, Quarterstaff, Sling
  1369.       Grade:  C+  A cleric/mage combines all magics into one (not Druid spells,
  1370.                   but nobody's perfect), which is an incredible bonus.  Except
  1371.                   that she has rather weak stats.  She doesn't excel anywhere,
  1372.                   no single one stat stands out.  As such she isn't worth
  1373.                   keeping around for very long.
  1376.     Anomen    S    D   C   I   W   Ch    Race       Class          Alignment
  1377.     ---------------------------------------------------------------------------
  1378.             18/52  10  16  10  12  13    Human  Fighter/Cleric   Lawful Neutral
  1380.       Anomen may not be a Paladin but he is deeply involved with the Order of
  1381.       the Radiant Heart.  He believes in Law over all other concerns, making
  1382.       him neither good nor evil.
  1384.       Found at:  Copper Coronet (Slums)
  1386.       Profs:  Lvl 6 -  [*]  Warhammer, Sword & Shield Style
  1387.                        [**] Mace, Sling
  1388.               Lvl 10 - [*]  Quarterstaff, Warhammer, Sword & Shield Style
  1389.                        [**] Mace, Sling
  1391.       Grade:  C+  At the point in the game when you run across this guy is just
  1392.                   won't fit into your party.  As you can see by his wisdom
  1393.                   score he doesn't make for a good Cleric, and with his DEX
  1394.                   score, he doesn't make that great a Fighter either.
  1396.                   Anomen later gets a chance to "upgrade", when he can either
  1397.                   join the Knights or fail.  If he joins he gains a +4 to his
  1398.                   Wisdom score, which improves him as a Cleric.  If he fails,
  1399.                   he becomes emotionally unstable and may attack other party
  1400.                   members. (after a conversation, of course)
  1402.       Upgrade:  B-
  1405.     Edwin       S    D   C   I   W   Ch      Race      Class         Alignment
  1406.     ---------------------------------------------------------------------------
  1407.                 10   10  16  18  10  10      Human      Mage        Lawful Evil
  1409.       Edwin was with you on your last adventures, and he and Minsc don't like
  1410.       each other in the least.  Edwin had wanted to kill Minsc's witch,
  1411.       Dynaheir, and now that she is dead, Edwin won't leave Minsc alone about
  1412.       it.
  1414.       Edwin gets the most spells of any mage, +3 for every level (1 from his
  1415.       Conjurer bonus, and 2 from his non-removable amulet).
  1417.       Found at:  Shadow Thieves Guild (Docks, talk to Renal Bloodscalp)
  1419.       Profs:  Lvl 7 -  [*] Dagger, Quarterstaff
  1420.               Lvl 12 - [*] Dagger, Quarterstaff, Sling
  1422.       Grade:  B+  What his stats don't tell you is that Edwin gets bonus spells
  1423.                   making him the best mage in the game.  The downside is that
  1424.                   he is weak as a kitten and has so very little HP.
  1427.     Haer'Dalis   S   D   C   I   W   Ch      Race      Class       Alignment
  1428.     ---------------------------------------------------------------------------
  1429.                 17   17  9   15  13  16   Tiefling     Blade    Chaotic Neutral
  1431.       Haer'Dalis is not from around here.  In fact he isn't even from this
  1432.       plane of existence!  He is a Tiefling, born with part demon blood.  It
  1433.       gives him an odd appearance and an even stranger attitude about life.
  1435.       Found at:  Sewers (follow the Raelis Quest from the Five Flagons)
  1436.       If kicked out:  Haer'Dalis will go to the main floor of the Five Flagons.
  1438.       Profs:  Lvl 10 - [*]  Dagger, Dart
  1439.                        [**] Short Sword, Two Weapon Style
  1440.               Lvl 13 - [*]  Dagger, Dart, Longsword
  1441.                        [**] Short Sword, Two Weapon Style
  1442.               Lvl 15 - [*]  Dagger, Dart
  1443.                        [**] Longsword, Short Sword, Two Weapon Style
  1445.       Grade:  D+  The ONLY Bard in the game, and he happens to be lacking the
  1446.                   one thing that makes Bards extra special, their Lore ability.
  1447.                   That said, he makes a great warrior, for a Bard.  But if I
  1448.                   wanted a warrior, I'd take a warrior
  1451.     Jan         S    D   C   I   W   Ch      Race     Class        Alignment
  1452.     ---------------------------------------------------------------------------
  1453.                 9    17  15  16  14  10     Gnome   Thief/Mage  Chaotic Neutral
  1455.       Jan loves turnips.  Almost literally!  And like most gnomes he is very
  1456.       eccentric, and loves to ramble on with stories that never get to the
  1457.       points.  He wants to steal Boo from Minsc, and if he ever succeeded, one
  1458.       would imagine he wouldn't live long after that.
  1460.       Found at:  Government District (near the Government offices)
  1462.       Profs:  [*] Crossbow, Dagger, Quarterstaff, Shortsword
  1464.       Grade:  B+  My favorite Thief/Illusionist in the game!  The only Thief/
  1465.                   Illusionist in the game!  Unlike the other thief/mages he is
  1466.                   a multi-class rather than a dual class, which is both a good
  1467.                   and a bad thing.  He keeps improving his thief skills, but
  1468.                   gains levels slower.  Plus he can make his own ammunition for
  1469.                   his crossbow. These "flashers" work like Skull Traps and
  1470.                   will stun enemies, but not party members.
  1473.     Keldorn     S    D   C   I   W   Ch      Race      Class         Alignment
  1474.     ---------------------------------------------------------------------------
  1475.                 17   9   17  12  16  18     Human     Paladin       Lawful Good
  1477.       Keldorn is a dedicated man.  So dedicated that he goes months without
  1478.       seeing his family.  This will lead to conflict, and may cause Keldorn to
  1479.       leave your party forever.
  1481.       Found at:  Temple District Sewers (MUST start the Unseeing Eye quest
  1482.                  first)
  1484.       Profs:  Lvl 8 -  [**] Crossbow, Longsword, Two Handed Sword
  1485.               Lvl 9 -  [*] Bastard Sword
  1486.                        [**] Crossbow, Longsword, Two Handed Sword
  1487.               Lvl 12 - [**] Bastard Sword, Crossbow, Longsword, Two Handed
  1488.                             Sword
  1490.       Grade:  B+  The only Paladin in the game.  If you want a Paladin this is
  1491.                   the way to go.  He starts out with decent armor and an
  1492.                   interesting sword (if he is hit, it deals 5 damage to what
  1493.                   hit him).  As an Inquisitor gets immunity to Charm and Hold,
  1494.                   which is very useful, and his Dispel Magic is very powerful.
  1497.     Korgan    S    D   C   I   W   Ch      Race      Class         Alignment
  1498.     ---------------------------------------------------------------------------
  1499.             18/77  15  19  12  9   7      Dwarf    Battlerager    Chaotic Evil
  1501.       Although his alignment is listed as Chaotic Evil, Korgan is more Neutral
  1502.       Evil than anything (mercenary type that he is).  Korgan is always on the
  1503.       lookout to make a buck, no matter the cost (of lives).
  1505.       Found at:  Copper Coronet (Slums)
  1506.       If kicked out:  Will be at the Copper Coronet, but requires a Bribe to
  1507.                       rejoin you.
  1509.       Profs:  Lvl 8 -  [*] Warhammer
  1510.                        [*****] Axe
  1511.               Lvl 9 -  [**] Warhammer
  1512.                        [*****] Axe
  1513.               Lvl 12 - [***] Warhammer
  1514.                        [*****] Axe
  1516.       Grade:  A-  The best fighter-type in the game.  Good Strength, good
  1517.                   Constitution and adequate Dexterity.  And unlike Minsc (the
  1518.                   other "strong" character), Korgan can be a Grand Master in
  1519.                   a weapon making him very lethal indeed.  Would be an "A"
  1520.                   except that he is Evil, which makes it hard to keep him in a
  1521.                   Good aligned party. Doesn't get along with Aerie.
  1524.     Nalia       S    D   C   I   W   Ch      Race      Class         Alignment
  1525.     ---------------------------------------------------------------------------
  1526.                 14   18  16  17  9   13     Human    Thief/Mage    Chaotic Good
  1528.       Raised as a Noble, Nalia fancies herself as a "compassionate" noble, out
  1529.       there working for the good of the common man.  She is incredibly naive
  1530.       about the world to the point of almost being stupid. (not quite, though)
  1531.       The way she is presented in-game is more Neutral Good than Chaotic Good.
  1533.       Found at:  Copper Coronet (Slums)
  1534.       If she leaves:  If you accept her quest, but don't do it right away, she
  1535.                       will leave on her own.  You will then find her near the
  1536.                       De'Arnise Hold in a wooden palisade (SW of the Hold).
  1538.       Profs:  Lvl 8 -  [*] Dagger, Quarterstaff, Shortbow, Shortsword
  1539.               Lvl 13 - [*] Dagger, Dart, Quarterstaff, Shortbow, Shortsword
  1541.       Grade:  C+  Nalia has very puny thief skills (she dualled over to Mage at
  1542.                   level 4), making her primarily a Mage with SOME thief skills
  1543.                   thrown in for good measure.  However, as a Mage she doesn't
  1544.                   have 18 INT (which helps) and doesn't gain Edwin's spell
  1545.                   bonuses.
  1548.     Viconia     S    D   C   I   W   Ch      Race      Class         Alignment
  1549.     ---------------------------------------------------------------------------
  1550.                 10   19  8   16  18  14    Drow Elf    Cleric      Neutral Evil
  1552.       Viconia DeVir was forced out of the Underdark and has been living as an
  1553.       exile on the surface ever since.  She journeyed with you in your earlier
  1554.       adventures.
  1556.       Fount at:  Government District (near the prison)
  1557.       If kicked out:  Viconia goes to the Graveyard
  1559.       Profs:  [*] Mace, Sling, Warhammer
  1561.       Grade:  B+  Personally I think she is the best Cleric in the game.  Start
  1562.                   with a great Dexterity and Wisdom and you have a great
  1563.                   character.  Give her the Gauntlets of Ogre Strength (or a
  1564.                   similar Strength enhancing item) and she moves up to an A
  1565.                   grade.  Also, the Girdle of Fortitude can be used to improve
  1566.                   her lowly constitution for 8 hours a day. (The Gauntlets are
  1567.                   part of the Planar Sphere quest, and the Girdle can be found
  1568.                   in the Unseeing Eye quest)
  1571.   Elsewhere:
  1572.   -----------------------------------------------------------------------------
  1574.     Cernd       S    D   C   I   W   Ch      Race      Class         Alignment
  1575.     ---------------------------------------------------------------------------
  1576.                13    9   13  12  18  13     Human   Shapeshifter   True Neutral
  1578.       Cernd was investigating the strange occurrences around Trademeet when he
  1579.       was brought in by the locals.
  1581.       Found at:  Trademeet (talk to the Mayor)
  1583.       Profs:  Lvl 10 - [*] Dagger, Quarterstaff, Scimitar, Sling
  1584.               Lvl 13 - [*] Dagger, Quarterstaff, Scimitar, Sling, Single Weapon
  1586.       Grade:  C+  At first glance you might think Cernd is the worst character
  1587.                   in existence.  Though not entirely true, it does have some
  1588.                   merit.  He is a good Druid due to his high Wisdom.  The
  1589.                   rest of his stats are abysmal, HOWEVER when he turns into a
  1590.                   Werewolf, his stats LEAP upwards to the point of superhuman
  1591.                   strength, dexterity and constitution.
  1594.     Mazzy       S    D   C   I   W   Ch      Race      Class         Alignment
  1595.     ---------------------------------------------------------------------------
  1596.                 15   18  16  10  13  14    Halfling   Fighter       Lawful Good
  1598.       Mazzy is not your typical halfling.  For starters, she's not a thief of
  1599.       any sort.  Plus she's lawful good, heroic and no-nonsense.  Very atypical
  1600.       for halflings.
  1602.       Found at:  Temple Ruins (follow the Umar Hills quest from Delon at the
  1603.                  Government District)
  1604.       If kicked out:  Mazzy will return home to Trademeet
  1606.       Profs:  Lvl 8 -  [*] Shortsword
  1607.                        [*****] Shortbow
  1608.               Lvl 9 -  [***] Shortsword
  1609.                        [*****] Shortbow
  1610.               Lvl 12 - [****] Shortsword
  1611.                        [*****] Shortbow
  1613.       Grade:  B-  A good Halfling fighter, but... in all actuality she is
  1614.                   closer to a Halfling Paladin.  She has several special
  1615.                   abilities such as Lay on Hands and Haste. She's still best
  1616.                   used as an archer.
  1619.     Valygar     S    D   C   I   W   Ch      Race      Class         Alignment
  1620.     ---------------------------------------------------------------------------
  1621.                 17   18  16  10  14  10     Human     Stalker      Neutral Good
  1623.       Valygar's family has long lived in the shadow of magic.  His own mother
  1624.       went mad with the power of it and was destroyed.  Valygar escaped this
  1625.       fate by becoming a Ranger, albeit the only Ranger with mage spells
  1626.       (Stalker).
  1628.       Found at:  Valygar's Cabin (Umar Hills, NE of the town)
  1630.       Profs:  Lvl 8 -  [**] Katana, Longbow, Spear, Two Weapon Style
  1631.               Lvl 9 -  [*] Dagger
  1632.                        [**] Katana, Longbow, Spear, Two Weapon Style
  1633.               Lvl 12 - [**] Dagger, Katana, Longbow, Spear, Two Weapon Style
  1635.       Grade:  A-  I would have preferred that Valygar had been an Elven Archer,
  1636.                   but this is almost as good.  Valygar comes with several
  1637.                   magical items, such as his family Armor, that makes up for
  1638.                   his being a mere Stalker.  Don't get me wrong, Stalkers are
  1639.                   neat, but to get the most out of them, you need to really
  1640.                   hide in shadows and backstab a lot. If you don't want to do
  1641.                   that, pass on Valygar and use Mazzy or someone else.
  1644. -------------------------------------------------------------------------------
  1645.   VII.      [GMPLYS]  Gameplay Strategies and Tricks
  1646. -------------------------------------------------------------------------------
  1648. Increase the Brightness Setting:
  1649. --------------------------------
  1651.   The "normal" brightness setting is so dark that at times you can't see things
  1652.   that should be quite obvious.  So go into the Graphics options and move up
  1653.   the Brightness and Contrast settings!
  1656. Save a Lot:
  1657. -----------
  1659.   The most important strategy in the game:  Save often!
  1661.   There are 3 times when you should definitely save the game.  When you win a
  1662.   battle, before you go to sleep, and everywhere else.  You never know when you
  1663.   will go to a new area, have your best warrior charmed, and have half your
  1664.   party killed.  So save often.  Also don't just save over the same slot over
  1665.   and over, use at least 10 slots.  This also means you should probably avoid
  1666.   the Quick Save.  Well... not avoid, just don't use it exclusively.
  1668.   What I would do is to create an "Archive Save" whenever you enter a new major
  1669.   area.  So when you get to the beginning of a new area save it as "Starting
  1670.   out in..." and so forth.
  1673. Start with All your Old Items:
  1674. ------------------------------
  1675.   [from Dranyth]
  1677.   When importing a character from BG, or even re-importing a character from BG2
  1678.   to go through again, you can retain your character's equipment in the
  1679.   beginning of the game (I imagine this would work in multiplayer as well as
  1680.   single player, but I've only tried it in single player).  First, give your
  1681.   character all the great stuff you want to start with and then Export him to a
  1682.   character file, then start BG2 and start a single player game, importing your
  1683.   freshly exported character with all his goodies as your new character.  Then
  1684.   when you finish your character creation it begins loading the first area, as
  1685.   soon as the loading screen completes but before it actually starts the game,
  1686.   hit the Spacebar once, now when the game starts you should be on a black
  1687.   screen and paused.
  1689.   If the game isn't paused, you'll have to start over after the whole in-game
  1690.   sequence is over, but if the game is paused you should have your sidebars up
  1691.   and everything (if it's a completely black screen you'll need to hit H to
  1692.   reveal the hidden sidebars), and you can go into your character's inventory.
  1694.   Immediately put all of your character's stuff on the ground, then exit his
  1695.   inventory and unpause the game, that first cry you give is where you lose
  1696.   everything that is on your character.  Now, after the sequence is over and
  1697.   you're finished talking with Imoen (when you first have control over
  1698.   yourself), go back into your inventory and you'll see that all of your stuff
  1699.   is on the ground right where you left it, actually sitting on the floor of
  1700.   your cage.  Take your advanced equipment and go forth to kick evil butt!
  1701.   (hey, if Minsc can hide Boo...)
  1703.   Editor's Note:  Another way to do this would be to start a new Multiplayer
  1704.                   Game with a new character.  As soon as the game starts, then
  1705.                   delete this character and import your old one.
  1708. Magic Items and the Monsters who Require that you Have One to even Hit Them
  1709. ---------------------------------------------------------------------------
  1711.   Moderate SPOILERS
  1713.   At some point in the game, you'll get the "weapon ineffective" message.
  1714.   This usually means that you need a MORE magical weapon than the one you are
  1715.   using in order to hit that monster.  For example, Iron Golems require that
  1716.   you hit them with a +3 weapon or better.  Kangaxx the Lich requires +3
  1717.   weapons or better, but his Demi-Lich form takes a +4 or better to hit.
  1719.   Generally you can tell what "enchantment" a weapon is by looking at its
  1720.   bonus to damage or THAC0.  If a sword grants +5 to THAC0, it is probably
  1721.   considered a +5 weapon.
  1723.   Some weapons, however, have an "enchantment" far beyond their bonuses.  Here
  1724.   is a small list of weapons that do more than advertised:
  1726.     Staff of the Magi, +1 THAC0, hits as a +5
  1727.     Melf's Minute Meteors, hit as a +5 (and ignore magic resistance)
  1728.     Mace of Disruption +1, hit as a +4
  1729.     Mace of Disruption +2, hit as a +5
  1730.     Daystar +2/+4 vs. Undead, hits as a +2 (boo!)
  1731.     Flametongue +1, hits as a +4
  1732.     Hammer +1/+4 vs. Giants, hits as a +4
  1735. Familiars:
  1736. ----------
  1738.   Alignment        Familiar       AC   HP    Abilities
  1739.   ---------------  -------------  --   --    ----------------------------------
  1740.   Lawful Good      Pseudo Dragon  -2   24    50% magic resistance, renders
  1741.                                              victims unconscious, casts Blur
  1743.   Neutral Good     Pseudo Dragon  -2   24    (same as above)
  1745.   Chaotic Good     Fairy Dragon    4   24    32% magic res., casts Invisibility
  1746.                                              10' Radius & Mirror Image 1/day
  1748.   Lawful Neutral   Ferret          0   24    50% magic res., 75% Pickpocket,
  1749.                                              40% Stealth, 20% Detect Traps
  1751.   True Neutral     Rabbit         -4   16    50% Detect Traps, 30% Stealth,
  1752.                                              75% resistance to fire, cold, elec
  1754.   Chaotic Neutral  Cat             0   24    20% Pickpocket, 99% Stealth,
  1755.                                              50% magic res.
  1757.   Lawful Evil      Imp             2   18    Polymorphs, 25% magic res.
  1759.   Neutral Evil     Dust Mephit     6   24    Casts Glitterdust 2/day, 10% magic
  1760.                                              res.
  1762.   Chaotic Evil     Quasit          2   24    Casts Horror, 25% magic resist.
  1764.     Note:  To get items that were pickpocketed by a Familiar, talk to the
  1765.            Familiar and ask for any items they have.
  1767.            Also, familiars get upgraded in Throne of Bhaal, see that section
  1768.            above for more information.
  1770.   Familiars are great.  Sure, only the Main Character can have a familiar
  1771.   (which means that if your Main Character can't cast Magic, you won't get one)
  1772.   and sure if they die then you permanently lose one point of Constitution.
  1773.   But Familiars make the best spies.  They move faster than anyone else.  Cast
  1774.   invisibility on a Familiar and you can scout out an entire area. (too bad
  1775.   they can't check for traps)
  1777.   The best feature of Familiars?  They add HP to their mages!  Say you summon
  1778.   a 24 HP Pseudodragon (size-wise think of that little dragon Eddie Murphy
  1779.   voiced in "Mulan").  Then your mage gets a bonus of half that dragon's HP
  1780.   added to himself, or a bonus of +12 HP.
  1782.   Familiars are NOT fighters.  Never use them as such.  At best they have
  1783.   special attacks that can render opponents helpless.  In fact, unless you have
  1784.   a specific task you should keep your familiar in your Backpack.  To put them
  1785.   there, talk to the Familiar (you have to click the Talk icon) and ask them
  1786.   to go in your pack.  They are completely safe in the pack.  To get them back
  1787.   out again, simply right-click the Familiar.
  1789.     Note:  If you are a Sorcerer, DO NOT LEARN THE SPELL FIND FAMILIAR!!  You
  1790.            can only learn a maximum of 5 spells per level and you don't want
  1791.            to waste it on a spell that you cast ONCE.  Buy a scroll and cast it
  1792.            from the Scroll. (Put it in the Quick Item slot, then at the main
  1793.            screen click that scroll)  You will also find this scroll in the
  1794.            De'Arnise Hold if you are having trouble finding it.
  1796.     Warning:  Familiars can be LOST during transitions to and from various
  1797.               areas.  Some that I know of are the Planar Prison and Jarlaxle's
  1798.               pocket dimension.  What happens is your party is automatically
  1799.               teleported to a new area, but the Familiar is left behind.  That
  1800.               familiar is then lost for good.
  1802.     Trick:  The easiest way for a non-mage character to gain a Familiar is to
  1803.             use Alex Malano's "Anyone can cast Mage Scrolls" strategy.  Just
  1804.             pause the game, go to your inventory, right-click a potion in the
  1805.             backpack to drink it, then swap slots with the Find Familiar scroll
  1806.             and the potion.  Leave the inventory and unpause.  You will cast
  1807.             the spell and get a Familiar.
  1809.     Trick:  Using familiars as a bag of holding: Certain familiars can
  1810.             pickpocket people, including party members. There seems to be no
  1811.             limit to the amount of stuff they can keep on them. Drop all the
  1812.             stuff except what you want to get store in your familiar. Have him
  1813.             pickpocket you until he gets all of it. Interesting way for a solo
  1814.             mage to get all the loot in a dungeon out in one go.
  1815.             [from Xander77]
  1817.     Trick:  You can, of course, export a character after they got the HP from
  1818.             the familiar.  Then when you start a new game, you'll still have
  1819.             the extra HP and can then summon a new familiar.  Repeat as
  1820.             desired.  However, at that point, you're better off just getting
  1821.             ShadowKeeper ( and setting
  1822.             your HP as high as you want.
  1825. Keeping Summoned Monsters
  1826. -------------------------
  1827.   [from Xander77]
  1829.   The take away monster: The trick for taking a group of summoned creatures
  1830.   through a doorway and into another area is fairly simple. Concentrate your
  1831.   party near the doorway. Concentrate the monster group farther away from the
  1832.   doorway. Pause your game. Have the monster group attack a character in the
  1833.   party. Select the entire party (NOT including the summoned monsters). Click
  1834.   on the doorway to enter it. Voila! You are now in the new area and your
  1835.   summoned monsters have followed you there. At this point, they are colored
  1836.   green, but are not under your command - the talk icon is shown when you click
  1837.   on them (they have nothing to say, if you wonder). They will attack any
  1838.   enemies they see, though. But this is not quite over. Save your game. Load
  1839.   it. The summoned creatures are now under your command.
  1841.   This works with 80% of the doors that only have a "Loading" screen when you
  1842.   enter them, and 40% of the doors that have both "Saving" and "Loading" screen
  1843.   when you enter them.
  1846. Duplicating items via Simulacrum
  1847. --------------------------------
  1848.   [from Xander77]
  1850.   Have the book of many spells in your quick item slot. Summon a Simulacrum.
  1851.   Make him turn the page in the book. The book should disappear from his quick
  1852.   item slot. Kill the Simulacrum. The book is amongst his remains.  This works
  1853.   ONLY with the book of many spells and ONLY in SoA.
  1856. Full strength Simulacrum
  1857. ------------------------
  1858.   [from Xander77]
  1860.   The mechanic which the game uses for creating a Simulacrum is fairly
  1861.   simple -- create a duplicate of the caster and afflict him with level drain.
  1862.   If you cast a Simulacrum then cast restoration on him, you will get a full
  1863.   strength duplicate of the caster. This obviously works best with a fighter
  1864.   using Vhailor's helm. Make sure the Simulacrum has a couple of healing
  1865.   potions in his quick item slot.
  1868. Weapon Effects While Shapeshifted:
  1869. ----------------------------------
  1870.   [from K.C.]
  1872.   When a character shapeshifts the effects and equipped abilities from whatever
  1873.   weapons were equipped will still be in effect.  I found this out when my main
  1874.   character turned into the Slayer and his claws still had the stunning effect
  1875.   of the Celestial Fury.  Later I gave Cernd the Staff of the Ram and sure
  1876.   enough when he turned into a werewolf he was still able to knock opponents
  1877.   back.
  1880. Cromwell the Smithy:
  1881. --------------------
  1883.   Throughout the game you will get spiffy little pieces of great items.  These
  1884.   pieces can then be put together by Cromwell the Smithy.  His average price
  1885.   is 5,000 gold and it takes a day or two to make.  Oh, and you have to stay
  1886.   and help him (so, I hope you weren't already late for something).
  1888.   Here is a list of things he can make:
  1890.     Item                    Needs (where it is)
  1892.     The Equalizer Sword --  Pommel Jewel of the Equalizer   (Irenicus' Dungeon)
  1893.                             Hilt of the Equalizer (Mind Flayer City, Underdark)
  1894.                             Blade of the Equalizer   (Beholder City, Underdark)
  1895.     The Wave Halberd    --  Wave Blade                          (Sahuagin City)
  1896.                             Wave Shaft                          (Planar Prison)
  1897.     Gesen Short Bow     --  Gesen Shaft                (Tanner's House, Bridge)
  1898.                             Gesen String                            (Spellhold)
  1899.     The Crom Faeyr      --  Scroll of Crom Faeyr                (Shadow Dragon)
  1900.                             Hammer of Thunderbolts      (Illithid Lair, Sewers)
  1901.                             Gauntlets of Ogre Power             (Planar Sphere)
  1902.                             Girdle of Frost Giant Strength          (Underdark)
  1903.     Mace of Disruption +2 - Mace of Disruption +1                (Bodhi's Lair)
  1904.                             Illithium Ore           (Athkatla, Bridge District)
  1905.     Vorpal Sword        --  Silver Hilt      (On a Githyanki, Slums, Chapter 6)
  1906.                             Silver Blade           (Saemon Havarian, Spellhold)
  1907.     Ankheg Plate Mail   --  Ankheg Shell                      (Windspear Hills)
  1908.     Shadow Dragon Leat. --  Shadow Dragon Scales             (Abandoned Temple)
  1909.     Red Dragon Plate    --  Red Dragon Scales                 (Windspear Hills)
  1911.   These are without a doubt the most powerful artifacts in the game.  The Crom
  1912.   Faeyr is probably the best of these, since it sets one's strength to 25.
  1913.   (it's a War Hammer with +5 to hit)
  1915.   The Wave Halberd should be kept for ToB as it kills elementals in one hit.
  1918. Cromwell Trick, Don't Lose your Ingredients!
  1919. --------------------------------------------
  1920.   [from Alessio Ronchi]
  1922.   Cromwell takes your scales away only after he finishes his work and not when
  1923.   he begins.
  1925.   Of course this method works with EVERY artifacts Cromwell can forge. So if
  1926.   you are disappointed because you have to give up the girdle of frost giants
  1927.   to make the Crom Fayer, just kill and resurrect your player who carries the
  1928.   artifacts and that's it! (I used Harper's call because it costs nothing and
  1929.   doesn't make you lose 1 point of CON). Oh, you should attack someone who has
  1930.   few HP, otherwise you just risk to injure him and nothing else... and your
  1931.   stuff is are gone.
  1933.   So this is my procedure:
  1935.   1 - make someone attack your "carrier" before talking to Cromwell
  1937.   2 - talk to Cromwell and have him forge your artifact
  1939.   3 - watch...
  1941.   4 - resurrect and recollect!
  1943.   Editor's Note:  I hear you can also just pause the game and remove the item.
  1946. Other Assembled Items:
  1947. ----------------------
  1949.   These have nothing to do with Cromwell, but are assembled nonetheless.
  1951.   SPOILERS
  1953.   Flail of the Ages       -- Flail Head (Cold)                 (De'Arnise Hold)
  1954.                              Flail Head (Fire)
  1955.                              Flail Head (Acid)
  1956.   Bronze Horn of Valhalla -- Silver Horn of Valhalla     ("Fish" House, Bridge)
  1957.                              Diamond                                 (anywhere)
  1958.   Iron Horn of Valhalla   -- Bronze Horn of Valhalla        (Maheer, Promenade)
  1959.                              Beljuril              (In a Chicken, Umar's Hills)
  1960.   Human Flesh Armor       -- Human Flesh               (Tanner's House, Bridge)
  1961.                              Silver Dragon Blood                    (Underdark)
  1963.   The Horns of Valhalla are made by Maheer in the Waukeen's Promenade.  See
  1964.   that section for more details.
  1967. Mordenkainen's Sword has a Greenstone Amulet:
  1968. ---------------------------------------------
  1969.   [from Dranyth]
  1971.   I was in Firkraag's Temple in the area just past the Orcish-Archers-behind-
  1972.   the-walls ambush, in the hall where you get attacked by the various golems.
  1973.   I happened to get attacked by an adamantite golem and two stone golems and
  1974.   backed off to let the stone golems into the room to take them out first, then
  1975.   went back up to see what I could do about the adamantite golem.  I cast
  1976.   Mordenkainen's Sword and sent the sword after it while I sat back and
  1977.   watched.  The golem had just coughed up one of his mini-Cloudkills and after
  1978.   a round or two my sword somehow got poisoned by it and began taking 1 damage
  1979.   a second.  After it took 36 damage, the sword died.  On the sword's body was
  1980.   a Greenstone Amulet!
  1982.   While I was writing this it occurred to me that if it had it when it died,
  1983.   perhaps you could pick pocket it... so I just summoned a Mordenkainen's
  1984.   Sword, had Yoshimo quaff a potion of Master Thievery to ensure success, and
  1985.   sure enough, when I pick pocketed the sword it gave me a Greenstone Amulet!
  1986.   I believe this is a very regular occurrence then, I hope it will be useful.
  1987.   As I haven't fought Illithids yet, I'm not sure if these Amulets are that
  1988.   useful against them or not, but from their description I'd imagine so...
  1990.     ToB Note:  This was removed for Throne of Bhaal.
  1993. Healing Flame Trick:
  1994. --------------------
  1995.   [from Mike O]
  1997.   Slight SPOILER
  1999.   It turns out that raising a character's resistance to something above 100 not
  2000.   only blocks all damage by that kind of element, but actually heals the
  2001.   character by a small amount relative to the amount of damage that should have
  2002.   been done. The place I discovered this is also probably the best place to
  2003.   take advantage of it - in the Temple Ruins. If you stand on the incorrect
  2004.   letter of the room where you are supposed to spell out Amaunator's name you
  2005.   will get nailed repeatedly by a Flame Strike spell. But when I used the Red
  2006.   Dragon Scale in conjunction with a Fire Resistance ring and one other item I
  2007.   can't remember to raise different character's resistances to fire above 100,
  2008.   I could just sit them there and watch their health bars quickly raise. If you
  2009.   are evil in alignment you also get to enjoy their screaming in pain as they
  2010.   roast :) Any trap that causes damage of a certain type repeatedly will work,
  2011.   though fire traps are probably the most useful since items that provide fire
  2012.   resistance are more common than any other kind.
  2014.   Editor's Note:  There are also Fire resistant spells.  Further, this works
  2015.                   with any Resistance over 100%, including weapon resistances!
  2018. Reputation:
  2019. -----------
  2021.   You really want a high reputation.  The higher the better.  Even if you have
  2022.   an evil party you want a high reputation.  If you have a good or neutral
  2023.   party, try for a reputation of 20, if you have an evil party, you still want
  2024.   a reputation of 18 (the highest you can go before all the evil people start
  2025.   leaving).  Because of these various things, I would not recommend having a
  2026.   mixed alignment party.  By mixed I mean good and evil combined.  The best
  2027.   part about a good reputation is that everything is given the "hero discount",
  2028.   up to 50% off of items in stores!
  2030.     Note:  If you get an Evil person to join and your reputation is ALREADY
  2031.            above 18, then they will stay.  Unless your reputation changes
  2032.            again.  If you start at 20, get someone to join, then go down to 19
  2033.            they might leave anyway. [from Moby]
  2035.     Trick:  You know how if your reputation hits 19, evil people will leave the
  2036.             party? You can prevent this if you have Viconia. Whenever Viconia
  2037.             joins you, you lose 2 Rep. Whenever you dump her, you gain 2 Rep.
  2038.             So, whenever I found a quest where I would get a reputation point
  2039.             reward (after my reputation had reached 18), I would just load the
  2040.             game to a saved game before getting the reward, dismiss Viconia
  2041.             (and ask her to wait right there). My reputation would become 20.
  2042.             Then getting the reward would not change the reputation (since max
  2043.             rep is 20). Then get back Viconia, and rep falls to 18 again. This
  2044.             means that rep will always be 18 (you can always dump her to buy
  2045.             and sell stuff, then get her back). I don't know if you need to
  2046.             remove Edwin and Korgan too, but I believe they should be removed
  2047.             before your rep hits 20 when Viconia is removed. They may not gain
  2048.             some of the quest xp. Still, Viconia's level was good enough for
  2049.             turn undead [from Jafar Sadeq,].
  2052. Level/Ability Drain:
  2053. --------------------
  2055.   One of the more annoying abilities of Undead creatures (Shadows, Wraiths,
  2056.   Vampires) is their ability to drain your characters stats or levels.  First,
  2057.   it should be noted that Stat drains are TEMPORARY and given some time your
  2058.   stats will return to normal.  No special action need be taken.
  2060.   However, LEVEL drains are NOT temporary.  They must be reversed with a
  2061.   Restoration spell.  Priests get the spell "Lesser Restoration" with their
  2062.   4th level spells (A Priest must be on level 7 to cast 4th level spells).
  2063.   There are also Restoration scrolls and temples offer that service as well.
  2064.   Until they are restored, your people will be operating as though they were on
  2065.   a lower level, however they still accrue experience as normal; so once
  2066.   restored they will be fine.
  2069. Romances:
  2070. ---------
  2072.   The main character can have a bit of a romantic subplot with certain
  2073.   companions who join you.
  2075.     Male Character   -- Viconia, Jaheira or Aerie
  2076.     Female Character -- Anomen
  2078.   Romances can only start in the city, or outside, NOT in a dank dungeon.
  2079.   (usually, there are exceptions) I'm not entirely sure how these work and
  2080.   assume that they just "happen".  There is a slight consequence to having a
  2081.   romance with someone, but it doesn't come up until Chapter 6.
  2083.   Romances are essentially just the NPC and your character chatting.
  2084.   Relationships develop depending on your reactions to what they say.  For
  2085.   example, Viconia respects strength, Jaheira honesty and Aerie niceness.
  2087.   Also, Romances have various subplots related to them:
  2089.     SPOILERS
  2091.     Viconia:  attacked by a Drow and a Yochlol
  2092.     Jaheira:  attacked by Bandits*
  2093.     Aerie:    no subplot
  2094.     Anomen:   Seeks revenge for the death of his father
  2096.     * I'd recommend downloading the Jaheira Improved Romance file, which you
  2097.       can find here:
  2101.     BIG SPOILER
  2103.     The Viconia romance has a "bad" ending no matter what you do.  That is, you
  2104.     sleep with her, and she then decides to break up with you.  Nothing you can
  2105.     do about it, really.  It should also be noted that Viconia sleeps with you
  2106.     really fast, then treats you bad before giving in to you once more.
  2108.     In order to get a positive ending with Aerie, you must choose to NOT sleep
  2109.     with her.  This still ends the romance (completes it, you could say), but
  2110.     on a more positive note.
  2112.   Haer'Dalis and Aerie can even have a little "fling."  (I've heard on the
  2113.   official boards that Haer'Dalis was originally meant to be the second male
  2114.   romance, but that it was taken out due to time constraints.  That is, in fact
  2115.   why he has a fling with Aerie, it was meant to be a Love Triangle, where he
  2116.   eventually chooses your character)
  2118.   Some things to keep in mind about romances:
  2120.     The gender of the main character for romance purposes is fixed at the
  2121.     very beginning of the game. This means that the girdle of gender bender
  2122.     will not have any effect on romances, and that you can start a multiplayer
  2123.     game with a male character, then switch to a female character and pursue a
  2124.     lesbian romance with Jaheira, Aerie or Viconia (or vice versa with
  2125.     Anomen - perish the thought).  (Per Jorner)
  2127.     Dropping a love interest from the party will terminate the romance, so
  2128.     don't start one with someone you aren't willing to keep around permanently.
  2129.     This means that you won't be able to juggle Viconia for the reputation
  2130.     shifts if you're seeing her. (Alan Cherry)
  2132.     Also, a bug in Jaheira's script will break the romance off if she gets
  2133.     petrified after you're been summoned to the Harper Hold. After you de-stone
  2134.     her, Jaheira immediately takes off for the Harper Hold when you try to have
  2135.     her rejoin the party, even if you've already gone there.  You can pick her
  2136.     up at the Docks, but the romance is still over. (I didn't know this had
  2137.     happened until Aerie started flirting again). You'll have to reactivate the
  2138.     romance from the console to proceed with it. (Alan Cherry)
  2140.     Editor's Note:  You could reactivate it with the console:
  2142.                     CLUAConsole:SetGlobal("JaheiraRomanceActive","GLOBALS",2)
  2144.                       or
  2146.                     CLUAConsole:SetGlobal("JaheiraRomanceActive","GLOBALS",1)
  2148.                     or you could just download the program Shadowkeeper.
  2152.     The romance talks work on real time not game time, for instance if your
  2153.     having a romance with Aerie and she talks to you on day 10 you couldn't
  2154.     rest in an inn for 10 days and then she'd speak to you. Rather it seems
  2155.     you have to wait about 30 min to 1 hour of your time before she speaks to
  2156.     you again. Unfortunately this doesn't mean your romantic NPC is going to
  2157.     speak to you every time sometimes you have to do something else before they
  2158.     talk to you again e.g. Jaheira won't talk to you after a while if you
  2159.     haven't done the bandit quest. (Miguel)
  2161.     Jaheira Note:  Firstly if you buy Jaheira a necklace from a merchant in the
  2162.                    docks area (next to the temple) and then tell her you have
  2163.                    feelings for her this will start a romance with her, however
  2164.                    you will not get summoned to the Harper hold (after the Xzar
  2165.                    quest) until you have done the bandit Quest. Then After
  2166.                    being summoned to the hold and completing that section the
  2167.                    entire Harper quest is then tied up with Jaheira's romance
  2168.                    talks, after 2 or 3 chats the next part of the Harper quest
  2169.                    continues. (Miguel)
  2171.   Romances will be continued in Throne of Bhaal.
  2173.   Also, you might want to visit the BG2 page at:
  2177.   To find some interesting utilities dealing with romances.
  2180. Limited Wish:
  2181. -------------
  2183.   The limited Wish spell can be very powerful... however it can also have some
  2184.   pretty dire consequences.  When cast it summons a Genie who will grant two
  2185.   types of wishes: repeatable and one-time wishes.  By repeatable it means that
  2186.   you can wish for that again (such as healing your party), a one-time wish
  2187.   disappears after it is cast once.  Whether you can wish for something at ALL
  2188.   is determined by how much WISDOM the caster has.  Then whether the wish
  2189.   is successful is also based on WISDOM.
  2191.     Andrea Nicoli has this tip:
  2193.       I experimented them with Nalia (little dumb girl with only WIS 9) and
  2194.       lost all my spells.  Then I discovered that, if you do not wait
  2195.       for the Dao to speak with you, but talk to him yourself quick with
  2196.       another character (I used Aerie who has WIS 17) you can get the whole
  2197.       list! (I think that in this way you can get your big fighter to receive
  2198.       the shapechanging ability, but I could not try because I had already used
  2199.       the one time wish).  In this way you do not need a high WIS mage to cast
  2200.       this spell.
  2202.     Repeatable Wishes:                          Wisdom         Result
  2203.     ---------------------------------------------------------------------------
  2204.       I wish for my entire party to be healed. (WIS 10+) -- Heals the party
  2206.       I wish that none of my party would die   (WIS 9-)  -- poisons the party
  2207.       of their wounds.
  2209.       I wish that spells I have cast would be  (WIS 16+) -- get Spells back
  2210.       restored, that I might cast them again!
  2212.       I wish for my spells to be restored!     (WIS 15-) -- lose Spells already
  2213.                                                             memorized
  2215.       I wish to make my party invulnerable.    (WIS 12+) -- casts Globes of
  2216.                                                             Invulnerability for
  2217.                                                             the party
  2219.       I wish that magic would fail to affect   (WIS 11-) -- Party can't cast
  2220.       me or my party.                                       spells
  2222.       I wish to summon a horde to overrun my enemies.    -- Summons a rabbit
  2224.       I wish to be protected from the undead.  (WIS 10+) -- Negative Plane
  2225.                                                             Protection, Party
  2227.       I wish to be protected from undead       (WIS 9-)  -- Summons Vampires
  2228.       right now.
  2230.     One Time Wishes:
  2231.     ---------------------------------------------------------------------------
  2232.       I wish to be rich.                       (WIS 10+) -- gives 2000 gold and
  2233.                                                             several gems
  2235.       I wish for a powerful magical item.      (WIS 11+) -- Full Plate +2
  2237.       I wish to be more experienced.           (WIS 3+)  -- summons several
  2238.                                                             Golems to fight
  2240.       I wish to see all as it really is.       (WIS 12+) -- Glasses of
  2241.                                                             Identification
  2243.       I wish for an adventure like none        (WIS 10+) -- starts the "gong"
  2244.       I've ever experienced before.                         quest, and gives
  2245.                                                             you a scroll
  2247.       I wish for control over time.            (WIS 14+) -- casts Time Stop
  2249.       I wish to be anything I desire.          (WIS 6+)  -- Allows you limited
  2250.                                                             Polymorphs
  2252.       I wish to be prepared for anything.      (WIS 10+) -- casts Chain
  2253.                                                             Contingency
  2255.       I wish that all my enemies will die.     (WIS 11+) -- casts Wail of the
  2256.                                                             Banshee
  2258. Dual Wield Meteors:
  2259. -------------------
  2260.   [from Lani Weaver]
  2262.   Here's a great tip for those dual or multi-classed fighter-mages:  Put all
  2263.   the slots you can into dual-wield, dual wield your best weapon in your off
  2264.   hand, then cast Melf's Minute Meteors.  You will throw the meteor, then
  2265.   attack with the weapon in your off hand, from any distance!
  2268. Lockpicking for fun and Profit:
  2269. -------------------------------
  2270.   [from George Adam III]
  2272.   Since your party gains experience for doing simple things, such as detrapping
  2273.   and unlocking, there are naturally a few tricks to maximize this.
  2275.   If you want to behave yourself and not steal from the shopkeepers, you
  2276.   can still gain the experience from lockpicking their chests.  There are no
  2277.   consequences (rep. decrease, guards summoned, etc.) as long as you don't
  2278.   actually open the chest.
  2281. Pickpocketing Strategies:
  2282. -------------------------
  2283.   [from Henning Roes]
  2285.   I spent some hours and pick-pocketed nearly everybody in the game who was not
  2286.   hostile. It's easy even in the beginning with Jan and a potion.
  2288.   Commoners and Peasants: Nothing, 1-10 gold and minor spells
  2289.   Amnish Soldiers: 20-40 gold and a 30% to get a scroll (up to level 8)
  2290.   Nobleman/Noblewoman: jewels and gold
  2292.   It's worthy to take several trials on the last two categories if you need
  2293.   money and spells in the beginning.
  2295.   Special items:
  2297.   Ribald in the Adventurer's Mart, Waukeen's Promenade:    Ring of Regeneration
  2298.   Guardian Telwyn in the Temple of Helm, Temple District:        Helm of Glory*
  2299.   Tolgerias in the Council of Six Building, Government District:  Ring of Ram**
  2300.   Taquee the Djinn in Trademeet:                              Bottle of Efreeti
  2301.   Lord Feveron, in the Bridge district:                    Scroll of Simulacrum
  2302.   Lady of the Keep, de'Arnise hold:    Scroll of Protection from Normal Weapons
  2304.   * Quest reward, if you want to have it before completing the quest
  2305.   ** He will drop another one after defeating him in the Planar Sphere
  2307.   Regardless of how high the thieving skills are, there's always a 1% of
  2308.   failure.  Quicksave is a must.  It's possible to steal from everybody who has
  2309.   a cyan circlet. So you can steal the Ring of Gaxx and get another one by
  2310.   killing him (but this seems to be cheating). Charming the creature increases
  2311.   the chances of pick-pocketing, but don't do this to important NPCs.
  2314. A Stealing Trick:
  2315. -----------------
  2316.   [from David Weldon]
  2318.   Here is a strategy that I used to great effect once I got the thieves
  2319.   guild stronghold.  It actually only requires that you find a merchant
  2320.   who will buy stolen goods.
  2322.   First, save up 20K or so to buy the most expensive item you can find in
  2323.   Athkatla.  Buy that item, then go sell it to the merchant who will buy stolen
  2324.   goods.  (for example, Jayes in the right part of Waukeen's Promenade)
  2326.   Have a thief drink 5 or 6 potions of master thievery (you won't need any
  2327.   more after this, so use all of them that you can buy from local
  2328.   merchants if you want.  I generally stopped at around 250 or so Pick
  2329.   Pockets).
  2331.   Proceed to steal and sell back the same item over and over to the
  2332.   merchant.  You can rack up any amount of gold that you would want, and
  2333.   then never have to worry about stealing anything again.
  2335.   I actually bought and sold 4 items at a time, because that's what you
  2336.   can click on the interface screen without moving the slider.  I netted
  2337.   about 30000 from the four items each time, and in less than 5 minutes I
  2338.   had more gold than I will ever need.
  2340.   It's a lot more rewarding to rip off the thieves' guild and laugh at how
  2341.   stupid their merchants are than it is to just edit your gold amount with
  2342.   a cheat or editor.  At least, I felt so!
  2345. "Shopthrifting"
  2346. ---------------
  2347.   [from Clayton a.k.a. Lord Nazgul, Monk Savant]
  2349.   What you need:
  2350.   - some gold (the more the merrier)
  2351.   - a store selling high quantities of the items you want (i.e., selling 5
  2352.   fireball spells as opposed to selling 5 single different spells)
  2353.   - something to sell (that short sword the goblin had works well)
  2354.   - a buyer with lots of room for the purchase
  2356.   What you do:
  2357.   - Select the items you wish to purchase (taking multiple copies where
  2358.   available).  The cost will go up as normal, but don't worry about the cost
  2359.   yet.  Notice the cost though.
  2360.   - BEFORE purchasing, sell the short sword (or whatever else).  Upon
  2361.   completing the sale, you'll notice the cost will drop to the price as if you
  2362.   only selected a single copy of each item.
  2363.   - Complete the purchase.  You will be allowed to make the purchase as long
  2364.   as you have enough money to cover the "cost" that is displayed.  The game
  2365.   however still tries to charge you what it should cost.  However, it will not
  2366.   leave you with a negative gold value.
  2368.   I've tried this in a number of stores now, and it has worked well.  Works
  2369.   especially well with the merchant at the city gate.  He had some nice
  2370.   scrolls, but I didn't have enough to purchase for all my mages.  I figure
  2371.   he's owes me one after I stopped him from getting killed.
  2374. Leveling up a Dual-Classed Mage Quickly:
  2375. -----------------------------------------
  2377.   If your main character was one class, and is now being dual classed to a
  2378.   mage, you will be at quite the disadvantage until your old class abilities
  2379.   resurface. (which happens when your current level, exceeds your old class'
  2380.   level)  To speed things up, we take advantage of the Experience for Spells
  2381.   Memorized.
  2383.   First, save it.  Then kick everyone out of the party.  Now buy every spell
  2384.   you can, and learn every possible spell.  Not only are you gaining
  2385.   experience, but you will be quickly gaining whole levels.  This probably
  2386.   won't get you above your Dual Class requirement, but it will help a lot.
  2389. Learning more Mage Spells than Normal:
  2390. --------------------------------------
  2392.   Normally mages are limited by their Intelligence as to how many spells they
  2393.   can learn per level.  For example, someone with 17 INT can learn only 14
  2394.   spells per level.  To get around this, simply drink a Potion of Genius (or
  2395.   other INT raising potion) and learn all the spells you want.  This also works
  2396.   to increase the ODDS that you successfully learn the spell.
  2398.   Although an easier way to increase the odds that you learn a spell is to
  2399.   temporarily drop the difficulty of the game to 'normal' where all spells are
  2400.   memorized.
  2403. Anyone can cast Mage Scrolls:
  2404. -----------------------------
  2405.   [from Alex Malano]
  2407.   First, go into the inventory screen and drink, use a potion (may work with
  2408.   other use items, however I have not tested this).  If you're playing in
  2409.   multiplayer you'll need to pause first.
  2411.   Then, replace the location of the "drunken" potion with any scroll of your
  2412.   choice, and exit the inventory screen.
  2414.   If done correctly, the character should start to cast the spell, and the
  2415.   potion is not used up.
  2417.   Editor's Note:  Also an interesting way to get a non-mage main character a
  2418.                   Familiar.
  2422. Gem Replication Trick
  2423. ---------------------
  2424.   [from K.C.]
  2426.   Remember that bug cheat in BGI that let you replicate gems?  You would place
  2427.   a potion in your quick item slot, replace it with a gem, and then "use" the
  2428.   gem twice to change the number amount.  It still works in BGII.  Just R-click
  2429.   on a potion in your inventory to drink it and swap it for a rogue stone, for
  2430.   example.  The number will disappear.  Now do it again and the number changes
  2431.   to 65535, which is FFFF in hexadecimal notation.  This is more than enough
  2432.   gold to finance your entire game all the way through ToB.
  2434.   Editor's Note:  If you're in multiplayer, make sure that game is PAUSED
  2435.                   before doing this trick.
  2439. "Fake Talk" as Applied to Stealing from Shopkeepers:
  2440. ----------------------------------------------------
  2441.   [from Aleph]
  2443.   Kudos to your "talk-fight" strategy.  I have expanded on this a bit, and
  2444.   would like to give you another way to use it beyond dragonslaying...
  2445.   it's called the "Absent-Minded Shopkeeper".
  2447.   Steps.
  2448.   1)  Enter store.
  2449.   2)  Save game.
  2450.   3)  Ask to see goods and start stealing away from the Steal screen.
  2451.   4)  The second you are caught and the steal screen disappears, hit space
  2452.       bar.  Don't even wait for the normal screen to come back.
  2453.   5)  While paused, click on the storekeeper again (talk function) and
  2454.       unpause.  If timed right, you will be able to talk to them again, and
  2455.       thus continue stealing.  You can also quicksave while paused if you
  2456.       doubt your reflexes.
  2457.   6)  At the end, talk to the shopkeeper without getting caught and you
  2458.       should be able to walk away without their turning red, rep loss, etc.
  2460.   Great places to steal are the armorer in Waukeen's Promenade, the mage at
  2461.   the back of Ribald's, the scroll guy in the Promenade, Gareth's contact
  2462.   (for glasses of ID), Trademeet (for acid club, inertia belt, others),
  2463.   and Underdark.  Also note that while you can't steal from Ribald's
  2464.   goods, you can pickpocket him for a ring of regeneration.
  2466.     Note:  There are times when this strategy will fail, causing the people to
  2467.            go hostile anyway.
  2469.   Stolen items can then be sold at any shopkeep whose goods are "stolen".
  2470.   (Roger the Fence, the Thieves Guild, etc.)
  2473. Manipulating Things, without anyone Noticing:
  2474. ---------------------------------------------
  2475.   [from Rolander]
  2477.   For some reason, if you are stealthed or invisible and you manipulate those
  2478.   objects, you do NOT come out of stealth/invisible mode and enemies (if
  2479.   present) will remain ignorant of your presence.  Dunno if it's a bug, but
  2480.   it can avoid some unnecessary battle if you use a stealthed/invisible
  2481.   character to go in, activate and get out.  (e.g. in the Shade Lord quest, I
  2482.   used a stealthed character to grab the 1st sun gem and snuck him past the
  2483.   gathered shadows without a fight)
  2486. Getting an object from someone without killing him:
  2487. ---------------------------------------------------
  2488.   [from Nathaniel Ragatz]
  2490.   Not wanting to kill off the fellow captive clonewoman who mistakes you
  2491.   for Irenicus I charmed and then used pickpocket on her to get the key
  2492.   needed to remove one of the wands in the later wand-trap room.  I used
  2493.   the same trick on Mook (the only Shadow Thief that detected as good)
  2494.   in order to steal the shipment from her for Bodhi.  It may help to
  2495.   cast doom or greater malison on the target to make sure the charm
  2496.   spell works.  Keep in mind that you may need a high (potion enhanced)
  2497.   pickpocket skill to do this and Mook's shipment weighs 50 pounds.
  2500. Getting hostile people out of the way without fighting:
  2501. -------------------------------------------------------
  2502.   [from Nathaniel Ragatz]
  2504.   After I pickpocketed Mook I wanted to put her someplace she wouldn't
  2505.   attack me when the charm spell ended.  I brought us over to Mae Var's
  2506.   guild (which I had already cleared out) used the trick where I told
  2507.   her to attack a party member just before we went through the door.
  2508.   Once inside I left Mook and hand the party leave.  Mook stayed inside
  2509.   and wasn't around to attack my party when the spell wore off, this can
  2510.   be used on other hostiles as well.
  2513. Another way to get rid of people without losing Rep:
  2514. ----------------------------------------------------
  2515.   [from Nathaniel Ragatz]
  2517.   Use a charm person or dominate spell on someone you want to get rid of
  2518.   (this turns their circle green and makes them an ally under your
  2519.   control).  Then send them to fight the nearest monster without a good
  2520.   weapon in hand.  If there is no nearby monster just cast summon
  2521.   monster spell and shoot one is a ranged weapon this turns summoned
  2522.   monsters (except dire wolves) hostile (shown by their circle turning
  2523.   red).  The monster usually attacks party member or ally that is
  2524.   closest to it (which will be the individual you want to get rid of if
  2525.   you position them right).
  2527.   Why do this?  You don't get any exp but you get rid of bad people that
  2528.   hide behind the rest of society.  One example is the merchant that
  2529.   tries to blackmail you into paying for his caravan in one of the
  2530.   fighter stronghold subquests.  People you sometimes give items or gold
  2531.   to, such as this merchant may drop it if they die-thus you can give in
  2532.   to the merchants demands and then get your money back (don't think of
  2533.   trying this on shopkeepers as this will not work and you will not be
  2534.   able to shop there again).  Note:  If you get rid of people important
  2535.   for later subquests (like the Roenalls) before you do them then you
  2536.   loose the chance to do that particular subquest (which can mess up
  2537.   some of the fighter stronghold subquests as well as freeing Nalia when
  2538.   she gets arrested).
  2541. Monks can wear Keldorn's Armor:
  2542. -------------------------------
  2543.   [from ROB]
  2545.   If you read the description for Keldorn's Armor it mentions that "few others
  2546.   than" he can wear it.  Interesting.  Turns out that Monks can wear it, if
  2547.   they have these stats:
  2549.     15 STR
  2550.     17 CON
  2551.     12 INT
  2552.     18 CHA
  2554.   You can, of course, improve your stats via items.  Say you have only 14 STR
  2555.   and 3 CHA.  So, if you put on the Girdle of Hill Giant Strength and the Ring
  2556.   of Human Influence, you will raise your stats and could then wear the armor.
  2558.   This is the ONLY armor that Monks can wear!  It has an AC of 0, +1 to Saving
  2559.   Throws and Free Action on its wearer.  Of course, when your Monk hits level
  2560.   18 his natural AC is just as good as the armor, making it almost pointless.
  2561.   (You still get the Free Action and Saving Throw bonus, of course)
  2563.   So, if you have a Monk, go find Keldorn and swipe his armor.  If you want
  2564.   Keldorn in your party and feel bad about this, just remember that he can wear
  2565.   any armor he wants, while your Monk can only wear Keldorn's.
  2568. Fighter/Mages and the Corthala Family Armor:
  2569. --------------------------------------------
  2570.   [from Henning Roes]
  2572.   The Corthala Family Armor can be equipped by your main char if you can wear
  2573.   leather. But you cannot wear it if your WIS is too low. Drink a potion of
  2574.   insight, equip the armor. Then try a dispel magic on him and the additional
  2575.   WIS is gone but the armor is still equipped. Good armor for a fighter/mage
  2576.   early in the game since you can cast spells while wearing it, and it doesn't
  2577.   evaporate in the sun like Drow armor.
  2579.   Editor's Note:  The minimum requirements for wearing the armor are:
  2581.                      6 STR, 18 DEX and 11 WIS
  2583.                   Also, this only seems to work on dual classed Fighter/mages.
  2584.                   (Multi-Classed Elves and Half-Elves can't wear it)
  2585.                   Fighter/Clerics with the above stats can also weaer the
  2586.                   armor.
  2589. Special Abilities:
  2590. ------------------
  2592.   Your main character (Protagonist) starts the game with the special abilities
  2593.   that he/she had in Baldur's Gate.  THESE ARE NOT SET IN STONE.  If you
  2594.   created a new character from scratch these will be: (based on main
  2595.   character's Alignment)
  2597.     Lawful Good:              Neutral Good:             Chaotic Good:
  2598.     -----------------------   -----------------------   -----------------------
  2599.     Cure Light Wounds     2   Cure Light Wounds     2   Cure Light Wounds     2
  2600.     Slow Poison           2   Slow Poison           2   Slow Poison           2
  2601.     Draw Upon Holy Might  2   Draw Upon Holy Might  2   Draw Upon Holy Might  1
  2602.                                                         Vampiric Touch        1
  2604.     Lawful Neutral:            (True) Neutral:          Chaotic Neutral:
  2605.     ------------------------   ----------------------   -----------------------
  2606.     Larloch's Minor Drain  2   Cure Light Wounds    2   Cure Light Wounds     2
  2607.     Horror                 1   Horror               1   Horror                2
  2608.     Slow Poison            1   Slow Poison          1   Draw Upon Holy Might  1
  2609.     Draw Upon Holy Might   1   Draw Upon Holy Might 2   Vampiric Touch        1
  2610.     Vampiric Touch         1
  2612.     Lawful Evil:               Neutral Evil:              Chaotic Evil:
  2613.     ------------------------   ------------------------   ---------------------
  2614.     Cure Light Wounds      1   Larloch's Minor Drain  2   Larloch's Minor...  2
  2615.     Larloch's Minor Drain  1   Horror                 1   Horror              2
  2616.     Horror                 1   Slow Poison            1   Vampiric Touch      2
  2617.     Slow Poison            1   Draw Upon Holy Might   1
  2618.     Draw Upon Holy Might   1   Vampiric Touch         1
  2619.     Vampiric Touch         1                       (new charts from Death Crow)
  2622.   Souma has an interesting Evil Abilities strategy:
  2624.     I have to say, I was pleasantly surprised by how useful some of those evil
  2625.     powers are.  Well, it is when you use the Call Woodland Beings spell (with
  2626.     Jaheira natch).  Not only do you get to cast Mass Cure as a Level 4 spell
  2627.     instead of a Level 5 (sort of), but if you don't need the Nymph getting in
  2628.     your way afterwards, you can use those evil Larloch's Minor Drain and
  2629.     Vampiric Touches on it and gain big hit points temporarily.
  2631.   BIG SPOILER:
  2633.     Eventually you will lose these special abilities when Irenicus finishes
  2634.     what he began at the beginning of the game.  Soon after you will gain a
  2635.     new ability, to become the Avatar of Bhaal, the Slayer.  The Slayer is
  2636.     immensely powerful, and immune to just about everything.  However...
  2638.     There are a couple things to keep in mind about the Slayer.  First, you
  2639.     lose 2 reputation points every time you become the Slayer.  Not much, but
  2640.     it can add up if you use it too often.  Second, if you stay the Slayer for
  2641.     too long at one time, you will die and the game will end.
  2643.   END SPOILER
  2646. Larloch's Minor Drain Trick
  2647. ---------------------------
  2649.   Casting Larloch's Minor Drain on yourself has some wonderful effects. You'd
  2650.   think that you would lose Hit points, but you gain it back from the spell...
  2651.   and more! You can actually heal yourself with an offensive spell.
  2654. Gain More Hit Points at Level Up
  2655. --------------------------------
  2657.   Casting Draw Upon Holy Might before going up a level (until level 10, after
  2658.   which this becomes pointless). This increases your CON, which for most
  2659.   characters, will give them bonus Hit points. Because your CON is higher
  2660.   when you gain a level, you will actually gain more hit points than normal.
  2661.   These hit points even stay with you when the Holy Might goes away. Very
  2662.   useful way to use the main character's special abilities. This is especially
  2663.   useful for fighter type main characters as they gain the full bonus from
  2664.   having a high CON.
  2667. Dual Classing Restores Traps
  2668. ----------------------------
  2669.   [with generous assistance from the Lord of Fire]
  2671.   One way to get Yoshimo's (or anyone's) Set Traps ability back (after having
  2672.   set a trap) is to dual class, then cancel that dual.  When that is done your
  2673.   old abilities are restored to you, including your set traps.
  2675.   Note:  Kicking a thief out of the party will reset their traps as well,
  2676.          however, any monster killed with the trap will NOT give you
  2677.          Experience.
  2680. "Sandman's Ring" and the Solo Thief
  2681. -----------------------------------
  2682.   [from Xander77]
  2684.   Most people I know, sort of disregard the "Sandman's rings" (the ones that
  2685.   allow you to become invisible once per day). I found the invaluable for a
  2686.   soloing thief char. You can hide in the shadows, walk into a battle, backstab
  2687.   someone, turn the ring on, and then either walk out of the screen (if
  2688.   somebody starts casting a True Sight spell or some such, or if you want to
  2689.   let their defenses drop) then walk into the battle and backstab again. There
  2690.   are 6+ such rings throughout the game, so you can make 6+ backstabs per
  2691.   battle. And you don't have to use up potions or spells. (I really love
  2692.   once-per-day use items, because I don't feel that I "wasted" something when I
  2693.   use them)
  2696. Raid Watcher's Keep Early
  2697. -------------------------
  2698.   [from zambkptkn]
  2700.   Because Watcher's Keep is a high level dungeon, most people avoid it entirely
  2701.   until late SoA or sometime in ToB.  This is a mistake.  Hit the first level
  2702.   of Watcher's Keep early in Chapter 2.  You probably won't be powerful enough
  2703.   to take out the level's final guardians, but that can wait until later.  All
  2704.   you want to do at first is snag some of the fairly lightly guarded items on
  2705.   the first level that will make your adventuring life much easier.
  2706.   Specifically: The Golem Manual, the Case of Plenty +1, the Quiver of Plenty
  2707.   +1, and the Ammo Belt.  All can be acquired by a party of even 8-10th level
  2708.   if properly equiped and played.  At the very least, buy the Potion Bag from
  2709.   Sister Garlena.  You don't have to fight anyone for this and it is more than
  2710.   worth the trip!  The only downside to this strategy is having to keep track
  2711.   of the Ritual Scroll and the Vigil Stone so you can have them when you are
  2712.   ready to clean out the rest of the keep.
  2715. Project Simulacrum Images
  2716. -------------------------
  2717.   [from Timy Gadeholt]
  2719.   I discovered a neat little trick while playing BG2. If you have a sorcerer or
  2720.   mage cast Simulacrum, both the caster and the simulacrum can cast Project
  2721.   Image. Even better, the images can then cast Simulacrum on themselves (so
  2722.   you now have 4 duplicates), which in turn can cast Project Image on
  2723.   themselves. You can keep going on like that to get a huge army of simulacrums
  2724.   and images, all of which can cast spells individually. So you could have one
  2725.   group of copies casting insta-death spells on enemies, another group casting
  2726.   spells like Greater Malison and Breach, and another group casting summoning
  2727.   spells.
  2730. -------------------------------------------------------------------------------
  2731.   VIII.     [GNRLMN]  General Monster Fighting Strategies
  2732. -------------------------------------------------------------------------------
  2734.   Basic monster fighting strategies (ones that tend to work well against all
  2735.   monsters) are in this section.  The following sections have specific advice
  2736.   for dealing with the tougher monsters.
  2739. Basic strategies
  2740. ----------------
  2741.   [from Xander77]
  2743.   Backstab from someone powerful is always good.
  2745.   Melf's Minute Meteors/Bolt of Glory/Ram's ring ignore magic resistance.
  2747.   The Inquisitor's Dispel makes every mage battle a lot easier.
  2749.   Greater Malison + Doom + Instant death spell (Finger of Death, Polymorph
  2750.   other, heck - even Chromatic Orb) = (usually) instant death.
  2752.   Slayer kills everything.
  2755. The Invisible Door Blocker Strategy:
  2756. ------------------------------------
  2757.   [from Phobia]
  2759.   What you do is make a guy invisible with a ring, potion, stealth, etc. and
  2760.   have him stand in a doorway (if the doorway is too big, you can have two
  2761.   people standing there side by side, this only works in doorways that you
  2762.   can stand in, the HUGE ones don't count).  Then you send someone into the
  2763.   room, the invisi-guys will move to let him through, then go back into
  2764.   place, when the enemies see you, run back through the doorway.  The enemies
  2765.   will run into your invisible characters and not attack them because they
  2766.   can't see them, then you can take the enemies out with spells and ranged
  2767.   weapons.
  2769.   Editor's Note:  I would turn the Party AI off for this strategy.  You need
  2770.                   to prevent your invisi-guys from attacking and becoming
  2771.                   visible.
  2774. A Defensive Spin Trick:
  2775. -----------------------
  2776.   [from Tim Marshal]
  2778.   Blades can move while in defensive spin.  All that is needed is to have the
  2779.   free action effect on the Blade before or during the spin (i.e. potion,
  2780.   spell, ring).  Haer'Dalis has become one of my best lure characters.  Equip
  2781.   him with Stoneskin, several items that grant magical resistance, and the
  2782.   ring of free action. Have him go into defensive spin and you are nearly
  2783.   untouchable.
  2786. The "Fake Talk to the Enemy" Strategy:
  2787. --------------------------------------
  2789.   This is one of the bigger exploits in the game, and it is incredibly
  2790.   simple to pull off.  Many enemies start out with the Light Blue circles
  2791.   around them indicating that they are neutral, which means you talk to them
  2792.   and they become hostile later. (Or sometimes they talk to you)
  2794.   What you do is this.  First make any normal battle preparations (cast
  2795.   protective spells, haste and whatnot), then PAUSE the game.  Now click on
  2796.   every enemy as though you were going to TALK to them.  Then switch over to
  2797.   attack mode and Force-Attack your enemies.  When you unpause the game they
  2798.   won't attack you.  And if there are more than one enemy, the others will
  2799.   wait a while before attacking, watching you take out their comrades!  This
  2800.   can be repeated as often as desired, and if you want to keep doing it, be
  2801.   sure to pause about every 5 seconds and continue it.  (they will become
  2802.   hostile after 6 seconds -- one round -- and attack you)
  2804.   Where is this strategy MOST useful?  Dragonslaying, of course!  The three
  2805.   dragons in the game all start out with Light Blue circles around them.  So,
  2806.   do the fake-talk to them, and start attacking.  You will get quite a lot of
  2807.   time before they raise their defenses, time that you can use to do some
  2808.   damage.
  2810.     Note:  There are times when you absolutely should NOT use this strategy.
  2811.            Some monsters don't die, instead they start talking when they
  2812.            get close to death.  With the Fake Talk, you won't reach this
  2813.            point and the monsters will never die.  Don't use it on Lassal,
  2814.            Kangaxx, Lavok, Irenicus and anyone who is particularly crucial to
  2815.            the plot.
  2818. Tough Battle Tips:
  2819. ------------------
  2820.   [from Adar]
  2822.   Some basic strategies that I have heard of to kill tough monsters:
  2824.     - Back away from the monster so that you can't see it anymore, then cast
  2825.       Cloudkill.  If you're a sorcerer or have the wand, drop as many
  2826.       Cloudkills as you can. Their effects stack.
  2827.     - Use a Monk's "Quivering Palm" attack to kill it.
  2828.     - Have a Kensai/Thief backstab it.
  2829.     - Have a Cleric cast Thac0 modifying spells on self, then cast Slay
  2830.       Living on target. (Adar)
  2831.     - Summon forth a Pit Fiend, then keep the party out of the battle.
  2834. Jan's Bruiser Mates in Overdrive!
  2835. ---------------------------------
  2836.   [from Nolan Wright]
  2838.   Jan's Flasher Master Bruiser Mate work exactly likes glyphs or skull traps.
  2839.   One way to take advantage of this -- in battles with most liches or dragons
  2840.   when you have to speak to activate the fight -- one can fire his amunition at
  2841.   your own party. They will hover next to where the party member was but won't
  2842.   explode because they aren't hostile. I've found that if you make a stock of
  2843.   these it can make some of the hardest battles easier.
  2846. Project Image and Cloudkill:
  2847. ----------------------------
  2848.   [from Jafar Sadeq,]
  2850.   I rested once before killing the black dragon. I used the cloudkill
  2851.   strategy, had Nalia memorize 3 project images and 6 cloudkills (using a
  2852.   ring of wizardry). Then just project image, hit 6 cloudkills in general
  2853.   direction of dragon, quickly kill the image with the best fighter (my
  2854.   beastmaster dual-wielding the bone club and gnasher) so I could get another
  2855.   image and set off more cloudkills as soon as possible. It took all three
  2856.   images' cloudkills, otherwise the damage would be so slow that it would
  2857.   cast heal before it could be killed. (I once managed to get an image to
  2858.   project another image, but wasn't been able to repeat it.) I did not rest
  2859.   once after this and finished the game without using any spell other than
  2860.   one Protection from Evil 10'.
  2862.   Editor's Note: Project Image is probably the most useful spell in the game,
  2863.                  and the easiest one to abuse as well. Using Project Image
  2864.                  you can have the image cast every spell you have, and when
  2865.                  the Image disappears, you will still have all those spells.
  2867.                  Also, the Image has no summon limit, it can summon as many
  2868.                  monsters as it wants. Very useful to summon up a dozen
  2869.                  Skeletal Warriors (or in ToB, a half dozen Planetars).
  2872. Infinite Lightning Bolts:
  2873. -------------------------
  2874.   [from Brawny Lam]
  2876.   I was fighting Kuo-Toa in the underdark exit:  In the heat of battle, I
  2877.   accidentally got Imoen to cast lightning bolt on my ranger PC.  Luckily
  2878.   enough my ranger was wearing the Cloak of Mirroring, so the lightning bolt
  2879.   got reflected back to Imoen, who was wearing the Cloak of Reflection, so
  2880.   the lightning bolt kept being reflected back and forth from my ranger to
  2881.   Imoen and vice-versa.
  2883.   Now here's where it gets interesting.  Every time a lightning bolt got
  2884.   reflected, the original lightning bolt would continue to bounce around the
  2885.   room. So after a couple of reflections, I had about 4 to 5 lightning bolts
  2886.   bouncing all over the place vaporizing everything in their path.  I was
  2887.   quite happy that the Kuo-Toa were being turned into ash before my eyes, but
  2888.   not quite so happy when it killed my entire party as well, except for my
  2889.   ranger and Imoen, who were still reflecting lightning bolts back and forth.
  2891.   Not sure how useful this trick is, but I thought I'd mention it since its
  2892.   cool looking at all those lightning bolts flying all over the place.  It'll
  2893.   probably be more useful if the party was protected from electricity.
  2895.     Editor's Note: This doesn't work with a fully patched ToB game, where the
  2896.                    cloaks no longer bounce the lightning bolts.
  2900. Set Snare Tricks:
  2901. ------------------
  2903.   Strategy tip for dragons and other tough battles:  I went to the
  2904.   Windspear Hills right after doing Nalia's Keep on my first run-through,
  2905.   and when I reached the Red Dragon. I was still quite low level, as I hadn't
  2906.   done any of the town quests except Aerie's circus and the slaving ring in
  2907.   the Copper Coronet.  I figured, oh what the hell, I'll give it a go anyway,
  2908.   and proceeded to prep for battle.  By chance, I remembered Yoshimo's set
  2909.   snares ability, and strung snares all around the big lizard before
  2910.   attacking.  They must have accounted for at least half the damage I did to
  2911.   it, and I managed to kill it without any severe injuries to my party.  And
  2912.   there I was with a +5 Holy Avenger and no freaking paladin to wield it!
  2913.   Anyway, I thought I should mention this as it seems many people have
  2914.   overlooked this ability on the BBs I've looked at, and it can prove
  2915.   invaluable in any number of combats (especially those you can prep for).
  2916.   IMHO it makes the bounty hunter far superior to the other thief kits.
  2917.   [from Geoff Ulreich]
  2919.   To expand on that tip, lets consider this:  with not only Bounty Hunter
  2920.   kit's Set Special Snare ability, even a regular snare cannot be stopped by
  2921.   any creature's resistance stats or saving throws.  What that means is
  2922.   thieves' snares are, in actuality, the best weapons in the game for
  2923.   defeating just about every boss and mini-boss.  What I usually do is to set
  2924.   traps around dragons (they never initiate attack), rest, set some more,
  2925.   rest, and set more....  Since snares do not 'expire' when you rest, you can
  2926.   essentially blanket an entire area with snares.  Not only can you do this
  2927.   around tough enemies such as the dragons (Yoshimo killed the first two
  2928.   dragons for me without a single member of my party having to go on attack),
  2929.   but also such as the Mind Flayers, Beholders, and other tough(er) enemies
  2930.   in this game, some of which you can not even go near without layers and
  2931.   layers of protective spells.  Just lure them to an area FILLED with traps
  2932.   and Voila!  [from Willis Su]
  2934.   As you can see, this is so unfair it runs into game-balance issues --
  2935.   another reason I was reluctant to share the tip.  One warning to anyone
  2936.   trying such a tactic:  be diligent in removing snare notations on area
  2937.   maps, or the map WILL cause the game to crash, since it's NOT designed
  2938.   to handle so many snare notations.
  2940.   Juky & 649 of 711 have a better Snares Strategy:
  2942.     My cousin and I have found a really neat trick.  With any thief or bounty
  2943.     hunter, you can set infinite traps. Have the thief set all his/her traps,
  2944.     and then reform your party. Remove the thief from the party. The thief
  2945.     will then move to talk to your main character. He/she will ask your main
  2946.     character if his/her services are still needed. Say yes. The character
  2947.     will rejoin the party, and all his/her traps skills are refreshed.
  2949.     I have tried this many times with Yoshimo, and it has made certain tough
  2950.     battles a lot easier.
  2952.   Note:  You can also just click Dual Class, then Cancel to get your Snares
  2953.          back. [from SMShadow]
  2955.          This method is actually preferred, as the traps of a kicked-out party
  2956.          member (even if they return) won't net you any experience.
  2959. How to Kill Civilians (without really trying):
  2960. ----------------------------------------------
  2961.   [from Willis Su]
  2963.   For those that are able, cast the necessary protection spells (Protection
  2964.   from Evil), and summon forth a demon (Cacofiend, Gate, etc.).  The demon
  2965.   that you summoned will tear everyone in the vicinity to shreds without
  2966.   affecting your reputation.  Just make sure your party can contain the demon
  2967.   so it kills whom you wanted it to kill, or else you may start to lose
  2968.   quest-vital NPCs.  This is in response to those neutral
  2969.   characters/townsfolks that sometimes turn hostile either through thievery
  2970.   on your part, or due to some other scripting bug.  Use it cautiously.
  2973. The Death Spell
  2974. ---------------
  2976.   The Death Spell kills all monsters with 8 or fewer hit dice. (A "Hit Die" is
  2977.   roughly the equivalent of a level) There are a great MANY monsters in the
  2978.   game that fit this bill, including, but not limited to:
  2980.     Trolls (although they'll still need to be hit with Fire or Acid, but you
  2981.       get double experience for killing them twice)
  2982.     Umber Hulks
  2983.     Mind Flayers
  2985.   The Death spell will instantly kill these bad guys.  However, Mind Flayers
  2986.   have Spell Resistance at 90%... which does limit its usefulness against them.
  2987.   (Although the Flayers guarding Phaere are considered "summoned" and will die
  2988.   instantly against this spell)
  2991. RCL has many battle tips and strategies:
  2992. ----------------------------------------
  2994.   "Um, seeya" strategy
  2996.   I just wanted to emphasize that many groups of enemies (especially ones
  2997.   with mages, such as the Slum Slavers or the second-floor enemies in the
  2998.   Guarded Compound) will be much easier to kill if you move immediately back
  2999.   downstairs/out the door, etc. (into another game area map) after they
  3000.   decide to attack you.  Some will follow you and some will not, and even if
  3001.   they do, they do it one at a time instead of moving as a group like yours,
  3002.   giving you windows to take them out one at a time.  Also, if the
  3003.   spellcasters do not follow you out, that gives you an opportunity to wait
  3004.   until their protective spells expire before you go back in.
  3007.   "Not another summoned creature!" strategy
  3009.   For some of those monsters that have special attacks or cast spells, send
  3010.   in a lot of little summoned creatures (one at a time) to bamboozle them
  3011.   into wasting their memorized spells and special attacks (such as Dragon
  3012.   breath), which I believe are limited in number.  If you can control the
  3013.   creatures, make them walk around the monsters a bit to induce the monsters
  3014.   to cast spells instead of using physical attacks.
  3017.   Marking enemies' location with junk
  3019.   There are times when you want to move out of the enemy's sight and use
  3020.   spells like cloudkills, etc. to kill him.  An easier way to remember where
  3021.   they are so that you can cast those spells is to drop some junk as markers.
  3022.   Even with the fog o' war you will still be able to see the junk from far
  3023.   away.
  3025.   For example, I killed the red dragon while virtually no one was severely
  3026.   hurt by:
  3028.   1.  Walked right next to him and dropped some junk and set some snares.
  3029.   2.  Made him hostile, by sending in one character to talk to him.
  3030.   3.  The character then got out of the dragon's sight immediately.
  3031.   4.  Summoned any creature at spots where you know the dragon can see them
  3032.       rising but cannot touch them without walking up to them.  The dragon
  3033.       naturally chose to use his breath on that creature, usually killing it
  3034.       before it even started to walk.
  3035.   5.  Repeated with summoning creatures large and small, until the dragon
  3036.       stopped using his special attacks...
  3037.   6.  Cast some area-attack spells where the dragon was, and then
  3038.   7.  Haste -> breach -> group charge -> dead dragon -> holy avenger and
  3039.       dragon scales.
  3042. The 3 basic high level insta-kills
  3043. ----------------------------------
  3044.   [from Xander77]
  3046.   1)  Chain Contingency + 3 Horrid Wiltings. Basic for killing groups of
  3047.       enemies. If used to kill a single tough enemy, a spell sequencer - 3
  3048.       pierce shield or 3 lower resistances is good beforehand. Also - Set the
  3049.       contingency, rest, trigger the contingency in battle, then immediately
  3050.       set the same contingency again.
  3052.   2)  Timestop + Improve Alacracity. Make sure your PC auto pauses after a
  3053.       spell is cast. Lower Resistance, Pierce shield, then go Whacko. With a
  3054.       Robe of Vecna + Amulet of power, your level 1 spells Magic Missile and
  3055.       Chromatic Orb will have a casting time of zero, so cast the whole lot of
  3056.       the first, then go with any kind of (overkill at this point) spell you
  3057.       feel like.
  3059.   3)  Shapeshift + Timestop. Once Timestop kicks in, Shapeshift into the
  3060.       Mindflayer. During Timestop, all your attacks are auto-hits. So once
  3061.       timestop ends, your enemy is dead.
  3063.   A stat drain will kill most of the unkillable "vital to game progress"
  3064.   NPC's - even the ones immune to the CTRL-Y insta-death cheat. So,
  3065.   Shapechange - Mindflayer kills all.
  3068. -------------------------------------------------------------------------------
  3069.     VIII.1  [GLMSVI]  Golems
  3070. -------------------------------------------------------------------------------
  3072. Golem Trick:
  3073. ------------
  3074.   [from Greymane]
  3076.   There is a great little trick for defeating any Golems you might run into.
  3077.   Simply take the Ring of Earth Control and use it's Control/Charm Earth
  3078.   Elemental ability on the biggest Golem around.  Despite the description of
  3079.   the spell, it actually works on the golems too! It might take a couple of
  3080.   tries, but you can rest in the same room as the golems and try again. After
  3081.   you've gotten the biggest on there charmed, let him kill off the others and
  3082.   then loot the treasures before the spell wears off.
  3085. Clay Golems:
  3086. ------------
  3088.   Clay Golems MUST be hit by BLUNT weaponry to score effective hits.  Sample
  3089.   blunt weapons are: Clubs, Maces, Morningstars, Fists and Staves.  Hit them
  3090.   with anything else and you will get the "weapon not effective" shtick.
  3091.   One exception to this are weapons that have bonus damage, such as +1 fire
  3092.   damage.  The weapon itself won't hit, but it will still do its fire damage.
  3095. Iron/Adamantium Golems butchering
  3096. ---------------------------------
  3097.   [from Xander77]
  3099.   You can just engage the golem in hand-to-hand with +3 weapons, of course, but
  3100.   I wouldn't recommend it - they deal massive damage and are usually contained
  3101.   in rooms with exits through which they can't fit. The only place where they
  3102.   run free is Suldanessalar, and there you can use the invisible door blocker
  3103.   to keep them at bay - just have her move away a meter or 2 when the golem
  3104.   uses the gas attack.  A character wielding a +3 two-handed sword can
  3105.   reach the golem and hurt him, while the golem can't hurt him.  The gas attack
  3106.   is sometimes capable of hurting him and sometimes not - haven't quite worked
  3107.   it out.  If it does hurt, just move the character away until stops.  Go back
  3108.   to hacking away at the golem.
  3110.   - Personally I don't care for this one, but if you're desperate for the
  3111.   experience and don't have any other means of handling the golem, you can
  3112.   lower his MR once or twice then magic missile him to death. The golem only
  3113.   has 80 hp or so - not too tough a task.
  3115.   - Melf's minute meteors - ignore magic resistance. One casting is enough to
  3116.   kill a golem (some kind of ThacO spell is preferable beforehand, though).
  3117.   Great for killing magic resistant creatures.
  3120. -------------------------------------------------------------------------------
  3121.     VIII.2  [DMNSV2]  Demons
  3122. -------------------------------------------------------------------------------
  3124. Demon Fighting:
  3125. ---------------
  3127.   Find yourself fighting some mighty demon? Pit Fiend? Glabrezu?  Well fear
  3128.   no more!  Simply cast Protection from Evil on your party and they will
  3129.   ignore you!  This is not a guaranteed strategy, some demons will attack
  3130.   you anyway.
  3133. Demons killing
  3134. --------------
  3135.   [from Xander77]
  3137.   - As this FAQ mentions, protection from evil 10 feet radius works wonders.
  3138.   Most random (non quest related) demons won't see you, thus giving plenty of
  3139.   time to ambush them.
  3141.   - Going hand to hand. Actually not that bad of an idea. By the time you start
  3142.   running into demons, you should have several +2/+3 weapons in you party (if
  3143.   you don't, you probably won't manage to get through the area where the demon
  3144.   is) so you're capable of hurting him. There are often several annoying
  3145.   distraction - quasits, genies, and such - around the demon. Get rid of them
  3146.   using some are destruction spells. Then your buffed up (haste, chant, chaotic
  3147.   commands on the main char [hold and stun protection] etc) party charges the
  3148.   demon. A few ruffled feathers later, he should be dead.
  3150.   - Bolt of Glory - 2 of those should handle most any demon. Possibly an extra
  3151.   shot from the Rams ring and/or Melf's minute meteors. The reason all the
  3152.   aforementioned work is because they ignore magic resistance (which the demon
  3153.   has a plenty).
  3155.   - Desperate measures (if you have to rely on this, then you aren't quite
  3156.   ready to face demons yet) surround the demon with aerial servants and fire
  3157.   elementals. They get stunned and slaughtered, but they have plenty of hp, so
  3158.   you'll have some time before he turns to you. Now lower his resistance and
  3159.   magic missile him to death (damn, this game would be a lot harder is some
  3160.   monsters just bothered learning Shield)
  3162.   - Slayer change. Also counts as desperate measures for handling one measly
  3163.   demon, but it does the job quite effectively.
  3166. -------------------------------------------------------------------------------
  3167.     VIII.3  [NDDSV3]  Undead
  3168. -------------------------------------------------------------------------------
  3170. Turning Undead Strategies:
  3171. --------------------------
  3172.   [from Xander77]
  3174.   Cleric undead turning is really awesome - much easier killing them off with
  3175.   tanks. One turning - and the undead explode. What's even better then is an
  3176.   evil clerics (I.E - Viconia) undead turning - you don't blow up undead, you
  3177.   turn them to your side. Generically speaking, your cleric level is usually
  3178.   more then enough to turn the weaker undead you're facing to your side.
  3179.   Beginning with level 20 you can turn Liches to your side.
  3181.   Now to my point. Turning undead DOES NOT interrupt invisibility. So you can
  3182.   cast one level 2 spell (which lasts 24 hours) on Vicky, and have her run
  3183.   around turning undead. Its really fun walking around with 20-30 undead
  3184.   allies following you. No risk involved.
  3187. Vampire Fighting:
  3188. -----------------
  3189.   [from Jeremy Treanor]
  3191.   I found that having two clerics (Viconia + Aerie, my first time through)
  3192.   does absolute wonders in the vampire dens and other places where there are
  3193.   undead creatures affected by sunlight. Two simultaneous castings of false
  3194.   dawn knocked out every vampire that swarms around you. If they should
  3195.   survive, they're still confused and more than a little vulnerable.
  3198. The Mace of Disruption and Vampires:
  3199. ------------------------------------
  3200.   [from Xar]
  3202.   In Chapter 3, get into the lair, get the Mace of Disruption and pull back.
  3203.   Upgrade it with the Illithium.  With the Mace +2 and a Helm of Charm
  3204.   Protection (or similar), one character can clear the entire nest.  (The
  3205.   vampires will obligingly leave their door open while you spend a day or so
  3206.   with Cromwell.)
  3208.     Editor's Note: You get the Illithium as part of the "Sir Sarles" quest that
  3209.                    the Temple gives you.
  3212. Fighting Monsters who Level Drain:
  3213. ----------------------------------
  3214.   [mostly from Travis Archer]
  3216.   There are many types of undead that will "drain" your levels when they
  3217.   attack.  You may be a level 12 fighter, but that vampire just made you
  3218.   into a level 10 fighter.  This is easily fixed with a Restoration spell,
  3219.   but there are some other consequences of level drain as well.  When a
  3220.   spellcaster is drained, they lose their higher level spells.
  3222.   So, to protect against this:  Memorize your most important spells first. That
  3223.   way, they're the last spells to get level-drained.  Examples of Important
  3224.   Spells: Lesser Restoration, Raise Dead, Heal.  This makes mopping up after
  3225.   vampire encounters a lot less annoying.  When you restore levels, spells are
  3226.   not re-memorized, so don't forget to do this before you rest.
  3228.   Negative plane protection, which protects from level drain, has a
  3229.   disappointingly short duration, and having to memorize and cast it 6 times
  3230.   before a fight is obnoxious, so I recommend that you do one of the
  3231.   following:
  3233.     1)  Cast it only on your spellcasters (re-memorizing spells is annoying)
  3234.     2)  Keep your casters in the rear and don't cast it at all
  3235.     3)  Use limited wish instead to protect your whole party with one spell.
  3236.         (best choice)
  3239. Lich hacking
  3240. ------------
  3241.   [from Xander77]
  3243.   - Sunfire. It's a shame that you can't have 2 daystars, since that option
  3244.   doesn't hurt party members. Move your entire party except for the mage and
  3245.   the guy with the daystar into the corner. Make sure that the guy with the
  3246.   daystar won't be hurt with the mages sunfire. If possible, try to make sure
  3247.   that both sunray and sunfire go of just as the lich appears. That usually
  3248.   does the trick. If extra assurance is needed, then use ring of the ram before
  3249.   the sunfire/sunray combo.
  3251.   - Turn undead. If your cleric is level 20+ you can either blow up or control
  3252.   the lich. This goes through all his protections. If you control him, either
  3253.   use his spells against another enemy, or have him waste them into thin air,
  3254.   then attack him.
  3256.   - Annoying long way - have a bunch of summoned creatures mob the lich where
  3257.   he first appears. If he manages to kill them all, summon a few new ones,
  3258.   (better waste summon spells then to have him sling instant death spells at
  3259.   the party). Now take your time while dispelling his protection. Ruby ray of
  3260.   reversal, Khelban's warding whip (though if you have access to those, you
  3261.   probably can just turn him with your cleric) breach, etc. Eventually he runs
  3262.   out of protection spells and you can just pepper him full of bolts and
  3263.   arrows. Cast a true sight before the lich appears, to dispel the
  3264.   invisibility/mislead that he is sure to cast.
  3266.   - Summoned creatures. Already outlined in this FAQ and my favorite strategy
  3267.   for dealing with mages. Move your entire party, except for one guy, into the
  3268.   corner. Put a summoned monster or 2 where the lich is supposed to appear.
  3269.   Have the lich appear, talk to the char and turn hostile. Now have the char
  3270.   run to the corner. The lich should turn up a few defenses, then fry the
  3271.   summoned creatures. Then. it just sits there, waiting for its protections to
  3272.   go out, because it sees no enemies on the screen. Wait a minute or 2, and
  3273.   send another summoned creature in. If the lich's defenses have run out, he
  3274.   should cast some new ones. Just keep doing this until he runs of out defense
  3275.   spells (or, if you're extra cautious, until he runs out of major attack
  3276.   spells) then charge him with your entire party. PS - Using a wizard eye or
  3277.   farsight to supervise, make sure that the creatures gradually move him
  3278.   towards the party. This strategy depends on the lich not seeing the party.
  3280.     Note:  The above works only if your summoned monsters keep the enemy well
  3281.            away from the party.
  3283.   - Stoneskin + Protection from evil + Polymorph self. Turn into a jelly and
  3284.   just sit there. The lich's pit fiend can't hurt the jelly and the lich should
  3285.   take care of him himself. The efreet's first few opening numbers are spells,
  3286.   so you don't have to worry about that. If he hangs around long enough to run
  3287.   out of spells and start attacking you physically (unlikely) just have your
  3288.   party take him out. Your Stoneskin should absorb a few blows anyway. By the
  3289.   time you Polymorph ends, the lich should run out of defenses and use up most
  3290.   of his spells. Now go and kill him.
  3292.   - Protection from undead - the lich doesn't even see you. Wait until his
  3293.   protection from magical weapons runs out, and just wallop on him. The only
  3294.   drawback is having to refresh the spell. If you have the protection from
  3295.   undead amulet, then it's just unfair.
  3297.   - Mace of disruption +2. Ignores all protections (even protection from
  3298.   magical weapons) on a critical. Also known as BOOM.
  3300.   - Lich in the in at the town gates - door skipping cheat. Run through the
  3301.   door whenever he begins to cast a spell. The spell is wasted. Run back in.
  3302.   Wash-rinse-repeat until he runs out of spells. Doesn't work in ToB.
  3305.   Fighting against liches and especially against time stop.  Use fog of war to
  3306.   your advantage, hide in the "fog" and summon creatures to attack the lich
  3307.   (don't follow yourself, only send your new minions).  You won't be able to
  3308.   see anything but you will get message at the bottom to know what's going on.
  3309.   The Lich will waste some of its spells, usually wasting its Time Stop as
  3310.   well.  Don't cast all your summoning spells at once, Death Spell will get
  3311.   rid of them all. [from Max Chen]
  3314. -------------------------------------------------------------------------------
  3315.     VIII.4  [DRGNSS]  Dragons
  3316. -------------------------------------------------------------------------------
  3318. Dragon slaying
  3319. --------------
  3320.   [from Xander77]
  3322.   Luckily enough, most dragons in the game allow you to surround them and buff
  3323.   up before taking them on, except for the lame black dragon and the even lamer
  3324.   abyss dragon. They still alert you to their presence and give you time to
  3325.   buff up, though.
  3327.   Buff up and surround him is actually all you need, but here is a more
  3328.   detailed game plan:
  3330.   Note where the dragon is, and do the following just outside his sight (for
  3331.   the shadow dragon specifically). Drink any potions you feel like drinking
  3332.   (some stuff to raise your resistance to his breath weapon is good). Summon up
  3333.   5 long-term monsters. Fire elementals (druid) invisible stalker, skeletons,
  3334.   Killthix (the spider figurine). Cast protection vs evil 10 feet (most dragons
  3335.   are evil, it will protect both you and your summons, and should last you
  3336.   until the end of the battle and then some). Now get your personal buff spells
  3337.   up: Stoneskin, Blur, Mirror image, Fireshield for mages. Ironskin, Barkskin,
  3338.   Armor of Faith and maybe celestial protection for druids/clerics. You can
  3339.   also do draw upon holy might/ strength of one, but I usually don't bother -
  3340.   it does little good, and wastes one round of protection spells. Maybe a
  3341.   Simulacrum from Vhailor's helm and a lesser restoration on it now. Now for
  3342.   group buffing spells: Bless, Chant, Defensive Harmony for druid's clerics
  3343.   (you should have 2 clerics/druids and 2 mages/sorcerers in the party). Haste
  3344.   for the mages and maybe mass invisibility (level 6), and. that's it. The
  3345.   preparations are over. (You should start casting the next spell as soon as
  3346.   you're done with the previous, except from Bless Chant and Defensive
  3347.   Harmony - those should be cast just before you run into combat)
  3349.   Run up to the dragon and make 2 circles around him. One circle, which touches
  3350.   the dragon - summoned creatures. One circle, which uses ranged weapons - the
  3351.   party members. The point of this arrangement is to make sure that if the
  3352.   dragon uses his breath weapon, he can't hurt more then 2 summoned creatures/
  3353.   1 party member at the same time and to make sure that if the dragon uses wing
  3354.   buffet on the summoned creatures he doesn't hurt your party members. Note:
  3355.   The shadow dragon will cast a death spell on summoned creatures if he sees
  3356.   them, so its best that they go into the 4 corners of the room while hugging
  3357.   the walls, and converge on his location when you're ready to begin the
  3358.   battle.
  3360.   Now issue a formal challenge to the dragon (or not. Doesn't make much of
  3361.   difference). Personally I prefer to challenge him when everyone has just
  3362.   began casting their spells. Have everyone attack. The Dragon should go
  3363.   Stoneskin + haste + greater malison + lower resistance to breath weapon
  3364.   (btw - if your resistance if equipment based, you can get it back up by
  3365.   taking your stuff off and re-equipping it) + (maybe) immunity from magic
  3366.   weapons. You go: remove magic to handle the haste and the immunity to magic
  3367.   weapons. Pierce magic to handle to Stoneskin and take his magic resistance
  3368.   down. 2-3 Lower magic resistance. Now just magic missile him to death. (Did I
  3369.   say that this game would be a LOT harder if monsters bothered learning
  3370.   Shield?) You can add smite evil/silence/bolt of glory/lighting bolt and other
  3371.   damage spells to the mix just for the hell of it, but magic missile is the
  3372.   greatest dragon killer of them all (fireball happy guys - ice storms aren't
  3373.   that bad of an idea. Especially since summoned creatures that get caught up
  3374.   in the damage don't seem to turn hostile). When and if he manages to kill
  3375.   some of your summoned creatures, take a moment to summon a few more. Make
  3376.   sure that he's always boxed in between at least 3 monsters, and is therefore
  3377.   unable to move up to one of your characters and attack her.
  3379.   Note:  You can, of course, have you fighters attack the dragon in hand to
  3380.          hand. Makes it a bit more exciting and a lot more dangerous. Magic
  3381.          missile-ing him to death is a lot easier. If you do go for the hand to
  3382.          hand - good resistance to breath weapon is nice. So is improved haste
  3383.          on your main dragon slayer. Make sure to surround him from several
  3384.          sides, so that he won't be able to breath on 2 or 3 characters at
  3385.          once. And when he blows you off the screen with the wing buffet,
  3386.          consider it as a break in the action and take a round or 2 to fully
  3387.          heal up.
  3389.   That should handle any dragons in your path. The black dragon and the hell
  3390.   dragon give you time to buff up and summon, but you can only form a
  3391.   half-circle around them (try to get the summons to circle them, though).
  3393.   PS - The greatest Dragon slaying tip I ever got, from Charlie Yeah Charlie:
  3394.   Polymorph him. Ok, so it's the toughest squirrel you'll ever have to fight,
  3395.   but at least he don't look so tough.
  3398.   3 of the 4 Dragons (in SoA) have no resistance to electricity and even the
  3399.   4th one is weak against it.  This is where lighting bolt come in.  Bounce it
  3400.   off the wall a few times and watch their HPs go down. [from Max Chen]
  3403. -------------------------------------------------------------------------------
  3404.     VIII.5  [NMYSPL]  Enemy Spellcasters
  3405. -------------------------------------------------------------------------------
  3407. Mages
  3408. -----
  3410.   Mages have increased in power by LEAPS and BOUNDS since Baldur's Gate.
  3411.   They're much more annoying now.  Two spells in particular make them tough
  3412.   to fight: Contingency and Sequencer.  These allow mages to cast spells
  3413.   almost INSTANTLY at almost any time.  Then add in their new protective
  3414.   magics -- Protection from Normal Weapons springs to mind -- and defeating
  3415.   mages in Baldur's Gate II becomes much more difficult.
  3417.   Mage does:  Protection from Normal/Magical Weapons
  3418.   Counter with:  Breach (lvl 5)
  3420.   Mage does:  Shadow Door/ Invisibility AND Protection from Normal Weapons
  3421.   Counter with:  Purge Invisibility or Glitterdust or Remove Magic
  3422.                  THEN Breach
  3424.     You cannot Breach anything that is invisible, so you have to get them
  3425.     to be seen first.
  3427.   Note:  True Sight dispels any and ALL protections from the illusion school.
  3428.          That's right, no more Mirror Images, Simulacrums or Invisibility!
  3429.          (or thieves hiding in the shadows, for that matter)
  3431.          Dispel Magic is more of a "clean up" dispeller to be used in sequence
  3432.          with Breach. It usually takes care of whatever Breach doesn't,
  3433.          leaving your enemy mage wide open. I like this spell for its
  3434.          versatility (removing negative and positive status) but you're
  3435.          better of using Remove Magic in sequence with Breach as you won't
  3436.          end up removing your own protections, plus you'll want to save your
  3437.          Dispel Magics when baddies start throwing out Maze spells.
  3439.          Generally, Ruby Ray of Reversal gets rid of everything that protects
  3440.          from spells while Breach takes care of anything that protects from
  3441.          weapons and elements. [entire NOTE from John Winkleman]
  3443.   I let my archers take care of mages most often, so countering their Globes
  3444.   of Invulnerability is not a priority.  A Spell Thrust could be used to cut
  3445.   a Minor Globe out, however.
  3447.   Two spells that work wonders against mages are Abi Dalzim's Horrid Wilting
  3448.   and Skull Trap. Don't target the mage directly, but drop the spell just
  3449.   off to the side, this bypasses their direct protections, and can hurt
  3450.   them pretty severely.
  3453. Summon Nishruu/Hakeashar
  3454. ------------------------
  3456.   Leo Wang recommends summoning Nishruu (and their higher level counterparts,
  3457.   Hekaeshars) to deal with mages.  Nishruu are mage-eaters for the most part,
  3458.   as they are drawn to mages like bees to pollen.  Magic attacks heal the
  3459.   Nishruu and best of all, Nishruu cause mages to forget spells.  Summoning
  3460.   up these bad boys make the end game mages (such as Irenicus) pretty easy.
  3461.   Nishruu are a 6th level spell, and Hakeashars are 7th.
  3463.   Cyrille Artho doesn't think too highly of Nishruu's:
  3465.     Just a comment about the usefulness of Nishruus and their "relatives": I
  3466.     used them now and again vs. wizards, but did not like it very much when
  3467.     one of my Imoen was charmed and turned against me (incidentally she had
  3468.     summoned the Nishruu herself). What would the Nishruu do? After I killed
  3469.     the enemy mage, it would "home" on Imoen. Until I had realized that and
  3470.     disposed myself of the Nishruu, it had already eaten some magical items
  3471.     (among them the Bracers of Protection!). That really pissed me off, and
  3472.     I didn't use Nishruus anymore. Not to mention that they might also
  3473.     degrade items that you would otherwise pick up after the battle.
  3475.   Henning Roes has an interesting tip for fighting mages:
  3477.     Normally the high-level mage casts heavy protections on himself and it
  3478.     takes some time to take them down.  In my second game I found a new
  3479.     strategy to get rid of their protection-from-magical-weapons like mantle
  3480.     etc:  I used normal weapons in that case.  I didn't do that in my first
  3481.     game because I wanted enchanted weapons as much as anyone. So I never
  3482.     thought about how useful non-magical weapons are.
  3485. Fighting the Cowled Wizards for Fun and Profit:
  3486. -----------------------------------------------
  3487.   [from JP]
  3489.   You can't cast spells in Athkatla unless you want to face the Cowled Wizards.
  3490.   And if you want to get them off your back you must pay Corneil at the Council
  3491.   of Six building.  I finished the game as a paladin (I imported my character
  3492.   from Baldur's Gate) and then played it again as an Invoker.  I didn't want to
  3493.   pay Corneil the 5,000 gp because I saw the cowled wizards as a potential
  3494.   source of both gold and exp.  If you want to face off with the Cowled
  3495.   Wizards, here's what I recommend:
  3497.     1. Isolate your mage from the rest of your party.
  3498.     2. Go to a spot anywhere in Athkatla (I did this near the archway in the
  3499.        bridge district) where there are only a few people, lessening the risk
  3500.        of killing someone accidentally.
  3501.     2B. Drop a bit of Junk on the ground to mark this spot.
  3502.     3. Cast a summoning spell, preferably summon nishruu. The "spokesperson"
  3503.        for the cowled wizard should appear shortly after the nishruu
  3504.        materializes. Don't expect the nishruu to do heavy damage. His only
  3505.        purpose is to distract the cowled wizards from attacking you.
  3506.     4. Don't wait for him to appear! Quickly walk away from him and then
  3507.        attack him using your nishruu.
  3508.     5. He'll say something short and three or four other cowled wizards will
  3509.        appear to attack you.
  3510.     6. Walk away until you don't see them anymore (or until they're covered
  3511.        by the fog of war). Your nishruu will attack them and they'll attack
  3512.        your nishruu.
  3513.     7. Look for your Junk. It marks their position.
  3514.     8. Wait for a few moments to let some of their protective spells expire.
  3515.        You don't have to wait that long anyway. Cast shadow door.
  3516.     9. Cast area effect spells like death fog, cloudkill, web, ice storm,
  3517.        skull trap, etc. On the ground near where you last saw them. You can't
  3518.        see them and they can't see you, but you know where they are, so use
  3519.        that to your advantage.
  3520.     10. Use multiple web spells if you have to so that they don't approach
  3521.        you. In time, they'll all die and you get around 14000 exp. Search
  3522.        their corpses for potions, scrolls and gems.
  3524.   I did this a lot times and it paid off rather well. It's not infinite.
  3525.   You'll eventually face a high level wizard, who will cast time stop and
  3526.   summon a pit fiend. Before I could beat him he cast dimension door and
  3527.   vanished.
  3529.   The final fight with the cowled wizards will occur when their spokesperson
  3530.   tells you that the highest members of their order have come to fight you.
  3531.   To beat them, simply repeat the process I said about defeating them. But be
  3532.   careful! One of them (her name's Zalladora, I think) can (and probably
  3533.   will) cast two time stop spells at the beginning of the battle! Keep your
  3534.   distance from them. When Zalladora is near death, she'll attempt to cast
  3535.   her third time stop spell. If she does, she'll cast gate and summon a pit
  3536.   fiend and cast dimension gate to get out. It's up to you if you want to
  3537.   prevent her from escaping or if you want to fight the pit fiend instead.
  3538.   Either way, if you survive, the cowled wizards will never bother your
  3539.   spellcasting in Athkatla again.
  3541.   Matt Warner has an easier way to cast spells in Athkatla:
  3543.     I've just found a neat little way to rid yourselves of the
  3544.     interference of the Cowled Wizards without paying the hefty 5000
  3545.     gold bribe, or going through the effort of killing wave after wave of
  3546.     wizards until they give up on you, though that will probably yield a
  3547.     bit more treasure than my method. If you just want to be done with
  3548.     them quick and easy, do this:
  3550.     Have a mage cast any spell that will attract the attention of the
  3551.     wizards, stoneskin or mirror image work well. Of course, so does
  3552.     everything else but those spells are nice and non-offense.
  3554.     A lone wizard will dimension door in to yell at you before bringing in
  3555.     several more wizards to kill you. He'll have some kind of hefty
  3556.     enchantment up (stoneskin?).
  3558.     The *instant* he actually shows up (i.e. has the blue ring around
  3559.     him), pause. Employ the fake talk strategy: Have someone talk to him
  3560.     and unpause. Pause again (before anyone actually walks over and
  3561.     starts talking to him) and force-attack him while he still has the
  3562.     blue circle around him. You probably won't be able to hit him due to
  3563.     his powerful protection spells, but this doesn't matter. Every 5
  3564.     seconds or so, back off and fake-talk him again. As long as you keep
  3565.     doing this, he won't go hostile and his friends won't gate in.
  3567.     Within a short period of time, his spell wears off and he returns to
  3568.     a more normal-looking color.  He will now fall easily.
  3570.     After this, no more wizards will show up and attack you for
  3571.     spellcasting. Apparently, since he never gets to speak, the game
  3572.     never triggers any more attacks since the first attack was never
  3573.     completed. Since more wizards won't show up in the middle of a wizard
  3574.     attack if you cast spells, this catch gets applied for the rest of
  3575.     the game. This doesn't appear to screw anything up (it's just a flag
  3576.     not getting set to "true", shouldn't affect anything else. Hasn't yet
  3577.     in my game, anyway.)
  3580. Protection from Magic Scrolls
  3581. -----------------------------
  3583.    Protection from Magic scrolls make whoever they are used on immune to magic,
  3584.    but also removes any buffs from the target, and makes it impossible for
  3585.    them to cast spells. So, instead of using them on yourself, you can also
  3586.    use them on an enemy mage and completely shut them down.
  3589. -------------------------------------------------------------------------------
  3590.     VIII.6  [BHLDRS]  Beholders
  3591. -------------------------------------------------------------------------------
  3593. Beholder Tactics:
  3594. -----------------
  3595.   [from Paul Dickinson]
  3597.   Beholders have interesting behavior patterns.  If any party member
  3598.   is visible (and hostile), a beholder will immediately start pelting them
  3599.   with gaze attacks, cause wounds, slow, paralyze, petrify, or whatever.
  3600.   If not too busy pelting party members with nasty magic, they will move
  3601.   towards the nearest foe and chew on them.  Note the distinction between
  3602.   foe and party member.  Beholders don't seem to want to waste their gaze
  3603.   attacks on summoned creatures.  This means that one can have a stealthy
  3604.   or invisible party member observing (and thus allowing control of the
  3605.   battle), while one or more summoned creatures trash the beholders, who
  3606.   have really pathetic physical attacks.  The moon dog figurine works
  3607.   quite well here.  It moves fast, can heal itself, and stays around for
  3608.   long enough to kill quite a few beholders.
  3611. Berserkers:
  3612. -----------
  3613.   [from Xar]
  3615.   Give the Cloak of Reflection or Balduran Shield to a berserker and then sit
  3616.   back and watch.  Why a berserker?  Elder Orbs have Imprisonment and
  3617.   Berserkers are immune while berserk.  (Managed to complete the Underdark
  3618.   Beholder zone with one character – Korgan)
  3621. -------------------------------------------------------------------------------
  3622.     VIII.7  [MNDFLY]  Mind Flayers
  3623. -------------------------------------------------------------------------------
  3625. Invisible Stalker Strategy:
  3626. ---------------------------
  3627.   [from Mishael]
  3629.   An easy way to kill Mind Flayers is to summon a bunch of Invisible
  3630.   Stalkers, then cast Haste on them.  Invisible Stalkers are immune to all
  3631.   sorts of Mind control spells including charm, domination and confusion.  As
  3632.   far as I know, they cannot be mind devoured.  You may see some marks of
  3633.   confusion on their head, but they are not confused.  You can control them
  3634.   as long as they are alive. :)
  3637. Archery Strategy:
  3638. -----------------
  3639.   [from Jonathan Zimmerman]
  3641.   I wanted to share my battle strategy for the mind flayers in the Underdark.
  3642.   I use both pairs of boots of speed on my two best bowmen, and cast chaotic
  3643.   commands on them.  I move the rest of my party off in a corner.  The bowmen
  3644.   pop into a room with the flayers and start shooting arrows.  While the
  3645.   flayers take time using their psionics, my fighters are pumping them full
  3646.   of arrows.  Once they try to close and drain your intelligence, just back
  3647.   up and start firing again.  They will never catch you.  This works best if
  3648.   you've cleaned out the entire city, up to the first door you need a flayer
  3649.   to open.  That way, you have plenty of room to run around.  This strategy
  3650.   does use a lot of arrows, though.
  3652.   Editor's Note:  Not if you have the Tansheron's Bow (from one of the
  3653.                   Merchants in Trademeet).
  3656. Bottleneck Fighting Strategy:
  3657. -----------------------------
  3658.   [from Henning Roes]
  3660.   Only one spell (chaotic command) and one fighter are involved. Cast it on
  3661.   your best melee fighter and he's protected from psionic blasts. This spell
  3662.   lasts for a long time. Then give him the best AC (-11 does it). Since Mind
  3663.   flayers have to hit your Fighter in melee they have to make a critical hit
  3664.   to drain the fighters brain. Just slaughter them while standing in the door
  3665.   so only one or two of them are able to attack. The INT-lowerance disappears
  3666.   after a short time so there's no need for a restoration-spell. Ullithids
  3667.   drain 4 or 5 levels (better than the usual Mind Flayer) - INT 5-6 is a
  3668.   must. Don't care about the Umber Hulks in the Under Dark. Use them as a
  3669.   shield while fighting and healthy. I finished the Mind Flayer City with
  3670.   only 1 spell and some healing potions. Even in the sewers in the Temple
  3671.   District it's very easy. Equip a shield to get a low AC. My fighter wasn't
  3672.   hasted or othwerwise improved.
  3675. Kill Mind Flayers with Undead:
  3676. ------------------------------
  3677.   [from James Victor]
  3679.   Let someone cast Wizard's Eye and have it position itself wherever the
  3680.   mind flayers are situated.  Have your mages/clerics cast animate dead and
  3681.   let the wizard eye guide them the way.  Since animated skeletons have no
  3682.   brain, flayer's psionics are useless and since mindflayers have weak stats,
  3683.   they are easy to slaughter.  For better results, have a cleric cast
  3684.   Strength of One and another spellcaster cast Haste for better results.  A
  3685.   couple of batches of "enhanced" skeletons would do the trick.
  3687.   Editor's Note:  The Wizard's Eye doesn't do anything itself, it is simply
  3688.                   used so you can see where the skeletons are going.  This
  3689.                   way you can keep your party well away from the battle.
  3691.                   Skeletons and Skeletal Warriors will still fall to Mind
  3692.                   Flayers, so send in as many as you can. Use the Project
  3693.                   Image trick if you need to. (Project Image, Animate Dead,
  3694.                   Animate Dead, etc., repeat
  3697. Mind Flayer Mind Control Collars:
  3698. ---------------------------------
  3699.   [from Travis Archer]
  3701.   Some SPOILERS ahead.
  3703.   These devices are one-shot mind control items which never fail.  Only 1 is
  3704.   necessary to get to the Elder brain, maybe 2 if you're unlucky.  Which
  3705.   leaves 2 or 3 extra.  These come in very handy in tough fights.  These
  3706.   devices make the most impossible combats _easy_.  The mob stays under your
  3707.   control until attacked.  It won't leave the map, but it's still your pet
  3708.   when you come back.
  3710.   I used one on the Demilich, and one on Shangalar, because:  The Demilich is
  3711.   probably the single hardest opponent because he Imprisons at will. He's
  3712.   immune to almost every spell, and he's beefy like an Adamantite Golem.
  3713.   (Weapons do 1-5 damage depending on enchantment) With one of these devices
  3714.   I made him my pet!  On a funny note, you can make him Imprison himself, but
  3715.   then you don't get his loot or experience. :( So, I used Freedom and then
  3716.   just ambushed him while he was still "green". By the time he turned red he
  3717.   was dead.
  3719.   I used this on Shangalar and he wasted his buddies while I watched, then I
  3720.   finished him off. (Wait until he gets all his defenses up before you use it
  3721.   on him)
  3723.   This can be used on Dragons as well, which is amusing as hell, but not the
  3724.   Avatar of Rillifane who is immune to everything. :(
  3726.     ToB Note:  This strategy doesn't work in ToB.
  3728.     Note:  If you give the collars to your mage, then cast Project Image, you
  3729.            can use the image's collars and keep the real ones forever.
  3732. Ring of Free Action:
  3733. --------------------
  3734.   [from John Welch]
  3736.   As I was going through the Illithid city in the underdark, I discovered
  3737.   something interesting that you have not mentioned. The ring of free action
  3738.   grants the wearer complete immunity to the flayer's psionic blasts. I realize
  3739.   that when you think about what psionic blast does (holds the person, to be
  3740.   killed), it makes perfect sense, but I thought it should be pointed out for
  3741.   those who may have more rings than they do fingers.
  3744. -------------------------------------------------------------------------------
  3745.     VIII.8  [WRWLVS]  Werewolves
  3746. -------------------------------------------------------------------------------
  3748. Regenerating Monster Fighting:
  3749. ------------------------------
  3750.   [from Jeremy Treanor]
  3752.   I've found a lot of the battles with the monsters that regenerate quickly
  3753.   (greater werewolf, the prince in underdark, etc.) rather annoying when you
  3754.   can't seem to do enough damage to hurt him to 'barely injured', but I did
  3755.   find one trick that seems to work consistently. Firstly, you need to knock
  3756.   down some of its magic resistance. Cast harm and hope that your priest/druid
  3757.   is good enough to make contact. (Having autopause when a weapon becomes
  3758.   unusable helps too.)  If you make contact, the creature should be down to
  3759.   about 1 point, so you hit him with a magic missile. Since his resistance
  3760.   should still be down, he should die.
  3764. ===============================================================================
  3765.           < < < < <  [FRQNTL]  FREQUENTLY ASKED QUESTIONS > > > > >
  3766. ===============================================================================
  3768. Technical Questions:
  3769. --------------------
  3771.   Q:  How can I use the cheats in Vista?
  3773.   A:  Disable UAC, install somewhere other than the default location, or Run As
  3774.       Administrator. Or, you can follow this:
  3776.       Vista users need to open C:\Program Files\Black Isle\BGII - SoA and then
  3777.       click on the 'Compatibility Files' tab.  This will then take you to the
  3778.       location of the baldur.ini file that needs to be edited.  Editing the
  3779.       baldur.ini file that appears when you first open
  3780.       C:\Program Files\Black Isle\BGII - SoA will have no effect.
  3783.   Q:  Is there a patch?  What does it fix?
  3785.   A:  Yes.  This patch fixes all the major gaming problems I ever experienced
  3786.       with BG2, and since installing it I haven't had any major crashes.
  3791.   Q:  Is there a patch for Throne of Bhaal?
  3793.   A:  Yes, and you can find it here:
  3798. General Questions:
  3799. ------------------
  3801.   Q:  What does 1d8+3 mean? Or any of the weapon damages?
  3803.   A:  It means one 8-sided die is cast (random 1-8) then 3 is added. This is
  3804.       the same for any weapon. So, 1d8 is better than 1d6, etc. You can see
  3805.       more about this in my AD&D Rules FAQ found at GameFAQs.
  3808.   Q:  Why does my armor class go down when I put on armor?
  3810.   A:  You can find a more detailed answer on this in my AD&D Rules FAQ on
  3811.       GameFAQs. In short, low (or even negative) armor classes are better.
  3814.   Q:  How do I backstab?
  3816.   A:  Hide in Shadows (or drink an invisibility potion, or spell), get behind
  3817.       your target and attack.
  3820.   Q:  How do I recover from level drain?
  3822.   A:  Use the restoration or greater restoration spell. If you don't have that,
  3823.       head to a temple.
  3826.   Q:  How do I recover from "Fallen" status on my Paladin / Ranger?
  3828.   A:  Complete the stronghold for your class and that should clear you right
  3829.       up.  Or, just keep your reputation from falling, and you will never fall.
  3832.   Q:  Why aren't I gaining experience any more?
  3834.   A:  Shadows of Amn has an experience cap at 2.95 million experience, and
  3835.       Throne of Bhaal has a cap at 8 million. Any experience gained past that
  3836.       is lost. You can use mods to remove this cap. The BG2 Tweak Pack by the
  3837.       Gibberlings 3 has a method to let you get to level 50.
  3842.   Q:  In the spell descriptions it lists durations in terms of "Rounds" and
  3843.       "Turns."  What are these?
  3845.   A:  A round is 6 seconds long.  When the game says you get "2 1/2" attacks
  3846.       per round, it means you get that many attacks every 6 seconds.  A Turn is
  3847.       10 Rounds long, or 60 seconds (1 Minute).
  3850.   Q:  I'm a mage in the first dungeon, but I can't cast my spells! Help!
  3852.   A:  Mage spellcasting is a 3 step process. First, learn the spell from a
  3853.       scroll. Second, choose which spells to "memorize" in your spellbook
  3854.       (default key: W). Third, rest to actually get the spells. This is the
  3855.       same for Bards as well.
  3857.       Sorcerers automatically learn spells when they level up, and merely need
  3858.       to rest to get them.
  3860.       Clerics / Druids will automatically learn spells as well, but need to
  3861.       select which spells to "memorize" for the day, and rest as well.
  3864.   Q:  What is Imoen's Belt for?
  3866.   A:  It prevents her from getting killed.  It is used to prevent the game from
  3867.       going nowhere as she needs to survive the first dungeon.  After that
  3868.       it isn't needed for plot purposes, and is taken away.  As near as I can
  3869.       tell, it makes her immune to the following:
  3871.         Slay (& Instant Death magic)
  3872.         Charm
  3873.         Panic
  3874.         Berserk
  3875.         Sleep
  3876.         Hold Person
  3877.         Petrification
  3878.         Poison
  3879.         Stun
  3880.         Polymorph
  3883.   Q:  I can't get Find Familiar to work.  It keeps saying "FF must be cast by
  3884.       the Protagonist".  What's wrong?  How can I get it to work?
  3886.   A:  The Protagonist is the main character.  In the Single Player Game it is
  3887.       whoever you created yourself, while in the Multiplayer it is whoever is
  3888.       in the First slot.  If this character CANNOT cast magic, then they can't
  3889.       Find a Familiar.  Only the Protagonist can find a Familiar.  So, if your
  3890.       Protagonist can't cast magic, you won't get a Familiar in your game.
  3892.       Even if you start with a Fighter, you can always Dual Class over to a
  3893.       Mage later and THEN cast Find Familiar.  Works just the same.
  3896.   Q:  When I fight an enemy, it says that my weapon is "ineffective".  How
  3897.       then can I kill anything?
  3899.   A:  Two reasons your weapon can be ineffective:  One, that monster requires
  3900.       a magical weapon of certain magnitude to hit (say a +1 weapon), or Two,
  3901.       they have Magical Defenses around them (such as Protection from Normal
  3902.       Weapons).  In the first case you need to find a better weapon, or try
  3903.       casting spells.  In the second, you have to lower their defenses first,
  3904.       try casting the Breach spell. (Mage Lvl5)
  3906.       Also, any monster that has 100% resistance to a type of weapon will
  3907.       result in a "weapon ineffective" notice.  Clay Golems are a good example
  3908.       of this, as they can't be hurt by blades.
  3911.   Q:  I want to Dual Class, but the button is grayed out on the Records page.
  3912.       How can I Dual Class?
  3914.   A:  In order to Dual you must meet these requirements:  First your character
  3915.       MUST be Human.  Only humans can dual class.  Second your character must
  3916.       START from a class that CAN dual.  (Bards, Paladins, Sorcerers, Monks
  3917.       and Barbarians CANNOT dual)  Third you must have good stats in both your
  3918.       current class, and the one you wish to dual to.  This works out to at
  3919.       least a 15 in the prime stat of your current class, and a 17 in the
  3920.       prime stat in your desired class.  (Prime stat is what that class uses
  3921.       most, for example, STR for fighters, DEX for thieves, WIS for priests,
  3922.       and INT for mages)
  3924.       So, to dual a Kensai to a mage, you must have 15 STR and 17 INT.  To
  3925.       dual a Fighter to a Thief you must have 15 STR and 17 DEX.
  3927.       There are also Alignment restrictions on which class you can become.
  3928.       Thieves, for instance, cannot be Lawful Good.  So if you have a Human
  3929.       Kensai with the appropriate stats, but are Lawful Good, then you CANNOT
  3930.       dual to a Thief.  Druids must be True Neutral, etc.
  3933.   Q:  Okay, I dual classed my thief, but now I can't use my thief skills!
  3935.   A:  Yes, while you are leveling up your new class, your old abilities are
  3936.       "retired." They come back when your new class level exceeds your old
  3937.       class level. So, if you were a level 2 thief, you must level 3 or more
  3938.       in the new class to be able to use your thief skills again.
  3940.       Also, you cannot gain levels in your old class ever again. So, make sure
  3941.       you are done with the class before moving on, and make sure as well
  3942.       that you won't need your old class's skills for a while as well.
  3944.       For instance, if you dual Yoshimo to fighter, you could consider picking
  3945.       up Jan to be your thief for a while.
  3948.   Q:  I dualled a Berserker to a Mage, but I can't cast spells.  Why not?
  3950.   A:  You need to download the patch to get that combination to work:
  3954.       Once that patch is installed, your Berserker/Mage should work fine.  Also
  3955.       remember that you can't cast spells while in armor.
  3958.   Q:  How do I recharge Wands and other items with limited Charges?
  3960.   A:  Sell them to the store and rebuy them.  Sure you take a financial hit,
  3961.       but the items come back with 50-100 charges to them.
  3964.   Q:  What does a weapon's speed factor do?
  3966.   A:  Influences when your character can attack, the lower the number the
  3967.       better.  Let's say that there are two identical characters facing off.
  3968.       Each has 3 attacks per round.  One is using a Heavy Long Sword with a
  3969.       Speed of 10, the other is using a Superlight Long Sword with a Speed of
  3970.       0.  The lighter sworded warrior will get to attack first, possibly even
  3971.       attacking twice before the other warrior gets in one attack.  Thus having
  3972.       a low speed can allow you to kill monsters before they even touch you.
  3974.       Note:  Speed does not affect how many attacks you get per round.  If it
  3975.              says 3 attacks per round, that is how many you get, regardless of
  3976.              speed.
  3979.   Q:  What do I do with all these gems I get?
  3981.   A:  There are very few gems with a purpose.  Most are just for sale to get
  3982.       yourself some money.  However, you might want to save a Diamond, Beljuril
  3983.       and Rogue Stone as these can be significant later.  The Diamond and
  3984.       Beljuril are used to upgrade the Silver Horn of Valhalla and the Rogue
  3985.       Stone is used to enter the Mysterious Door in the Bridge District.
  3988.   Q:  I cheated to create a Familiar for a character that normally doesn't get
  3989.       a Familiar (Fighter, for instance).  Now, when it is created and put into
  3990.       the pack, everything is fine, however if I release it again, it vanishes.
  3991.       Also the Familiar changes from the one I created, to a different type
  3992.       (one that now matches my alignment).  What's up with this?
  3994.   A:  [from Harry Smith]  I've played around with the familiars more, and it is
  3995.       the mixed alignment problem that kills it.  The trick works just fine as
  3996.       long as the familiar that you are getting is the proper one for your
  3997.       alignment.  It also appears to work fine for other alignments, as long as
  3998.       you don't put the familiar in your backpack.  That's a pretty big
  3999.       limitation, but perhaps some people would be willing to live with it.
  4000.       This might be something to add to the FAQ to let people know what they're
  4001.       getting into before they waste their time on something that can't be
  4002.       done.
  4005.   Q:  Why can't Imoen (or any other dual/multi classed Mage) cast spells?  The
  4006.       entire icon is grayed out.
  4008.   A:  You can't cast mage spells while wearing any armor.  So, if you are
  4009.       wearing some Studded Leather Armor, your mage spells will be deactivated.
  4010.       Also note that Robes do not count as armor.
  4013.   Q:  Where is the bag of holding?
  4015.   A:  In the maze beneath spellhold. (Chapter 4)
  4018.   Q:  What is fatigue?
  4020.   A:  It penalizes your party by -1 to luck.  Luck affects all your party's
  4021.       "rolls", such as THAC0 (your ability to hit), Saving Throws (your ability
  4022.       to not be affected by spells and such), Damage, etc.  Your luck gets
  4023.       worse the longer you go without resting.
  4026.   Q:  I didn't preorder or buy the Collector's Edition.  Is there a way that
  4027.       I can get those items anyway?
  4029.   A:  Yes, just download a little fix.
  4031.       Quick Fix:  and check the Games >
  4032.       Baldur's Gate II > Editors, Hacks & Custom Characters >
  4037.   Q:  Will there be an Expansion?  Sequel?
  4039.   A:  Yes, it is called Throne of Bhaal and you should go out and buy it.
  4040.       As for a sequel, well... maybe.  Though, if there is a sequel, I really
  4041.       doubt it will use the same game engine.
  4044. Shadows of Amn Questions:
  4045. -------------------------
  4047.   Q:  What is the broken sword for in Irenicus's dungeon? Can I repair it?
  4049.   A:  It's just a broken sword. Probably a reference to the first game and the
  4050.       iron shortage. No, you can't repair it. Just ignore it.
  4053.   Q:  Anomen just left to deal with his sister's muder. Where did he go?
  4055.   A:  You can see the whole walkthrough on this in the Slums section of the
  4056.       walkthrough. If he leaves, you may find him at the Delryn home in the
  4057.       Government District.
  4060.   Q:  Where is Edwin?  I searched the Shadow Thieves Guild, but couldn't find
  4061.       him!
  4063.   A:  You have to talk to Renal Bloodscalp on the second floor of the Shadow
  4064.       Thieves Guild.  Then in the course of doing his quests you will run into
  4065.       Edwin.  This is the ONLY way to get Edwin to join your party.
  4067.       And if you have already joined up with Bodhi, you can't get Edwin to
  4068.       join you.  So, if you want to do both, get Edwin first.  John Messinger
  4069.       states that if you have Yoshimo in your party, when you visit the Docks
  4070.       he'll let you talk to Renal again.
  4073.   Q:  I have Viconia, Edwin or Korgan in my party and a reputation of 18.  How
  4074.       can I lower my reputation to keep these people in my group?
  4076.   A:  Go hit a peasant.  Preferably one in a house where other people won't
  4077.       see you (if too many people see you, they all go hostile and you can
  4078.       potentially ruin the game).  It isn't necessary to kill the peasant,
  4079.       simply hitting them should be sufficient (use your fists, unless you are
  4080.       a monk).  Or you could find a shop somewhere that you don't have much
  4081.       respect for, and steal from it.  They catch you stealing and your
  4082.       reputation suffers.
  4084.       Finally there are several quests that if done in an EVIL manner will
  4085.       drop your reputation somewhat.  These are noted in the walkthrough.  Just
  4086.       do a document search for "reputation". (in IE, do a CTRL-F)
  4088.       Be careful not to let your reputation drop too low.  For one thing, it
  4089.       will cause Paladins and Rangers to become "fallen" (lose their abilities)
  4090.       and another, at really low reputations you become a target for every
  4091.       law enforcement person in the area.
  4093.       Notably, if you get one of these people to join when your reputation is
  4094.       already higher than 18, they will stick around.  If your reputation
  4095.       changes and is still higher than 18 (such as going from 20 to 19) then
  4096.       they will leave.
  4098.       SPOILER
  4100.       Once you can turn into the Slayer, you can drop your reputation by 2
  4101.       points any time you please.
  4104.   Q:  Viconia/Edwin/Korgan just took off and left, how do I get them back?
  4106.   A:  They likely left due to reputation concerns (see the above question).
  4107.       When they leave like this, there isn't a real way to get them back.
  4110.   Q:  I've messed up the Drow city (they won't let me in, etc.), how can I
  4111.       get out of the Underdark?
  4113.   A:  2 ways:  1.) After talking to Adalon and taking the form of a Drow, talk
  4114.       to the Drow guards in the Kuo-Toa dungeon. If you have high charisma, you
  4115.       can convince them that you are joining the war topside, and they let you
  4116.       out.  2.)  Kill Adalon and loot her corpse. (answer from Khadgar)
  4119.   Q:  I'm having difficulty with the Harper's and Jaheira.  Every time I leave
  4120.       the Underdark, I'm attacked by the Harper's, which in turn makes the
  4121.       elves hostile.  How do I deal with this?
  4123.   A:  Answer from Baldurdash's Bug List page.  Download the Improved Jaheira
  4124.       Romance Script:
  4128.       This fixes several buggy aspects of the romance.  You can find the
  4129.       Baldurdash Bug List here:
  4133.       The Baldurdash patch has been largely replaced by the Gibberlings 3
  4134.       Fixpack found at:
  4136.         htt://
  4139.   Q:  How do I open the un-pickable door in the Graveyard?
  4141.   A:  It's a plot-opened door. It opens when it needs to.
  4144.   Q:  How do I get back into Bodhi's Lair?  The door won't open!
  4146.   A:  Referring to Baldurdash's nifty Buglist, we find a small download to
  4147.       fix this problem:
  4151.       The address for Baldurdash's Buglist is:
  4156.   Q:  Phaere told me to go to the SE corner of Ust Natha to fight some
  4157.       Beholders, but when I get to her, she has nothing to say to me!  What do
  4158.       I do?
  4160.   A:  With the Cheat Console, type in this:
  4162.         CLUAConsole:SetGlobal("PHAERESPEAKBEHOLD","GLOBAL",0)
  4164.       This resets her conversation about the beholders allowing you to talk to
  4165.       her again about it. [from Marc Oliver]
  4168.   Q:  Who is this Malchor Harpell chap that I keep running into?  Every time I
  4169.       go somewhere, he teleports after me.
  4171.   A:  Malchor is the game's built in defense to you killing Drizzt and stealing
  4172.       his stuff.  He should only appear after Bodhi has been finally dealt with
  4173.       to reclaim any gear from any member of Drizzt's party who has died.  If
  4174.       you refuse to simply give the gear up, he will simply steal it back
  4175.       anyway.  From what I have heard, this doesn't work quite right and he
  4176.       is unable to talk to you.  To get rid of him, simply dump all of Drizzt's
  4177.       items.
  4180.   Q:  Help me with these romances!  How do I get Viconia/Aerie/Anomen/Jaheira
  4181.       to like me?
  4183.   A:  They will automatically start a romance with you by virtue of your
  4184.       main character's gender.  If you show interest in Jaheira, (or anyone)
  4185.       then you are stuck with them (at least until you stop showing interest).
  4186.       The main reason I don't mention the romances in this guide much is that
  4187.       it is completely optional, and doesn't help your game out much.  Sure,
  4188.       it will affect your game a lot if you are suddenly attacked by Bandits
  4189.       (Jaheira), but you won't get anything significant out of it, save for the
  4190.       love of one half-elven druid.
  4193.   Q:  After restoring my lover after the mess in the Graveyard, I can't find
  4194.       their stuff. Where is it?
  4196.   A:  Anytime someone dies, their stuff is merely dropped to the ground. So,
  4197.       when they died their stuff was left where they fell. If you didn't grab
  4198.       it then, it's gone. Waiting for them to be revived later is too late.
  4201. Throne of Bhaal Questions:
  4202. --------------------------
  4204.   Q:  I'm playing through Shadows of Amn, should I install Throne of Bhaal now,
  4205.       or wait until I'm finished?
  4207.   A:  Install it right away. Then you get the benefits from the expansion, can
  4208.       play through the Watcher's Keep dungeon, and get the higher experience
  4209.       cap.
  4212.   Q:  The deck of many things has silenced/drained me. How do I remove the
  4213.       effect?
  4215.   A:  Remove Curse.  Generally speaking, if Greater Restoration doesn't get
  4216.       rid of something, try Remove Curse.
  4219.   Q:  I forgot to do Watcher's Keep before starting ToB. Can I go back?
  4221.   A:  Yes, you can. After you complete the first area and open up the world
  4222.       map, you'll find it in the upper section of the map.
  4225.   Send in all questions to:
  4227.           Use this subject:  Baldur's Gate II v 8.71
  4228.        (emails with improper subjects MAY BE DELETED!)
  4233. ===============================================================================
  4234.                  < < < < <  [WLKTHR]  WALKTHROUGH > > > > >
  4235. ===============================================================================
  4237.   This walkthrough was written on my second go-through of the game.  The first
  4238.   time I played as a Kensai who dualled to a Mage at level 12.  She was very
  4239.   powerful, able to cast spells and fight all with a -5 AC (by the end of the
  4240.   game).  Not bad since she can't wear armor.  The second time through the
  4241.   game (when I wrote this walkthrough) I played as a Half-Orc Barbarian.  19
  4242.   STR & CON, plus 2 extra HP each level.  Then for fun he dual-wielded the
  4243.   Celestial Fury Katana and the Equalizer Long Sword.
  4245. Location Note:    Throughout the walkthrough I use various locations listed in
  4246.                   the (x 900 y 400) format.  This means that what I am talking
  4247.                   about is 900 pixels from the left and 400 from the top.  To
  4248.                   find your location press the X button on your keyboard.  This
  4249.                   displays the x,y at the mouse cursor.  You can change the
  4250.                   location key to anything you want by opening the Baldur's
  4251.                   Gate II Configuration Program in the start menu.
  4253. Battles Note:     If you go somewhere at a lower level the enemies will be
  4254.                   easier than if you go there at a higher level.  Say, for
  4255.                   instance, that you go to the Windspear Hills and fight an
  4256.                   Iron Golem.  Then you reload before that, go level up a lot,
  4257.                   and return.  Now you might be facing a tougher Adamantite
  4258.                   Golem.  In other words, the battles are more difficult the
  4259.                   higher a level you are.
  4261. Options Note:     There are a number of options that I would HIGHLY recommend
  4262.                   anyone playing the game use.  First is the "Rest Until
  4263.                   Healed" option which lets your party rest until everyone has
  4264.                   full Hp's.  It is implied that your Priest's cast healing
  4265.                   spells on everyone.  This can be found under Game Options.
  4266.                   Second I would recommend turning the Brightness and Contrast
  4267.                   up a bit in Graphics options.  Makes things a LOT easier to
  4268.                   find.  Lastly, if you are constantly saving/reloading to get
  4269.                   more HP per level or to memorize spells successfully, you
  4270.                   should probably play at the NORMAL difficulty level.  Those
  4271.                   things are the ONLY differences between NORMAL and CORE.
  4273.                     Note:  Bioware/Black Isle recommends turning up the
  4274.                            Brightness on your monitor itself, rather than
  4275.                            in-game as low end computers can suffer from
  4276.                            performance problems. (Blackhawk)
  4278. Experience Note:  When completing quests throughout the game, there are two
  4279.                   types of experience that can be given to your characters.
  4280.                   The first is when it says "The Party gains 20,000
  4281.                   experience".  In this case, that experience is divided
  4282.                   equally amongst party members.  So, if you have 5 people in
  4283.                   your party (including you), then everyone gets 4,000 exp.
  4284.                   However, there are times when it says "Edwin gains 20,000
  4285.                   Quest Experience Points" and may even list such for everyone
  4286.                   in the party.  In these cases everyone gets that amount of
  4287.                   exp.  Finally there are some times when it won't list in the
  4288.                   status window how many experience points you gain.  I list
  4289.                   these, and will mention whether they are mere experience to
  4290.                   be divided, or whether everyone gets that amount.
  4292. Items Note:       If you leave items on the ground in the game world, they will
  4293. (from the Readme) disappear after a period of time (with a few special items as
  4294.                   exceptions).  Bodies will begin to decay from the world after
  4295.                   about half a day.  Items will begin to decay from the world
  4296.                   after a day or two.  Some game critical items will never
  4297.                   decay.
  4299.                   If you want to stash items, put them inside any container.
  4300.                   For example; a chest, bookshelf, or box.  All container
  4301.                   contents (with the exceptions of piles of treasure on the
  4302.                   ground) are saved for the duration of the game - just be sure
  4303.                   you can easily return to retrieve your favorite goodies.
  4305.                   I would heartily recommend using the containers in your
  4306.                   Stronghold to store any item you wish to part with.  For
  4307.                   example, with the Fighter Stronghold, every week you get 500
  4308.                   gold placed in one container in the library on the second
  4309.                   floor.  Since you are going that way anyway, why not stash
  4310.                   items there?  You can really put the items in any container,
  4311.                   just so long as you remember where you put your things.
  4313.                     Warning:  Do NOT stash items in a stronghold BEFORE IT IS
  4314.                               YOURS.  This is because the AREA number actually
  4315.                               changes, and your items become inaccessible.
  4316.                               Wait until you actually take possession of your
  4317.                               Stronghold.
  4319.                   Finally, if you are given items in dialogue, but don't have
  4320.                   room in your inventory, you will drop items to make room.
  4321.                   Make sure not to lose them!
  4324. -------------------------------------------------------------------------------
  4325.   1.        [RNCSDN]  Chapter 1: Irenicus' Dungeon (AR 0602)
  4326. -------------------------------------------------------------------------------
  4328.   Exposition:
  4329.   -----------
  4331.     The game starts as you are being tortured by a mage (Jon Irenicus, though
  4332.     you don't learn his name until later) for no apparent purpose.  He mentions
  4333.     that you have much untapped potential.
  4335.     Soon his experiments are interrupted when a Golem informs him of an attack.
  4336.     He teleports away.  You can watch as a Thief gets blown to bits.  Funky.
  4337.     Soon Imoen rescues you.  She tells you what she knows, which isn't much,
  4338.     before opening your cage and letting you out.
  4340.   Companions:
  4341.   -----------
  4342.               S    D   C   I   W   Ch      Race      Class         Alignment
  4343.     Imoen     9    18  16  17  11  16      Human   Thief/Mage     Neutral Good
  4345.       Imoen is your old childhood friend from Candlekeep.  In the first game
  4346.       she was a Thief, and now she has dual classed to become a Mage.
  4348.       SPOILER:  Don't let Imoen memorize any spells as she won't be with your
  4349.                 party for much longer.
  4351.       Grade:  B+  She is the third best thief you can get in the game and the
  4352.                   second best mage.  This averages out well, especially since
  4353.                   this game doesn't require that much out of a thief.  I list
  4354.                   her as "third best thief" because she can't level up in it
  4355.                   anymore.
  4357.     Minsc   18/93  16  16  8   6   9       Human     Ranger       Chaotic Good
  4359.       Minsc is a little loopier than last you saw him.  This may be due to the
  4360.       death of Dynaheir -- whom he was sworn to protect -- but he seems to
  4361.       rely far too much on Boo, his pet hamster.
  4363.       Grade:  A-  Minsc is one of the best investments you can have in the
  4364.                   game.  He is the strongest of the NPC's and has decent
  4365.                   abilities as well.  Plus he soon begins learning Priest
  4366.                   spells which further his power.
  4368.     Jaheira   15   17  17  10  14  15   Half-Elf  Fighter/Druid   True Neutral
  4370.       Jaheira has some problems with authority, which in this case would be
  4371.       you.  She believes that she should be leader.  She is also a member of
  4372.       the Harper's, a "do-gooder" organization that also claims Elminster as a
  4373.       member.
  4375.       Grade:  B  A good solid performer, but nothing to write home about.
  4376.                  There are better Priests out there, and better Fighters out
  4377.                  there as well.  The best reason to keep her is her Druid
  4378.                  abilities as she is the best druid for some time.  At the
  4379.                  moment you really have no choice but to take her.
  4381.   Walkthrough:
  4382.   ------------
  4386.     Minsc - (AR 0602, x 4030 y 2760)
  4388.     You need some companions to help you out, and it's quite convenient to have
  4389.     two of them just to the north of you.  Go east and north and Minsc will
  4390.     automatically talk to you.  Tell him that you don't think much of his
  4391.     talents to enrage him and get him to break the bars that hold him in.
  4392.     (1,2,3,1)  Minsc breaks free, and luckily enough, he realizes what you were
  4393.     doing and doesn't stay berserked.  You can have Minsc join you, if you will
  4394.     (and I would).  For freeing Minsc you get 3000 experience.
  4396.     Jaheira - (AR 0602, x 3900 y 2675)
  4398.     Getting Jaheira out requires only a little more effort.  First go north and
  4399.     talk to Jaheira. (4,2) Agree to free her.  Now you just need to find a key
  4400.     to free her.  Go left into the room there (x 3250 y 2850).  There are three
  4401.     containers in this room: a table with weapons, a chest with armors and a
  4402.     TRAPPED painting with potions.  The key to free Jaheira is on the table
  4403.     (x 3050 y 2815).  Freeing Jaheira nets you 3000 more experience.
  4407.     The next thing you need to do is to go back to the northern room and equip
  4408.     everyone with the items there.  Have Imoen de-trap the painting to get
  4409.     those treasures as well:
  4411.       Dagger +1
  4412.       3 Healing Potions
  4413.       (If you imported from BG1 with the Golden Pantaloons, they'll be here)
  4415.     Talk to the Jailkeep Golem (x 2950 y 2850) and pump him for information.
  4416.     He won't attack you and you have no possible way to damage him yet.  He
  4417.     won't reveal much to you, just leaving you with more questions than before.
  4419.       Note:  If you want to kill the Jailkeep Golem, have a Priest use the
  4420.              spell Spiritual Hammer and attack him with that.  He is worth
  4421.              5000 experience.  You can also use the Quarterstaff +1 found
  4422.              later in the level.
  4424.     Open the northern door (x 2865 y 2815).  Go north a ways to find your first
  4425.     enemy of the game, a lowly Smoke Mephit (420 exp).  There's nothing you can
  4426.     do in this passage, so go back to the torture room.
  4428.     Head into the southwest passage (x 3315 y 3235).  There your character will
  4429.     note the many bodies in the hall.  Continue.
  4433.     After the passage turns north, there will be a big glowing Lightning
  4434.     Machine (x 2650 y 3160).  What this does is spit out Lightning Mephits,
  4435.     which shoot Lighting Bolts at you. (naturally)  To deactivate the machine,
  4436.     click on its control panel twice (once to see what it does, and another
  4437.     time to do it). (x 2835 y 3060)  Also, you MUST be standing RIGHT NEXT TO
  4438.     the machine to turn it off.  You get 2000 exp for doing so.  Turning it
  4439.     off immediately means you won't get experience for fighting the mephits.
  4440.     Don't worry about losing a few hit points, you'll get healed by the genie
  4441.     in the next room.
  4443.       Note:  Most "manipulatable" items like the Lightning Machine require 2
  4444.              clicks.  The first tells you what the thing is, and the second
  4445.              actually uses it.
  4447.     Then just kill the Mephit (420 exp) and be on your way.  Go northwest
  4448.     into the Crystal Room.
  4452.     Almost immediately you will be confronted by Aataqah, a genie.  There are
  4453.     several options on what to do with this fellow.  If you talk to him he will
  4454.     want to ask you questions.  If you answer that you will "Push the Button"
  4455.     he summons an Ogre Mage (650 exp) for you to fight you also get 3500 exp.
  4456.     If you answer to NOT "Push the Button" he summons Gibberlings.  Or you
  4457.     could ignore him and he'll leave you alone.  Beat his monsters and he tells
  4458.     you to seek out Rielev.
  4460.       Note:  There are three pools of water in this room.  Clicking on each of
  4461.              them several times will result in several different "visions".
  4462.              These offer you nothing but an interesting read.
  4464.     The northern passage leads to a locked door, so we go west (x 1450 y 2660).
  4466.   - FINDING RIELEV
  4468.     In this western passage you will be attacked by goblins.  Goblins are super
  4469.     weak enemies, who can only hurt you with their bows.  Rush their archers
  4470.     and they're done for.
  4472.     This passage ends in a threeway fork.  We're going up and right (northeast)
  4473.     first. (x 890 y 2200)  Within this room we find another Golem, this time a
  4474.     Sewage Golem, along with a Radiation Mephit (420 exp).  Talk to the Golem
  4475.     and impersonate its "master".  Try and tell it to get to work (to open that
  4476.     door we passed by) and it informs you that you need a certain GEM to get it
  4477.     to do anything. (Technically, you can just pickpocket it to get the Sewer
  4478.     key, however this loses you some experience later) There are four
  4479.     containers in this room: the center table, another table and bookcase to
  4480.     the left, and a chest to the right:
  4482.       Spells - Flame Arrow (Mage)
  4483.                Dispel Magic (Mage)
  4484.       Healing Potion
  4485.       3 Potions Extra Healing
  4486.       5 Arrows
  4487.       War Hammer
  4488.       Spear
  4489.       Medium Shield
  4490.       2 Scimitars
  4491.       Long Sword +1
  4493.     We're done in here, on to the lower left room (x 600 y 2400).  In here
  4494.     there are a lot of tanks, though you won't find out what these are until
  4495.     a little later.  There is a Steam Mephit (420 exp) in here.  Shortly Imoen
  4496.     will pipe up about this place.  At the end of this room is an Ice Mephit.
  4497.     There are three containers in here: a crate (x 675 y 2705), a barrel
  4498.     (x 825 y 3045) and another TRAPPED crate (x 1033 y 3025):
  4500.       1 Gold
  4501.       5 Arrows
  4502.       Short Bow
  4503.       6 Bullets (for a sling)
  4504.       Quarterstaff +1
  4506.     We're done in here for the moment, now into the last corridor (x 580
  4507.     y 2280).  There is a door (x 520 y 2000) here, but there's only a couple
  4508.     lesser Clay Golems in it.  They won't attack you... yet.  If you want you
  4509.     can fight them now, but you're better off waiting.
  4511.       Clay Golem Note:  When fighting Clay Golems use BLUNT weaponry.  Bladed
  4512.                         weapons have no effect, but Blunt weapons work as
  4513.                         normal.  Clubs, maces, morningstars, staves, etc.
  4515.     Further along the corridor splits again, one end leading to a door, the
  4516.     other to goblins.  Kill the goblins first, then go open the door (x 1010
  4517.     y 1745).  There is only one Tube in here, walk up to it and Rielev will
  4518.     talk with you.  If you agree to help "free" him and the others in the tube
  4519.     he gives you a Crystal so that you can talk to the Tube-people and you also
  4520.     get 4000 experience.  Search the table (x 1280 y 1585) to find the Sewage
  4521.     Golem's Activation Stone.  There is also a barrel (x 1275 y 1400):
  4523.       2 Healing Potions
  4524.       Sling
  4525.       8 Bullets
  4526.       Halberd
  4527.       War Hammer
  4529.     Go back to the Sewage Golem, impersonate the Master again and give him the
  4530.     Activation Stone.  You get 3000 experience, and he runs off to open the
  4531.     center doors.  You can then go back to the Tube Room and use the crystal on
  4532.     every tube that you can. (not necessary)
  4534.   - THE LIBRARY
  4536.     Back to the corridor along to the next door (x 1040 y 1085).  Open it and
  4537.     enter the library.  In here there are goblins, a Smoke Mephit and a Fire
  4538.     Mephit.  Most of these bookshelves hold only books, but some have more.
  4539.     The shelf at (x 950 y 760) has an:
  4541.       Agni Mani Necklace
  4543.     The shelf at (x 850 y 850), which is the next one to the left, has:
  4545.       Spells - Larloch's Minor Drain (Mage)
  4546.       5 Healing Potions
  4548.     The shelf at (x 1050 y 820), the one to the southeast, has:
  4550.       Spells - Know Alignment (Mage)
  4552.     The shelf at (x 1450 y 820), which is eastwards, has:
  4554.       Oil of Speed
  4556.     And the last shelf (x 1650 y 950) has:
  4558.       Potion of Extra Healing
  4560.     Now we have two choices on which direction to go, and we're going to take
  4561.     the south and east passage to the sewer section first.
  4563.   - THE OTYUGH
  4565.     Take this passage all the way into the next room, which is the sewer area
  4566.     for this dungeon.  You will find an Otyugh here, which has the annoying
  4567.     tendency to Disease and Slow your people (650 exp).  Search its body to
  4568.     find the:
  4570.       Wand of Frost Key
  4572.     This is the first of several keys like this.  Others include the Wand of
  4573.     Missiles Key and Wand of Cloudkill key.  These are used on the next level
  4574.     of this dungeon.  The passage to the left is filled with goblins and leads
  4575.     to the Crystal Room, and the passage down leads back to the Torture Room.
  4576.     Neither place we want to be.
  4578.     There are three openable chests in here, all around the stairs to the
  4579.     northeast passage.  Open them (x 2725 y 2735), (x 2735 y 1810), (x 2900
  4580.     y 1880): (one is TRAPPED)
  4582.       Spells - Vocalize (Mage)
  4583.                Clairvoyance (Mage)
  4584.       Splint Mail
  4585.       Oil of Speed
  4586.       7 Potions of Healing
  4587.       Light Crossbow
  4588.       10 Bolts
  4589.       Helm of Infravision
  4591.     Open the northeast door (x 2815 y 1725) and go up that passage.  Kill the
  4592.     goblins and go through the door at the end of the tunnel.
  4594.   - IRENICUS' ROOM
  4596.     There are three traps in this room, one on the carpet and two on the
  4597.     containers in here.  There are four containers in here around his bed and
  4598.     fireplace:  2 Bookcases, a chest and a drawer:
  4600.       Spells - Chromatic Orb (Mage)
  4601.                Burning Hands (Mage)
  4602.       Helm of Balduran (+5 HP, +1 AC) **
  4603.       Wand of Lightning Key
  4604.       Air Elemental Statue
  4605.       Metaspell Influence Amulet
  4607.       ** If you imported from BG1, this item could be one of these (depending
  4608.          on what you had): (Carl Pettersson)
  4610.          Default  HELM07, Helm of Balduran (it's this if you didn't import)
  4611.                   MISC72, The Claw of Kazgaroth
  4612.                   MISC73, The Horn of Kazgaroth
  4613.                   RING25, Koveras' Ring of Protection
  4615.     Go east and later south to find the Dryads.  They beg you to help them, so
  4616.     agree to it.  At the moment, however, we head south into the next chamber
  4617.     (x 3500 y 2150).  Be sure to check for traps here, as there are many.
  4618.     When you enter the room an alarm goes off that sends those Lesser Clay
  4619.     Golems out this way.  There are four containers in here:  a drawer north of
  4620.     the bed (x 3075 y 2210), a chest at the foot of the bed (x 3110 y 2300), a
  4621.     bookshelf south of the bed (x 3010 y 2390) and a table east of the shelf
  4622.     (x 3170 y 2470):
  4624.       Spells - Monster Summoning I (Mage)
  4625.                Dire Charm (Mage)
  4626.       Potion of Extra Healing
  4627.       Bracers AC 8
  4628.       Pommel Jewel of the Equalizer (part 1 of 3 Equalizer parts)
  4629.       Portal Key (which allows us to leave this level)
  4630.       Potion of Master Thievery
  4632.     Go back to Irenicus' Room.  Right now we have everything we need to
  4633.     complete this level and go on to the next.  However, there are two more
  4634.     quests to complete (see Quests below) and some more rooms to explore.
  4636.     Go northwest into the Portal Room.  Here there are many more goblins to be
  4637.     slaughtered mercilessly.  There are a couple of containers here.  A vase
  4638.     (x 3120 y 820) and a barrel (x 3344 y 810):
  4640.       Spells - Armor (Mage)
  4641.                Fireball (Mage)
  4642.       20 Bullets
  4644.     When you are done with this level, enter the Portal to go to the next one.
  4645.     (You can come back at any time until you leave the dungeon)
  4647.     You may want to do some of the quests below first.
  4650.   Quests:
  4651.   -------
  4653.     QUEST:  Free the Dryads
  4655.             Dryads - Irenicus' Dungeon (AR 0602, x 4141 y 1370)
  4656.             Fairy Queen - Windspear Hills (AR 1200, x 4050 y 3050)
  4658.             This quest is really divided into two parts, one we can do now and
  4659.             the other we must do later.  The first part is Getting the Acorns.
  4661.             From the library take the northwest passage up.  It then turns
  4662.             right and then south.  This leads to a room with 6 Duergar in it:
  4663.             Ilyich (fighter), 2 fighters, 2 crossbowmen and a mage.  Search
  4664.             Ilyich to find the Acorns.  The rest of the Duergar have piddling
  4665.             treasures such as Gold.  There are also a number of containers in
  4666.             this room, with a spell and some Potions of Extra Healing. (and
  4667.             some non-magical equipment.)  Take the Acorns back to the Dryads
  4668.             to learn what you must do with them.  They tell you to take the
  4669.             Acorns to the Windspear Hills and give them to their Queen.  For
  4670.             this you get 9500 experience.
  4672.               Ilyich's Armor is one of these things: (Carl Pettersson)
  4674.                 Default  CHAN03, Mail of The Dead +2 (if you did NOT import)
  4675.                          LEAT03, Protector of the Second +2
  4676.                          PLAT02, Plate Mail +1
  4677.                          LEAT06, Missile Attraction +2 (CURSED)
  4678.                          CHAN07, Chain Mail +3
  4680.             You can't get to the Windspear Hills at the moment, but you will
  4681.             once you exit this place.  Go to the Copper Coronet in the Slums
  4682.             and talk to a man named Jierdan there. (Warning!  Jierdan's quest
  4683.             is difficult and annoying, so you may want to do this later!)  He
  4684.             has a quest for you to do, and updates your map to include the
  4685.             Windspear Hills.  Then you have to travel to the Gate section of
  4686.             Athkatla, and from there you can exit and go to the Hills.  You
  4687.             will find the queen in the southeast part of the map.  Give her the
  4688.             Acorns to free the Dryads.  You get 32,500 experience and 9750 exp.
  4690.     QUEST:  Free the Genie
  4692.             Plane of Air Door (AR 0602, x 1967 y 264)
  4693.             Genie             (AR 0601, x 310 y 560)
  4694.             Dryads            (AR 0602, x 4141 y 1370)
  4696.             Just north of the Duergar chamber, where we killed Ilyich to get
  4697.             the Acorns is a door.  The key to this door is the Air Elemental
  4698.             Statue that we got from Irenicus' chamber.  Open the door and enter
  4699.             the Elemental Plane of Air.
  4701.             There are many, many different types of Mephits in this area.  Be
  4702.             cautious, some have nasty powers.
  4704.             Go north along the path.  Take the first left (x 1720 y 1300) and
  4705.             follow this path all the way to the left to a big giant fan.  Just
  4706.             under the fan is a container full of treasure:
  4708.               Spells - Conjure Air Elemental (Mage)
  4710.             Go back to the first path, and then head north.  Fight your way
  4711.             through the Mephits here to get to the path to the left.  At the
  4712.             end of this path is a lamp.  Manipulate the lamp to talk to the
  4713.             genie.  He offers you a trade, you free him and he gives you an
  4714.             item of yours.  All he needs is a Flask.
  4716.               Note:  Gunslinger points out that you could just Pickpocket the
  4717.                      Genie to get the Sword he carries.  You may need to use
  4718.                      some potions of master thievery, but it is possible.
  4720.             Leave this place and go find the Dryads.  Talk to them to get the
  4721.             Flask from them, then return to the Genie and give him the Flask.
  4722.             For your trouble you get 15,000 experience and a Two Handed Sword
  4723.             of Chaos +2.**
  4725.             Note:  The dryads will NOT give you the flask until you have gained
  4726.                    the acorns.
  4728.             **  If you imported from BG1, you may get a different item:
  4729.                 (Carl Pettersson)
  4731.                 Default  SW1H24, Two-Handed Sword of Chaos +2
  4732.                          HAMM03, War Hammer +2:  'Ashideena'
  4733.                          AX1H07, Bala's Axe
  4734.                          HALB03, Halberd +2:  'Suryris' Blade'
  4735.                          DAGG04, Dagger +2: Longtooth
  4736.                          STAF07, Staff Spear +2
  4737.                          STAF06, Staff Mace +2
  4738.                          SLNG03, Sling +3
  4739.                          SW1H06, Long Sword +2:  'Varscona'
  4740.                          BLUN11,
  4741.                          BLUN10, The Root of the Problem
  4742.                          BLUN09, Kiel's Morningstar
  4744.     QUEST:  Kill a Cambion
  4746.             Cambion (AR 0602, x 2600 y 1030)
  4748.             Past the Duergar chamber and the Plane of Air door (careful of the
  4749.             trap in the passage) is a room with a weird machine, and a Cambion
  4750.             trapped in a bubble.  Get close to the machine and manipulate it
  4751.             two times to free the demon.  Kill it and steal its treasures:
  4753.               Cambion - 6000 experience
  4754.                         Bastard Sword +1
  4755.                         146 Gold
  4756.                         Chainmail Armor
  4759. -------------------------------------------------------------------------------
  4760.     1.1     [DNGLV2]             Irenicus' Dungeon Level 2 (AR 0603)
  4761. -------------------------------------------------------------------------------
  4763.   Exposition:
  4764.   -----------
  4766.     When you arrive here, Yoshimo comes up and talks to you.  He can join with
  4767.     you and you probably should take him.  Further he offers some advice as to
  4768.     what you will face on this level, what traps and so forth.
  4770.   Companions:
  4771.   -----------
  4772.               S    D   C   I   W   Ch      Race      Class         Alignment
  4773.     Yoshimo   17   18  16  13  10  14     Human   Bounty Hunter  True Neutral
  4775.       Yoshimo, feared by all, somehow managed to get himself captured and
  4776.       thrown into this dungeon with the rest of you.  Why Irenicus would be
  4777.       interested in him is beyond me.
  4779.       Grade:  B+  There are several reasons to like Yoshimo:  First he is the
  4780.                   best thief in the game (he is the ONLY pure thief class and
  4781.                   has a good Dex score as well) and second he can Dual Class
  4782.                   to a Fighter later.  If only he could dual to a mage as
  4783.                   well...
  4785.   Walkthrough:
  4786.   ------------
  4790.     Just left of the Portal (x 315 y 2875) is a small box with:
  4792.       Spells - Hold Person (Mage)
  4794.     Open the door to the right (x 885 y 2820) to enter the Mephit Portal Room.
  4795.     Here you will battle many different Mephits.  Also there are four big
  4796.     portals that must be destroyed (fight them as enemies) to keep more Mephits
  4797.     from teleporting in.  Each Mephit Portal is worth 5000 experience to
  4798.     destroy for a total of 20,000 exp!
  4800.       Trick:  The portals produce an infinite number of mephits, which can be
  4801.               a great way to level up if you dual-classed your character at the
  4802.               start of the game.  If you destroy three of the four portals and
  4803.               then cast the appropriate energy-protection spell on yourself,
  4804.               you can easily gain a level or two within 5-10 minutes.
  4805.               [from jsaving]
  4807.     On a table is a body, and when Jaheira gets near it she realizes that it is
  4808.     Khalid, her husband.  And he's quite dead.  She is distraught over this for
  4809.     a time, but refuses to try to raise him. (something about it being
  4810.     unnatural)
  4812.       Note:  If you are "insensitive" to Jaheira here, she will leave forever.
  4813.              By "insensitive" I mean, repeatedly telling her to try to raise
  4814.              Khalid.
  4816.     There are 6 containers in this room, bookshelves, barrels, tables and
  4817.     chests.  (x 775 y 2650), (x 875 y 2650), (x 1040 y 2515), (x 1260 y 1350),
  4818.     (x 1420 y 2520), (x 1350 y 2580):
  4820.       Ziose Gem
  4821.       Andar Gem
  4822.       Cursed Scroll of Weakness
  4823.       40 gold
  4824.       Gold Ring
  4825.       2 Extra Healing Potions
  4826.       Wand of Cloudkill Key
  4827.       Wand of Fire Key
  4828.       Wand of Summoning Key
  4829.       Bastard Sword
  4830.       5 Arrows
  4831.       3 Bolts +1
  4832.       Silver Ring
  4834.     We now have almost all the keys we'll need.  There are two doors along the
  4835.     northeastern wall.  Open the left door (x 1125 y 2375) and go in.  Here is
  4836.     yet another Tube Room, where an assassin is fighting an escaped clone.  She
  4837.     kills the assassin and turns on you (there's nothing you can say to avoid
  4838.     a fight).  Kill her.
  4840.       Escaped Clone - 1250 exp
  4841.                       Wand of Missiles Key
  4842.                       Dagger
  4844.     There are 2 searchable barrels in here, with such things as a Fireball
  4845.     spell and a Pearl Necklace.  Return to the Mephit Room, and open the last
  4846.     door (x 1300 y 2230).
  4850.     Along this passage you find an assassin fighting an Ice Mephit.  Kill the
  4851.     Mephit and the assassin turns on you.  Not very thankful since you just
  4852.     saved his life!  Kill him for 750 experience.  Continue up the passage.
  4853.     There will be a group of goblins with a Mephit just before the door to the
  4854.     Great Wand Trap (x 560 y 1390).
  4856.     There is a trap on this bridge, disarm it, cross and go through the next
  4857.     door.  There is an assassin here facing off against several Duergar.  The
  4858.     assassin gets himself killed by the Great Wand Trap.  And if you wait long
  4859.     enough the Duergar will kill themselves the same way as well.
  4861.     Along the left wall are several columns.  Sneak up to these columns and
  4862.     manipulate them.  One of your keys will vanish and be replaced by the
  4863.     appropriate Wand (with only one charge).  Even better is the fact that part
  4864.     of the trap is disarmed making this room a little safer to traverse.
  4865.     Disarm all 6 columns and the room is safe.
  4867.       Note:  If you find that you are missing one of the keys, it's usually the
  4868.              one from the Otyugh on the previous level.
  4870.     The statue at the end of the hall (x 2000 y 350) has a Ring of
  4871.     Protection +1.
  4873.     From this point there are four passages out of this room (not counting the
  4874.     one we came in from).  The passage nearest to the entrance on the right
  4875.     leads to the exit.  The other three lead to monsters and treasures and are
  4876.     covered in Quests below.
  4880.     Once you're done with the other passages (assuming you did any of them),
  4881.     go down the first passage on the left (x 1380 y 1125).
  4883.     The next room (x 1750 y 1750) has an assassin in it who talks to you, but
  4884.     there is no way to avoid a battle here.  Beat the 4 or 5 assassins and
  4885.     swipe their gold.  Leave this room to the southeast.
  4887.     This is a part of the sewer system of Athkatla.  Follow it northwards to
  4888.     the exit at (x 3450 y 1415).  I would make an Archived Save here as you
  4889.     can't come back once you leave.
  4891.   Quests:
  4892.   -------
  4894.     QUEST:  The Doppleganger Passage
  4896.             Go southeast along the middle passage on the right (x 1740 y 900).
  4897.             Open the door into a storage room.  A little further south you will
  4898.             see a fat old man in a glass cell, Frennedan.  He talks to you and
  4899.             begs for you to release him.  Agree to do so. (If you refuse to
  4900.             help him, he turns into a little boy!)
  4902.             Search the storage room.  There are three containers, a TRAPPED
  4903.             bookcase at the top of the room (x 2500 y 1200), a TRAPPED chest
  4904.             to the left (x 2240 y 1340) and a normal locked chest under that
  4905.             (x 2240 y 1400):
  4907.               Frennedan's Key (in the trapped chest)
  4908.               Spells - Invisibility (Mage)
  4909.                        Knock (Mage)
  4910.               5 Potions of Healing
  4911.               4 Elixirs of Health
  4912.               1 Potion of Firebreath
  4913.               Scroll of Protection from Electricity
  4915.             Once you have the key, open the cell and let Frennedan out.
  4916.             There are two times when Frennedan will attack you, at a set amount
  4917.             of time from being freed and at a set range from his cell.  So,
  4918.             no matter what he will transform and attack you.  May as well kill
  4919.             him now. (3000 exp)
  4921.             Search his cell for more treasures.  There are 5 containers in
  4922.             here, two bookcases, a TRAPPED chest and two tables:
  4924.               Spells - Color Spray (Mage)
  4925.                        Blindness (Mage)
  4926.                        Blur (Mage)
  4927.               4 Bolts +1
  4928.               4 Arrows +1
  4929.               6 Bullets +1
  4930.               2 Potions of Extra Healing
  4931.               Oil of Speed
  4932.               Cursed Scroll of Foolishness
  4933.               101 gold
  4935.     QUEST:  The Vampire Passage
  4937.             The vampire passage is easy to find as it is the only door on the
  4938.             left side of the Wand Trap Room. (x 1330 y 590)  Open the door and
  4939.             go in.
  4941.             There is a battle between assassins and a Vampire going on here.
  4942.             Kill the vampire to get 8000 exp (though you should notice that she
  4943.             simply turns to mist and flies away).  Any surviving assassins
  4944.             must also be killed.  There are no treasures in here, but 8000 exp
  4945.             isn't bad.
  4947.               Note:  You can have Imoen cast web (or do it yourself if you are
  4948.                      a mage) into the room where the vampire kills a few of the
  4949.                      attacking shadow thieves.  Wait until the vampire is stuck
  4950.                      and then charge in and hammer it or have Imoen hang back
  4951.                      casting spells at it (like magic missile and fireball).
  4952.                      Killing this vampire will not stop Bodhi from letting you
  4953.                      join later.  Also using a web spell to trap enemies and
  4954.                      then hitting them with a fireball or two is a good tactic
  4955.                      for mages. [from Nathaniel Ragatz]
  4957.     QUEST:  The Duergar Passage
  4959.             Head southeast down the farthest passage (x 2085 y 640).  There
  4960.             will be a group of goblins in the middle of a forge room.  Go
  4961.             northeast from here to find a group of Duergar, including one mage.
  4962.             Kill them.  There are 4 containers in here, a small box to the left
  4963.             (x 3375 y 630), two chests on top of each other (x 3585 y 685) and
  4964.             a big table to the right (x 3550 y 825):
  4966.               Spells - Charm Person (Mage)
  4967.               100 Gold
  4968.               Dagger (after this, such things are listed as "Minor Treasures")
  4969.               2 Extra Healing Potions
  4970.               3 Potions of Healing
  4971.               80 Arrows (Minor Treasure)
  4972.               Short Bow (Minor Treasure)
  4973.               40 Bolts (Minor Treasure)
  4974.               7 Bolts +1
  4975.               Heavy Crossbow (Minor Treasure)
  4976.               Splint Mail (Minor Treasure)
  4977.               Mace (Minor Treasure)
  4978.               Chainmail (Minor Treasure)
  4979.               Girdle of Bluntness (AC +4 vs. Blunt weapons)
  4982. -------------------------------------------------------------------------------
  4983.   2.        [WKNSPR]  Chapter 2: Waukeen's Promenade (AR 0700)
  4984. -------------------------------------------------------------------------------
  4986.   Exposition:
  4987.   -----------
  4989.     You emerge from Irenicus' dungeon to find Irenicus himself battling with
  4990.     several shadow thieves.  He easily bests them.  Imoen then tries a magic
  4991.     missile out on Irenicus.  It doesn't do much and looks like you might be
  4992.     captured again.  Then the Cowled Wizards arrive and battle Irenicus.
  4993.     Although he might have beaten them, he decides to go with them... if they
  4994.     take Imoen as well.  This starts Chapter 2 and everyone in your party gets
  4995.     34,500 experience.
  4997.   Companions:
  4998.   -----------
  4999.                 S    D   C   I   W   Ch      Race      Class       Alignment
  5000.     Aerie       10   17  9   16  16  14      Elf    Cleric/Mage   Lawful Good
  5002.       Aerie is a winged elf.  Well former winged elf as her wings were removed
  5003.       some time ago.  She had been a slave before meeting up with Quayle and
  5004.       joining the circus.
  5006.       Location:  The Circus (See below)
  5008.       Grade:  C+  A cleric/mage combines all magics into one (not Druid spells,
  5009.                   but nobody's perfect), which is an incredible bonus.  Except
  5010.                   that she has rather weak stats.  She doesn't excel anywhere,
  5011.                   no single one stat stands out.  As such she isn't worth
  5012.                   keeping around for very long.
  5014.       Event:  3-5 days after you get Aerie, a messenger will arrive from Quayle
  5015.               telling her to return to the circus.  Once there, Quayle merely
  5016.               tells you to talk to Raelis Shae in the theatre beneath the Five
  5017.               Flagons.  Aerie will naturally complain if you don't go visit
  5018.               Quayle, however.
  5021.   Walkthrough:
  5022.   ------------
  5026.     Talking with some of the people nearby will net you some information on
  5027.     where Imoen might have been taken by the Cowled Wizards.
  5029.     What you need to do now is increase your strength in three ways:
  5031.       Experience for more levels.
  5032.       Companions
  5033.       Items
  5035.     Generally speaking most of Chapter 2 is just running around doing Quests
  5036.     trying to get Gold and Experience.  This area only really has one good
  5037.     Quest (The Circus Tent & Aerie below), but it also has the best shop in the
  5038.     game, the Adventurer's Mart.
  5040.     When you're ready, leave this area and go to the slums.
  5042.   Quests:
  5043.   -------
  5045.     QUEST:  The Circus Tent & Aerie (AR 0600, 0604, 0605, 0606)
  5047.             Giran  (AR 0700, x 2790 y 1550)
  5048.             Circus (AR 0700, x 2975 y 1525)
  5050.             Just a little southwest of where you appear in this area is a big
  5051.             circus tent.  If you talk to Harrold and Fearghus around here you
  5052.             can discover that something is wrong with the circus.  Talk to
  5053.             Giran just to the left of the entrance and he'll complain about his
  5054.             mother being inside the tent and not coming out.  Go to the
  5055.             entrance and convince the guard to let you in.  Go inside.
  5057.             You will be met by a Genie who wants you to answer a riddle to
  5058.             cross the bridge.  The answer is (3) The prince is 30 and the
  5059.             princess is 40.  Answering correctly gets you 19,500 experience.
  5060.             If you fail that riddle he asks another, to which the answer is
  5061.             (6) Nothing.  Answering the second riddle gets you only 14,500 exp.
  5062.             Failing that riddle he will attack you.  (5000 exp)  Enter the
  5063.             giant dome.
  5065.             Once inside an Ogre named Aerie will tell you to flee this place.
  5066.             Pump her for information if you want.  Then go left to the spider,
  5067.             then north until you find the two peasants.  They will attack you.
  5068.             Kill them (they are Orcs, actually).  One of them has a Friends
  5069.             spell, the other has a Sword.  Take this sword over to Aerie to
  5070.             restore her humanity.  For this you get 18,500 exp, and she'll
  5071.             offer to join you.
  5073.             Go north and talk to the Pleasure Slave.  She offers no useful
  5074.             information.  Go up the stairs (x 1067 y 390).
  5076.             On this level there are werewolves and shadows.  Kill the shadows
  5077.             if you want, but ignore the werewolves, they are illusions and will
  5078.             not give you any Experience.  The werewolves can't hurt you unless
  5079.             you attack them.  Search the two vases on the sides of the
  5080.             staircase to find:
  5082.               Spells - Web (Mage)
  5083.                        Protection from Petrification (Mage)
  5084.                        Dispel Magic (Mage)
  5086.             Go near the stairs (x 920 y 260), where a genie talks to you again.
  5087.             He offers to let you rest on this level.  When you're ready go up
  5088.             the stairs to the final level.
  5090.             Ignore the other enemies here, some are illusions, and concentrate
  5091.             your attack on Kalah himself.  Once he is dead the illusion dies
  5092.             with him and you'll be back in a regular circus tent. (2000 exp)
  5093.             Listen to his little rant and you get 25,000 exp.  If you didn't
  5094.             restore Aerie earlier then Quayle asks to let Aerie travel with you
  5095.             permanently, which is totally up to you.  Search Kalah's body:
  5097.               Spells - Stoneskin (Mage)
  5098.                        Identify (Mage)
  5099.                        Infravision (Mage)
  5100.                        Magic Missile (Mage)
  5101.                        Stinking Cloud (Mage)
  5102.               Girdle of Piercing (+3 AC vs. piercing)
  5103.               Ring of Human Influence (Sets CHA to 18)
  5104.               Garnet Gem
  5105.               724 Gold
  5106.               Minor Treasures (bullets, sling, flail)
  5108.             Talk to the woman, Hannah (x 100 y 300) at the left of the tent.
  5109.             This is Giran's mother.  She'll rush out of the tent.  You get 500
  5110.             experience from her.  Go outside and talk to Giran again to get
  5111.             2500 more experience.  Talk to the Amnish soldier to get a
  5112.             Reputation Increase (+1).
  5114.               MISC:  If you talk to Harrold again, he and his wife are both
  5115.                      thankful (although at night she seems to disappear).  Also
  5116.                      if you talk to Fearghus again he will leave and
  5117.                      theoretically go back to the circus.
  5119.     QUEST:  Cernd's Child
  5121.             Cernd's Former Home - Promenade (AR 0700, x 1900 y 1830)
  5122.             Fennecia's House - Promenade (AR 0700, x 1800 y 900)
  5123.             Deril's Estate - Government (AR 1000, x 3500 y 2650)
  5125.               Note:  You pick up Cernd in Trademeet, and you get to Trademeet
  5126.                      by talking to the man in the City Gates area.
  5128.             Enter any of the major city districts with Cernd in the party and a
  5129.             man will come up and talk to Cernd.  It is a former neighbor and he
  5130.             has lost all respect for Cernd.  It seems that when Cernd left his
  5131.             former wife, she was with child and Cernd never knew this.  This is
  5132.             quite upsetting to him and he wants to go visit with his former
  5133.             wife, Galia.  If you aren't in Waukeen's Promenade, get there.
  5135.             You will find Cernd's house just left of the Adventurer's Mart.
  5136.             Enter.  You find a squatter living in Cernd's house.  He will
  5137.             (eventually) tell you that Galia has moved in with some "bastard"
  5138.             but he offers no more details than that.  Go up to Fennecia's
  5139.             House, which is higher up on the wall.  Enter.
  5141.             Talking with Fennecia she tells Cernd that Galia is dead.  Send
  5142.             Cernd out of the house and talk to her again.  She fills you in on
  5143.             the rest of the story.  Shortly after Cernd left, Galia moved in
  5144.             with a noble named Deril.  He treated her badly.  Eventually she
  5145.             died in mysterious circumstances, and Cernd's son is likely to be
  5146.             raised to be evil like Deril.
  5148.             Go to the government district and find Deril's Estates.  Enter.
  5149.             Cernd convinces Deril's Golem to get Deril (although he kills the
  5150.             golem for the interruption).  You then have to choose how to react
  5151.             to things:  Threaten him with the guards, threaten him with an
  5152.             attack, do nothing, or just attack him.  If you simply threaten him
  5153.             he will hand over the child (although they will reappear in 3 days)
  5154.             Or you could attack him.  He is a mage and brings in a Lich to help
  5155.             him.
  5157.               Deril - 26,000 experience
  5159.               Lagole Gon - 26,000 experience
  5160.                            Cernd's Baby
  5162.             Take the child and Cernd seems happier.  Cernd gains 50,000
  5163.             experience and the party gains 20,000 exp.  Cernd then takes off
  5164.             with the boy to the Druid Grove.  If you want Cernd back all you
  5165.             need to is head out to the Grove and pick him up again.
  5167.     OTHER:  The Horns of Valhalla                      (modified from Max Chen)
  5169.             Silver Horn of Valhalla - Bridge (AR 0500, x 2985 y 750)
  5170.             Madeer, Shopkeep - Promenade (AR 0700, x 1875 y 2066)
  5172.             In the game you will find the Silver Horn of Valhalla, which
  5173.             summons a level 5 Berserker Warrior for a short duration. (The horn
  5174.             is found in the Bridge District, in the house by the fish seller)
  5175.             This is great and all, but there is a way to upgrade this horn to
  5176.             two better ones.  What you need is the Horn, a Diamond and a
  5177.             Beljuril. (you can obtain a Beljuril from Umar Hills, see the
  5178.             Chicken's Gem quest)
  5180.             Talk to Maheer (he isn't labeled as such) just southwest of the
  5181.             Adventurers Mart with a diamond and the horn in your possession.
  5182.             Ask him about what types of things he sells, and whether he does
  5183.             anything "special."  He'll mention that he does indeed make a fair
  5184.             horn.  If you have the diamond and silver horn on you he offers
  5185.             to make you the Bronze Horn for 2000 gp.  The Bronze Horn can
  5186.             summon a level 7 Berserker Warrior.  If you have the Bronze Horn
  5187.             and a Beljuril he will upgrade the Horn again for 5000 gold.
  5189.             This creates the Iron Horn which summons a 9th level Berserker
  5190.             Warrior who will fight for you for one minute.
  5192.     OTHER:  Night Guild War
  5194.             This won't necessarily happen here, but during the night you can
  5195.             see the Shadow Thieves and Vampires battle it out for supremacy.
  5196.             You can take sides in these battles if you want, just force-fight
  5197.             whichever side you don't like.  Bear in mind that Vampires take
  5198.             magic weapons to hit, and at this point you only have the Two
  5199.             Handed Sword +2 (Chaos Sword).
  5201.             Also, if you join the fight AGAINST the vampires, then you won't
  5202.             be able to find Bodhi in the graveyard later.
  5204.     OTHER:  Ribald's Ring of Regeneration
  5206.             If you successfully pickpocket the owner of the Adventurer's Mart,
  5207.             Ribald, you will get the spiffy Ring of Regeneration (1 HP every
  5208.             6 seconds).  [from Steotia]
  5210.     OTHER:  Sleep in the Street
  5212.             Who needs an Inn?  Not us, that's for sure.  Simply set the option
  5213.             to "Rest until Healed", then when you are in the street hit the
  5214.             REST button.  Instant Inn.  Free too.  This doesn't always work,
  5215.             but usually does near the circus.
  5217.     OTHER:  The Town Crier
  5219.             Whenever you find a Town Crier you can listen to their little
  5220.             stories, or you can insult them.  Nothing else comes of this, no
  5221.             new quests.
  5223.     OTHER:  Promenade Containers
  5225.             Although there are many searchable containers in this area, not a
  5226.             single one of them has ANYTHING in them.  So don't bother looking.
  5228.     OTHER:  Belmin Gergas, the Elf Hater
  5230.             Belmin - Promenade (AR 0700, x 1115 y 950)
  5232.             If you talk to Belmin with an Elf in your party he spouts off some
  5233.             stupid prejudice.  That's pretty well it UNLESS you have Viconia in
  5234.             your party, in which case he attacks you.  If you kill him you lose
  5235.             reputation, and not only that, everyone around will attack you as
  5236.             well!
  5238.               Trick:  Let Viconia talk to him. Make sure that the party AI is
  5239.                       turned off before that. He turns hostile, and the nearby
  5240.                       guard attacks him. At this point you can either try to
  5241.                       get the guard to hold him back while you run out of
  5242.                       sight, or move everyone out of sight and have Viconia
  5243.                       cast sanctuary on herself. The guard should kill him now.
  5244.                       Kudos - you've just rid the world of a racist bastard and
  5245.                       lost no reputation for it. (Xander77)
  5247.     OTHER:  Mencar Pebblecrusher
  5249.             Seven Veils (AR 0700, x 3325 y 430)
  5250.             Mencar (Second Floor of the Seven Veils, AR 0712, x 300 y 240)
  5252.             On the second floor of the Seven Veils is a band of mercenaries led
  5253.             by none other than the infamous Mencar Pebblecrusher.  When you
  5254.             first meet with him, he insults you.  If you respond in kind you
  5255.             will get into a fight.  Don't do that, instead calm him down.
  5257.               Note:  If you talk to Mencar with Korgan, he'll immediately
  5258.                      attack you.
  5260.             Now get ready for a fight.  Cast every protection spell you can
  5261.             (Haste is especially helpful!).  Then position your people
  5262.             strategically around the room.  The idea is to assassinate several
  5263.             of his goons before they even start attacking you.  Take out the
  5264.             mage first if you can, then the imp.  I also used Hold Person to
  5265.             keep Mencar from doing anything.  Brennan Risling will attempt to
  5266.             flee if he gets hurt.  If you trap the room, remember the traps
  5267.             will all trigger at once, usually all hitting whomever turns red
  5268.             (hostile) first. Thus, if you want the traps to all hit Mencar,
  5269.             you should shoot him with a bow. I also once used a thief/mage to
  5270.             drop Cloudkills in the room, then duck around the corner and Hide
  5271.             in the Shadows.
  5273.               Mencar - 10,000 experience
  5274.                        Full Plate Mail
  5275.                        Potion of Fire Giant Strength
  5276.                        89 Gold
  5277.                        Hammer +1
  5278.                        2 Potions of Extra Healing
  5280.               Smaeluv Orcslicer - 4000 experience
  5281.                        Hide Armor
  5282.                        Flamedance Ring
  5283.                        42 Gold
  5284.                        Cursed Berserking Sword +3
  5286.               Sorcerous Amon - 6000 experience
  5287.                        Potion of Extra Healing
  5288.                        Wand of Lightning
  5289.                        Cloak of Non-detection
  5290.                        Minor Treasures
  5292.               Pooky (Imp) - 4000 experience
  5294.               Brennan Risling - 4000 experience (flees if damaged)
  5295.                        Studded Leather +1
  5296.                        Ring of Invisibility
  5297.                        Short Sword +1
  5298.                        Oil of Speed
  5299.                        Potion of Invisibility
  5300.                        2 Potions of Extra Healing
  5301.                        Minor Treasures
  5303.               Note:  The Cloak of Non-detection is supposed to protect your
  5304.                      invisible characters from being revealed. This doesn't
  5305.                      work that way, but it does protect your hidden thieves
  5306.                      from being found out.  Invisibility granted from items
  5307.                      is also protected by the cloak. (with thanks to Andrew
  5308.                      Scarvell)
  5310.             There are three chests to be searched, one of which is TRAPPED.
  5311.             These net you some minor treasures.
  5313.     OTHER:  The Fence
  5315.             Jayes - Promenade (AR 0700, x 4880 y 1850)
  5317.             Steal something and need to sell it?  At night, go to the far right
  5318.             side of the promenade to find Jayes, the thief.  He'll buy your
  5319.             stolen goods.  And, if you are in a really thievery mood, you can
  5320.             steal directly from him, and then sell him his own goods back to
  5321.             him.  I drank a Potion of Master Thievery to get my pickpocket
  5322.             skill up to 175 (I also had the Gloves of Pickpocketing from the
  5323.             upper floor of the Copper Coronet), then just stole the Chain
  5324.             Mail +2, and sold it, stole and sold, stole and sold, and so forth.
  5327. -------------------------------------------------------------------------------
  5328.     2.1     [THSLMS]             The Slums  (AR 0400)
  5329. -------------------------------------------------------------------------------
  5331.   Exposition:
  5332.   -----------
  5334.     When you first enter the Slums a thief by the name of Gaelan Bayle
  5335.     approaches you.  Hear him out and follow him to his home.  He represents
  5336.     an organization that may help you out, for a price.  20,000 gold.  That's
  5337.     a tidy sum of money.  He offers some advice as to how to make some money,
  5338.     and depending on your class will direct you to your appropriate stronghold
  5339.     (i.e. a Bard to the Five Flagons).  This also begins chapter 2, and you
  5340.     can watch as Imoen and Irenicus are sent to Spellhold by the Cowled
  5341.     Wizards.
  5343.   Companions:
  5344.   -----------
  5346.     Anomen    18/52  10  16  10  12  13   Human  Fighter/Cleric  Lawful Neutral
  5348.       Anomen may not be a Paladin but he is deeply involved with the Order of
  5349.       the Radiant Heart.  He believes in Law over all other concerns, making
  5350.       him neither good nor evil.
  5352.       Found at:  Copper Coronet (Slums)
  5354.       Grade:  C+  At the point in the game when you run across this guy is just
  5355.                   won't fit into your party.  As you can see by his wisdom
  5356.                   score he doesn't make for a good Cleric, and with his DEX
  5357.                   score, he doesn't make that great a Fighter either.
  5359.       Upgraded:  B  (see Anomen's Quests below)
  5361.     Korgan    18/77  15  19  12  9   7     Dwarf    Battlerager   Chaotic Evil
  5363.       Although his alignment is listed as Chaotic Evil, Korgan is more Neutral
  5364.       Evil than anything (mercenary type that he is).  Korgan is always on the
  5365.       lookout to make a buck, no matter the cost (of lives).
  5367.       Found at:  Copper Coronet (Slums)
  5368.       If kicked out:  Will be at the Copper Coronet, but requires a Bribe to
  5369.                       rejoin you.
  5371.       Grade:  A-  The best fighter-type in the game.  Good Strength, good
  5372.                   Constitution and adequate Dexterity.  And unlike Minsc (the
  5373.                   other "strong" character), Korgan can be a Grand Master in
  5374.                   a weapon making him very lethal indeed.  Would be an "A"
  5375.                   except that he is Evil, which makes it hard to keep him in a
  5376.                   Good aligned party.
  5378.     Nalia       14   18  16  17  9   13    Human    Thief/Mage    Chaotic Good
  5380.       Raised as a Noble, Nalia fancies herself as a "compassionate" noble, out
  5381.       there working for the good of the common man.  She is incredibly naive
  5382.       about the world to the point of almost being stupid. (not quite, though)
  5384.       Event:  A week after clearing the De'Arnise hold, if you are in a city,
  5385.               a messenger will arrive telling her to go to the Graveyard.
  5386.               (more information can be found on this in section 2.3 De'Arnise
  5387.               Hold)
  5389.       If she leaves:  If you accept her quest, but don't do it right away, she
  5390.                       will leave on her own.  You will then find her near the
  5391.                       De'Arnise Hold in a wooden palisade (SW of the Hold).
  5393.       Grade:  C+  Nalia has very puny thief skills (she dualled over to Mage at
  5394.                   level 4), making her primarily a Mage with SOME thief skills
  5395.                   thrown in for good measure.  However, as a Mage she doesn't
  5396.                   have 18 INT (which helps) and doesn't gain Edwin's spell
  5397.                   bonuses.
  5399.   Walkthrough:
  5400.   ------------
  5404.     Now we have a purpose to our lives, gather enough money to get Gaelan's
  5405.     friends to help us.  The set amount is 20,000 gold.  Getting this gold is
  5406.     a matter of following the various Quests throughout the city, which also
  5407.     conveniently get you Experience and Items at the same time.
  5409.     Once you reach 15,000 gold you will be immediately confronted by two
  5410.     different people, a woman and a boy.  This represents a slight split in the
  5411.     game as you must choose which side to play.  The major walkthrough ends
  5412.     here for the moment, and picks up again in section 3. The Guild War
  5413.     (Chapter Three).  From here until there is almost exclusively devoted to
  5414.     Quests.
  5416.     Go outside and talk to Brus and he'll direct you to your Stronghold Quest.
  5418.       Fighters -- >  Nalia in the Copper Coronet
  5419.       Priests  -- >  New Cult in the Temple District
  5420.       Mages    -- >  Cowled Wizard with a Quest in the Government District
  5421.       Rangers  -- >  Boy complaining of monsters at the Government District
  5422.       Paladins -- >  Lord Jierdan in the Copper Coronet
  5423.       Thieves  -- >  Shadow Thieves at the Docks
  5424.       Bards    -- >  Playhouse beneath the Five Flagons at the Bridge
  5425.       Druids   -- >  Man at the City Gates has a problem at Trademeet
  5427.     Finally, throughout this chapter there are three dream sequences that
  5428.     occur randomly when you sleep.
  5430.   Quests:
  5431.   -------
  5433.     OTHER:  Fight some Brigands near Copper Coronet
  5435.             Brigands - Slums (AR 0400, x 3100 y 2130)
  5437.             Just to the right of the entrance to the Copper Coronet are a duo
  5438.             of not so bright brigands, Cohrvale and Bregg.  They attack you
  5439.             before realizing you are fully armed and dangerous.  Take them out.
  5440.             They are worth 6000 and 4000 exp each.
  5442.     QUEST:  The Mystery of the Copper Coronet
  5444.             Entrance to Coronet - Slums (AR 0400, x 2470 y 2250)
  5445.             Lehtinan            - Coronet (AR 0406, x 410 y 1215)
  5446.             Hendak              - Coronet (AR 0406, x 2685 y 500)
  5447.             Beastmaster         - Coronet (AR 0406, x 3550 y 2000)
  5449.             Enter the Copper Coronet, and talk to the owner and proprietor of
  5450.             the place, Lehtinan. (If you need to rest, talk to his associate,
  5451.             Bernard)  Ask him about ways to "spend a coin", and about his
  5452.             other types of entertainment.  This will allow you to visit the
  5453.             back rooms.  Open the door near Anomen at (x 1400 y 1480).  A guard
  5454.             in here will welcome you to the "exclusive" entertainments offered
  5455.             here.  Turn right and open that door.  A man here talks to you
  5456.             about the Pit.  He tells you all about the slavery, fighting, and
  5457.             so forth that goes on here.  Go further down the passage to see a
  5458.             fight.
  5460.               Note:  It may be weird, but if you just go up and kill Lehtinan,
  5461.                      not only are there no negative consequences, but Bernard
  5462.                      starts acting like Hendak took over, and begins selling
  5463.                      the new stock of items!
  5465.             Go back to the guard, and go up the north (x 1600 y 1370) passage.
  5466.             Be prepared for a fight.  There will be two secret doors on the
  5467.             left.  One leads to a pillowed room, the other to a set of stairs
  5468.             to the sewers.  Ignore it for now and continue to the end of the
  5469.             passage.  There's no way to avoid conflict with the 5 guards here
  5470.             (2 mages), so kill them quickly.
  5472.             Go near the center cell to talk to Hendak, the gladiator.  Agree
  5473.             to free him and he'll tell you that the Beastmaster has the key.
  5474.             Go to the southeast end of this room, and open the southern door
  5475.             (x 2720 y 875).  This leads you past the gladiator pits (complete
  5476.             with a violent winter wolf to kill) to the area where the monsters
  5477.             are kept.  There you will find the Beastmaster with his pet tiger,
  5478.             Tabitha.  He opens up all the monster pens to let them at you.
  5479.             Kill the Beastmaster: (2000 exp)
  5481.               Beastmaster Key
  5482.               Spells - Stone to Flesh (Mage)
  5483.               Plate Mail
  5484.               Tuigan Bow +1 (3 Shots per round)
  5486.             Kill the other monsters if you wish.  Return to the cells, open the
  5487.             non-Hendak cells first for some (5000) experience.  Then go to
  5488.             Hendak's cell with the key and free him, this gets you 7500 exp.
  5489.             Hendak is rightly pissed off about his recent situation and runs
  5490.             off to kill Lehtinan.  Follow and help out (clearing out the guards
  5491.             and whatnot).  Don't worry, Hendak won't kill Lehtinan until you
  5492.             get there. (on an interesting side note, Nalia will join the fight
  5493.             against the guards even if she isn't in your party)  When Lehtinan
  5494.             is dead you get 48,750 experience.
  5496.               Tim Lou has an alternate way to free Hendak:
  5498.                 After you talked with Hendak, you can head back to Lehtinan and
  5499.                 tell him that Hendak is a slave in prison.  Lehtinan will give
  5500.                 you the key of the cell and asks you to kill Hendak for him.
  5501.                 You can agree for the time being.  Then you go back to free
  5502.                 Hendak and you decide let him go (Tell him that you get the key
  5503.                 from Lehtinan and pretend to kill him) or kill him for
  5504.                 Lehtinan.  By this way, you don't need to deal with the
  5505.                 beastmaster and get the cell key (Although the beastmaster is
  5506.                 not a tough guy).
  5508.               Editor's Note:
  5510.                 If you wanted to do both methods, you could kill the
  5511.                 Beastmaster first, then skip Hendak and talk to Lehtinan.  You
  5512.                 can get a reward of a Plate Mail from Lehtinan when you tell
  5513.                 him about the escape attempt.  Then he'll give you a key to
  5514.                 deal with Hendak.
  5516.               Evil Note:
  5518.                 If you do what Lehtinan suggests and kill Hendak, then you get
  5519.                 420 experience for killing Hendak and a reward of Bastard
  5520.                 Sword +1, +3 vs. Shapeshifters from Lehtinan. (Oh and your
  5521.                 Reputation drops 1 point)  By the way, you would get that item
  5522.                 later anyway when you freed the slaves.
  5524.             Hendak asks you to help free more slaves (see "Free the Slaves"
  5525.             below), agree to do so.  Search Lehtinan's body:
  5527.               Spells - Summon Nishruu (Mage)
  5528.                        Death Fog (Mage)
  5529.               Gems
  5530.               1287 Gold
  5532.             Also, Bernard now gives you a discount on his items.
  5534.     QUEST:  Free the Slaves
  5536.             Entrance to Sewers - Coronet (AR 0406, x 2070 y 660)
  5537.             Entrance to the Slavers - Sewers (AR 0404, x 2900 y 2500)
  5538.             Exit to the Slums - Slave Galley (AR 0405, x 750 y 1900)
  5540.             Remember that set of stairs we skipped by earlier?  Go down them.
  5541.             While you are down here, you might want to do the Sentient Sword
  5542.             Quest (described below).  Go through the sewers until you reach
  5543.             the exit (x 2900 y 2500).  This is the back entrance to the Slavers
  5544.             Compound (the beached ship in the Slums).
  5546.             You appear in the middle of a good deal of enemies.  Don't wander
  5547.             too much around this area during your fight, as there are TRAPS
  5548.             that can kill you.  Also new guards can come in from other areas.
  5549.             Once this fight is over, search the Captain's remains for:
  5551.               Haegan's Key
  5552.               Studded Leather Armor +2
  5553.               Potions
  5554.               Minor Treasures
  5556.             There is also a box of gems here (x 1815 y 1330).  Open the door to
  5557.             the northeast (x 2136 y 1205), kill the two trolls in here and talk
  5558.             to the slave girl.  If you give her 100 gold you get 3500 exp and a
  5559.             Reputation +1.  Go back.
  5561.             Now go up the little steps to the northwest (x 1720 y 1066) and
  5562.             into the hallway.  On each side of the passage are cells with
  5563.             slaves in them.  Free them for 2500 exp.  Go into the room to the
  5564.             northwest (being ever mindful to check for TRAPS, of course).
  5565.             There are 3 containers with minor treasures here.  The next room to
  5566.             the north has several Yuan-ti in it, as well as some minor
  5567.             treasures (Arrows, Gold, Spells, etc.).
  5569.             The next room to the south has the Slaver Mage in it, and provides
  5570.             a bit tougher battle.  The slaver wizard has a Cloak of
  5571.             Protection +1 on him.  The rest have mostly minor treasures.  There
  5572.             are two containers in the north of this room with some good
  5573.             treasures (Spells, Rings and such).  Careful, the chest is trapped.
  5575.             Then just go southwest (careful of traps), then southeast.  Ignore
  5576.             the side room.  There will be three shelves here, the trapped one
  5577.             in the middle has a sling.  Also there is a barrel left of that.
  5578.             (It has a spell and some gold)  Just past that is the exit to the
  5579.             Slums. (x 750 y 1900)
  5581.             Return to Hendak to get your reward:  38,000 quest experience per
  5582.             character, Plate Mail, Bastard Sword +1 +3 vs. Shapeshifters,
  5583.             Reputation +1 and 3900 gold.
  5585.     QUEST:  The Sentient Sword (Lilarcor)
  5587.             Hand   - (AR 0404, x 515 y 950)
  5588.             Ring   - (AR 0404, x 1640 y 850)
  5589.             Staff  - (AR 0404, x 2360 y 1300)
  5590.             Blood  - (AR 0404, x 2330 y 2722)
  5591.             Quallo - (AR 0404, x 2240 y 2760)
  5592.             Sword  - (AR 0404, x 2790 y 1790)
  5594.             From the Coronet entrance, head south.  Clear out the Hobgoblins
  5595.             here, then go west (x 900 y 650).  There will be an Otyugh here,
  5596.             kill it. (5000 exp)  In the center of this little room is a grate,
  5597.             (x 515 y 950) click the grate twice to get the first object, the
  5598.             Hand.
  5600.             Back into the main passage, and head southeast.  This leads to a
  5601.             small room.  On the north wall are two skeletons pressed together.
  5602.             Click them twice to get the Ring. (The stairs to the NE lead to a
  5603.             Myconid area, but there is no real reason to go that way) 0418
  5605.             Go down the southwest passage, and follow it to the little bit of
  5606.             water.  The little bridge is trapped.  Go north up the water until
  5607.             you reach the kobolds (x 2360 y 1600).  Kill them to get the Staff.
  5608.             That leaves just one object left.
  5610.               ShirouKyoji has a different way to get the staff:
  5612.                 Talk to the Kobold Shaman after reading the clues, and choose
  5613.                 option number 3.  Then, choose option number 1.  Then, choose
  5614.                 option number 4. I *KNOW* It says to offer 2000 gold pieces,
  5615.                 just do it.  Then, choose option number 1.  The other Kobolds
  5616.                 will get mad and kill him. Then, you can loot the 2000 gold.
  5617.                 Tada! Plus, you get to hear some funny Dialogue.
  5619.             Go back south, cross the bridge and go southeast (x 1835 y 2000).
  5620.             At the fork, take the southern path until you find the odd little
  5621.             man, Quallo (x 2240 y 2760).  Talk to him to try to learn
  5622.             everything you can.  Then kill the Carrion Crawler there to get
  5623.             its blood, the final object.  We now have everything we need.
  5625.             Go up the northern passage (x 2275 y 2790), through the enemies
  5626.             until you reach the Pipe room (x 2666 y 1915).  The Glowing Pool
  5627.             has a few things to say, but if you're reading this then you don't
  5628.             need to care.
  5630.             There are four pipes in this room, corresponding to each of the
  5631.             items.  We will number the pipes from top to bottom, with the top
  5632.             pipe being pipe number 1.  Double click each pipe in this order:
  5634.               Pipe 3 (Hand)
  5635.               Pipe 1 (Ring)
  5636.               Pipe 2 (Blood)
  5637.               Pipe 4 (Staff)
  5639.             Do that and the Sentient Sword will appear and everyone gets 18,000
  5640.             quest experience points.  Lilarcor (its name) is a Two Handed
  5641.             Sword +3, with immunities to Charm and Confusion.  If you talk to
  5642.             Quallo after this, it turns out that he was charmed himself, and he
  5643.             will leave.
  5645.     QUEST:  Nalia's Quest (Fighter/Barbarian Stronghold)
  5647.             Nalia - Coronet (AR 0406, x 900 y 1500)
  5649.             Nalia is one of two people who walk right up to you and ask for
  5650.             help (the other being Anomen, who doesn't really want help).
  5651.             Anyway she wants your assistance in helping clear out her ancestral
  5652.             castle of monsters.  Agree to help her.  Let her join if you
  5653.             wish it. (It's usually better to have the person whose quest you
  5654.             are working on with you)  You will then have to leave the city.
  5655.             So, first go to the City Gates and from there exit to De'Arnise
  5656.             Hold.
  5658.             This Quest is continued in section 2.3 De'Arnise Hold.
  5660.     QUEST:  Korgan's Quest
  5662.             Korgan - Coronet (AR 0406, x 1850 y 960)
  5663.             Crypt  - Graveyard (AR 0800, x 640 y 1830)
  5664.             Pimlico Estate - Temple District (AR 0900, x 4315 y 1015)
  5666.             Talk with the dwarf near Surly and listen to his tale.  He wants to
  5667.             break into a crypt and steal a book found within.  This book will
  5668.             then be sold to a book dealer for a great profit.  Agree to his
  5669.             proposal and let him join you.  To the graveyard!
  5671.             There are many entrances to this crypt, but the one listed above
  5672.             works best, I think.  Open it and descend into darkness.
  5674.             One of the pots to your right has a Mislead spell.  Enter the
  5675.             passage (being doubly sure to check for traps, of course).  There
  5676.             is a trapped chest in the passage here, and another one just before
  5677.             the passage ends.  These chests have spells and other minor
  5678.             treasures.  The second one also has some Wooden Stakes.  Makes you
  5679.             wonder what is done here.  You don't need the stakes right now, but
  5680.             feel free to take them.
  5682.             Going right you'll have to contend with some spiders.  Take them
  5683.             out and go right.  There's another group of spiders here along with
  5684.             some Ettercaps.  North of here is the Spider Queen (no, not Lolth,
  5685.             see Quests in the Graveyard section), and to the south is the crypt
  5686.             we want. (x 2750 y 3250)
  5688.             This is a large Egyptian looking chamber, with a figure of a woman
  5689.             on the floor (who is trapped).  Also, when you step on a certain
  5690.             spot, all the doors fling open and release many nasty undead.
  5691.             These guys will drain your levels, stats, or disease you.  There
  5692.             are four traps on the figure, 2 on the eyes, one on the necklace
  5693.             and another on the hand.
  5695.             Search for the secret door in the bottom corner (x 900 y 800).
  5696.             There are more traps within this passage, as well as more undead,
  5697.             mummies and the like.  This passage then forks, with a passage
  5698.             going right and another continuing south.  At the fork, there is a
  5699.             pot with some treasure (x 533 y 1290).  Go right (checking for
  5700.             traps, of course) and click on the coffin at (x 815 y 1325).  This
  5701.             releases its occupant who doesn't like you.  Kill it.  It has a
  5702.             spiffy spear on it.  Further right are a group of mummies and
  5703.             ghasts and past them is a small room with treasure.  Nothing great,
  5704.             but it's better than nothing.
  5706.             Back at the fork, this time go south.  Be careful to search for
  5707.             traps, there are three between you and the next room.  Within this
  5708.             room are mummies and a big already looted coffin.  Korgan notes
  5709.             that the tomb is looted (11,250 exp).  Kill the mummy there and
  5710.             Korgan comes up with a plan of action to get the people who looted
  5711.             this tomb ahead of you.  He wants to hurry to the Temple District
  5712.             to the home of the Book Dealer (whose book was in the tomb).  There
  5713.             are two pots in here with very minor treasures.
  5715.             Leave the crypt and go over to the Temple District.  Go to the
  5716.             Pimlico Family Estate (just past the Temple of Lathander).  As you
  5717.             approach, Korgan tells you that the place has been looted (you took
  5718.             too long, even if you came right here that was too long!).  Go
  5719.             inside anyway.  Despite what Korgan said there are a few gold
  5720.             pieces laying about.  Take Korgan into the bedroom and he'll
  5721.             mention that this looks like the work of Shagbag, who can probably
  5722.             be found on the roof of the Copper Coronet. (8750 exp)
  5724.             To the Slums!  The stairs that lead to the roof are at (x 1530
  5725.             y 2815).  Go up the stairs until you find Shagbag and his party.
  5726.             (5000 exp) Korgan has some words with them and a fight breaks out.
  5727.             Search Shagbag's corpse to find the Book of Kaza.  The only thing
  5728.             that remains is to sell it (to any retailer).
  5730.     QUEST:  Anomen's Murdered Sister
  5732.             House Delryn - Government District (AR 1000, x 4300 y 2175)
  5734.             About a week after you gain Anomen in your party, a messenger
  5735.             approaches him and tells him to return home as his sister has been
  5736.             murdered.  This quest may influence whether Anomen can become a
  5737.             Knight later, which increases his abilities.
  5739.             Go to the Government District, Anomen's home.  The Delryn Family
  5740.             Estate is the large orange building south of the Council building
  5741.             (by quite a bit).  At the door the guard tells you of how tense
  5742.             things are between Anomen and his father.  Enter.  You will find
  5743.             Cor Delryn, Anomen's father, in the kitchen.  He accuses Anomen of
  5744.             letting Moira -- his sister -- get killed.  He then says that the
  5745.             only way for Anomen to make this up to them is to avenge her by
  5746.             killing those responsible.
  5748.             You must advise Anomen on what to do:  1) Kill Saerk out of
  5749.             vengeance, 2) seek a legal resolution to things, or 3) Kill Saerk
  5750.             for the money.  Convince Anomen not to kill Saerk, and then tell
  5751.             him that perhaps his father's quest for revenge has tainted his
  5752.             judgment (10,500 exp).
  5754.             Go to the Government Building and talk to Bylanna there.  She says
  5755.             that there is insufficient evidence on Saerk to convict him of
  5756.             much of anything.  Again Anomen looks to you for advice.  Convince
  5757.             him to let bygones be bygones for (7500 exp).
  5759.             From the time you talked to Cor, you have 10 days before Anomen's
  5760.             next quest begins.
  5762.     QUEST:  Anomen and the Knights of the Radiant Heart
  5764.             Radiant Heart - Temple District (AR 0900, x 3300 y 3400)
  5766.               Note:  This quest can be delayed if you are in a romance with
  5767.                      Anomen.
  5769.             10 days after the completion of Anomen's first quest (dealing with
  5770.             his sister's death), if you are in the city, Sir Ryan Trawl will
  5771.             approach Anomen.  He tells him that it is now time for Anomen to
  5772.             take the tests of knighthood.
  5774.             Go inside the Order of the Radiant Heart and the Judging will
  5775.             begin.  Whether Anomen is accepted as a Knight depends on how
  5776.             you solved his Sister's Quest.  If you sought out the non-violent
  5777.             solution, then Anomen is a Knight, otherwise he is not.
  5779.             Anomen's Wisdom is increased to 16 and his name changed to Sir
  5780.             Anomen.  The party gains 10,000 experience and Anomen gains another
  5781.             50,000 experience on top of that.  With the increased Wisdom he
  5782.             also gains +2 1st and 2nd level Priest spells.  Have Anomen speak
  5783.             with Sir Ryan Trawl. (nothing much is said)
  5785.     QUEST:  Jierdan's Quest (Paladin Stronghold)
  5787.             Lord Jierdan - Copper Coronet (AR 0406, x 725 y 1400)
  5789.             Within the Copper Coronet, you will find a man in fiery red who
  5790.             offers you an outrageous sum of money to do a minor monster
  5791.             fighting quest.  He wants some ogres cleared out from his holds
  5792.             near the Windspear Hills.  He marks it on your map.  Leave the city
  5793.             and head out to the Windspear Hills. (on a side note, the voice of
  5794.             Jierdan is provided by the same person who did Minsc)
  5796.             This quest is continued in the Windspear Hills section below.
  5798.     OTHER:  Amalas' Duel in the Coronet
  5800.             Entrance to Coronet - Slums (AR 0400, x 2470 y 2250)
  5801.             Amalas (70 hp)      - Coronet (AR 0406, x 1090 y 1870)
  5803.             In the southern end of the Coronet is a group of three idiots led
  5804.             by Amalas. (near Korgan)  Talk to Amalas and insult his honor.
  5805.             Beat him one-on-one to get 1800 and 9500 exp.  Then you can tell
  5806.             his lackeys to take a hike.  Only the main character can duel with
  5807.             Amalas, so if your main character is a Sorcerer (or whatever) you
  5808.             will have a more difficult time with it.
  5810.             If you free Hendak and the slaves before dueling, Amalas will
  5811.             vanish.
  5813.     OTHER:  Mazzy and Gorf [from Vladislav Brkic, and a number of others]
  5815.             Copper Coronet      - Slums (AR0406, x 200 y 1400)
  5817.             I was selling some goods to Bernard in the Copper Coronet, after
  5818.             which I left through second door.  Outside an Ogre pit fighter
  5819.             called Gorf the Squisher started talking to Mazzy and said how
  5820.             halflings don't know how to hit.  Then he started hitting some
  5821.             commoner and talked to Mazzy again and challenged her to a duel in
  5822.             the Copper Coronet pit.  When I entered the Copper Coronet Mazzy
  5823.             talked to pit manager Surly and he sent us to talk to Gorf's
  5824.             girlfriend Bunkin.  After that I then talked to Festule the
  5825.             Alchemist (same area x 915 y 1240) and bought a potion to disable
  5826.             Gorf for 400gp.  He also said to try giving it to Bunkin.  Then I
  5827.             talked to Bunkin (x 1200 y 1820), complimented her and she
  5828.             complained that Gorf never does that, so I gave her Festule's
  5829.             "love" potion and said that it will solve her problem (for this
  5830.             the party gained 11,500 exp).
  5832.             Then Gorf arrived and said that his ale tasted funny but still
  5833.             entered the pit.  Mazzy killed him easily (2500 xp).  Then she said
  5834.             something like "Virtue has won again" and party received another
  5835.             5000 exp.
  5837.     OTHER:  Dog Fighting
  5839.             Surly - Coronet (AR 0406, x 980 y 1800)
  5841.             Talk to Surly and for 10 gp you can set up a Dogfight.  You get
  5842.             20 gp if you win, although Good party members seem to be upset by
  5843.             this.
  5845.             You can kill Surly with no penalty (250 experience).
  5847.     OTHER:  Gloves of Pickpocketing                                [from Snark]
  5849.             Gloves - Coronet (AR 0406, x 750 y 610)
  5851.             In one of the rooms at the top of the stairs, the room with the
  5852.             retired pickpocket, you will find a trapped table with the Gloves
  5853.             of Pickpocketing.
  5855.     OTHER:  People around the Sphere
  5857.             Waylane near the Sphere tries to sell you the sphere. (it's even
  5858.             more amusing when he tries to sell it to Yoshimo or Viconia)
  5859.             Another fella wants to worship the sphere, a woman lost her home to
  5860.             the sphere and a landowner thinks he owns the sphere.
  5863. -------------------------------------------------------------------------------
  5864.     2.2     [BTWNRS]             Between Areas
  5865. -------------------------------------------------------------------------------
  5867.   While traveling between areas in the city (or between city and country)
  5868.   there are two major events that happen.  The first is that you are attacked
  5869.   by slavers who have some interesting objects on them:
  5871.     Spells - Minor Globe of Invulnerability (Mage)
  5872.              Vampiric Touch (Mage)
  5873.              Domination (Mage)
  5874.              Shocking Grasp (Mage)
  5875.              Magic Missile (Mage)
  5876.              Flame Arrow (Mage)
  5877.     Plate Mail +1
  5878.     Arbane's Sword +2 (short sword)
  5879.     Potions
  5880.     Gold
  5882.   The second is more serious.  You encounter a group of thugs killing a guy.
  5883.   Kill the thugs and talk to the guy.  Agree to help him.  Now you have to take
  5884.   him to the Docks. (This is covered more in the Docks section)
  5886.   These aren't the only between area conflicts, but they are the only
  5887.   noteworthy ones.
  5890. -------------------------------------------------------------------------------
  5891.     2.3     [DRNSHL]             De'Arnise Hold  (AR 1300)
  5892. -------------------------------------------------------------------------------
  5894.   Walkthrough:
  5895.   ------------
  5899.       If you're here, then there's only one thing to do, and that is to attempt
  5900.       to clear out the De'Arnise Hold.  This can be done whether you are a
  5901.       Fighter/Barbarian or not, although only they gain possession of it later
  5902.       as their Stronghold.  In order to even be here, you must have talked to
  5903.       Nalia.  If you didn't join up with her, or if she left, you can find her
  5904.       in the Palisade (x 770 y 3225).
  5906.       Nalia tells you that you are fighting Trolls and Yuan-ti (although she
  5907.       doesn't know those by name).  Which means that you will want Flame/Acid
  5908.       based weaponry.  Talk to Captain Arat, and as you are about to say
  5909.       goodbye to him he gives you some Flame Arrows (see Quests below for a way
  5910.       to get infinite Arrows off of him).  Once you are done there, it is time
  5911.       to enter the De'Arnise Hold.
  5913.       Leave the palisade, and go northeast a little until you find the Secret
  5914.       Entrance (x 1300 y 2750).  It is a secret door, so having a Thief do
  5915.       Find Traps could help you find it.  Open it and go inside.
  5917.     - THE SECRET PASSAGE (AR 1302)
  5919.       There's nothing in this first room.  Nalia simply reminds you of your
  5920.       goals in here, find Daleson and open the Drawbridge.  Unlock then open
  5921.       the only door.
  5923.       This room has 2 containers with treasure (neither are trapped nor
  5924.       locked):
  5926.         Spells - Agannazar's Scorcher (Mage, to kill trolls of course)
  5927.         Potions
  5928.         Bullets
  5929.         Light Crossbow of Speed
  5930.         Heavy Crossbow
  5931.         Arrows +2
  5932.         Bolts +2
  5934.       Open the next door.  This leads to another secret door (x 600 y 1400),
  5935.       which is actually inside of the De'Arnise Hold (we were in the secret
  5936.       passage before that).  Open the secret door.
  5938.     - DALESON
  5940.       A Troll is in this room and he kills the servant here.  You don't really
  5941.       have a shot at saving him.  Kill the troll (being sure to hit it with
  5942.       Fire or Acid when it falls down).  Search the table (x 850 y 1265):
  5944.         Spells - Protection from Normal Weapons (Mage)
  5945.         Bullets +2
  5947.       There is a secret door on the northwest wall (x 700 y 1230), open it to
  5948.       find Daleson.  This guy provides all sorts of information about what you
  5949.       are facing, who you must save, the relic of the Keep (the Flail of the
  5950.       Ages) and where you need to end out (in the "cellar").  If Nalia is with
  5951.       you then she does most of the talking.
  5955.       Go into the room that Daleson was in.  There are 2 containers in here
  5956.       with mostly minor weaponry, although you will want to take the magic
  5957.       arrows here (and possibly the magic long bow).
  5959.       There is another secret door in the northwest wall (x 410 y 933).  At the
  5960.       end of this passage is another secret door which leads to the Secret
  5961.       Forge of the Flail of Ages.  There are three pieces to the Flail of Ages.
  5962.       Whenever you get one, bring it to this forge to add it to the whole.
  5963.       It can exist just fine with one, two or all three parts.  There is a
  5964.       chest here with some minor treasures. (x 560 y 400)
  5966.       Search the northeast wall for another secret door (x 630 y 380).  Just
  5967.       past that is another secret door.  Search the lion statue (x 950 y 175)
  5968.       to find:
  5970.         Flail Head (Cold, 1 of 3)
  5971.         Ring of Earth Control (AC +1, Summon Earth Elemental, Control E.E.)
  5972.         810 gold
  5976.       Go back to Daleson's Room and open the (normal) door.  Directly in front
  5977.       of your party is the main Eating Hall, but it isn't important.
  5979.       Drop south and east.  There is a chest here (x 1430 y 1370): (TRAPPED)
  5981.         Dagger +2
  5982.         450 gold
  5984.       The room at (x 1325 y 520) has some very minor treasures in it.  The only
  5985.       worthwhile treasure is found on the bed near the bathroom, which has a
  5986.       couple of spells (Protection from Normal Weapons and Breach).  However,
  5987.       if you go from there and open up the door to the bathroom, you can find a
  5988.       Star Sapphire in the toilet (x 1765 y 500).
  5990.       The next room southwards (x 1835 y 885) has some minor treasures to be
  5991.       found on a fish (x 1790 y 675) and it has a stove.  If only you had
  5992.       something to cook.  Hmmm... seems that Daleson mentioned feeding some
  5993.       great beasts.  Now, what did he feed them...
  5997.       Yeah, that's right.  Go out the door (x 1950 y 1140) to the exterior of
  5998.       the Keep.  Kill the Otyugh (5000 exp).  Then track down and kill the four
  5999.       family dogs and take their "dog meat".  Pleasant.  Go back inside and
  6000.       operate the stove to create a thick, meaty stew.  (The main character
  6001.       must have all 4 meats on him in order to make the stew)  For this you get
  6002.       11,500 experience.
  6006.       Go back outside.  Then find the stairs (x 2175 y 1640) and go up that
  6007.       until you are on the Keep's walls.  Ignore the door for the moment.
  6008.       There will be an ice troll on the wall.  Kill it and keep going.  You
  6009.       will find the switch to open the Drawbridge at (x 2833 y 1840).  Click it
  6010.       once to open.  For this you get 29,750 experience.
  6012.       Go back to the main level (keep on ignoring that side door).  There you
  6013.       will see Humans battling it out with Giant Trolls and Greater Yuan-ti.
  6014.       Join the battle if you like (good experience).  Then go back into the
  6015.       main door to the keep.  The battle continues inside, but once these
  6016.       trolls are beaten, the guards leave.
  6020.       Open the door at (x 2000 y 1050) to get to the stairs.  Another servant
  6021.       gets whacked in here.  Go up the stairs.
  6023.       Nalia provides some more information on what needs to be done here.  She
  6024.       recommends finding her auntie's bedroom and finding the secret passage
  6025.       that leads to the cellar. (Why would the cellar be connected only to the
  6026.       second floor anyway?)  In this room are 2 containers with treasure,
  6027.       although the only good thing is the Spell Turning spell.
  6029.       Open the southeastern door (x 2100 y 1000) and enter that passage.  The
  6030.       side room here has some minor treasure.  Open the southwest door
  6031.       (x 2075 y 1425) to enter the Library.  In here you will find one
  6032.       mini-troll, a big troll that becomes two smaller ones when killed, and a
  6033.       Yuan-ti mage.  Take out the mage first.  The stairs here lead up to the
  6034.       roof (which is where that door we ignored goes as well, there's nothing
  6035.       up there worth looking at).  Search the 3 bookcases here:
  6037.         Keep Key
  6038.         Spells - Conjure Lesser Earth Elemental (Mage)
  6039.                  Minor Spell Turning (Mage)
  6040.         Bolts +1
  6042.       Since the western door cannot be opened, that leaves only the southern
  6043.       door (x 1730 y 1650).  The first room along this passage has 1 container
  6044.       with minor treasures (Detect Illusions, 20 Arrows, etc.).  Go along down
  6045.       to the second door to find the Lady of the Keep.  She isn't too impressed
  6046.       with you.  Eventually she'll go away.  Remember this room, as we'll be
  6047.       coming back here in a moment (we have more looting to do first).
  6049.       Continue to the end of the passage and open the door (x 375 y 1035).
  6050.       Continue through this room into the next passage.  Kill the Ice Troll.
  6051.       This passage eventually goes all the way back to the library.  Ignore the
  6052.       northern door for the moment, and open the southern door (x 1550 y 630).
  6053.       Search the Fireplace: (TRAPPED)
  6055.         Wand of Frost
  6057.       There is a Secret Door on the southeast wall (x 1480 y 830).  Follow this
  6058.       passage all the way to what looks like a dead end.  It isn't.  Open this
  6059.       secret door and enter a small room.  There are 2 chests in here with
  6060.       mostly minor treasures (although the spell Spell Thrust is nice).  Detrap
  6061.       the next door and go in.
  6063.       Within this room is a former guardsman by the name of Glaicas.  There is
  6064.       a non-violent way to end this, (see below) but only if you have Nalia in
  6065.       your party.
  6067.         Glaicas - 9500 exp
  6068.                   Flail Head (Acid, 2 of 3)
  6069.                   Full Plate Mail
  6070.                   Potions
  6071.                   Gold
  6073.         Non-violent Solution: [from Sergio Le Roux]
  6075.           In the de'Arnise Hold, in the secret room where Glaicas is located,
  6076.           you have to charm him to "normalcy". But there's a bug with the game:
  6077.           a couple of seconds after you charm him, he turns blue for about 1
  6078.           second, then turns green again. So, basically, your own charm spell
  6079.           is interfering with the script that would lead to him talking to
  6080.           you.
  6082.           If you want to save him (and earn 22,550 xp), you have to time it
  6083.           right so that when you charm him (he turns green) one of your attacks
  6084.           will hit him (this must happen BEFORE he turns blue). He will turn
  6085.           red again... pause the game and make sure you stop all your
  6086.           characters! He will continue being hostile, but then the script will
  6087.           kick in. He'll talk to you and give you the last part of the flail.
  6089.           [from Hatchedcross]:
  6090.           I found it is much simpler to just charm him and then rest as soon as
  6091.           possible.  That way you can talk to him normally and save much
  6092.           frustration from timing it correctly.  I've also noted that it
  6093.           doesn't matter wheter Nalia is in your party at the time you talk to
  6094.           him.
  6097.       There is absolutely nothing in the next room, so go back out.
  6099.     - THE GOLEMS
  6101.       Go back to the Lady's room and search for traps until the secret door
  6102.       (x 833 y 1033) shows up.  This leads to a very small room with nothing in
  6103.       it.  There are two secret doors from this place, one to the west and one
  6104.       to the north.  Open the west one and go in.
  6106.       This is what I like to call the "Golem Chapel."  Depending on what level
  6107.       you are on you face different Golems.  If you are a high level then you
  6108.       are facing the tough Adamantite Golem.  I, however, faced an Iron Golem.
  6109.       At the end of this chamber are three Statues that can be searched for
  6110.       some pretty good magical items.  However, when you take those items, you
  6111.       WILL be attacked by some of the golems.  So, naturally, the best strategy
  6112.       is to kill the golems BEFORE taking the treasure.  If you don't have any
  6113.       +2 or better weaponry, you might want to go take the treasure first so
  6114.       that you have weapons that can harm them.
  6116.       One odd way to kill the golems in this room is to drop Cloudkills on
  6117.       them and shut the door. Wait. Repeat as needed.
  6119.       Remember, if you're frustrated you could always use my patented "fake
  6120.       talk" strategy.  Move your fighters into position (only the ones with +2
  6121.       weaponry, or weapons that have extra damage).  Adamantite Golems require
  6122.       +3 weapons or better to damage (Lilarcor, the Hammer in this very room,
  6123.       Melf's Minute Meteors, etc). Then PAUSE and "talk" to all the golems.
  6124.       Then press F2 and have your fighters attack one golem.  Unpause.  Wait 5
  6125.       seconds, pause again and repeat. Doing this you can avoid getting
  6126.       attacked at all.
  6128.         Note:  Remember Clay Golems need to be hit with Blunt Weaponry.  The
  6129.                Flail of the Ages works well.  Stone Golems need piercing
  6130.                weaponry.  And the only weapon I had that affected an Iron Golem
  6131.                was Lilarcor, the Sentient Sword.
  6133.         Trick:  It's also possible to get the treasure without fighting the
  6134.                 golems at all. I just had Aerie cast "Sanctuary" on herself
  6135.                 before filching the weapons (all the other characters were in
  6136.                 another room). As stealing the items isn't counted as a hostile
  6137.                 action, the spell prevents the golems from acknowledging her
  6138.                 existence. I think they're still activated, though, leaving the
  6139.                 option to fight them available if you so wish (they just won't
  6140.                 chase after Aerie).  Swift 'n' sweet. [from SpookyScarecrow]
  6142.                 Also, you can take the Flail part without the golems attacking
  6143.                 you.  You can even look in each of the statues to see what is
  6144.                 there, as long as you don't take anything you won't be
  6145.                 attacked.
  6147.       Once the golems are gone you can search the three statues at your
  6148.       leisure:
  6150.         Flail Head (Fire, 3 of 3)
  6151.         Axe +3: Frostreaver (extra Ice damage)
  6152.         Elven Court Long Bow +3
  6153.         War Hammer +1, +4 vs. Giants
  6155.       Then you can open the other secret door and descend to the Cellar, I
  6156.       would, however, finish the Flail of the Ages first.
  6160.       Go back to the Secret Forge and use it with all 3 heads to create the
  6161.       completed Flail of the Ages.  Oh, and you get 22,350 experience as well.
  6163.         Note:  If you wait to finish the Flail until AFTER you take control of
  6164.                the Stronghold (if you are a Fighter type character) then you
  6165.                get NO Exp for finishing the Flail.
  6167.     - THE CELLAR (AR 1301)
  6169.       Back upstairs, open the other secret door and descend into the Cellar.
  6171.       There are three containers in here, most of which have merely minor
  6172.       treasures in them (magic arrows are fun).  The TRAPPED chest at
  6173.       (x 875 y 265) has a:
  6175.         Shield Amulet
  6177.       Open the door and go into the next Troll-ridden room.  There's a new type
  6178.       of troll here, called the Spectral Troll.  Search two of the Iron Maidens
  6179.       at the top of the room to get an Identify Scroll.
  6181.       The next room is crawling with Umber Hulks.  To prevent your entire party
  6182.       from being Confused and Slaughtered, send only one person in and have
  6183.       that person protected from Confusion (Mind Blank, Chaotic Commands, or
  6184.       have the Sentient Sword equipped, the Barbarian Rage command also works).
  6185.       Then draw the Umber Hulks into the previous room where they can be cut
  6186.       down.  There are 4 containers in here, with mostly minor treasures, but
  6187.       some things stick out:
  6189.         Orc Leather +3 (-1 CHA)
  6190.         Bullets +2 and Bullets +1
  6192.       Now I bet you're wondering what we're doing with that Dog Food.  I know
  6193.       you are.  Enter the southwestern passage (the one that is already open)
  6194.       and open the second cell door (x 850 y 1280).  There is a tunnel here
  6195.       that searches like a container.  It has some dog bones.  Put the Dog Food
  6196.       here to get 18,750 experience.
  6198.         Note:  If you want to avoid the Umber Hulk battle all you have to do
  6199.                is have someone sneak past them (invisible or hiding in shadows)
  6200.                and place the Dog Stew in its place.  The Umber Hulks will then
  6201.                run out of the room to feed.  But you can place the Dog Food
  6202.                there whether you have already killed the Umber Hulks or not.
  6204.       Through the northeastern door (x 2000 y 770) is the BOSS of this area,
  6205.       TorGal.  TorGal seems to indicate that he was hired by someone to kill
  6206.       the Arnise family here.  But who would do such a thing?  Before you can
  6207.       find out you have to fight.  You have to fight TorGal and his Giant Troll
  6208.       cronies.  Many people like the spell "Cloudkill" here.
  6210.         TorGal - 15,000 exp
  6211.                  Minor Treasures
  6213.       Then search the pedestal under the statue:
  6215.         Spells - Feeblemind (Mage)
  6216.         2126 Gold
  6217.         Gems & Necklaces
  6219.       Leave the Keep and Nalia will give you your reward: 10,650 gold and
  6220.       45,500 experience.  Anything past this point is part of the Fighter's
  6221.       Stronghold Quests (and covered in the Strongholds section at the end of
  6222.       the walkthrough), and so if you are not a Fighter, you won't get it.  In
  6223.       fact, if you aren't a fighter, Nalia can't stay here and the Keep will be
  6224.       seized by the Roenalls.
  6226.   Quests:
  6227.   -------
  6229.     QUEST:  Nalia's Father's Funeral
  6231.             This Quest can only happen AFTER you have cleared out the De'Arnise
  6232.             Hold AND Nalia is in your party.  A week must pass after the reward
  6233.             for clearing the Keep is given.  Then if you are in a city, a
  6234.             messenger will arrive and tell you to go to the Graveyard for her
  6235.             father's funeral.  This is time based, you must go to the Graveyard
  6236.             or Nalia will go without you.
  6238.             Once at the Graveyard you will be met by the messenger who shows
  6239.             you to the Funeral site.  Go up the stairs.  There you will meet
  6240.             Isaea Roenall, her former fiance.  Talking with him reveals the
  6241.             sort of person that he is, and why Nalia was in no rush to marry
  6242.             him.  He ends his tirade with a threat and leaves.
  6244.             Nalia has an amusing little rant about him and you can go.
  6246.     QUEST:  The Return of the Fiance & the Abduction of Nalia
  6248.             Barg - Docks (AR 0300, x 2380 y 2500)
  6249.             Roenall Estate - Government District (AR 1000, x 2810 y 140)
  6251.             24 hours after the Funeral, Isaea tracks you and Nalia down and
  6252.             demands that she honor her commitments.  He then places her under
  6253.             arrest using his authority as an Amnish official.  She is taken
  6254.             into custody and he laughs at you.  It is suggested (for me it was
  6255.             from Yoshimo) that I attempt to find some evidence of his wrong-
  6256.             doing and present it to his superiors.
  6258.               Note:  On my latest journey through the game, I managed to
  6259.                      trigger this event before it was time (in the middle of
  6260.                      the funeral, in fact), such that he didn't kidnap her at
  6261.                      all, merely repeated what he had said during the funeral.
  6262.                      Why?  Bodhi grabbed me and made her offer before Nalia
  6263.                      could make her rant about Isaea being a bastard.  So, to
  6264.                      get Nalia kidnapped, I did a quick cheat with a
  6265.                      CLUAConsole:CreateCreature("isaea") to get this quest.
  6267.             Then Khellor Ahmson comes up to you with a plan to get back at
  6268.             wicked Isaea.  You are told to watch a man named Barg at the docks,
  6269.             to search Isaea's home in the Government district (which he will
  6270.             unlock) and to present any evidence you find to Corgeig Axehand,
  6271.             Isaea's superior.
  6273.             Go to the Docks and find Barg (he's near the Sea's Bounty).  Talk
  6274.             to him and get him to reveal information on Isaea.  He mentions one
  6275.             Officer Dirth, who happens to be in the Sea's Bounty right now.
  6276.             Enter the tavern and talk to him.  This will end in violence.
  6278.               Dirth - 3200 exp
  6279.                       Full Plate Mail
  6280.                       Spells - Simulacrum (Mage)
  6281.                       Slavery Documents
  6283.             We have evidence, but not enough yet.  Go to the government
  6284.             district and go to the very top of the map.  The building there is
  6285.             the Roenall building.  Open it and go inside.  Inside the bedroom,
  6286.             search the drawers there to get Isaea's financial records.  Leave
  6287.             the house.
  6289.             Enter the Government Council Building and talk to Corgeig Axehand.
  6290.             Present him with all of your evidence (especially the financial
  6291.             records) and he will summon Isaea forth.  Corgeig launches a major
  6292.             investigation towards Isaea, which frees up Nalia to rejoin you.
  6293.             Isaea promises that this isn't over yet. (yet that appears to be
  6294.             it for him)
  6296.     OTHER:  Infinite Flame Arrows
  6298.             Captain Arat - De'Arnise Area (AR 1300, x 675 y 3320)
  6300.             This can only be done BEFORE the keep is liberated.  Talk to
  6301.             Captain Arat and when you say farewell he gives you some Flame
  6302.             Arrows.  Now simply talk to him again (3,3) and you will get
  6303.             another set of Flame Arrows.  You can repeat this as often as you
  6304.             wish to get as many arrows as you wish.  I would replace all of
  6305.             your regular arrows with Flame Arrows here.  Once the Keep is
  6306.             liberated Arat leaves forever.
  6308.               Note: I've heard this doesn't work in ToB, but haven't confirmed.
  6311. -------------------------------------------------------------------------------
  6312.     2.4     [WNDSPR]             Windspear Hills  (AR 1200)
  6313. -------------------------------------------------------------------------------
  6315.   Can't get to the Windspear Hills?  Go out through the City Gates first.
  6317.   Walkthrough:
  6318.   ------------
  6320.     - LORD JIERDAN'S QUEST
  6322.       If you are here, then that can mean only one thing, that you are here
  6323.       because of Jierdan Firkraag. (There is also one Quest that can be done
  6324.       here, the Dryad's Acorns, see Quests below)  When you arrive you will
  6325.       find the ogres you are looking for right away, and although a
  6326.       conversation starts, there is no way to avoid this battle.  When they
  6327.       are all dead, the bodies turn into Knights and Garren Windspear
  6328.       approaches.  You have been fooled into killing these Knights (you saw
  6329.       them as ogres, and I would imagine they saw you as the same).  If you
  6330.       have Keldorn in your party, he'll mention that one of these knights is
  6331.       named Ajantis (who was in Baldur's Gate).  Well, great, you just killed
  6332.       Ajantis.  Garren offers to help.
  6334.       Follow him into his house and talk with him.  He agrees to tell your
  6335.       story to the Order of the Radiant Heart, so that they don't think you are
  6336.       a simple evil-doer who kills their knights.  When he leaves, you get to
  6337.       talk to his daughter (or son, it depends on what gender your main
  6338.       character is).  You then automatically rest.  Soon a halfling approaches
  6339.       and warns of bandits in the area.  These bandits soon appear inside,
  6340.       kidnap the daughter (son) and attack you.  Once they are dispatched,
  6341.       Garren returns and asks that you retrieve his daughter.  Well, since it
  6342.       IS your fault...
  6346.       Well, now we have to find the daughter (son) of Garren.  Go up and right
  6347.       all the way to the corner to find Firkraag's big impressive Temple.  You
  6348.       can't miss it (x 4300 y 500).
  6350.       Enter and you will find yourself in a Hobgoblin ambush.  Hit the Shaman
  6351.       quickly and he turns back neutral and flees the battle.  Just past them
  6352.       is another Hobgoblin group.  Now go left and up.  There will be many
  6353.       Kobolds here.  Hit them with arrows from afar, as they explode into
  6354.       fireballs.  Then kill their leader, Rukh.
  6356.         Rukh - 7000 exp
  6357.                Ring of Fire Resistance
  6359.       To the left is a pit which is guarded by Ogrillons (maybe not all the
  6360.       time).  Below the Ogrillons is a smaller cavern with various types of
  6361.       Vampiric Mists (1000 exp) and Crimson Deaths (9000 exp) in it.  You can
  6362.       search the pool (x 800 y 1600) to find some treasure:
  6364.         Amulet of Protection +1
  6365.         Gems
  6367.       Go back north to where Rukh was open the door and go through.
  6371.       Well you will find yourself in the middle of a room, with Orc Archers
  6372.       shooting at you from behind the walls.  There are secret doors on each
  6373.       of the walls that can be opened to even the odds somewhat.  You could go
  6374.       up these side passages, but I wouldn't recommend it.  Open the main
  6375.       door (x 1860 y 2180) and go through that into a room.  There is another
  6376.       door past this.  Open it and go through.
  6378.       Now, depending on what level you are on, there are monsters here.  If
  6379.       you are on a high level you will face an Adamantite Golem, otherwise
  6380.       you face only a couple Stone Golems.  If you are fighting an Adamantite
  6381.       Golem, remember that it can't fit through those doors.  Thusly you can
  6382.       hit and fade all you want.
  6384.       Go down the right passage, open the door and go in.  Here we find the
  6385.       Troll Cook, who naturally wants to eat you.  If you object to being eaten
  6386.       he has his goons try to kill you.  Search the broken table to find some
  6387.       magical missiles (by which I mean arrows and bolts) and the Orcish
  6388.       Cookbook.  This merely offers advice as to what types of monsters you
  6389.       will face here. (you don't need it)  The next room has an Otyugh, but
  6390.       nothing else.  Back to the passage, now we take the left door. (x 2050
  6391.       y 1680)
  6393.       Here you find a couple of really scared Orcs.  They don't want you to
  6394.       kill them, yet they obviously fear Firkraag more.  Kill them if you wish.
  6396.       Now open the main door (x 2360 y 1820).  There is another group of Orcs
  6397.       in here.  Kill them and open the next door.
  6399.       To the right is a horde of vampires (sometimes it's mummies), most are
  6400.       worth 8500, but one is worth 12,500 experience.  There is one trapped
  6401.       chest in here with treasure.  Follow the passage right to another room.
  6402.       Within is a Greater Wraith (8000 exp).  Search the floor to find a
  6403.       container with a Key and some bullets. (x 3140 y 2630)
  6405.       Go back to the main passage and take the left door this time (x 2600
  6406.       y 1400).  Samia will talk to you here (see Quests below), but she isn't
  6407.       crucial to what we are doing. (most of the doors here don't go anywhere,
  6408.       and are trapped to boot, which means you can get some easy experience
  6409.       off of them!)  I would do the Samia quest, however, as there is good
  6410.       treasure to be had.
  6412.       Open the south door (x 2450 y 1400) and go through.  Within this passage
  6413.       are several Wolfweres, which requires magical weapons to hit.  Open the
  6414.       next door and enter the Well.
  6416.       Click the winch twice (x 1250 y 1230) to raise the bucket in the well to
  6417.       get yourself an item.  This also raises an Air Elemental.
  6419.         Dragon Helm (sets Electrical, Fire and Ice resistances to 25%)
  6421.       Go through the southern door.  There is a big hole in the wall here, go
  6422.       up it.  Some monsters will be fighting it out here, join the battle and
  6423.       kill them all. (better experience that way)  There is a secret door here
  6424.       (x 500 y 1050) along the north wall.  In this room there are several
  6425.       Golems (including an Adamantite Golem) to be dispatched.  Go back out and
  6426.       hold them in here if you need to.  At the end of the room (x 800 y 450)
  6427.       is a thing of treasure:
  6429.         Heartseeker +3 Composite Long Bow
  6430.         Gems
  6432.       Go back to the previous room, and from there back to the passage and
  6433.       then through the southern door.  Here are some "adventurers" (actually
  6434.       they are monsters disguised as adventurers, don't be fooled).  They
  6435.       turn into Greater Wolfwere's (15,000 exp).  There are some treasures in
  6436.       this room.
  6438.       Open the next door and fight off these wolfweres as well.  The final
  6439.       room is a bit of an office and has some interesting treasures:
  6441.         Spells - Hold Undead (Mage)
  6442.                  Hold Monster (Mage)
  6443.                  Domination
  6444.         Horn of Blasting
  6445.         Arrows (etc.)
  6447.     - FINDING FIRKRAAG
  6449.       Go back to the well, and go north.  There will be Orogs up here and a
  6450.       small room on the right.  Open the next door (locked).  This little
  6451.       staircase here is trapped.
  6453.       Within the next room you will find Chief DigDag (2000 exp, Delver's
  6454.       Plate +2) and your old buddy from Baldur's Gate, Tazok (6000 exp, Full
  6455.       Plate +1) as well as some goons.  Tazok also has the mysterious Sewer
  6456.       Key, which although is pointless now, has a great use back in the
  6457.       Athkatla Sewers (see that section for details).  Be sure to check this
  6458.       room for treasures, there are a lot of good gems and some good spells.
  6460.       You will find Garren's child in the right cell here (x 2380 y 700).
  6461.       However, she is locked in and cannot be freed by conventional methods.
  6462.       Find the stairs down.
  6464.       This is Firkraag's lair.  Move forward and all becomes apparent.
  6465.       Firkraag is a Dragon.  A red Dragon to be more specific.  He talks to you
  6466.       and spills his entire diabolical scheme to you.  Your duty is to Garren's
  6467.       child, so don't force a confrontation just yet.  He sends his mage,
  6468.       Conster up to the previous level.  You must go up and battle Conster to
  6469.       save her (him).  Kill Conster, take the key and free the child. (23,750
  6470.       experience)
  6472.         Evil Note:  If you are one of the three Evil alignments you can offer
  6473.                     to swipe the Deed off of Garren in exchange for treasure.
  6474.                     Conster immediately kills the child of Garren, and you are
  6475.                     sent to Garren.  Steal or kill Garren to get the Deed.
  6476.                     Return to Firkraag to get your reward. (40,500 exp, Cloak
  6477.                     of the Shield)  This has no effect on reputation, however,
  6478.                     some party members will leave when you accept this quest.
  6479.                     [from Nick McIsaac]
  6481.       Go back to Garren's Cabin and talk to Garren.  If you are a Paladin he
  6482.       says that he will put in a good word for you at the Order of the Radiant
  6483.       Heart. (everyone gets 44,500 experience)
  6485.     - DRAGONSLAYING
  6487.       If your main character is a Paladin then your paths will cross with this
  6488.       Dragon again (as part of the Paladin Stronghold, see that section at the
  6489.       end of the walkthrough).  Or even if you aren't a Paladin, and simply
  6490.       want to try your luck killing a dragon, you can.
  6492.         Note:  If you ARE a Paladin, don't kill Firkraag until your stronghold
  6493.                asks you to.  If you kill him before reaching the Stronghold
  6494.                they won't give you experience for killing him. (David Lyons)
  6496.       In any case, when you go back to Firkraag's Lair, he doesn't attack you.
  6497.       He still has the Cyan Circle, meaning that you can talk to him.  Which
  6498.       means that you can easily use the "fake talk" strategy (see Attack
  6499.       Strategies above) to kill him.
  6501.         Firkraag - 64,000 exp
  6502.                    Red Dragon Scales
  6503.                    Holy Avenger +5
  6504.                    Cloak of the Shield
  6505.                    1500 gold
  6506.                    Spells
  6509.   Quests:
  6510.   -------
  6512.     QUEST:  Give the Fairy Queen the Dryad's Acorns
  6514.             Fairy Queen - Windspear Hills (AR 1200, x 4050 y 3050)
  6516.             This is the finale of the first Quest we got, waaay back in
  6517.             Irenicus' dungeon.  Simply go right from Garren's house and you
  6518.             will find the Fairy Queen.  She automatically talks to you, give
  6519.             her the acorns and you get 32,500 experience.  You get another
  6520.             9750 experience when the Dryads arrive.  They thank you and leave.
  6522.     QUEST:  Samia and the Tomb of King Strohm III
  6524.             Samia - Firkraag's Dungeon (AR 1202, x 2500 y 1300)
  6526.             You meet Samia deep within Firkraag's dungeon.  She claims to be
  6527.             searching for information on the old King Strohm III.  You can
  6528.             agree to help her if you wish, or you can be suspicious and
  6529.             accuse her of being more than she seems.  (After taking the Quest,
  6530.             if you talk to her again and say that you want all the treasure for
  6531.             yourself, she and a group of ruffians will attack you.)
  6533.             Anyway, on to the Tomb.  Open the first door (x 2600 y 1300).  Open
  6534.             the first door on your left, enter this room, and open the next
  6535.             door on the left to find the First Guardian (x 2500 y 900).  Talk
  6536.             to, then kill the Guardian to get the first piece of the Burial
  6537.             Mask.  Go back to the previous room (you can find a book and some
  6538.             scrolls here), and open the top door (x 2733 y 900).
  6540.               Tip:  Use the Mage spell 'Protection from Fire' on someone in
  6541.                     your party and have them go in alone.  Without their fire
  6542.                     damaging you, you can easily beat them. (Rolander)
  6544.             In the room opposite of this door is a Beholder-like creature
  6545.             called the "Director".  Kill it, but don't go through the other
  6546.             door yet.  Go back into the hall, and down.  There are four rooms
  6547.             on this hall, each has a "Guardian" in it, and each of these has
  6548.             another piece of the mask.  Then go back to the Director's room
  6549.             and open the next door.  Then open the left door to find the last
  6550.             of the Guardians.  Kill it and take the last of the pieces of the
  6551.             burial mask.  It will then fuse together into the completed
  6552.             product. (24,550 exp)
  6554.             Equip the Mask on someone and open the next door.  An invisible
  6555.             Fire Elemental is in here, and you can only see it (and attack it)
  6556.             if someone is wearing the mask.  Kill it to get 10,000 experience.
  6558.               Note:  Keldorn's 'True Sight' ability has the power to reveal
  6559.                      this invisible elemental. (Rolander)
  6561.             Open the last door and enter.  This is the all that remains of
  6562.             King Strohm III.  As you can see there's nothing here.  However,
  6563.             you can search the other end of the room to get some good Dragon
  6564.             hunting treasure:
  6566.               Dragonslayer Sword (immunity to fear, regenerate, 2xdmg to Drgns)
  6567.               Dragon Scale Shield (resistances to fire, ice, electricity)
  6569.             Of course, if you didn't deal with Samia before, she now will bring
  6570.             her merry little band to you and attack.  Kill her and her goons.
  6571.             (6000-9000 exp each):
  6573.               Plate Mail +1
  6574.               Studded Leather +2
  6575.               Gold
  6576.               Other minor treasures
  6578.             Tetrazome has an interesting way of dealing with this:
  6580.               If you didn't deal with Samia before, and you grab the two pieces
  6581.               of treasure, she and her goons appear to attack you. Before you
  6582.               pick up the treasure, first put everyone in your party into the
  6583.               room where it is (so none are in the room where Samia appears).
  6584.               Then take your mage, and have him cast skull trap 3 times into
  6585.               the middle of the room where they appear, then grab the treasure.
  6586.               They'll appear and instantly die.
  6588.             You may wonder what you can do with the Burial Mask.  Well, Henning
  6589.             Roes discovered that not only can thieves and other non-helmet
  6590.             wearing classes wear the Mask, but it seems to protect against
  6591.             Critical Hits!
  6593.     OTHER:  Ankhegs
  6595.             There are several Ankhegs in the hills area. Kill them to get their
  6596.             shells which can be turned into an armor by Cromwell the Dwarf
  6597.             (at the Docks).  It's not a very good armor, but it's better than
  6598.             Plate Mail.  Although Plate Mail + Ring of Protection is better
  6599.             than Ankheg Mail.
  6601.     OTHER:  The Werewolves
  6603.             Werewolves - Windspear Hills (AR 1200, x 2020 y 1080)
  6605.             You will find a group of "fighters" fighting another group of
  6606.             Gnolls.  They bicker about things for awhile, then turn into
  6607.             werewolves and attack you.
  6610. -------------------------------------------------------------------------------
  6611.     2.5     [THPLNR]             The Planar Sphere
  6612. -------------------------------------------------------------------------------
  6614.   Walkthrough:
  6615.   ------------
  6617.     - ENTER THE SPHERE
  6619.       Starting from the Slums, you have to enter the house right next to the
  6620.       Sphere first.  This takes you right next to the Sphere.  Now you must
  6621.       have Valygar in your party (or his corpse) in order to open the Sphere.
  6622.       Once it is opened, you don't NEED Valygar to continue, although I would
  6623.       take him in just the same.  Enter the Sphere.  You will be in a small
  6624.       hallway that leads to a door, open it.
  6626.       There are now three doors in front of you.  Open the leftmost one first
  6627.       (x 2700 y 2700).  It does a little double door thing.  Here you find
  6628.       a Clay Golem, kill it. (blunt weaponry works best)  There are four
  6629.       containers in here, one of which has the Golem Arm and Planar Key, both
  6630.       of which you will need.  Another container has Coal, which you also need.
  6631.       There are also minor treasures here, mostly spells.  Back to the previous
  6632.       room.
  6634.       The top right door leads to a map room and a Steam Mephit, but we don't
  6635.       need to go there.  Open the top door (x 2800 y 2500) and go through.
  6636.       This activated the Planar Sphere and sent it to the Abyss, if you were
  6637.       wondering.  In this room you will encounter three knights of Solamnia
  6638.       who are trapped in the Sphere.  They warn you of Halflings.  Evil
  6639.       Halflings.  You can search their table:
  6641.         Spells - Khelben's Warding Whip (Mage)
  6642.         Minor Treasures
  6644.       Unlock the top door and go into that room.  This is the water room, I
  6645.       suppose, and is filled with Sahuagins.  These guys have only minor
  6646.       treasures (although one has a Cloak of Protection +1).  Go back to the
  6647.       Knight room, then open the left door and go through.
  6649.       This is the famous Feral Halfling room.  You have to fight 3 halflings
  6650.       right away, followed by more as you go left.  There are also Halfling
  6651.       Mages and Priests farther left.  One of the Halflings has:
  6653.         Coal (which we need)
  6654.         Gauntlets of Ogre Might (sets STR to 18/00, part of the Crom Faeyr)
  6656.     - BUILDING A GOLEM
  6658.       Continue leftwards on the path, it curves up into a new room.  There is
  6659.       a big bloody machine here used to create Golems, all you need is a Head
  6660.       and an Arm.  Well, we have an arm.  Search the table (x 500 y 1425) to
  6661.       find:
  6663.         Golem Building Book
  6664.         Coal (3 of 3)
  6665.         Minor Treasures
  6667.       Open the north door, go up the passage and into the Furnace Room.  Here
  6668.       there will be more Halfling Warriors.  (I found only a +2 dagger on
  6669.       these goons)  Each of the three furnaces in here requires coal to
  6670.       activate.  So walk up to each of them, and click them twice.  When each
  6671.       one is activated, a Fire Elemental (or similar creature) will appear from
  6672.       it and attack you.  Once those are active (those are to power the Golem
  6673.       making machine), go through the right passage (being careful to check
  6674.       for traps, of course).
  6676.       Within this room are several golems (I fought an Iron Golem, a Clay Golem
  6677.       and three Stone Golems).  Then search the box to the left of the gears
  6678.       (x 1620 y 480):
  6680.         Golem Head
  6681.         Coal (useless now)
  6682.         Gems
  6683.         Arrows
  6685.       Now that we have the head, back to the Golem making machine.  You must
  6686.       click on the machine three times (once to identify the machine, twice
  6687.       to build the golem, and three times to set it free). (23,500 exp)  The
  6688.       Golem senses an intruder, opens the door to the right, and rushes out to
  6689.       go get the intruder.  Follow the golem.  The first passage is trapped.
  6690.       The golem finds an Elder Orb Beholder, you can help kill it if you want
  6691.       the experience (14,000 exp).  But more importantly, he opened the door
  6692.       for you.  Open the door to the right and go through.
  6694.     - LAVOK
  6696.       We are now one door away from the evil mage, Lavok.  Make your
  6697.       preparations, open the door and take him down.  Use Pierce Magic to
  6698.       remove his spell immunity, and Breach to get rid of his Weapons Immunity
  6699.       and he is a piece of cake.  Soon he has a change of heart (saying that
  6700.       the evil has left him) (28,750 exp).  Although Valygar is skeptical,
  6701.       Lavok says that all he wants now is to die on the Prime Material Plane,
  6702.       i.e. home.  This coincides with your goals of getting home as well.  In
  6703.       order to do that we have to repair the Sphere, and that requires getting
  6704.       a Demon's Heart.  Convenient that we happen to have traveled to the
  6705.       Abyss, no?
  6707.         Warning:  Do NOT use "Fake Talk" on Lavok!  If you do this, then you
  6708.                   will never be able to get him out of the Sphere!
  6710.         Note:  Once Lavok has been defeated, and is lying on the floor, you can
  6711.                pick his pocket to get the Ring of Acuity.
  6713.       Before you do that, there are two rooms connected to this one with some
  6714.       monsters and treasures you might want to look at.  (Mostly +1 and +2
  6715.       stuff, which depending on where you are in the game, might be worth your
  6716.       time)
  6718.       There is also some treasure at: (x 1050 y 550)
  6720.     - GET A DEMON'S HEART (AR 0414)
  6722.       Anyway, return all the way to where we first came in, and exit the
  6723.       Sphere.  Welcome to Hell!  One version of it, anyway.  We are here for
  6724.       one (ONE) demon heart.  There are about 3 possible hearts for you to
  6725.       choose from, but we only need one.  There are also various Imps, Quasits
  6726.       and Salamanders wandering around here.
  6728.       The first demon is found just left and up from the Sphere.
  6730.         Tanar'ri - (x 1080 y 2020) - 10,000 experience
  6732.       The others are found to the right of that first one within the main area.
  6734.         Lea'liyl - (x 1910 y 1350) - 16,000 experience
  6735.         Tanar'ri - (x 2150 y 1760) - 10,000 experience
  6737.       Once you have a heart, return to the Sphere.
  6739.     - REPAIR THE SPHERE
  6741.       Go to the Orb Room (the room just after where we built the golem and
  6742.       just before where the golem killed the Beholder).  There are four symbols
  6743.       on the ground that must be pressed in order to open the south door.  The
  6744.       Runes must be clicked on.
  6746.                 1
  6748.             4       3
  6750.                 2
  6752.       (Step on the top one first, then the bottom one, the right one and
  6753.       finally the left one, 24,500 experience)  Go down the southern passage,
  6754.       and down the stairs.
  6756.       Within the first room here you will meet Tolgerias again.  (remember the
  6757.       Cowled Wizard we got this quest from in the first place?)  He isn't happy
  6758.       to see you, and he and his flunky attack you.
  6760.         Tolgerias - 18,000 experience
  6761.                     Ring of the Ram
  6763.       From here there are two doors, an Iced over door and a Hot door.  Each
  6764.       eventually leads to the same place, so we are going to search one, then
  6765.       the other, and finally enter the engine room.  Open the Ice Door first
  6766.       (x 900 y 1000).  In here are various monsters (Ice Salamanders, Imps,
  6767.       and Trolls).  Then search the machine in the center to get some
  6768.       treasures:
  6770.         Helmet of Defense
  6771.         Ice Arrows
  6772.         Spells - Otiluke's Resilient Sphere (Mage)
  6774.       Go back to the previous room, and open the Fire Door (x 1450 y 1100).
  6775.       This room has worse monsters (Greater Fire Elemental, Efreeti, etc.), but
  6776.       also has better treasure.  Search the base of the thing in the center to
  6777.       find:
  6779.         Spells - Spirit Armor (Mage)
  6780.                  Globe of Invulnerability (Mage)
  6781.         Staff of Fire +2
  6782.         Large Shield +1, +4 vs. Missiles
  6783.         Fire Arrows
  6785.       When you are ready for another battle, head up to the next door (x 1750
  6786.       y 500) and go out.
  6788.       The only thing we have to do here, is get the Demon's Heart into the
  6789.       machine which is right in front of you.  Standing in your way are
  6790.       whatever Golems happen to be in here right now.  Feed a Heart into the
  6791.       machine and the Planar Sphere returns to Athkatla (45,500 experience).
  6793.         Trick:  I replayed the sphere for testing, and this time I entered the
  6794.                 room where you have to place the heart through the cold room.
  6795.                 No golem. I walked near the machine. Nothing. But when I went
  6796.                 back there were 3 golems waiting just where I entered the room.
  6797.                 Reloading and another try. This time I left my party waiting
  6798.                 there and walked with a fighter to loot the stuff in the
  6799.                 north-eastern part. There was a golem. But the other golems
  6800.                 didn't appear. If you're on low level this is an easy way to
  6801.                 get through this part. (Henning Roes)
  6803.       There is a TRAPPED thing of treasure off to the right (x 1230 y 350):
  6805.         Ring of Danger Sense (+25% Trap Detection)
  6806.         6000 gold
  6807.         Lots of Gems
  6809.       Return to Lavok, talk to him and agree to take him outside the Sphere.
  6810.       You will be automatically taken outside where Lavok dies. (everyone gets
  6811.       45,500 experience)  Valygar wonders about life and asks to join you
  6812.       permanently.  Search Lavok for:
  6814.         Ring of Acuity (Learn extra 2nd, 3rd and 4th level spells, Mage)
  6816.       And at this point, a Mage would gain the Sphere as his Stronghold. (see
  6817.       the Strongholds section at the end of the walkthrough)
  6820. -------------------------------------------------------------------------------
  6821.     2.6     [THGRVY]             The Graveyard  (AR 0800)
  6822. -------------------------------------------------------------------------------
  6824.   Quests:
  6825.   -------
  6827.     QUEST:  The Mournful Paladin and the Little Girl
  6829.             Paladin - Graveyard (AR 0800, x 920 y 820)
  6830.             Arenthis - Graveyard (AR 0800, x 2345 y 1875)
  6832.             Just to the right of the entrance to the graveyard you will find a
  6833.             Priest named Arenthis (x 2345 y 1875).  He has been given charge of
  6834.             a young girl, Risa, whose parents are dead.  She is very sad.  He
  6835.             can't really take care of her and asks for help in this matter.
  6836.             Can you find someone that can take care of her?
  6838.             Go northwards through the graveyard until you find the Paladin,
  6839.             Kamir.  He recently lost an adopted son and mourning for him.  He
  6840.             could not protect him and blames himself.  Tell him that he didn't
  6841.             fail.  Then mention the orphan girl with the priest and he perks
  6842.             right up.  Maybe he could save her!  You get 12,250 experience from
  6843.             Kamir.
  6845.             Follow Kamir down to the little girl where the two meet.  He
  6846.             decides to help her and the two leave.  For this you get 3000 exp.
  6847.             Then the Priest talks to you, and is very pleased himself.
  6849.     QUEST:  Buried Alive
  6851.             Open Grave - Graveyard (AR 0800, x 1000 y 685)
  6852.             Gravekeeper - Graveyard (AR 0800, x 1550 y 400)
  6853.             Red Garment Man, Am Si - Bridge (AR 0500, x 1680 y 3515)
  6855.             In the northern part of this graveyard, near Kamir the Paladin is
  6856.             an open grave where someone was buried alive.  Click on the grave
  6857.             to get Tirdir out of it.  Agree to help him, and ask him for any
  6858.             information he can give you.  He gives you a piece of a Red Garment
  6859.             (6500 exp) and tells you it belonged to his kidnapper.
  6861.             The first step in this is to talk with the Gravekeeper, a man who
  6862.             looks very much like a beggar.  You will find him north of the
  6863.             grave and a little east.  Talk to the man.  No reason for subtlety
  6864.             here, just threaten him and demand answers.  He points you to the
  6865.             bridge district.
  6867.             At the very southern end of the bridge district, just a little to
  6868.             the right you will find Am Si, the infamous "man in red."  Talk to
  6869.             him.  Pretty much anything you say is going to result in him
  6870.             running into the nearby building to your left.  Enter it.  Here
  6871.             you will find Am Si's employers, Camitis and his goon.  They kill
  6872.             Am Si and flee.  Go out after them.  Take Camitis out before he
  6873.             manages to escape the area (FORCE-attack them).  The only good
  6874.             treasure on the two is on his goon, the Boots of Avoidance.
  6875.             Go back inside, and upstairs to find another kidnap victim, Lady
  6876.             Elgea.  You get 16,750 experience for freeing her.
  6878.               Note:  If you have Keldorn in your party, he won't allow you
  6879.                      keeping Lady Elgea and asking for the ransom. He'll say
  6880.                      something like "Forgive my friend's rudeness, my lady, of
  6881.                      course you're free to go" and will give you 10,000 xp
  6882.                      instead of 16,000. [from RedCodeKevin]
  6884.             Alternatively, you could force her to remain here until you collect
  6885.             the Ransom.  Check the dresser by the bed to get the Ransom Note,
  6886.             which tells you where and when.  Then go at nightfall to the Copper
  6887.             Coronet.  Talk to Welther there and he gives you the "agreed upon"
  6888.             item, the Silver Pantaloons.  Oh, and your Reputation Drops by 2.
  6889.             The Silver Pantaloons is one of the best treasures you can get...
  6890.             if you have Throne of Bhaal that is.  Take them with the other
  6891.             2 Pantaloons to Amkethran and have the Smith assemble them there.
  6893.     QUEST:  Wellyn the Halfling Ghost Child and his Teddy bear "Littleman"
  6895.             Wellyn's Grave - Graveyard (AR 0800, x 1625 y 1740)
  6896.             Llynis - Copper Coronet (AR 0406, x 665 y 545)
  6898.             When you visit the Graveyard at night you may notice a little
  6899.             ghost wandering around.  That is Wellyn.  Let him talk to you and
  6900.             hear his sad tale.  A thief broke into his house, stole his bear,
  6901.             and killed him.  Now you need to find his bear so that he will be
  6902.             at peace and roam no more.
  6904.             You will find this evildoer in one of the rooms in the Copper
  6905.             Coronet.  Talk to Llynis and ask about him having seen ghosts
  6906.             recently.  You can demand the bear, but he may attack you anyway.
  6907.             Give Wellyn the bear for 15,500 experience.
  6909.             During the day you can then talk to the parents of Wellyn (who
  6910.             stand near his grave) for another 5000 experience.
  6912.     QUEST:  Find the Nether Scroll for Edwin                   [from Blackhawk]
  6914.             Crypt   - Graveyard (AR 0800, x 640 y 1830)
  6915.             Neveziah - Lower Crypts (AR 0802, x 2160 y 1300)
  6917.             Edwin's quest comes up when you enter the graveyard with Edwin in
  6918.             your party.  He'll mention rumors of the Nether Scrolls hidden in
  6919.             the graveyard, more specifically the Lower Tombs.  Now in the
  6920.             Southern Dungeons of the Lower Tombs (the area where you have to go
  6921.             for Korgan's Quest but in the opposite branch -- east instead of
  6922.             south) you'll find a lich named Neveziah (8000 XP). He'll talk with
  6923.             you and hint he has the Nether Scrolls, at which point Edwin will
  6924.             try to forcibly take them.  Now with Neveziah dead, Edwin has the
  6925.             Nether scrolls (11,750 exp).
  6927.               Per Jorner adds this:
  6929.               Whether or not Edwin's Nether Scroll quest can be completed
  6930.               depends on what you say to him when you find the scroll. If you
  6931.               tell him that the scroll is "party treasure", for some reason the
  6932.               quest won't proceed beyond that point.
  6934.             Now after 5 days he'll talk about a translation in his Nether
  6935.             Scroll and Edwin will receive a +1 bonus to all Saving throws, +20
  6936.             to his lore, and 50,000 XP. (you won't see that he gained anything,
  6937.             but he did) One note on this is there is a sound attached to the
  6938.             bonuses, but has a save vs. death on it (checked the coding of it
  6939.             out), so sometimes you'll not hear the sound and save vs. death
  6940.             pops up. So the Save vs. Death is nothing suspicious or special.
  6942.             Now 24 hours after the last event Edwin will come up with another
  6943.             revelation saying it's a transformation spell like a mage to lich
  6944.             but more powerful. He doesn't understand it completely but wants
  6945.             the power so he casts it and screws up.  Hence Edwin becomes a
  6946.             woman.  They change his entire voice set.  One attack quote is
  6947.             funny as hell. (I feel your stares! Die! Die!) And as far as I know
  6948.             he has Yoshimo, Cernd, Jaheira(2?), Minsc(2 or 3), Aerie, and
  6949.             Anomen (funny one) all have one or more special reactions over this
  6950.             time.
  6952.             Now quite some time (20 days or more) after the transformation a
  6953.             Red Wizard named Degardan will visit you.  He will be searching for
  6954.             Edwin.  You can turn him in (5000 XP, 5000 GP) or cover for him.
  6955.             Degardan will return 2 days later and will know that Edwin is
  6956.             "disguised" as a woman. He then proves it by dispelling the Nether
  6957.             Scrolls magic and turns Edwin back.  Edwin then thanks Degardan for
  6958.             this. Then he proceeds to destroy Degardan (8500 experience,
  6959.             Quarterstaff +2, Wand of Monster Summoning, 2 potion extra healing,
  6960.             death spell, 2 random treasures) for witnessing the humiliation.
  6962.     OTHER:  Nevin's Not-so-dead Uncle Lester
  6964.             Nevin - Graveyard (AR 0800, x 715 y 1580)
  6966.             If you follow the left path upwards you will run into Nevin's
  6967.             funeral service for his dear departed Uncle.  Except his uncle
  6968.             refuses to stay dead.  Uncle Lester rises from the grave and starts
  6969.             complaining at his nephew.  If you kill Lester (he never turns Red)
  6970.             you get 1000 exp + 6500 exp and some gold.  Nevin isn't very
  6971.             grateful that you saved his life, and only complains about you.
  6973.     OTHER:  Crypt King
  6975.             Crypt King - Graveyard (AR 0800, x 750 y 850)
  6977.             If you search most of the crypts in the graveyard, you find minor
  6978.             monsters guarding minor treasures.  Mummies guarding an Axe +2, or
  6979.             whatnot.  However, there is one notable exception, and that is the
  6980.             Crypt King.  You find him in the crypt just to the right of the
  6981.             top left crypt.  He appears to be a paladin of some sort and
  6982.             requires magical weapons to hit.
  6984.               Crypt King - 15,000 experience
  6985.                            Spells - Simulacrum (Mage)
  6986.                            Namarra +2 (Long Sword, casts Silence 15')
  6988.             You can then search the two containers in here for some minor
  6989.             treasures. (rings and necklaces)
  6991.     OTHER:  The Spider Queen
  6993.             Crypt   - Graveyard (AR 0800, x 640 y 1830)
  6994.             Egg Sac - Main Crypt (AR 0801, x 2400 y 2500)
  6996.             Within the main crypt here, in the center of the area you will see
  6997.             what looks to be a giant spider egg sac.  As you near it you will
  6998.             be attacked by several Giant types of Spiders.  Within this place
  6999.             is a Drow woman who is about to sacrifice a bunch of commoners to
  7000.             her spiders.  They die, and about 30 small spiders attack you.
  7001.             They aren't bad themselves, but they are all poisonous.  One
  7002.             Cloudkill will kill them all.
  7004.               Pai Na - 4000 exp
  7005.                        Spider Figurine (summons a Giant Spider)
  7007.             Spider Figurine - Kitthix
  7009.               STR  DEX  CON  INT  WIS  CHA
  7010.                14   9    9    9    9    9
  7011.               THAC0  HP  AC  Attacks  Weapon
  7012.                14    44   4    1.5     1d8 (plus poison)
  7013.               Saves: Death - 12, Wand - 14, Poly - 13, Breath - 14, Spells - 14
  7014.               Resistances:        Magic - 10%
  7015.               Immunities:         Hold, Web
  7016.               Special Abilities:  Web Tangle - 2
  7018.             Search the center of this area for treasure:
  7020.               Pale Green Ioun Stone (+10% HP, +1 to THAC0)
  7021.               Spells - Spider Spawn (Mage)
  7022.                        Spell Immunity (Mage)
  7024.     OTHER:  Night Thieves
  7026.             Thieves - Graveyard (AR 0800, x 1720 y 1065)
  7028.             If you come here at night, you will find several thieves attempting
  7029.             to break into one of the crypts.  Since that is YOUR job, kindly
  7030.             tell them to stop it.  They attack you.  They aren't too tough to
  7031.             dispatch. (non-violent solution? Stein)
  7034. -------------------------------------------------------------------------------
  7035.     2.7     [CTYGTE]             City Gate  (AR 0020)
  7036. -------------------------------------------------------------------------------
  7038.   Exposition:
  7039.   -----------
  7041.     The only reason to come here is to leave Athkatla.  This area will lead you
  7042.     out to the Windspear Hills, Trademeet, Umar Hills, etc.
  7044.   Quests:
  7045.   -------
  7047.     QUEST:  Flydian and Trademeet (Druid's Grove)
  7049.             Flydian - Gate (AR 0020, x 500 y 680)
  7051.             In the center of the Gate area is a man named Flydian who is
  7052.             seeking Adventures to help out his hometown of Trademeet.  Agree
  7053.             to help him if you want.  You can go to Trademeet at any time.
  7055.             See section 10. Trademeet for the continuation of this Quest.
  7057.     OTHER:  Two Star-Crossed Lovers
  7059.             When you first enter the Crooked Crane Inn, an annoying fellow
  7060.             named Rilmi blabs on about some lovers who aren't meant to be.
  7061.             Upstairs you'll find this duo, and despite being a complete
  7062.             stranger, you can convince them that they should really be
  7063.             together.  It's amusing but nothing else.
  7065.     OTHER:  Lich in a Wall
  7067.             Secret Door - Crooked Crane Inn (AR 0021, x 515 y 160)
  7069.             Within the Crooked Crane you will find a Secret Door that leads to
  7070.             a small Crypt.  Within is a Lich.  Very powerful.  You probably
  7071.             won't want to tackle it until you are a fairly high (11+) level.
  7072.             Liches are well know for their casting of Gate (summons a Pit
  7073.             Fiend, a nasty demon, but one you can avoid by casting Protection
  7074.             from Evil 10' Radius before the battle), Time Stop (which allows
  7075.             the Lich to cast about 4 spells really quickly) and Meteor Swarm.
  7077.             The best strategy would go something like this:  Prepare a trap
  7078.             in the Inn in case the rest fails, Haste everyone, cast other
  7079.             protective spells, send in only the warriors with +2 or better
  7080.             weaponry.  Quickly pause before the Lich talks to you.  Now we're
  7081.             going to employ my patented "Fake Talk" strategy.  Click on the
  7082.             Lich as though you were going to talk to it.  Now do a Force-attack
  7083.             on the Lich and Unpause.  The Lich will wait at least 6 seconds
  7084.             before attacking.  (You can try pausing again and doing more Fake
  7085.             Talks if you want)  If he snaps out of it and starts casting
  7086.             spells, retreat to the Inn.  The Lich MAY follow you out, but
  7087.             probably won't.  Then you can go in at your leisure. (He WILL
  7088.             follow you out if he's finished casting his spells)
  7090.               Lich - 22,000 exp
  7091.                      Ring of Invisibility
  7092.                      Wand of Cloudkill
  7093.                      Wand of Lightning
  7094.                      Rod of Terror (Quarterstaff +3)
  7095.                      Wand of Fire
  7097.             With him out of the picture, you can then search his crypt for
  7098.             treasure.  The chest has:
  7100.               Daystar (Long Sword good vs. Undead)
  7102.     OTHER:  The Merchant and the Thug
  7104.             This one only happens if you have visited the Gate once, then come
  7105.             back 5 days later.  There will be a merchant and a thug standing
  7106.             just outside the Inn here.  There are three ways to handle this
  7107.             situation, one good, one evil and another crafty.  Offer to help
  7108.             defend the Merchant and the Thug will leave, then the Merchant will
  7109.             sell you his wares for cheap.  WARNING!  He will only sell you
  7110.             things ONCE, after that he LEAVES FOREVER.  To be Evil, stand aside
  7111.             and do nothing.  To be Crafty, encourage the Thug to kill the
  7112.             merchant, he won't and leaves.  You don't get to buy items that
  7113.             way.
  7115.     OTHER:  Bribery and Guards
  7117.             At the Gate itself, a shady merchant (possibly a Shadow Thief)
  7118.             bribes the City Guard to let him pass with his contraband.  You can
  7119.             ask the guard about this, but he won't talk.
  7122. -------------------------------------------------------------------------------
  7123.     2.8     [THBRDG]             The Bridge  (AR 0500)
  7124. -------------------------------------------------------------------------------
  7126.   Quests:
  7127.   -------
  7129.     QUEST:  Solve the Murders
  7131.             Tanner's House - Bridge District (AR 0500, x 2700 y 2600)
  7132.             Rampah - Bridge (AR 0500, x 2633 y 1185)
  7133.             Rose Bouquet - Bridge (AR 0500, x 2950 y 1980)
  7134.             Bel - Bridge (AR 0500, x 2650 y 2050)
  7136.             When you first enter the Bridge District you will be confronted
  7137.             by Aegisfield, an officer of Amn.  He is investigating a series of
  7138.             murders in the area in which the victims were skinned alive.
  7139.             Pleasant.  Tell him that you intend to solve these murders.  Just
  7140.             west of that point some peasants are commenting on the murders.
  7142.             Hmmm... skinned alive... well the first suspect would be the person
  7143.             who skins animals alive for a living, the Tanner.  So go into the
  7144.             Tanner's Shop and talk to him.  Rejiek, the tanner, acts very
  7145.             suspiciously, but doesn't really do anything illegal.  At this
  7146.             point there is an easy way and a not as easy way to get him to
  7147.             reveal himself as the murderer (and a near infinite experience bug
  7148.             if you know how to do it).
  7150.               Easy:  Fail to pick his pockets (or attack him) and he reveals
  7151.                      himself.
  7153.               Trick:  Surround Rejiek on all sides such that he can't move
  7154.                       anywhere.  Then get him to reveal himself (pick his
  7155.                       pockets, attack him, etc.).  He then talks to you and you
  7156.                       get experience for revealing him.  But since he cannot
  7157.                       move, he cannot leave the area.  PAUSE quickly.  Talk to
  7158.                       him again to get the experience again.  PAUSE, talk.
  7159.                       PAUSE, talk.  Keep on doing that until you get the "he
  7160.                       appears to be busy" message.
  7162.               Not So Easy:  Once you have talked to Rejiek, you need to go
  7163.                             gather evidence to present to Aegisfield.  Start
  7164.                             with the beggar by the arch, Rampah.  Either
  7165.                             threaten or bribe him until he reveals that some
  7166.                             leather was found with the bodies.  Next visit the
  7167.                             courtesan, Rose Bouquet, in the Market Square. You
  7168.                             will have to buy her time (20 gold) but she tells
  7169.                             you that she smelled Guril Berries at the murder
  7170.                             sites.  Next talk to Bel, the merchant, about both
  7171.                             the leather and the berries.  Return to Rose and
  7172.                             she will identify the smell as Bark, not berry,
  7173.                             which is also used in making leather goods. (there
  7174.                             are other people to talk to, but they lead you to
  7175.                             red herrings)
  7177.                             Note:  If you talk to the child Faraji, he accuses
  7178.                                    Mrs. Cragmoon of being an evil witch.  You
  7179.                                    can talk to her and she admits to being a
  7180.                                    mage.  Then you can turn her in to Aegis.
  7181.                                    No reward, and in 2 days or so, she will
  7182.                                    attack you.
  7184.                             Go back and talk to Aegisfield at the entrance to
  7185.                             the bridge district.  Give him your evidence and
  7186.                             he agrees to go check out the tanner's.  Go to the
  7187.                             tanner's yourself.  You will notice the Tanner,
  7188.                             his thugs (if you accused him beforehand), and
  7189.                             whatnot, but you won't see Aegis.  Talk to the
  7190.                             tanner and confront him with the evidence.
  7192.                             Alternatively, you can confront the Tanner with the
  7193.                             evidence yourself.  The only real difference is
  7194.                             that Aegis doesn't get killed (and thusly you can
  7195.                             collect a reward from him as well). (Craig Gibbens)
  7197.             You get 23,250 experience for getting the Murderer to reveal
  7198.             himself.  Follow him down the stairs.
  7200.             This level is very, very heavily trapped.  De-trap the room and all
  7201.             the containers.  Search his dresser to find the Tanner's Letter
  7202.             (useful if you want to find out what he intended to do with the
  7203.             human skins).  Search the top bed to find his unfinished "work"
  7204.             (human skin).  The other bed has some treasures in it (gems and the
  7205.             like).  The container near the stairs will have Aegis' body (if you
  7206.             did things the "non easy" way, that is).  Go down the next stairs.
  7208.             Here you will find an enemy mage (who teleports out later), a Rune
  7209.             Assassin and 2 Ghasts.  When the mage leaves, he brings in a new
  7210.             Assassin for you to deal with.  The Assassins are worth 4500 exp
  7211.             each, which isn't bad.  The big crate in the center of the room
  7212.             is TRAPPED, but has the:
  7214.               Gesen Bow Shaft
  7216.             There are a couple other treasures here, but nothing noteworthy.
  7218.             Now, if you did this the Easy way, go to Aegis and tell him what
  7219.             has happened.  He gives you a reward:  45,000 experience and 500
  7220.             gold.  If you collected the evidence anyway you still get the
  7221.             reputation +1.
  7223.             If you did things the Not So Easy way, go to the Government
  7224.             District and enter the council building.  At the very back is Chief
  7225.             Inspector Brega, tell him what has happened and give him the body
  7226.             to get your reward:  45,000 experience, 500 gold and a Reputation
  7227.             Increase +1.
  7229.             There is more to this in Trademeet later.
  7231.     QUEST:  Raelis Shae Begs for Help (Bard's Stronghold)
  7233.             Five Flagons Inn - Bridge (AR 0500, x 3200 y 2000)
  7235.             In the basement of the Five Flagons there is a theatre that is
  7236.             currently run by a group of wandering players.  Go watch the show
  7237.             and you will see Biff the Understudy in the role of a lifetime...
  7238.             screw up royally.  Raelis Shae comes out and apologizes for this
  7239.             farce and begs for any adventurers to come see her.  She begs you
  7240.             to rescue their friend Haer'Dalis from the wizard Mekrath who is
  7241.             holding him somewhere in the Sewers.
  7243.     QUEST:  Rescue Haer'Dalis from the Mage, Mekrath
  7245.             Secret Door - Sewers (AR 0701, x 1080 y 550)
  7246.             Imp - Sewers (AR 0701, x 2530 y 2120)
  7248.             Head out to the Temple District and enter through one of the sewer
  7249.             grates there.  Go to the top of the sewers area, and search for the
  7250.             left secret door there (the right one leads to the Mind Flayers
  7251.             Quest, see the Sewers section for more information).  This secret
  7252.             passage leads to a set of stairs to Mekrath's Lair.
  7254.             Once here you have to fight through a bunch of Mephits.  Place look
  7255.             familiar?  Yep, it's reused from Baldur's Gate (Durlag's Tower).
  7256.             You can find a couple of spells in the left library.  In the right
  7257.             room are two trapped chests, and above that are some monsters.
  7258.             (one time they were Yuan-ti and Yuan-ti mages, the other time they
  7259.             were Umber Hulks and Minotaurs)  The chests have minor treasures
  7260.             and:
  7262.               Necklace of Form Stability
  7264.             There is another trapped chest in the monster room with some gold
  7265.             a spell and a potion.  North of that is a temple looking room, that
  7266.             is doubly trapped (on the floor and the pedestal).  Beyond that
  7267.             you will find Haer'Dalis, but he seems to be a little out of it
  7268.             right now.
  7270.             From the main room, go south.  This leads to a room where a
  7271.             skeleton is lying on a table.  There are two containers in here
  7272.             (one trapped) with more minor treasures. (spells and potions
  7273.             mostly)  Past this is a passage to the left that leads to Mekrath
  7274.             the mage.
  7276.             There are two ways to handle this situation, the violent way and
  7277.             the non-violent way.  We'll do the violent way first.  While
  7278.             talking with Mekrath, if you piss him off (I merely mentioned the
  7279.             Gem) and he attacks you.  I found that using a Chaotic Commands on
  7280.             myself beforehand worked well.
  7282.               Mekrath - 14,000 experience
  7283.                         Mage Robe of Fire Resistance
  7284.                         Minor Treasures
  7286.             Just past Mekrath, you can search some containers for treasure:
  7288.               Rod of Resurrection
  7289.               Wand of Cloudkill
  7290.               Potions
  7292.             And the non-violent way.  Talk to Mekrath and ask for the release
  7293.             of Haer'Dalis (don't mention the gem).  He will bargain Haer'Dalis'
  7294.             release if you track down an imp for him and retrieve a magical
  7295.             mirror from it.  Return to the sewers.  You'll find the Imp
  7296.             skulking about in the bottom right portion of the sewers.  Approach
  7297.             and he yells at you that the mirror is his.  Kill him and take
  7298.             the mirror.  Return it to Mekrath for 18,750 experience.  He
  7299.             releases Haer'Dalis (who you will find in the center area now) and
  7300.             leaves.  You can then take the items behind him anyway.
  7302.             Finally go back to the templey room and take the gem from the
  7303.             pedestal (as well as the Harp and Necklace).  Once you have that
  7304.             you can return to Raelis Shae.  She gives you 1000 gold for
  7305.             rescuing the actor and the gem. (more for the gem)  And they begin
  7306.             preparations to leave this Plane. (21,250 experience)
  7308.     QUEST:  Rescue Haer'Dalis from the Planar Prison
  7310.             Raelis asks for your help to defend them while they summon the
  7311.             portal to the next plane.  Agree to help and then kill anything
  7312.             that comes through the portal.  After battling quasits, fire
  7313.             elementals and shadow fiends, a bounty hunter comes through and
  7314.             steals the group.  You then have to follow them into the Portal.
  7316.             Welcome to the Planar Prison, one of the worst spots in the
  7317.             multiverse.  You will find yourself quickly in a battle with the
  7318.             Bounty Hunter and his cronies.  Keep the mages out of the battle
  7319.             and you won't have too much trouble with them.  Be sure to search
  7320.             them for treasure:
  7322.               Boots of Speed
  7323.               Cloak of the Shield
  7324.               Melodic Chain +3 (Elven Chainmail, Bards only)
  7325.               Wand of the Heavens
  7327.             Afterwards Tagget, a prisoner here, fills you in on the details of
  7328.             this place.  The only way out is to kill the Cambion who runs this
  7329.             place, who is located directly above you.  However, going up
  7330.             against him directly might be too dangerous so you might want to go
  7331.             right, up, and left to find the Master of Thralls to free the
  7332.             slaves here.  Then they could assist you in defeating the cambion.
  7333.             Complicating things are the Ground Portals, pulsating heart like
  7334.             things in the ground that pull you into small guarded areas.  These
  7335.             should generally be avoided.
  7337.             Go right and you will have to fight a group of Thralls.  In the
  7338.             center of this area is a Brazier that glows hot.  If only you had
  7339.             something that needed destroying in it.  Continue right and you'll
  7340.             see the first ground portal.  Just past this are a bunch of enemies
  7341.             (not just Thralls, some are monsters).  Search the female Thralls
  7342.             after they are dead for treasure:
  7344.               Kundane Short Sword +2 (very fast)
  7345.               Ring of Protection +1
  7346.               Gauntlets of Weapon Skill (improves THAC0)
  7348.             Go up to the Wyvern's Nest, and then left to find the Master of
  7349.             Thralls.  He likes to summon Air Elementals (if you had the Ring
  7350.             of Air Mastery, this would be a lot easier).
  7352.               Master of Thralls - 16,000 experience
  7353.                                   Staff of Air (Summons or Controls Air Elemen)
  7354.                                   Mastery Orb
  7356.                                     Note:  The Staff of Air might look like it
  7357.                                            only has one charge on Summon
  7358.                                            Elemental, but this is ONE CHARGE
  7359.                                            PER DAY.
  7361.             When he dies, the thrall nearby tells you to destroy the orb
  7362.             somehow.  If only there was a brazier around here.  Go back right,
  7363.             down and left to the brazier and click it to destroy the orb.
  7364.             (24,750 experience)  With that destroyed, all the Thralls will turn
  7365.             on the Cambion.  So, either hurry over there and join the battle,
  7366.             or let them get killed by the Cambion so that you can steal their
  7367.             things later.  Either way, you'll find the cambion just north of
  7368.             your starting position, and just left of the Master of Thralls
  7369.             position.
  7371.               Warden - 10,000 experience
  7372.                        Ajatha the Drinker (Long Sword +2, immune to charm)
  7373.                        Wave Shaft (part of the Wave Halberd)
  7374.                        Gems
  7375.                        Planar Prison Key
  7377.             Kill the Warden (10,000 exp) and all his monsters and Tagget will
  7378.             appear, say thanks and give you 5000 more exp.
  7380.               Note:  There are actually three containers of treasure on this
  7381.                      level, one of which is in the Warden's Room.  These all
  7382.                      have things such as arrows or bolts.  See if you can find
  7383.                      all three! (they're hidden in the moss on the walls)
  7385.             Go over to the left to free Raelis Shae and Haer'Dalis.  Haer'Dalis
  7386.             wants to stay with you and follows you back to the Prime Material
  7387.             Plane.  He can then join you if you wish.  Also, if you are a Bard,
  7388.             Raelis gives you the deed to the Theatre before she leaves.
  7389.             (everyone is given 44,000 experience)  See the STRONGHOLDS section
  7390.             for more details.
  7392.     QUEST:  The Rogue Stone Doorway and the Twisted Rune
  7394.             Door - Bridge (AR 0500, x 1800 y 3345)
  7396.             I would highly recommend leaving this one alone until chapter 6,
  7397.             it is one of the hardest battles, if not the hardest battle, in
  7398.             the game.
  7400.             On the side of the Elemental Lich's building (see below) is a door
  7401.             that seems to lead nowhere.  You can't enter it.  That is, unless
  7402.             you have a Rogue Stone in your possession.  Then you enter into a
  7403.             strange place, where a Lich named Shangalar confronts you.
  7404.             This is NOT an easy battle by any definition.  He quickly summons
  7405.             forth many difficult creatures (Beholders and the like).  All of
  7406.             which are tougher than their normal versions.  What you must do is
  7407.             try to fight only one of the monsters at a time.
  7409.               Note: The battle with Lich Shangalar turned out to be the easiest
  7410.                     of all after I figured out I could cast "mass invisibility"
  7411.                     on my party. He and his mage assistant Layene wasted all
  7412.                     their time stop but couldn't cast anything on my party
  7413.                     members. This only works with Shangalar because the other
  7414.                     liches are smarter and cast true sight or some other spell
  7415.                     to get rid of invisibility. [from Sonia]
  7417.             For my preparations I set 8 traps around the alcove where you first
  7418.             appear.  Then when Shangalar attacked, he was instantly killed
  7419.             (sweet!).  Then I cast Protection from Magical Energy on everyone
  7420.             to keep us safe from various spells, Death Ward to protect from
  7421.             others, Invoke Courage (Mazzy) to prevent Fear, Haste, Protection
  7422.             from Evil and Defensive Harmony.  Then I ducked everyone as far
  7423.             away from the table as possible.  I moved one person out to trigger
  7424.             the Lich, then as soon as that conversation was done I moved him
  7425.             back.  The lich was killed by the traps (fun).  I then moved out
  7426.             the person wearing the Shield of Balduran (one of the Collector's
  7427.             Edition items) to attract the notice of the Beholder.  The rays
  7428.             were reflected by the shield back at the Beholder and it turned
  7429.             itself to stone.  I then huddled everyone back in the corner to
  7430.             take out their warrior.  Then I moved out, took out the Vampire.
  7431.             Finally I confronted Layene and her Pit Fiend.
  7433.               Shangalar - 50,000 experience
  7434.                           Gold
  7436.               Layene - 4000 experience
  7437.                        Staff of the Magi (+2 AC, Invisible, Immunities, etc.)
  7439.             To exit this area, take the Beholder Eye, put it in the Cauldron.
  7440.             Then use the machine at the top of the room to teleport out.
  7442.     OTHER:  Valeria's Band of Goons
  7444.             Building - Bridge (AR 0500, x 4000 y 1525)
  7446.             Within one of the buildings you will find yourself locked in combat
  7447.             with some goons for no apparent reason. Who are they?  Why are they
  7448.             "red"?  Who knows.  Take them out.  The goons don't have much in
  7449.             the way of treasure ON them, but are worth a fair amount of exp.
  7450.             (Valeria is 12,000 exp)  Then search the room for treasures, mostly
  7451.             gems and spells.
  7453.     OTHER:  Captain Dennis and the Mercenaries of Riatavin
  7455.             Delosar's Inn - Bridge (AR 0500, x 2060 y 3040)
  7457.               Note:  Killing Captain Dennis now prevents you from being able to
  7458.                      do the Limited Wish adventure later.
  7460.             Within the Delosar's Inn on the second floor you will find the
  7461.             second group of mercenaries in the game, this one lead by Captain
  7462.             Dennis.  Again they make a tempting target for you to take out.
  7463.             First I would ignore what they say and calm them down.  Then you
  7464.             can make whatever battle preparations you wish.  Then simply attack
  7465.             them when you are ready.
  7467.               Captain Dennis - 7300 experience
  7468.                                Throwing Dagger +2 (Boomerang)
  7469.                                Full Plate
  7470.                                Potions (etc.)
  7472.               Mercenaries of Riatavin - 3200 to 7300 exp
  7473.                                         Full Plate (etc.)
  7475.             The three chests in here have minor treasures (spells, gold, etc.)
  7477.     OTHER:  The Elemental Lich
  7479.             Lich's House - Bridge (AR 0500, x 1600 y 3350)
  7481.             At the very south of this area there are two houses.  One leads to
  7482.             the kidnappers of Tirdir (the bottom one) and the top one leads to
  7483.             our second lich (assuming you went by the city gates and met THAT
  7484.             lich).  If you're feeling up to it, unTRAP the door and enter.
  7486.             Go into the basement.  There you will see a great sarcophagi in
  7487.             the center of the room.  You need to click on it twice to release
  7488.             the Lich.  This is the Elemental Lich (and part of the Kangaxx
  7489.             Quest, see the Docks section).  He is easily dispatched with the
  7490.             "Fake Talk" strategy, where you PAUSE, click on him as though to
  7491.             talk to him, then kill him. (Pausing every 5 seconds to do another
  7492.             "fake talk")  22,000 experience.  Then click on his sarcophagus
  7493.             again to get Kangaxx's Torso.  Another "cheese" strategy is to use
  7494.             a "protection from undead" scroll (you can get some in the
  7495.             Adventurer's Mart and most temples).  Undead, including liches,
  7496.             won't even look at you.
  7498.     OTHER:  Boots of Stealth & a Gem
  7500.             In the Five Flagons, if you talk to the barkeeper with Mazzy in the
  7501.             party he'll give you some Boots of Stealth.  If you talk to him
  7502.             with Haer'Dalis he'll give you a gem. (many people mentioned this)
  7505. -------------------------------------------------------------------------------
  7506.     2.9     [GVRNMN]             Government District  (AR 1000)
  7507. -------------------------------------------------------------------------------
  7509.   Companions:
  7510.   -----------
  7512.     Jan         9    17  15  16  14  10   Gnome    Thief/Mage   Chaotic Neutral
  7514.       Jan loves turnips.  Almost literally!  And like most gnomes he is very
  7515.       eccentric, and loves to ramble on with stories that never get to the
  7516.       points.  He wants to steal Boo from Minsc, and if he ever succeeded, one
  7517.       would imagine he wouldn't live long after that.
  7519.       Found at:  Government District (near the Government offices)
  7521.       Event:  15 days after joining, Jan is summoned back home.  This event is
  7522.               covered below.
  7524.       Grade:  B+  My favorite Thief/Illusionist in the game!  The only Thief/
  7525.                   Illusionist in the game!  Unlike the other thief/mages he is
  7526.                   a multi-class rather than a dual class, which is both a good
  7527.                   and a bad thing.  He keeps improving his thief skills, but
  7528.                   gains levels slower.  Plus he can make his own ammunition for
  7529.                   his crossbow.
  7531.     Viconia     10   19  8   16  18  14   Drow Elf    Cleric      Neutral Evil
  7533.       Viconia DeVir was forced out of the Underdark and has been living as an
  7534.       exile on the surface ever since.  She journeyed with you in your earlier
  7535.       adventures.
  7537.       Fount at:  Government District (near the prison)
  7538.       If kicked out:  Viconia goes to the Graveyard
  7540.       Grade:  B+  Personally I think she is the best Cleric in the game.  Start
  7541.                   with a great Dexterity and Wisdom and you have a great
  7542.                   character.  Give her the Gauntlets of Ogre Strength (or a
  7543.                   similar Strength enhancing item) and she moves up to an A
  7544.                   grade.  Also, the Girdle of Fortitude can be used to improve
  7545.                   her lowly constitution for 8 hours a day. (The Gauntlets are
  7546.                   part of the Planar Sphere quest, and the Girdle can be found
  7547.                   in the Unseeing Eye quest)
  7549.   Quests:
  7550.   -------
  7552.     QUEST:  Jan Jansen
  7554.             Jan - Government District (AR 1000, x 2750 y 1740)
  7556.             You will find Jan in the southeast corner of the government park
  7557.             selling his turnips (and other contraband).  Jan will try to sell
  7558.             you some of his patented "Bruiser Mates" (crossbow ammo) when Trax
  7559.             arrives from the government to shut down the poor working gnome.
  7560.             Trax and Jan talk a bit, then Trax asks you what Jan was talking
  7561.             with you about.  The easiest way to answer this is to say "the
  7562.             weather", at which point you can get Jan to join up with you.  You
  7563.             can also turn in Jan for a small reward (100 gp), and then Jan is
  7564.             thrown in the prison.  You can get Jan out for 800 gold (on an
  7565.             interesting side note, you can borrow 200 of that 800 from the
  7566.             Prison Keeper).  If you bust Jan out of jail you get 11,500 exp.
  7567.             If you ever pay back that 200 gold you get 2000 experience.
  7569.             15 days after getting Jan, he will be summoned back home.
  7571.     QUEST:  Jan Jansen Summoned Home
  7573.             Jansen Home - Slums (AR 0400, x 3533 y 1350)
  7574.             Jysstev - Government (AR 1000, x 2865 y 2865)
  7575.             The Hidden - Sewers under Coronet (AR 0404, x 1075 y 2230)
  7577.             Fifteen days after joining, a messenger comes up to Jan to tell him
  7578.             to get home right now.  Agree to help him with his troubles and
  7579.             then high-tail it back to the Slums and to his house.  His lost
  7580.             love, Lissa has returned with her daughter, who is now deathly ill.
  7581.             Jan tells you to talk to his Uncle in the basement.  Talk with the
  7582.             uncle to learn that you need to talk to the Hidden.  To find the
  7583.             Hidden you must talk to Lady Jysstev in the Government District.
  7584.             (3300 exp)  For most of this quest, Jan stays at his house.
  7586.             Go to the government district, and talk with Lady Jysstev about
  7587.             what you need.  She tells you that the Hidden will meet with you
  7588.             (despite you not being an "Enlightened One") in the sewer beneath
  7589.             the Copper Coronet. (8900 exp) To the slums!
  7591.             Enter the Copper Coronet, go into the back rooms, and find your
  7592.             way down into the sewers (see the above Quests).  You will find
  7593.             the Hidden on the southern end of the little sewer river.  Talk to
  7594.             him, but keep things no-nonsense and simple. (He doesn't like to
  7595.             talk to you)  You can ask about him, but that won't get you
  7596.             anywhere.  He agrees to help the girl if you take care of his
  7597.             enemies for him.  To locate his enemies you need to talk to the
  7598.             proprietor of the Sea's Bounty Inn in the Docks district.  Talk to
  7599.             him and pass the secret word on to learn that the two you seek are
  7600.             on the second floor of the Five Flagons Inn in the Bridge District.
  7602.             You will find the two Gith in the second room on the right in the
  7603.             second floor of the Five Flagons.  They will realize that you are
  7604.             there to harm them and attack immediately.  They have both magic
  7605.             and melee attacks, which make them annoying to deal with.  Once
  7606.             they are dead, return to the Hidden and talk to him. (17,500 exp)
  7607.             You can ask questions about him and he will reveal that he is a
  7608.             Mind Flayer (Illithid).
  7610.             Return to Jan and the girl will be healed.  The plot continues
  7611.             downstairs (15,500 exp).  Jan asks your opinion on matters.  Agree
  7612.             to support him and he rejoins the team.
  7614.     QUEST:  Save Viconia's Life
  7616.             Viconia - Government District (AR 1000, x 1800 y 1075)
  7618.             Dark Elves are not very well looked upon in Faerun (the continent
  7619.             you are on).  With the exception of Drizzt all Drow are evil, which
  7620.             doesn't help their reputation as evil killers with no remorse.
  7621.             Even though Viconia is relatively "evil free", she is about to be
  7622.             burned at the stake like a witch.  Sure, she's evil, but she
  7623.             doesn't actually ACT on her evilness.  Much.
  7625.             To rescue Viconia, you must click on the pile of wood under her
  7626.             twice.  That frees her, but angers the mob.  You then have to
  7627.             fight off the Fanatics to keep her alive.
  7629.             If you let Viconia join you, you gain the best Cleric in the game,
  7630.             but lose 2 reputation points.  Also she has a low strength,
  7631.             however, if you buy the Mauler's Arm at the Copper Coronet that
  7632.             will improve her Strength to the point where she is able to wear
  7633.             any armor.
  7635.     QUEST:  Keldorn's Family Troubles
  7637.             Firecam Estate - Government District (AR 1000, x 1550 y 1950)
  7638.             Mithrest Inn - Waukeen's Promenade (AR 0700, x 3000 y 450)
  7640.             When you first enter the Government District with Keldorn in your
  7641.             party he mentions that he maintains an Estate here, and asks if you
  7642.             would like to go see it.  From that point you have four days before
  7643.             he complains about it, after that you have three days before he
  7644.             leaves to go home.  So, you're better off visiting his home
  7645.             yourself.
  7647.             Within the house, Keldorn talks to his girls (who don't seem to
  7648.             like him) and to his wife (who is cheating on him with Sir
  7649.             William).  Keldorn is a little upset by this recent turn of events.
  7650.             He asks you for advice, tell him to confront Sir William over the
  7651.             matter.  William is found in the Mithrest Inn in the Promenade.
  7653.             Talk to Sir William, and he will chastise Keldorn for not being
  7654.             there for his family.  Now go with Keldorn back to his estates to
  7655.             get some closure on this one.
  7657.             Talk to his wife again, and they will realize they still love each
  7658.             other.  Of course, now Keldorn wants to spend some time with her.
  7659.             You get 15,500 experience no matter what you tell him, let him
  7660.             spend a day, force him to go with, or release him from your service
  7661.             forever (however, he is gone for good).  If you want to keep him,
  7662.             then force him to stay with you, otherwise you may as well let him
  7663.             go.
  7665.     QUEST:  Track Valygar for the Cowled Wizards (Mage Stronghold)
  7667.             Valygar's Home - Docks (AR 0300, x 2450 y 1150)
  7668.             Country Estate - Umar Hills (AR 1100, x 1400 y 550)
  7670.             Just outside of the council building is Madeen who has a quest for
  7671.             you.  He wants you to go inside and talk to Tolgerias about doing
  7672.             some work for the Cowled Wizards.
  7674.             Go inside and talk to the mage in light green.  He wants you to
  7675.             agree to do his quest before he even bothers to tell you what the
  7676.             quest is.  Typical.  Agree to it anyway.  He says that several
  7677.             Cowled Wizards were killed, and he wants you to bring the murderer
  7678.             in for justice.  Notice how he seems to want the body one way or
  7679.             the other?  The target of your manhunt is Valygar Corthala, and you
  7680.             can find his home in the Docks section of town.
  7682.             Valygar's house is the one just to the left of the Temple of Oghma,
  7683.             enter it.  Talk to the servant and pretend to be a friend and he
  7684.             tells you that the "master" owns property in the Umar Hills area.
  7685.             If he doesn't tell you that, you can learn it by searching the
  7686.             house and finding the "Corthala Tax Notice" which says much the
  7687.             same thing.
  7689.             Head out to the Umar Hills.  You will find Valygar's home in the
  7690.             top left of the area.  He has some goons outside his house.  Just
  7691.             tell them that you aren't here to hurt Valygar and they should
  7692.             leave you alone.  Enter his house and talk to Valygar.  He tells
  7693.             you that he acted is self defense against the Cowled Wizards when
  7694.             he killed two of them.  They wanted his body to open up the Planar
  7695.             Sphere, which was created by his ancestor, a Lich named Lavok.
  7696.             Valygar would like to finish Lavok, with your help.  Let him join
  7697.             for 9500 experience.  (The only real alternative here is to kill
  7698.             Valygar and use his body to open the Sphere, giving him to the
  7699.             Cowled Wizards results in a less than spectacular gain for you)
  7701.               Note:  If you tell him to "proceed as he will" he will go to his
  7702.                      home in the Docks.
  7704.             Now whenever is convenient, go to the Slums and enter the Planar
  7705.             Sphere (see the Planar Sphere section under the Slums).
  7707.               Trick:  Getting 3 Rings of the Ram (modified from Xander77)
  7709.                       You get the first Ring by pickpocketing Tolgerias
  7710.                       successfully (save first).  You pick up the second by
  7711.                       killing Valygar and stuffing him in the Bag of Holding.
  7712.                       Go to Tolgerias and claim Ring 2 as your reward.
  7713.                       However, Valygar didn't disappear from the bag.  Go to
  7714.                       the Planar Sphere, enter, and play as normal to get
  7715.                       number 3.
  7717.     QUEST:  Talk to Delon about the Umar Hills (Ranger Stronghold)
  7719.             After a certain set amount of time, Delon will talk to you, so by
  7720.             the time you get here you might have already talked to him.  He
  7721.             can appear anywhere.  If not, then you can find him in front of the
  7722.             Council building.  Talk to him to learn of troubles around the
  7723.             Umar Hills area.
  7725.             This quest is continued in the next section "Umar Hills."
  7727.     OTHER:  Bribe the Cowled Wizards
  7729.             Tired of not being able to cast magic in the streets of Athkatla?
  7730.             Well who isn't.  Simply enter the Council building and talk to
  7731.             Corneil.  He mentions that for a "monetary sacrifice" you and your
  7732.             party will be able to cast magic freely.  It costs you 5000 gold.
  7733.             Ouch.
  7736. -------------------------------------------------------------------------------
  7737.     2.10    [MRHLLS]             Umar Hills  (AR 1100)
  7738. -------------------------------------------------------------------------------
  7740.   Exposition:
  7741.   -----------
  7743.     When you first arrive in the Umar Hills area, you get to see a town
  7744.     meeting.  Everyone is complaining to the mayor about various goings-on
  7745.     about town.  Strange things are going on here.  Some people blame their
  7746.     problems on wolves, others on ogres and still others on the elusive Umar
  7747.     Witch (who may be a folk legend).  Seems like they could use a hero!
  7749.   Quests:
  7750.   -------
  7752.     QUEST:  Investigate the Deaths in Umar Hills
  7754.             Mayor - Umar Hills (AR 1100, x 5000 y 2550)
  7755.             Ranger Cabin - Umar Hills (AR 1100, x 600 y 2800)
  7757.             Talk with the mayor to attempt to gain some information about how
  7758.             things are going.  He and his wife mention three possible suspects:
  7759.             Wolves, Ogres (see the Ogres and Imnesvale below) and the Umar
  7760.             Witch.  You are also told of a good place to start, the old ranger
  7761.             cabin to the west.
  7763.             Go over to the cabin, and enter.  Search the floor of the bedroom
  7764.             to find a note from Mazzy that offers some clues.  Then search the
  7765.             kitchen table to find Merella's Journal the has some more clues.
  7766.             Both of these items can be left here.  Leave the cabin, then leave
  7767.             the area and go to the Temple Ruins.  (This is continued in that
  7768.             section)
  7770.     QUEST:  The Ogres and Imnesvale
  7772.             Madulf - Umar Hills (AR 1100, x 3290 y 720)
  7773.             Mayor - Umar Hills (AR 1100, x 5000 y 2550)
  7775.             Just north of town, across the little stream, you will find Madulf
  7776.             the Ogre Mage and his other ogre cronies (some aren't ogres, but
  7777.             whatever).  He automatically talks to you.  Listen to what he has
  7778.             to say.  Turns out his people are getting killed as well and he
  7779.             doesn't know what is doing it.  When you try to leave he wants you
  7780.             to tell the village that they mean no harm and merely want to
  7781.             coexist peacefully.
  7783.             Go talk to the mayor about Madulf's request.  He is a little
  7784.             reluctant to trust ogres, but agrees to talk with them nonetheless.
  7785.             (27,500 experience)
  7787.             After a period of time, the Mayor returns from talking with them.
  7788.             Then go talk to Madulf again, and as thanks he gives you an item:
  7790.               Shield of the Lost +2 (5% magic resistance)
  7792.     QUEST:  Idle Hands in Imnesvale
  7794.             At the north end of town are three youths who want you to buy them
  7795.             either swords, ale, or both.  Do what you will here.  If you get
  7796.             them anything you will find them in the cave to the west where they
  7797.             get chased out by a gibberling (which they mistake for a dragon).
  7798.             This is not instantaneous, it takes them some time to get into that
  7799.             cave.  I got 2000 experience for buying them 3 bastard swords and a
  7800.             thing of Ale. (from the Merchants)  You can get 1000 exp for giving
  7801.             them one of the items, and 0 exp for telling them to go away.
  7803.               Note:  If your main character is a Ranger, DON'T give these kids
  7804.                      anything, as it will negatively impact your stronghold.
  7805.                      (such as getting you kicked out of it) [from ShirouKyoji]
  7807.     QUEST:  A Mage needs Mimic's Blood
  7809.             Mage - Umar Hills (AR 1100, x 4433 y 2060)
  7810.             Umar Cave - Umar Hills (AR 1100, x 1600 y 1300)
  7812.             The house just north of the mayor's house belongs to a mage.
  7813.             Outside of his house you will see some fool in love with the mage's
  7814.             daughter.  Enter and talk to the mage.  Ask him about the thing
  7815.             that he is making and he will ask you to fetch him some Mimic's
  7816.             Blood so that he can complete it.  Exit.
  7818.             The cave with the mimic in it is westwards of here.  Within you
  7819.             will see what appears to be a chest.  It isn't, it is a mimic.
  7820.             Wait a moment and then you can attack it.  When it is dead, search
  7821.             it to get its blood.  (The rest of the cave has some Umber Hulks
  7822.             and some more minor treasures to be found)
  7824.             Return to the mage and give him the blood (19,250 experience) and
  7825.             he gives you the Short Sword +1, Ilbratha.  Of course, then he
  7826.             animates his golem, which goes amok and you have to kill it.  Kill
  7827.             the Golem.  Then the fool from outside comes in and takes his
  7828.             daughter away, the mage talks to you saying how foolish he was and
  7829.             you get more experience (21,250 exp).
  7831.     OTHER:  The Chicken's Gem
  7833.             Jeb - Umar Hills (AR 1100, x 3775 y 1550)
  7834.             Erlin - Umar Hills (AR 1100, x 3225 y 1900)
  7836.             At the north end of the village talk to the farmer Jeb and tell him
  7837.             that you are an adventurer.  Turns out for a little money (20 gold)
  7838.             he has a little adventure for you.  He says that he saw the chicken
  7839.             farmer putting something in his chicken.  Doesn't know what, but
  7840.             it must be worth something.  Go left and talk to the chicken
  7841.             farmer, Erlin.  The jig is pretty much up, and you can end out
  7842.             buying whatever is in the chicken.  It is a Beljuril, with a rough
  7843.             value of about 600 gold.
  7845.               Tip:  Before talking to the farmer, pick the chicken's pocket to
  7846.                     get one Beljuril, then buy it again from the farmer to
  7847.                     get two! [from Brad Beacham]
  7849.             Don't sell it, however, there is a way to use it to get an upgraded
  7850.             horn.  (see Waukeen's Promenade, The Horns of Valhalla quest)
  7852.     OTHER:  Fael and the Human Flesh Armor
  7854.             Fael - Umar Hills (AR 1100, x 3500 y 2850)
  7856.             If you solved the murders in the Bridge District you may have ended
  7857.             out with an incomplete set of human flesh armor.  There was also a
  7858.             note that told you how to contact the person who was to finish the
  7859.             armor, one Fael who is currently in the Umar Hills area.  You'll
  7860.             find him with the other merchants.  Talk to him and buy the History
  7861.             of the Zhentarim.  Then tell him his name, 5) Darcin Cole and he
  7862.             says that all he needs is one final ingredient, the blood of a
  7863.             silver dragon.  You won't find a Silver Dragon for QUITE some time,
  7864.             but you will run into one eventually.  Can't miss her.  Bring him
  7865.             the blood and he'll finish you the armor (Leather AC 3, magic
  7866.             resistance 20%).
  7868.             Oh, and he'll recognize that you aren't the Tanner and call in some
  7869.             mages to attack you.  Therefore this is best done at night when the
  7870.             merchants are indoors and won't get blown to bits by the mages.
  7873. -------------------------------------------------------------------------------
  7874.     2.11    [TMPLRN]             Temple Ruins  (AR 1404)
  7875. -------------------------------------------------------------------------------
  7877.   Companions:
  7878.   -----------
  7880.     Mazzy       15   18  16  10  13  14   Halfling    Fighter     Lawful Good
  7882.       Mazzy is not your typical halfling.  For starters, she's not a thief of
  7883.       any sort.  Plus she's lawful good, heroic and no-nonsense.  Very atypical
  7884.       for halflings.
  7886.       Found at:  Temple Ruins (follow the Umar Hills quest from Delon at the
  7887.                  Government District)
  7889.         Warning:  If you're dropping someone off here to add Mazzy to the
  7890.                   party, *don't* leave them topside at the Temple Ruins.
  7891.                   Destroying the Shade Lord swaps the daylit version of the
  7892.                   area for the shadowed version, and anyone in the shadowed
  7893.                   version is just gone. (I lost Nalia that way - after her
  7894.                   kidnapping, she doesn't go back to the Copper Coronet when
  7895.                   kicked out). [from Alan Cherry]
  7897.       Event:  Some good deal of time after Mazzy has joined your party, Danno
  7898.               will come up to you with Mazzy's quest.  This is covered down in
  7899.               the Trademeet section.  If you kick Mazzy out then have her
  7900.               rejoin this timer is restarted.
  7901.       If kicked out:  Mazzy will return home to Trademeet
  7903.       Grade:  B-  A good Halfling fighter, but... in all actuality she is
  7904.                   closer to a Halfling Paladin.  She has several special
  7905.                   abilities such as Lay on Hands and Haste.
  7907.   Walkthrough:
  7908.   ------------
  7912.       If you're here, then there's only one thing to do, find out what is
  7913.       killing people back at Umar Hills and put a stop to it.  Based on the
  7914.       evidence at hand we believe that there are wolves involved.  Werewolves
  7915.       in all likelihood.
  7917.       Go right a little, then up to find a Werewolf, Anath, flee into her lair.
  7918.       Follow her in. (x 600 y 600)  Tell her that she has preyed on her last
  7919.       innocent and she won't know what you are talking about.  Seems that
  7920.       someone called the "Shade Lord" has been doing all the killing, including
  7921.       killing her entire pack!  Agree to help her take down this Shade Lord
  7922.       menace and she says to meet her far to the right at the Temple Ruins.
  7924.     - THE TEMPLE RUINS (AR 1401)
  7926.       You will find her far to the right (x 4420 y 320) at what remains of the
  7927.       temple.  There are many shadows and shadow deviant creatures crawling
  7928.       about here.  She tells you that this was a trap, and to use the mirror.
  7929.       Then she dies.  You can find the mirror she was talking about just to
  7930.       her left, and it is used by clicking it when close.  When that is done
  7931.       several new shadows appear and attack, but they shouldn't present a
  7932.       challenge.  Go down the stairs and enter the ruins.
  7934.       There is one door on this passage, open it and go through.  Fight through
  7935.       the Shadows and Skeletons.  Search the coffin (x 1850 y 650) to find the
  7936.       skeletal remains of the last priestess of Amaunator.  Naturally this will
  7937.       be very important later.
  7939.       Continue up to the next room where you will fight the Shadow Jailor.
  7940.       Search his remains for the Shadow Jail Key.  And conveniently there are
  7941.       some locked doors right here.  Open them to find Mazzy the Halfling
  7942.       Fighter.  Talk to her to learn all you can about the Shade Lord.  She
  7943.       tells you that he has a tame Shadow Dragon with him.  She will also join
  7944.       with you to defeat the Shade Lord if you want. (12,250 exp)  Also in her
  7945.       cell you can find some treasure (nothing great, just a journal piece and
  7946.       some ammo).
  7948.         Note:  The journal piece is actually part of the Ranger stronghold.
  7949.                See the STRONGHOLD walkthroughs for more information.
  7951.       Continue upwards to find the really big statue (x 900 y 200).  Talk to
  7952.       it.  There are three tests for you to take here, a morning test, noon
  7953.       test and evening test.  Here are the answers to the tests:
  7955.         Morning:  2, 3, 1
  7956.         Noon:     3, 1, 1
  7957.         Evening:  1, 3, 2
  7959.       When that is finished it gives you one third of the symbol of Amaunator.
  7960.       (45,500 experience)  We actually don't learn what these rituals are until
  7961.       a little later, but we're here already.
  7963.       Head down the passage (x 580 y 540), it turns east to a room with a big
  7964.       crystal in it.  If Mazzy is with you, she'll explain the significance of
  7965.       the crystal.  You need to take it to pass onwards in the temple, but when
  7966.       you do take it, the shadows will attack you.  Take the crystal. (x 760
  7967.       y 1260)
  7969.       Go north into the next room.  If you are curious about how to learn the
  7970.       Morn Ritual the actual way, search the column to get a scroll on it.  If
  7971.       not, then continue north and from there back to the main passage.
  7975.       Now go south down the main passage to the Shadow Door, which will be
  7976.       dispelled when you click on it with the Light Gem in your possession.
  7978.       Head south just a little until you see the wooden bridge extending from
  7979.       the right. (x 1400 y 1300)  Shadows will appear in your midst when you
  7980.       cross this bridge.  The next room has lava for a floor, so don't spend
  7981.       too much time lingering around.  Search the ground (2 broken columns) to
  7982.       find some treasure:
  7984.         Pearly White Ioun Stone (Regenerative)
  7985.         Arrows of Ice (etc.)
  7987.       On the northern wall is a symbol of a Chinese dragon, which is trapped
  7988.       and has some minor treasures (x 2240 y 1320).  In the next room to the
  7989.       north are Bone Golems (18,000 exp), Greater Mummies and Skeletal Warriors
  7990.       (some with bows).  You could always lead them across the lava floor to
  7991.       damage them. (You can hug the wall to avoid damage, they will make a
  7992.       beeline for you and go across the lava)  Search the column here to find
  7993.       more Amaunator items (Books and scrolls), these aren't that important.
  7995.         Note:  If you are on a high level, do NOT have the "Turn Undead"
  7996.                ability on here, else you will kill the good ghosts in the next
  7997.                room. (David Lyons)
  7999.                Also, using the "Protection from Undead" scroll seems to have
  8000.                the effect of making the "good" ghosts ignore you as well.
  8001.                Sure, they talk to you, but they won't give you the wardstone
  8002.                and symbol piece.
  8004.       From the lava room, go south and enter the next room.  When you enter,
  8005.       a ghost of one of the priests talks to you and asks for the bones of the
  8006.       priestess that you possess.  Give them to them to restore her.  For this
  8007.       you get the second symbol of Amaunator and 17,750 experience.  Also you
  8008.       get the Shadow Dragon wardstone to prevent the Shadow Dragon from
  8009.       attacking you.  We now have 2 of 3 symbols.  You can search her coffin
  8010.       for some minor treasures (including the best Bullets in the game).
  8012.       Continue south.  This leads back to the main passage, but we've now
  8013.       skipped one of the shadow doors.  Sweet.  Go right.  At the first
  8014.       northern fork (x 1840 y 2260) are a large group of undead, with more
  8015.       Bone Golems.  Kill them and go north.
  8017.       This is an interesting chamber.  Remember Indiana Jones and the Last
  8018.       Crusade where they had to walk only on the letters that spelled "Jehovah"
  8019.       in Latin?  Well similar idea, you can only step on the letters in
  8020.       Amaunator's name.  Start at the bottom right at the A and end out at
  8021.       the top middle at the R.  Simply step from one letter in the name to the
  8022.       next. (if you step on an incorrect letter, you get hit with flame)
  8024.         A - M - A - U - N - A - T - O - R
  8026.       There are two doors here that lead to two rooms (that follows).  Go in
  8027.       the right one, open the door, to find a Shadow who wants to bargain with
  8028.       you. (x 2750 y 1740) You will end out fighting him either way.  Then
  8029.       search the walls of the room for the final piece of the Symbol.  Once
  8030.       you have all three pieces, they fuse into the Symbol (21,250 exp).
  8034.       Enter the left room and take the items from the Statues hands (x 2615
  8035.       y 1620).  These include some spells, a sling, but more importantly the
  8036.       Sun Gem which will allow us to dispel the final Shadow Door.  Return to
  8037.       the main passage. (remembering to step on the correct letters, of course,
  8038.       which in this case is R O T A N U A M A)
  8040.       Follow this passage right, through the shadow door, and up to a normal
  8041.       door, which opens to a stairway.  Go down the stairs.
  8043.       This is the lair of the Shadow Dragon.  This is the easiest dragon in
  8044.       the game to fight, and is definitely the first one you should try to kill
  8045.       (without using the Fake Talk, anyway).  Array out a series of traps in
  8046.       front of it, cast all your protective spells (Mazzy has some too!) and
  8047.       fight it.  Cast Breach on it quickly as it will get protective spells of
  8048.       its own up.
  8050.         Thaxll'ssyllia - 45,000 experience
  8051.                          Shadow Dragon Scales
  8052.                          Crom Faeyr Scroll (one of the 4 parts of Crom Faeyr)
  8053.                          Gems (and gold)
  8055.       If you have the wardstone you do not have to attack the dragon (and
  8056.       it makes attacking the dragon a LOT easier!).  Go left and up the next
  8057.       stairs to the Shade Lord.
  8059.       The Shade Lord will taunt you for awhile (especially if you have Mazzy
  8060.       in your party) and then battle will break out.  Take out the Shade Lord
  8061.       first as he is the only real threat here (seriously).  Then you can take
  8062.       out Patrick and the Statue at your leisure.
  8064.       When that happens everyone gets 44,250 quest experience points and the
  8065.       area will be restored to a more sunny clime.  If Mazzy is around she
  8066.       wonders what it all means, and you can make the place a memorial to her
  8067.       fallen comrades.  After that talk to the near dead Merella.  When she
  8068.       is dead, search her for treasure:
  8070.         Cloak of Stars (creates +5 darts)
  8071.         Rogue Stone (useful for a certain Door in the Bridge area)
  8072.         Gem
  8073.         4000 gold
  8075.       Also search Patrick's corpse for more treasure:
  8077.         Halberd +2 Duskblade
  8078.         Darkmail +3
  8080.       Return to Umar Hills and talk to the mayor again to get your reward:
  8082.         The Night's Gift +5 (Leather Armor, +20% stealth)
  8083.         28,000 experience
  8084.         100 gold
  8085.         Reputation +1
  8088. -------------------------------------------------------------------------------
  8089.     2.12    [TMPLDS]             Temple District  (AR 0900)
  8090. -------------------------------------------------------------------------------
  8092.   Quests:
  8093.   -------
  8095.     QUEST:  The Cult of the Unseeing Eye (Priest's Stronghold)
  8097.             Cultist - Temple District (AR 0900, x 3250 y 1750)
  8099.             This Quest is the only method to obtain the Paladin Keldorn for
  8100.             your party.
  8102.             As you walk down the path for the first time, a group of people is
  8103.             listening to an unconventional speaker.  He tells them that the
  8104.             gods are false, and that only his new religion has the answers.
  8105.             A great many of the people follow him.  Then a Priest (if you are a
  8106.             Cleric of Lathander it will be a Lathander Priest, etc.; if you are
  8107.             not a priest then it will be a Priest of Helm) approaches you and
  8108.             asks that you follow him to his temple.
  8110.             Once there he asks that you investigate this cult to see what it is
  8111.             up to.  The cult is based in the sewers and this Quest will be
  8112.             continued in that section.
  8114.             If you wish to pick up Keldorn (the Paladin) into your party, then
  8115.             the best entrance to the sewers is at (x 3950 y 2150).
  8117.     QUEST:  Gain the Services of Sir Sarles for the Temple
  8119.             Jystev Estate - Government District (AR 1000, x 2875 y 2855)
  8120.             Jerlia - Waukeen's Promenade (AR 0700, x 733 y 2200)
  8121.             Neb's House - Bridge (AR 0500, x 500 y 2550)
  8123.             If you are a Cleric, you will be gaining the services of Sir Sarles
  8124.             for the temple you are employed by, otherwise you are working for
  8125.             Guardian Telwyn at the Temple of Helm.  What happens is that every
  8126.             temple in the city wants this artist to create a work of art for
  8127.             their temple, but Sarles will only work if he is given Illithium
  8128.             to work in.  Sir Sarles is in the Jysstev Estate in the Government
  8129.             District.
  8131.             Go inside and talk to the Butler of the house and ask about Sir
  8132.             Sarles.  You can talk to the Lord and Lady as well.  You will
  8133.             find Sarles in the kitchen.  Talk to him and he will refuse to
  8134.             work with anything less than pure Illithium, which can only be
  8135.             obtained from Jerlia in Waukeen's Promenade.  Wander over that way,
  8136.             and you will find Jerlia on the southwestern portion of the
  8137.             promenade (check your map for "ore merchant").
  8139.             Jerlia doesn't have 200 pounds of Illithium.  In fact, that is
  8140.             pretty well impossible for her to attain.  She has two ideas for
  8141.             you to try:  Go to her source and try to get some for yourself
  8142.             (you have to pay 1000 gold to get her source), or she'll give you
  8143.             an "Illithium Substitute".  We're going to do the expensive one.
  8144.             Pay the gold to learn that her source is a Duergar named Unger who
  8145.             is currently in the Copper Coronet.  (You COULD try the Substitute.
  8146.             Pay her 200 gold to get her to make an alloy to fool Sarles.  She
  8147.             leaves and promises to return in a day with the alloy.  Come back
  8148.             24 hours later and she'll have raised her price to 500 gold.  Pay
  8149.             it and get the Alloy.  However, if you try to give this to Sarles
  8150.             he will get really angry and leave.)
  8152.             Go to the Slums, and into the Copper Coronet.  You'll find Unger
  8153.             near the bar. (x 300 y 1400)  Talk to him.  Tell him that Jerlia
  8154.             sent you.  Talk to him about Illithium and he'll mention that he
  8155.             has none, as he was robbed by someone who worked for him.  Agree
  8156.             to help him get rid of this bandit.  He then tells you the name of
  8157.             the bandit, Neb, and says to look for a Derelict House in the
  8158.             Bridge District.  So, that's where we're going.
  8160.             Enter the Derelict House (located in the southern part of the
  8161.             bridge).  Inside is Neb, the Child Killer from Baldur's Gate.  He
  8162.             will pretty much attack you no matter what you say.  He also
  8163.             summons the spirits of the children he has killed to defend him.
  8164.             Ignore the spirit children, and concentrate on Neb.  You'll find
  8165.             him invisible hiding (and chuckling) behind the counter.  Once he
  8166.             is dead you get 2500 experience for each child spirit still alive.
  8168.               Neb - 3500 experience
  8169.                     Neb's Nasty Cutter (weak dagger)
  8170.                     Neb's Head
  8171.                     Illithium (200 pounds)
  8173.               Note:  Another one of those profitable ventures is Neb's nasty
  8174.                      cutter. You can sell it to a merchant in Trademeet for a
  8175.                      very high price and he sells it back for cheap.  [from
  8176.                      James Victor]
  8178.             There are some small treasures around the house, including some on
  8179.             the TRAPPED painting.  I bet you are wondering what to do with a
  8180.             HEAD.  Well take it to Inspector Bregg (Council Building in the
  8181.             Government District) to get a reward:
  8183.               2500 gold
  8184.               Reputation +1
  8186.             We now have both the Illithium and the Alloy.  Return to the
  8187.             Jystev Estate to talk with Sarles again.  If you even HAVE the
  8188.             Pure Illithium in your inventory he will automatically take that
  8189.             (21,750 experience).  If you try to fob him off with the Alloy, he
  8190.             won't take it and will leave town.
  8192.             Return to the temple to get your reward.  If Sarles skipped town,
  8193.             the temple will take your Alloy and give you 10,000 experience and
  8194.             the Helm of Glory.  If you got the real Illithium to Sarles you
  8195.             get your 1000 gold back and another 20,000 experience (yes, and
  8196.             the Helm of Glory as well.)
  8198.             Why would you want to keep the Illithium?  It is one of the pieces
  8199.             to make the upgraded Mace of Disruption.  It's up to you whether
  8200.             to do that, however.
  8202.             If you are a Cleric, you will be given an additional reward.  You
  8203.             get to pick from these three items:
  8205.               Ring of Holiness (1 extra spell for spell levels 1-4)
  8206.               Armor of Faith (AC 1, +1 to saving throws)
  8207.               Staff Spear (1d8+3)
  8209.     QUEST:  Another Mission for the Temple
  8211.             Travin - Slums (AR 0400, x 1525 y 770)
  8212.             Borinall's House - Slums (AR 0400, x 2250 y 1600)
  8214.             This mission can only be done after you have finished the Sarles
  8215.             quest.  I am pretty sure this is also only done if you are not a
  8216.             Cleric (as they would have this as part of their Stronghold).  Talk
  8217.             to Telwyn to get another assignment, this time to go talk with the
  8218.             Dawnbringer Sain at the Temple of Lathander.
  8220.             Sain tells you that one of their artifacts was stolen by thieves
  8221.             working for the Temple of Talos.  What he wants you to do is to
  8222.             intercept this ring before the Talassians get it.  The exchange
  8223.             will happen in the Slums, he says, so go there.
  8225.             Wait until after dark, and look for Travin.  He will be standing
  8226.             near the northern exit from the Slums.  Talk to him.  Simply ask
  8227.             him if his name is Travin and he'll talk to you.  He will want
  8228.             money from you, but threaten him instead and you won't have to pay.
  8229.             He then tells you where you need to go to get the item, a red
  8230.             bricked house on top of the Copper Coronet (Borinall's House).
  8232.             Enter the locked house and Borinall will talk to you.  He has the
  8233.             Ring but wants to make sure that you are followers of Talos.  He
  8234.             wants you to swear allegiance to Talos.  If you do that, however,
  8235.             you will be magically attacked by the god, and pretty well revealed
  8236.             anyway.  So refuse to do it and attack Borinall instead.  He has
  8237.             some goons with him, but nothing difficult.  Search Borinall
  8238.             afterwards to get the Dawn Ring.  There are some other minor
  8239.             treasures in here (such as a War Hammer +1 and some gold).
  8240.             (notably, if you are a Priest of Talos, you can pass his test and
  8241.             easily get the ring)
  8243.             Return the Ring to Dawnmaster Sain to get your reward:  16,250
  8244.             experience and 1000 gold.
  8246.     QUEST:  Hunt Anarg for the Order of the Radiant Heart
  8248.             Radiant Heart - Temple (AR 0900, x 3300 y 3375)
  8249.             Fallen Paladins - Bridge (AR 0400, x 4800 y 750)
  8251.             In order to even get this quest you must have a reputation of at
  8252.             least 10.
  8254.             Enter the Order of the Radiant Heart and talk to Sir Ryan Trawl.
  8255.             He has a Quest for you, to hunt the fallen Paladin Anarg, who has
  8256.             apparently stolen out some members of the Order and formed an evil
  8257.             group.  You must pose as warriors to gain their trust, and try to
  8258.             bring Anarg to justice.  Anarg's group is found in the Bridge
  8259.             District.
  8261.             Head over to the Bridge District, and go into the open area in the
  8262.             top right of the area.  Here you will find the group of fallen
  8263.             paladins.  They are meeting with a group of thieves, and the
  8264.             meeting soon turns violent.  You can join the battle against the
  8265.             thieves, if you want, but it isn't necessary.  The leader of the
  8266.             Fallen Paladins will approach you after the battle and offer you a
  8267.             job.  He wants you to go retrieve Anarg's Cup from the Order.
  8268.             Agree to this, and head back to the Temple District to get it.
  8270.             Talk to Ryan Trawl again and ask him for the cup.  He is a little
  8271.             reluctant to give it to you, but he will, if you promise to return
  8272.             it.  Return to the Fallen Paladins.  Give the head paladin the
  8273.             cup (10,250 experience) and he introduces you to Anarg.  I am
  8274.             pretty sure that Anarg will always recognize you as what you are
  8275.             and attacks. (If you have Keldorn in your party, he definitely
  8276.             attacks)
  8278.             Alternatively:  [from Nathaniel Ragatz]
  8280.               If you cast "know alignment" on the fallen paladins in the bridge
  8281.               district they all detect as neutral except for the 2nd in
  8282.               command, who you talk to in order to try to join them.  He
  8283.               detected as good and when I returned with the Cup (from the Order
  8284.               of the Radiant Heart) I told him I had the cup to make the leader
  8285.               (also detected as neutral) to appear.  I then said that I didn't
  8286.               want to join their group after all.  The leader (and most of the
  8287.               fallen paladins) decides to attack you because you know too much
  8288.               about them.  However, the good 2nd in command says that the
  8289.               leader isn't the knight he thought he was (because he is
  8290.               attacking you without just cause) and walks away disgusted with
  8291.               his fallen brethren.  They still attack you but not him.
  8293.             Return to Ryan Trawl to get your reward:  17,500 experience each
  8294.             player, Reputation +1 and the Gloves of Healing.
  8296.     OTHER:  The Guarded Compound
  8298.             Compound - Temple District (AR 0900, x 4200 y 2050)
  8300.             Within the Guarded Compound are a wizard and a thief, who tell you
  8301.             to shoo, or face a private lesson.  Ask for that lesson and they
  8302.             disappear.
  8304.             When you reach the end of this hallway, you will be attacked by
  8305.             many summoned creatures, including (but not limited to), Efreet,
  8306.             Nishruu, Vampiric Mists, and Ogres.  The treasures in the rooms on
  8307.             this level are for the most part minor.  There is a Morning Star +2
  8308.             though.
  8310.             Go up the stairs.  You now have one of the more annoying battles in
  8311.             the game.  You have to find a very tough party of adventurers (that
  8312.             is what I'm assuming they are) that include Minotaurs and Orogs.
  8313.             Not ordinary enemies by any count.  To add to the mix, your party
  8314.             will be surrounded by some devious traps that need to be disarmed.
  8315.             Keep the mage and priest out of the battle, then just whack
  8316.             everyone else until they fall.  Search them afterwards for some
  8317.             really great treasure:
  8319.               Celestial Fury (Katana +3, best Katana in the game)
  8320.               Helmet of Defense
  8321.               Battle Axe +2
  8322.               Large Shield +2
  8323.               Two Handed Sword +2
  8324.               Leather Armor +3
  8325.               Short Sword +2
  8326.               Helm of Charm Protection
  8327.               Full Plate +1
  8328.               Plate Mail +1
  8329.               Mace +2
  8330.               Lots of Gold
  8331.               Lots of Potions (unless they used them in battle)
  8333.             With them out of the picture, the rest of the level is quite open
  8334.             to be looted by you. (Spears, Wands, gold, arrows, etc.)  A large
  8335.             number of the containers here are trapped, so be careful.
  8338. -------------------------------------------------------------------------------
  8339.     2.13    [THSWRS]             The Sewers  (AR 0701)
  8340. -------------------------------------------------------------------------------
  8342.   Companions:
  8343.   -----------
  8345.     Haer'Dalis  17   17  9   15  13  16   Tiefling    Blade     Chaotic Neutral
  8347.       Haer'Dalis is not from around here.  In fact he isn't even from this
  8348.       plane of existence!  He is a Tiefling, born with part demon blood.  It
  8349.       gives him an odd appearance and an even stranger attitude about life.
  8351.       Found at:  Sewers (follow the Raelis Quest from the Five Flagons)
  8352.       If kicked out:  Haer'Dalis will go to the main floor of the Five Flagons.
  8354.       Grade:  D+  The ONLY Bard in the game, and he happens to be lacking the
  8355.                   one thing that makes Bards extra special, their Lore ability.
  8356.                   That said, he makes a great warrior, for a Bard.  But if I
  8357.                   wanted a warrior, I'd take a warrior
  8359.     Keldorn     17   9   17  12  16  18    Human      Paladin     Lawful Good
  8361.       Keldorn is a dedicated man.  So dedicated that he goes months without
  8362.       seeing his family.  This will lead to conflict, and may cause Keldorn to
  8363.       leave your party forever.
  8365.       Found at:  Temple District Sewers (MUST start the Unseeing Eye quest
  8366.                  first), near the Old Tunnels
  8368.       Grade:  B+  The only Paladin in the game.  If you want a Paladin this is
  8369.                   the way to go.  He starts out with decent armor and an
  8370.                   interesting sword (if he is hit, it deals 5 damage to what
  8371.                   hit him).  As an Inquisitor gets immunity to Charm and Hold,
  8372.                   which is very useful, and his Dispel Magic is very powerful.
  8374.   Quests:
  8375.   -------
  8377.     QUEST:  The Cult of the Unseeing Eye
  8379.             Entrance to Old Tunnels - Sewers (AR 0701, x 150 y 450)
  8380.             Gaal - Old Tunnels (AR 0202, x 2500 y 2150)
  8381.             Door - Old Tunnels (AR 0202, x 2780 y 500)
  8383.             The Cult is hiding in the Old Tunnels, which are in the top left
  8384.             of this area.  You will also find Keldorn near this place.  Enter
  8385.             the Old Tunnels.
  8387.             Go down the side passage (x 3400 y 300) and follow that into a
  8388.             room.  There are Shadows here.  When you get to the end of this
  8389.             room Ettercaps will appear in it.  Past this room is another large
  8390.             room, with wooden planks as flooring.  More Shadows in here.  There
  8391.             is also a trap at the entrance.  After that is another long and
  8392.             dark passage that leads to the Gas Chamber.  When you reach the
  8393.             center of the room, the doors slam shut and it fills with Gas
  8394.             (roughly a Cloudkill).  Turn the wheel in the center to get the
  8395.             Gas to stop and the doors to open.  You also have to fight off some
  8396.             Vampiric Mists.
  8398.             Go into the next room and talk to Gaal the Prophet.  Ask about how
  8399.             one might join up with the Unseeing Eye, and mention that putting
  8400.             your own eyes out makes you uncomfortable.  He agrees to let you
  8401.             try a different quest, to go get them an item from the sealed off
  8402.             sections of the old tunnels.  He gives you a key to accomplish this
  8403.             action.
  8405.             Go back to the main tunnel, and then down this to the door.  Open
  8406.             it and go through.  Be very careful to check for traps on the
  8407.             floor.  Very soon you will come up to a Sarcophagus room and meet
  8408.             a man named Sassar.  He was a member of the cult until he realized
  8409.             just how evil the Unseeing Eye Beholder really was.  Now he wants
  8410.             to retrieve the Rod himself to destroy the beholder.  Agree to his
  8411.             ideas.  This is the sarcophagus of the Shade Lich, part of the
  8412.             Kangaxx quest (which you can read about in the Docks section).
  8414.             Head down the southern passage (careful to look for Lightning
  8415.             Traps).  This passage leads to a set of stairs that go down.
  8417.             (AR 0204)  This area looks rather impressive, with giant blue
  8418.             arches.  You can search the nose of the statue (trapped) for a
  8419.             spell scroll.  Go forward, then right.  This leads to a Yuan-ti
  8420.             gathering and a strange building.  De-trap the stairs and go up the
  8421.             building.  When you are on it, click on its roof and you will have
  8422.             to answer its set of questions.  If you fail any of its questions,
  8423.             it sends a monster to kill you.
  8425.               Question 1:  7) Life
  8426.               Question 2:  9) Time
  8427.               Question 3:  4) The Current One
  8429.             Solve that to get 42,250 experience.  Across the bridge are quite
  8430.             a large number of enemies, such as the mini-beholders (Gauth) and
  8431.             Shadow Fiends.  There is a nook (x 3715 y 2485) with some treasure:
  8433.               War Hammer +2 (+1 Electrical Damage)
  8434.               minor treasure
  8436.             Take the north passage.  Just before it opens up into a large
  8437.             watery room there is a TRAP.
  8439.             There are many "diseased" people around here, but only the one in
  8440.             the center says anything valuable.  Enter the temple behind him.
  8441.             Here you will find the dastardly Empathic Manifestation.  No matter
  8442.             how many times you hit it, you cannot kill it.  Cast "Cure Light
  8443.             Wounds" on it and it will die. (He feeds on Hate, so give him a
  8444.             little "lovin'")  After that the Avatar appears. (25,750 exp)
  8446.             Talk with him and soon a plan will be developed between him and
  8447.             you.  You will take his piece of the Rod up to the beholder to
  8448.             destroy the beholder with, then you bring the two assembled pieces
  8449.             back to the Avatar so that he can destroy it.  He gives you his
  8450.             piece and tells you to talk to his people outside the temple.
  8452.             Return to Sassar (the former high priest of the Unseeing Eye) and
  8453.             he has a plan to get the other half of the device.  Talk to Tad
  8454.             within the cult and he will help you get it.  Do not talk to Gaal
  8455.             or your plan is doomed!  Go to the Unseeing Eye.  Past the guards,
  8456.             turn left to find Tad, who will automatically talk to you.  Tell
  8457.             him the code phrase ('the eye is blind').  Go down into the pit.
  8459.             (AR 201) Ever wonder what a lone Beholder's lair looked like?  Well
  8460.             now you know.  There will be monsters down here (I fought Mummies
  8461.             and Ghasts).  Follow this passage.  Go up the stairs and a zombie
  8462.             will say "must go tell the mayor" and wander off.  Odd.  There will
  8463.             also be more undead here to fight.  Go inside the large building
  8464.             just ahead of you.
  8466.             There are lots and lots of undead here.  They have a city of sorts.
  8467.             Kill them all, then search them for treasure:
  8469.               Skin of the Ghoul (Leather Armor, AC 4)
  8471.             Search the bone pile (x 575 y 475) in the next room to find:
  8473.               Gauntlets of Dexterity
  8474.               Spells - Dire Charm (Mage)
  8476.             Leave this building, and continue right on the bridge.  There will
  8477.             be more monsters, of course.  Continue right and enter the Lair.
  8479.             (AR 205)  Searching in the first room, you will find some minor
  8480.             treasures, but no piece of a Rod.  Continue upwards.  There will
  8481.             be a Gauth when you round the bend.  The Beholder Lair is shaped
  8482.             like a Beholder.  It has a large central body, and 4 eye shoots.
  8483.             You came in through one "eye shoot", and at each of the three
  8484.             others there is another thing of treasure guarded by a Gauth or a
  8485.             Beholder.  In the center of this area are a group of cultists.
  8487.             The top eye shoot (x 2000 y 300) has:
  8489.               Dragons Bane +3 (Halberd, +6 vs. Dragons)
  8490.               Spells - Protection from Acid (Mage)
  8491.               Gems, etc.
  8493.             The far right eye shoot (x 3050 y 1500) has:
  8495.               Rift Device Part (the final Rod piece)
  8496.               Gold
  8498.             * From this point, there is an ALTERNATIVE path you can take, see
  8499.               Lucas's note below.
  8501.             The other eye shoot has but gems and such in it.  When you get the
  8502.             Rift Device Part it becomes a wand with one charge.  The game
  8503.             recommends that you equip this in your Quick Item slot. (26,250
  8504.             exp)  As soon as you move from this spot, you will be attacked by
  8505.             the Unseeing Eye.  Use the Rift Device to remove his protections,
  8506.             then hit him once to kill him.
  8508.               Unseeing Eye - 30,000 experience
  8509.                              Amulet of 5% Magic Resistance
  8511.             Just to the left (x 1860 y 2120) you will find the exit.  This puts
  8512.             us right near the stairs down to the Avatar's area. (so that we can
  8513.             return the Rift Device to him)  Go back to the Temple and let
  8514.             things unfold there.  Once inside you have to convince the people
  8515.             to accept their god and he will appear.  They all vanish and you
  8516.             get your reward:
  8518.               47,250 experience
  8519.               Saving Grace +3 (Medium Shield)
  8521.             Return to the Cult.  There you will see Gaal trying to keep
  8522.             everyone within the cult.  He naturally blames you and his forces
  8523.             attack.  Kill them, then search them for treasure:
  8525.               Heavy Crossbow of Accuracy
  8526.               Bracers AC 7
  8527.               Girdle of Fortitude
  8529.             With him out of the picture, the other Cultists leave.  You can
  8530.             then loot the entire place.  It mostly has Gems, Arrows and Spells.
  8532.             Return to the Temple of Helm (or Lathander ...) to get your
  8533.             reward for clearing this out:
  8535.               45,750 Experience (everyone gets that amount)
  8536.               Mace +1: Ardulia's Fall
  8537.               7000 gold
  8538.               Reputation +1
  8540.             And, of course, if you are a Priest this will then lead you to
  8541.             your Stronghold. (see the Strongholds section at the end of the
  8542.             walkthrough)
  8544.             Lucas has an alternative method to handle the above quest:
  8546.               After you talk to the Avatar and get the first half of the rift
  8547.               device, go and talk to Tad.  You'll give him the pass phrase
  8548.               'the eye is blind' and he'll open up the entrance to the pit.
  8549.               Now, go and talk to Gaal.  You'll get the XP for bringing him the
  8550.               rod, and then you can waste him, and get his goods.  Now go back
  8551.               to where Tad was and go down into the undead city, complete that
  8552.               area and onto the beholder's lair.  Do everything normally and go
  8553.               pick up the other half of the rod.  You'll get 26,250 for
  8554.               assembling the rod, and the Unseeing Eye will appear.  Grease
  8555.               that sucker with the rift device and head back to the Avatar's
  8556.               temple via Sassar's area.  Get down to the Avatar and present him
  8557.               with the rod.  Now, go back to the cultist's living quarters.
  8558.               Every enemy will go off running and disappear, but the unseeing
  8559.               eye will be there.  This is where you summon up what you can
  8560.               (fire elementals if possible) and take out the Unseeing Eye all
  8561.               over again.  Get 30,000 more XP and another amulet.  Life is
  8562.               good!
  8564.               Editor's Note:  This Alternative doesn't seem to work with Throne
  8565.                               of Bhaal, that is, the second Unseeing Eye
  8566.                               doesn't appear.
  8568.     QUEST:  The Windspear Key  (AR 0711)
  8570.             Secret Door - Sewers (AR 0701, x 1865 y 440)
  8572.             That key you got off Tazok in Firkraag's dungeon opens a secret
  8573.             door down in the sewers.  Enter the sewers and go to the most
  8574.             northern point.  The right secret door is the one we want.  As you
  8575.             move down this passage, several of your party members will be
  8576.             paralyzed by psychic vibrations.  There are also many dead
  8577.             adventurers littering the passage.  Looks bad, eh?  Go up the
  8578.             stairs here.
  8580.             This leads to a circular chamber.  There is a door to the far left.
  8581.             Open it and you will find another circle room with a Mind Flayer,
  8582.             Umber Hulk and lots of dire charmed enemies. (with such generic
  8583.             names as "Fighter" or "Cleric")  The best strategy is to sneak up
  8584.             to the room until 2 or 3 enemies see you, draw them back to the
  8585.             previous room and kill them.  Then save it and rush the Mind Flayer
  8586.             and hope that it doesn't instant kill you. (9000 exp)  I find that
  8587.             using some protective spells works great.  (Protection from Evil,
  8588.             Haste, Chaotic Commands, Improved Invisibility and Death Ward)
  8590.             Open the door, go through the passage, and open the next door.
  8591.             Here is a far worse battle with 5 mind flayers (some are Ulitharids
  8592.             which is a tougher type of Flayer) and an Umber Hulk.  Take them
  8593.             out (rest and save), then open the north door, go through the
  8594.             passage to find the rest of the Flayers (about 8, and 2 or 3 Umber
  8595.             Hulks).  There is a Mind Flayer Lich here (called an Alhoon) who
  8596.             was forming an army.
  8598.             Search the center cauldron for some treasure:
  8600.               Wand of Wonder (random effects)
  8601.               Hammer of Thunderbolts +3 (part of the Crom Faeyr)
  8602.               Spells - Shocking Grasp (Mage)
  8604.     QUEST:  Rescue Haer'Dalis from the Mage
  8606.             (see the Bridge district for details on this quest)
  8608.     QUEST:  Roger the Fence and the Troll
  8610.             Roger - Sewers (AR 0701, x 1680 y 2300)
  8611.             Troll - Sewers (AR 0701, x 160 y 2550)
  8613.             In the southern tunnels you will find an odd fellow named Roger the
  8614.             Fence.  He is there mainly to sell goods (as well as to buy the
  8615.             crap you get).  But he also has a problem. (3,1,1,1)  He came down
  8616.             here to avoid the guard, but he has been having trouble with "the
  8617.             beasties."  Agree to take care of his problem, for a little gold,
  8618.             of course.  Then head left along the southern tunnels.  Follow the
  8619.             first tunnel you find to get to the Sea Troll.  Kill it (it has
  8620.             more HP than its experience value would let on) and return to
  8621.             Roger for a reward:  500 gold and 9500 exp. (don't try to trick
  8622.             him)
  8624.     OTHER:  Tarnor the Hatchetman's Mercenaries
  8626.             Mercenaries - Sewers (AR 0701, x 1700 y 460)
  8628.             At the top of the sewers you will confront Tarnor and his merry
  8629.             band of bandits.  They'll let you go for 1000 gold, or you get
  8630.             yourself into a big old fight.  The "fake talk" works great here,
  8631.             but any strategy is fine.  I'd put an insect swarm on their mage
  8632.             to prevent him from casting spells. Then search them afterwards for
  8633.             treasure:
  8635.               Plate Mail +1
  8636.               Full Plate +1
  8637.               Full Plate Mail
  8638.               Helmet of Charm Protection
  8639.               Wyvern's Tail +2 (Morningstar)
  8640.               Small Shield +2
  8641.               Hangard's Throwing Axe +2
  8642.               Gems, Potions and Gold
  8644.     OTHER:  Rakshasa
  8646.             Rakshasa - Sewers (AR 0701, x 1600 y 1600)
  8648.             In the very center of this area you will find a horde of kobolds
  8649.             and their Rakshasa master.  This isn't a tough fight, especially
  8650.             when compared to the mercenary battle, but it does yield a pretty
  8651.             good item:
  8653.               Cloak of the Sewers (AC +1, can be worn with other magic items)
  8656. -------------------------------------------------------------------------------
  8657.     2.14    [THDCKS]             The Docks  (AR 0300)
  8658. -------------------------------------------------------------------------------
  8660.   Yoshimo Exposition:
  8661.   -------------------
  8663.     When Yoshimo first comes with you to the Docks he explains that this is
  8664.     Shadow Thief territory and that he needs to go see Renal Bloodscalp to
  8665.     settle things between them.
  8668.   Companions:
  8669.   -----------
  8671.     Edwin       10   10  16  18  10  10    Human      Mage        Lawful Evil
  8673.       Edwin was with you on your last adventures, and he and Minsc don't like
  8674.       each other in the least.  Edwin had wanted to kill Minsc's witch,
  8675.       Dynaheir, and now that she is dead, Edwin won't leave Minsc alone about
  8676.       it.
  8678.       Edwin gets the most spells of any mage, +3 for every level (1 from his
  8679.       Conjurer bonus, and 2 from his non-removable amulet).
  8681.       Found at:  Shadow Thieves Guild (talk to Renal Bloodscalp)
  8683.       Grade:  B+  What his stats don't tell you is that Edwin gets bonus spells
  8684.                   making him the best mage in the game.  The downside is that
  8685.                   he is weak as a kitten and has so very little HP.  And the
  8686.                   other wrinkle is that he is Evil making him hard to fit in a
  8687.                   good party.
  8690.   Quests:
  8691.   -------
  8693.     QUEST:  Take the Body of Renfield to Rylock
  8695.             Rylock - Docks near Galvarey Estate (AR 0300, x 1440 y 2950)
  8697.             The second of the Between Area events dumped the body of Renfield
  8698.             in your possession, and it is here that we can get rid of it.
  8699.             You will find Rylock standing near the large building in the SW
  8700.             corner of the map.  You will get: 14,550 exp and 125 gold.
  8702.             This leads us to the next quest...
  8704.     QUEST:  Rescue Montaron from the Harpers
  8706.             Xzar        - Steps near the Sea Inn (AR 0300, x 2370 y 2475)
  8707.             Harper Base - Docks (AR 0300, x 1320 y 2930)
  8708.             Prebek's House - Docks (AR 0300, x 1860 y 1260)
  8710.             Once you have delivered Rylcok and gotten your "reward", go right
  8711.             and you will find Xzar (a Necromancer who joined you in the
  8712.             previous game).  He wants you to rescue his friend, Montaron (who
  8713.             also joined you in the previous game) from the Harpers (a group of
  8714.             "do-gooders", of which Jaheira is a member).  Agree to his odd
  8715.             demand, but you might want a reward for doing something so
  8716.             dangerous.
  8718.               Warning:  If you refuse Xzar's request you cut off any future
  8719.                         Harper Plots for Jaheira as well as any romance
  8720.                         potential with her.
  8722.             Go back and talk to Rylock.  Ask him to see inside and tell him
  8723.             because you always wanted to see a Harper. (this is a lot easier
  8724.             with Jaheira in the party as she is a Harper herself)  He doesn't
  8725.             trust you, and to earn his trust you have to do a Quest for him
  8726.             (but of course).  He wants you to get rid of a "vile" mage named
  8727.             Prebek, whose house is directly to the north.  Agree to this,
  8728.             although Yoshimo "smells a rat."
  8730.             Head north to Prebek's house (it's marked on the map).  When you
  8731.             enter you might notice that this is not some great Archmage.  Seems
  8732.             the Harpers didn't tell you the WHOLE truth.  Kill them, then loot
  8733.             the house.  There are three containers here with good spells
  8734.             (Invisible Stalker, Fire Elemental, Resist Fear, Horror, etc.,
  8735.             for instance), however everything here is TRAPPED.  Go back to
  8736.             Rylock to get 14,500 experience and gain admittance to the Harper's
  8737.             base.
  8739.             There are three Harpers in this main hallway, talk to them if you
  8740.             wish, although they won't be very forthcoming with the information.
  8741.             If you ask Berinvar about his Necklace, Jaheira will be very
  8742.             curious as to why Harper's would wear such things... how odd.
  8744.             There are 4 rooms to the right, the entrance to which is in the
  8745.             south.  There are all manner of treasures to be found here, spells
  8746.             gold and potions.  The Eye Painting is both TRAPPED and LOCKED and
  8747.             has a Helm of Charm Protection.  In the northern room on the table
  8748.             you will find your own Harper Amulet (x 1000 y 300).  How
  8749.             convenient!  Put the Amulet on and go upstairs.
  8751.             Here you will meet up with some Spectral Harpists.  Since you are
  8752.             wearing the Amulet they will answer most any of your questions.
  8753.             You can ask them about Montaron (thief), but they answer in
  8754.             riddles.  Search the bookshelves here for some treasures (the
  8755.             spell Phantom Blade is most useful).  Open the door to the southern
  8756.             room (x 760 y 1030) and then the next door as well.  Search the
  8757.             desk here (x 710 y 1200) to find the Note.  Read it.  Well that
  8758.             explains Montaron.
  8760.             Open the northern door (x 915 y 530) to find the Giant Bird Cage.
  8761.             Open the door to the cage, and send someone inside, as far north
  8762.             as they can go.  You will notice that the mouse cursor makes as
  8763.             though you can grab something in here, do so and you will catch a
  8764.             bird (20,000 exp).
  8766.             Return to Xzar and give him the Bird (Montaron).  He mentions that
  8767.             someone broke into his laboratory and killed his apprenti.  Hmmm...
  8768.             Anyway he turns Montaron back into human form.  But it wasn't
  8769.             really Montaron, it was Lucette, an assassin meant to kill Xzar for
  8770.             spying on the Harpers for the Zhentarim.  In other words, the
  8771.             Harpers used you to get back at Xzar.  You killed his apprenti,
  8772.             you were allowed to see what they needed you to see, and you
  8773.             delivered the assassin right to him.  You will want to search Xzar
  8774.             for treasure (Staff Spear, Spells, Gems, Bracers, etc.).
  8776.             Also, if you go back into the Harper's and search the second floor,
  8777.             you will find Montaron's body in a chest.  This is worth 20,000
  8778.             experience.
  8780.             After that Jaheira is summoned to the Harpers by Meronia.... (if
  8781.             you are in a romance with Jaheira, Meronia may take longer to show
  8782.             up)
  8784.     QUEST:  Summoned before the Harpers
  8786.             When Jaheira returns she tells you that the Harpers want to meet
  8787.             with you.  Head back to the Harpers place and go inside.  If you
  8788.             are in a "relationship" with Jaheira, then Meronia won't show up
  8789.             immediately after Xzar.
  8791.               Trick:  Although "fake talk" doesn't work in here (Galvarey has
  8792.                       to talk to you before he can die), you can use the spell
  8793.                       Silence in a similar manner.  (Gareth Embrey)
  8795.             You will then be questioned by Galvarey. No matter what you say to
  8796.             him in answer to his questions, he sees what he wants to see.  Soon
  8797.             it becomes obvious that he means you harm.  Jaheira decides to
  8798.             break with the Harpers and help you out (quite the lifestyle
  8799.             change!).  You will then be forced into a deadly conflict with
  8800.             Galvarey and his Harper Goons.
  8802.             Once they're dead, be sure to check them for treasures.  Some of
  8803.             which are:
  8805.               Ring of Wizardry
  8806.               Two Handed Sword +1
  8807.               Plate Mail +1
  8808.               Cloak of Protection +1
  8810.             And that is that for the Harpers within Athkatla.
  8812.     QUEST:  Revianne & Dermin the Harpers
  8814.             This doesn't necessarily happen in the Docks as Dermin will track
  8815.             Jaheira down, but this only happens if you do the previous Quest
  8816.             (killing Galvarey).
  8818.             Four days after the events in the Harper's Hold, Revianne appears
  8819.             and wants to fight you.  Handle this how you will. (Oddly, she
  8820.             didn't show up the first time through the game, but did the second)
  8822.             About a week after the events in the Harper's Hold, Dermin appears
  8823.             and tells Jaheira that he has been sent to kill her.  She doesn't
  8824.             want to fight him as he was her friend.  Instead they talk things
  8825.             through and she renounces her standing as a Harper.
  8827.             Dermin leaves for now.
  8829.             Then later he returns and says that Jaheira's death has been
  8830.             arranged unless she goes with him.  If she does that then you will
  8831.             be spared.  She agrees to think about it, no more.
  8833.             Dermin leaves again.
  8835.     QUEST:  Jaheira Leaves the Party (again)
  8837.             Harper Base - Docks (AR 0300, x 1320 y 2930)
  8839.             The next time you sleep, Jaheira will have left the party.  Soon a
  8840.             strange Mage arrives and gives you a note explaining why she has
  8841.             left.  She didn't want to burden you with her problems with the
  8842.             Harpers.  She has gone to Harper Hold in Athkatla and wants you to
  8843.             NOT follow her.
  8845.             Return to the Harper Hold.  Inside you must deal with a group of
  8846.             mercenaries.  Go upstairs and you will find Jaheira.  She is
  8847.             surprisingly happy to see you.  She doesn't believe that the
  8848.             Harper's here are Harper's any more.  As evidence she points to
  8849.             the disappearance of the Spectral Harpers.  Jaheira joins with you
  8850.             again, but a new group of Mercenaries (a much tougher group)
  8851.             appears downstairs waiting for you.  These mercenaries are more
  8852.             annoying having a Mage and a Cleric with them.  Be sure to check
  8853.             them for treasure when they are dead.
  8855.     QUEST:  Jaheira & Dermin Finale
  8857.             Again this quest can take place anywhere.  About two weeks or so
  8858.             after you have finished getting Jaheira out of the Harper Hold,
  8859.             Dermin will appear with several goons.  Jaheira and him have it out
  8860.             with a war of words first, then the actual battle begins.
  8862.               Dermin - 5000 exp
  8863.                        Amulet of Protection +1
  8864.                        Bracers AC 5
  8865.                        Other minor treasures
  8867.             Also be sure to check out his goons for more minor treasures.
  8868.             After the battle Jaheira is quite a bit upset about this recent
  8869.             turn of events.
  8871.     QUEST:  Terminsel the Harper
  8873.             A long, long time (Real Time, so you can't just Rest to get this)
  8874.             after this last event, Terminsel appears and asks Jaheira if what
  8875.             she did was right.  Did she feel that following you, a child of
  8876.             Bhaal, was the right thing to do in that situation.  She says,
  8877.             "yes" and Terminsel gives her the Harper Pin, a nifty little amulet
  8878.             with some special powers.  This requires that you have at least
  8879.             a 15 reputation.
  8881.             Also, if you and Jaheira are in a romance, and your reputation is
  8882.             at least 10, then your main character will also be given a whopping
  8883.             100,000 experience.
  8885.             Oh, and Terminsel?  His name is an anagram for... Elminster.
  8887.             Impatient?  Force Terminsel to show up via cheating:
  8889.             CLUAConsole:SetGlobal("TerminselSpawn","GLOBAL",5)
  8890.             CLUAConsole:CreateCreature("jatermin")
  8892.     QUEST:  Renal Bloodscalp, the Shadow Thief (Thieves Stronghold)
  8894.             Renal's Entrance - Docks (AR 0300, x 900 y 1200)
  8895.             Mae'Var's Guild - Docks (AR 0300, x 3050 y 2500)
  8896.             Rayic Gethras - Docks (AR 0300, x 1515 y 2222)
  8898.             Enter the Shadow Thief guild through the Side Door to get right to
  8899.             Renal.  Talk to him and he'll have a quest for you, naturally.  He
  8900.             doesn't trust Mae'Var, who runs the other Shadow Thief guild in
  8901.             this area.  He wants you to go and infiltrate Mae'Var's guild and
  8902.             find some evidence of wrongdoing.  He gives you papers with which
  8903.             to infiltrate the guild and instructions on what to do.
  8905.             Head out, and south, then east to get to Mae'Var's Guild.  Enter.
  8906.             Talk to Gorch behind the counter and give him the documents.  We
  8907.             can now open the doors behind him.  Open the top door.  Then go
  8908.             down the stairs.  Open the secret door on the wall, and go forward
  8909.             until you meet Mae'Var.
  8911.             Mae'Var's first job for you is to steal the amulet off of the
  8912.             Weathermistress Ada, priestess of Talos.  Go to the Temple District
  8913.             and enter the temple.  You have two options, either wait until she
  8914.             is asleep and steal it from the chest by her bed, or if she is
  8915.             awake, pick pocket her until you get it. (20,000 exp)  Return to
  8916.             Mae'Var and give him the amulet for another 29,500 exp.
  8918.               Evil Note:  If you are Evil you will be sent to steal a Statuette
  8919.                           of Lathander from their temple.  You must break into
  8920.                           their safe and swipe the statue.  During the daytime
  8921.                           the safe is guarded, so go at night when the guards
  8922.                           are asleep.  This depends on Reputation, not
  8923.                           alignment.
  8925.             For the next job, you need to go talk with Edwin, who is on the
  8926.             top floor of this building.  He wants you to kill a local Cowled
  8927.             Mage by the name of Rayic Gethras.  Rayic's home is far left of
  8928.             here, just above the Harper's lair.  If the door is open, invite
  8929.             yourself on in.  The main floor is covered in Mephits.  There are
  8930.             a couple of spells on this level (one in a trapped bookcase).  Go
  8931.             up.  There are several Golems on this level.  You can also search
  8932.             the middle bed for some gold.  Go to the next level. (but be ready
  8933.             for a Mage battle)  Kill Rayic.  Then search his table to find a
  8934.             Mislead spell.
  8936.               Rayic Gethras - 9000 exp
  8937.                               Bracers AC 7
  8938.                               Staff +2
  8940.               Trick:  I found that when I confronted Rayic, he asked me to
  8941.                       leave. I agreed, but instead of leaving, I proceeded to
  8942.                       attack him. He spouted something off along the lines of
  8943.                       'I warned you, you should have left', but strangely did
  8944.                       not turn hostile. I attacked him, but he still did not
  8945.                       turn hostile. Therefore, he did not cast any protective
  8946.                       spells (his contingency stoneskin kicked in but that was
  8947.                       it), and was that much easier to dispatch. (David Haire)
  8949.                       The patch should fix this bug.
  8951.             Return to Edwin. (20,000 exp)  Edwin has one last job for you to
  8952.             accomplish for him.  He wants you to get some Documents off of a
  8953.             pudgy man named Marcus, who is at the Sea's Bounty Inn.  Well,
  8954.             that's close.  Enter the main level of the Inn.  You have three
  8955.             options to try: steal the documents, threaten him to get the
  8956.             documents and buy them for 200-250 gold.  Female characters can
  8957.             also charm the documents from him.  Take the documents to Edwin for
  8958.             10,000 exp.  He then refers you back to Mae'Var.
  8960.             Mae'Var wants you to take out a "traitor" named Embarl who is at
  8961.             the Sea's Bounty Inn.  All you need is his dagger, so you needn't
  8962.             kill Embarl.  You can ask him for his dagger if that makes you
  8963.             happier.  Give the dagger to Mae'Var for 18,750 experience.
  8965.             He then tells you to talk to Edwin again.  Do so, and Edwin
  8966.             threatens to tell everyone who you are and why you are here.  Agree
  8967.             to Edwin's demands to be in on the action and let him join (if you
  8968.             want).  Either way he has the Key to Mae'Var's strongbox which
  8969.             contains the Evidence we need. (remember why we came here in the
  8970.             first place?)  Go downstairs.  You will find the Strongbox at
  8971.             (x 500 y 300), use the key to open it and take the incriminating
  8972.             evidence.  There are also some:
  8974.               Boots of Stealth
  8976.             Go back to Renal and present him the evidence. (48,250 exp)  All
  8977.             that remains now is to go back and kill Mae'Var.  Of course, now
  8978.             every thief within Mae'Var's guild is your enemy.
  8980.               Mae'Var - 14,000 experience
  8981.                         Shadow Armor (AC 4, +15% Hide in Shadows)
  8982.                         Gems and Gold (etc.)
  8984.             You can then go through the entire compound and loot it extensively
  8985.             to get lots of neat items:
  8987.               Buckler +1 (found in the safe on the second level)
  8988.               Studded Leather +1
  8989.               Short Sword +2
  8990.               Spear +1
  8991.               Lots of Gold & Gems (be sure to check the "doors" on the 2nd lvl)
  8993.             Return to Renal to get your final reward:
  8995.               Short Sword of Backstabbing +3
  8996.               10,500 gold
  8997.               45,500 quest experience
  8999.     QUEST:  Jaheira gets Cursed
  9001.             Sea's Bounty Inn - Docks (AR 0300, x 2125 y 2133)
  9002.             Baron Ployer     - Sea's Bounty Inn (AR 0313, x 475 y 340)
  9003.             Bernard          - Copper Coronet (by the counter, he moves around)
  9004.             Derelict House   - Slums (AR 0400, x 2425 y 720)
  9006.             When you enter the Sea's Bounty Inn main floor, Baron Ployer talks
  9007.             to Jaheira.  He was apparently ruined by her and the Harpers for
  9008.             doing evil things and he isn't too pleased about it.  So, he had
  9009.             Jaheira cursed.  Once Ployer has his magelings curse Jaheira, he
  9010.             teleports away.  Jaheira can think of three ways to track him down:
  9011.             Search for his house in the slums, talk to Bernard in the Copper
  9012.             Coronet about Belgrade and talk to a Clerk in the Government Ward.
  9014.               Warning:  You have 2 weeks before the curse kills Jaheira.
  9016.             Head out to the Government Ward.  Enter the Council building and
  9017.             talk to Corneil.  Then go outside.  Just outside of the Council
  9018.             Building you will find the Mage Terrece, one of the three who
  9019.             cursed Jaheira in the first place.  Talk to him. (3,2,2)  He will
  9020.             turn on Ployer and allow you to attack him without the mages
  9021.             getting further involved.  His price?  1000 gold.  If your Charisma
  9022.             is at least 14 you can barter him down to 500.  For this you gain
  9023.             10,250 experience.  Or, you can talk him into killing Ployer for
  9024.             you for 2000 gold and get 19,750 experience.  Then immediately
  9025.             afterwards, kill Terrece to get 5000 exp and your money back.
  9027.             Now we go to talk to Bernard in the Copper Coronet, so off to
  9028.             the Slums!  Bernard tells you that Belgrade is dead, and by
  9029.             the looks of things by a curse similar to what Jaheira is under.
  9030.             He mentions that the body was found in the east part of the slums,
  9031.             so that is where we will go.  Head out of the Coronet, east, then
  9032.             north to the derelict house just to the left of the Slaver's ship.
  9034.             Enter the house and you'll find Ployer.  If you didn't go out and
  9035.             bribe Terrece you will have a large Mage battle on your hands.
  9036.             (Silence 15' works wonders.) However, with the bribe in place,
  9037.             Ployer attempts to summon help, but ends out with nothing.  If you
  9038.             bribed Terrece, then you can either let them kill Ployer, or you
  9039.             can kill the Mages first to get their experience and items (using
  9040.             the "Fake Talk" strategy, they will die quickly).  Then you can
  9041.             deal with Ployer.  His attitude changes quite a bit when no one
  9042.             shows up to help him.  No matter what you do at this point you end
  9043.             out with a Lock of Jaheira's Hair and Ployer is a corpse.  If you
  9044.             chose to let Ployer live, Jaheira will whack him anyway and you get
  9045.             another 21,250 exp.  Once Jaheira has her Hair back in her
  9046.             possession she starts feeling better and you gain 21,250
  9047.             experience.  There are some other minor treasures to be found here
  9048.             as well.
  9050.             To uncurse Jaheira, simply sleep at an Inn until she is no longer
  9051.             cursed. (may take more than 1 rest)
  9053.     QUEST:  Restore Kangaxx the Demi-Lich                       [from Taganath]
  9055.             Kangaxx's House - Docks (AR 0300, x 2700 y 2270)
  9056.             Arms & Legs     - Sewers (AR 0202, x 1700 y 500)
  9057.             Torso           - Bridge (AR 0500, x 1600 y 3340)
  9059.             The house to the right of the Sea's Bounty Inn holds a terrible
  9060.             secret.  De-trap and unlock the door, go into the house and into
  9061.             the basement.  When you double-click on the sarcophagus, Kangaxx
  9062.             asks you to retrieve his body, which has been scattered around
  9063.             Athkatla.  His arms and legs are in the sarcophagus in the sewers
  9064.             under the temple district on the same screen as the cult of the
  9065.             eyeless.  You have to fight the Shade Lich for them.  His torso is
  9066.             located in the basement of a house in the Bridge section in yet
  9067.             another Sarcophagus and is guarded by the Elemental Lich. (you can
  9068.             find more detailed instructions on these Liches in the appropriate
  9069.             sections)
  9071.             Once you have both pieces, return to Kangaxx and he gloats at you,
  9072.             then attack you.  When you kill him he becomes a Demilich.  I think
  9073.             the Demilich is only hit by +4 weapons or better and you need be at
  9074.             a very high level to have any chance of killing him.  The easy way
  9075.             to kill him (or any creature that relies on magic) is to get
  9076.             several green scrolls of protection from magic and use them on your
  9077.             party, then simply surround him with your protected characters and
  9078.             attack until he is dead, as all of his offensive magic is useless
  9079.             and he has no physical attack.  Your reward for doing this is the
  9080.             excellent Ring of Gaxx (Regen., Protection from Poison, AC +2) and
  9081.             55,000 experience.
  9083.               Warning:  You CANNOT use the "fake talk" strategy on Kangaxx!
  9084.                         Doing so will prevent him from EVER dying!  You must
  9085.                         beat him normally!
  9087.               Note:  Berserked characters, like Minsc or Korgan, also can't be
  9088.                      imprisoned. Protection from Undead scrolls also work
  9089.                      (he'll ignore you), as does the mage spell Immunity to
  9090.                      (Abjuration) to beat imprison.
  9092.               Tip:  I found out an awesome way to kill the demi-lich. The
  9093.                     ring of the ram does full damage to the lich. That can
  9094.                     take out about thirty of his hit points right there.
  9095.                     The best new thing I just found out is not that
  9096.                     though. The Slayer can not be imprisoned! You just do
  9097.                     the Slayer change and then keep wailing on the lich
  9098.                     until he is dead. You just have to do it quick before
  9099.                     being the Slayer kills you. [from Drew NA]
  9101.             Most of the lich fighting strategies found in the Undead sub-
  9102.             section of the Monster Strategies above will work as well.
  9105.     OTHER:  The Mad Cleric
  9107.             Cleric - Docks near Shadow Thieves (AR 0300, x 1680 y 790)
  9109.             Those crazy followers of Cyric have a strange approach to
  9110.             conversion.  Pretty much anything you say to this guy results in a
  9111.             fight. (750 exp, very minor treasures)  You can avoid this fight
  9112.             if you say that he's "preaching to the choir," but then you lose
  9113.             the mighty 750 exp!
  9115.     OTHER:  Pirates of the Sea's Bounty
  9117.             Sea's Bounty Inn - Docks (AR 0300, x 2125 y 2133)
  9118.             Secret Door      - Sea's Bounty (AR 0313, x 515 y 160)
  9120.             Within the Sea's Bounty is a secret door (northwestern wall, main
  9121.             floor).  Inside that there are several Pirates.  They aren't worth
  9122.             much, but hey, it's better than Goblins.  Once they're dead, search
  9123.             their pool for treasure: Pearls, Pearl Necklace, 1100 gold.
  9125.     OTHER:  Free Battle Axe +1
  9127.             Box - Docks (AR 0300, x 2240 y 2825)
  9129.             Just east of the Harper's (Galvarey Estate) is a small box that has
  9130.             a Battle Axe +1 (and some minor treasures).  Nothing great, but
  9131.             it's better than the other treasures around here.
  9133.     OTHER:  Ring of Lock Picks
  9134.             [from Skithee]
  9136.             In the docks area, there is a door on the far northeast side. You
  9137.             can get there by either walking along a platform, or by entering
  9138.             the western entrance of the barracks (the arch building on the east
  9139.             side of the docks) and exiting out of the other side. Through this
  9140.             door is part of the underground portion of the thieve's guild.
  9141.             There is only one guy in there. If you talk to him, he tries to
  9142. &nbs