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- _____________________________________
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Baldur's Gate II: Shadows of Amn (PC)
- & Throne of Bhaal (BG2 Expansion, PC)
- FAQ/Walkthrough
- _____________________________________
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- May 18, 2009
- Version 8.72
- Written by: Dan Simpson
- Email: dsimpson.faqs@gmail.com
- Use this subject: Baldur's Gate II v 8.72
- (emails with improper subjects MAY BE DELETED!)
- Email Policy: (read before emailing me!)
- ¯¯¯¯¯¯¯¯¯¯¯¯¯
- Got a question? Check the Frequently Asked Questions section
- first (it's before the walkthrough) to see if your question is
- already answered.
- If you see any mistakes, or have anything that you want to add
- please email me! I will, of course, give you full credit for
- your addition, and be eternally grateful to you. Email addresses
- are not posted in the FAQ, unless you specifically state that
- you want it to be.
- ______________________________________Notes____________________________________
- You will find the most up to date version of this FAQ at:
- http://www.gamefaqs.com/
- http://www.supercheats.com/
- http://www.neoseeker.com/
- I also have an Item List FAQ & a Class FAQ both of which you can also find at
- GameFAQs.
- If you're having any sort of technical problem with the game, there are some
- patches you should consider getting:
- BG2: http://www.bioware.com/games/shadows_amn/support/patches/
- ToB: http://www.bioware.com/games/throne_bhaal/support/patches/
- Please patch your game. The duplicated NPC bug when you go down the stairs is
- fixed in the patch. Please stop emailing me about it.
- There has been some fan made work in fixing the game, which you can find here:
- http://www.gibberlings3.net/
- This FAQ looks best in a fixed-width font, such as Courier New.
- This Document is Copyright 2000-2009 by Dan Simpson
- Baldur's Gate II is Copyright 2000 by Bioware/Black Isle/Interplay
- BG2: Throne of Bhaal is Copyright 2001 by Bioware/Black Isle/Interplay
- I am not affiliated with Bioware, Black Isle, Interplay or anyone who had
- anything to do with the creation of this game. This FAQ may be posted on any
- site so long as NOTHING IS CHANGED and you EMAIL ME telling me that you are
- posting it. You may not charge for, or in any way profit from this FAQ.
- _______________________________________________________________________________
- __________________
- What's New in 8.72:
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Some very minor edits.
- For a complete Version History, check out the Final Words Section at the end
- of the FAQ.
- -------------------------------------------------------------------------------
- Table of Contents:
- -------------------------------------------------------------------------------
- To navigate quickly, double click the code, press CTRL-C, then CTRL-F,
- CTRL-V and ENTER!
- I. [NTRDCT] Introduction
- II. [WHTSNW] What's New in Baldur's Gate II
- III. [THRNFB] Throne of Bhaal Information
- IV. [MDNFRM] Tweaking Baldur's Gate II
- V. [CRTNGM] Creating a Main Character (or a Party)
- VI. [CMPNNS] Companions
- VII. [GMPLYS] Gameplay Strategies and Tricks
- VIII. [GNRLMN] General Monster Fighting Strategies
- VIII.1 [GLMSVI] Golems
- VIII.2 [DMNSV2] Demons
- VIII.3 [NDDSV3] Undead
- VIII.4 [DRGNSS] Dragons
- VIII.5 [NMYSPL] Enemy Spellcasters
- VIII.6 [BHLDRS] Beholders
- VIII.7 [MNDFLY] Mind Flayers
- VIII.8 [WRWLVS] Werewolves
- [FRQNTL] Frequently Asked Questions
- [WLKTHR] Walkthrough
- 1. [RNCSDN] Chapter 1: Irenicus' Dungeon
- 1.1 [DNGLV2] Irenicus' Dungeon Level 2
- 2. [WKNSPR] Chapter 2: Waukeen's Promenade
- 2.1 [THSLMS] The Slums
- 2.2 [BTWNRS] Between Areas
- 2.3 [DRNSHL] De'Arnise Hold
- 2.4 [WNDSPR] Windspear Hills
- 2.5 [THPLNR] The Planar Sphere
- 2.6 [THGRVY] The Graveyard
- 2.7 [CTYGTE] City Gate
- 2.8 [THBRDG] The Bridge
- 2.9 [GVRNMN] Government District
- 2.10 [MRHLLS] Umar Hills
- 2.11 [TMPLRN] Temple Ruins
- 2.12 [TMPLDS] Temple District
- 2.13 [THSWRS] The Sewers
- 2.14 [THDCKS] The Docks
- 2.15 [TRDMTT] Trademeet
- 3. [THGLDW] Chapter 3: The Guild War
- 3.1 [WRKNGF] Working for the Shadow Thieves
- 3.2 [WKNGFB] Working for Bodhi
- 4. [BRNNLW] Chapter 4: Brynnlaw
- 4.1 [SPLLHL] Spellhold
- 4.2 [MZBNTH] Maze beneath Spellhold
- 4.3 [SCPFRS] Escape from Spellhold
- 4.4 [SHGNCT] Sahuagin City
- 5. [THNDRK] Chapter 5: The Underdark
- 5.1 [STNTHA] Ust Natha (Drow City)
- 5.2 [BHLDRC] Beholder City
- 5.3 [THLLTH] The Illithid Lair
- 5.4 [XTFRTU] Exit from the Underdark
- 6. [BCKTAT] Chapter 6: Back to Athkatla
- 6.1 [3NWARS] Three New Areas
- 7. [SLDNSS] Chapter 7: Suldanessellar
- 7.1 [TH9HLS] The Nine Hells
- X1. [STRNGH] STRONGHOLD Walkthroughs
- X2. [THLMTD] The Limited Wish Adventure
- [THRNFB] Throne of Bhaal Walkthrough
- 1. [WTCHRK] Watcher's Keep
- 2. [GRVFTN] Grove of the Ancients
- 3. [SRDSHH] Saradush
- 4. [GRMNRR] Gromnir
- 5. [YGSHRA] Yaga Shura
- 6. [MKTHRN] Amkethran
- 6.1 [SNDFMN] Sendai
- 6.2 [BZGLAA] Abazigal
- 7. [BLTHZR] Balthazar
- 8. [THFBHL] Throne of Bhaal
- [PPNDCS] Appendices
- A. [CMPLTK] Complete Kit Descriptions
- B. [CHRTSA] Charts & Analysis
- > [THVNGM] Thieving Money Charts
- > [DLWLDN] Dual Wielding Analysis
- C. [CHTSSS] Cheats
- D. [TRNRSN] Trainers and Editors
- E. [MNLCRR] Manual Corrections & Addendums
- F. [BGSZS1] Bugs
- G. [STRNGT] Strange Things
- [FNLWRD] Final Words....
- -------------------------------------------------------------------------------
- I. [NTRDCT] Introduction
- -------------------------------------------------------------------------------
- In Baldur's Gate, your character faced the harsh light of reality. Pushed
- violently out of your home after the death of your foster father, you had to
- discover the truth of his killing, and your own past. What you discovered
- was that you were the offspring of the deceased Lord of Murder, the dark god
- Bhaal. He had foreseen his own imminent demise and so had spread his seed
- across the land. You were one of those children. So too was the evil
- Sarevok, the murderer of Gorion. He sought to become the new Lord of Murder,
- and sought to start a war between Baldur's Gate and Amn. It would not matter
- who won this war... so long as people died by the thousands. Fortunately for
- the world you were there to stop Sarevok and end his schemes.
- But the world doesn't stop for one heroic deed. Soon after your adventures
- around Baldur's Gate a mysterious force captures your adventuring party.
- Could this be another spawn of Bhaal? Or perhaps something worse...
- Baldur's Gate II: The Shadows of Amn takes place just a few months after the
- events of Baldur's Gate. You have been captured and placed in a cage. All
- your equipment and money is gone. Your companions have been scattered. Who
- is behind this? And more importantly... why?
- There are two "bonus" CD's out there, one people got with the Collector's
- Edition and another for Preordering (either from EBworld or from the
- Interplay Store). These add new shops and items. You can also download
- these files from http://www.sorcerers.net/index.shtml (you can also check out
- the Frequently Asked Questions for more information)
- Collector's Disc: Aurora's Emporium in the Adventurer's Mart
- Sells all manner of Torment related items, such as Dak'kon's Zerth Blade
- and Vhailor's Helm. Best yet, it has the almighty Robe of Vecna. Talk
- to Deidre in the back of the Adventurer's Mart.
- Preorder Disc: Joluv in the Copper Coronet
- Sells all manner of Icewind Dale related items, such as Hrothgar's Axe
- and the Defender of Easthaven.
- You can just use the cheats to create the merchants (see the Cheats section
- if you don't know how to do it):
- CLUAConsole:CreateCreature("wmart1")
- CLUAConsole:CreateCreature("wmart2")
- to make the two merchants appear in the current area. [from John Howard]
- -------------------------------------------------------------------------------
- II. [WHTSNW] What's New in Baldur's Gate II
- -------------------------------------------------------------------------------
- Here's a list of what's new in Baldur's Gate II (as compared to BG):
- - Familiars. Mages can cast the first level spell "Find Familiar" to get
- themselves a little intelligent creature called a Familiar. Not only
- do you get a permanent little scout/thief/monster, but you get a bonus
- to your Mage's HP as well. If your Familiar has 24 HP, then you get +12
- HP.
- - Strongholds. Each class gets their own specific stronghold to call their
- own. A fighter gets a castle, a bard gets a playhouse and a thief gets
- a thieves' guild.
- - New Playable Race: Half-Orc. Half-orcs get a bonus to their strength
- and constitution and a penalty to their intelligence and charisma.
- - New Playable Classes: Monk, Barbarian and Sorcerer.
- Monk. The Monk is one of the more interesting new classes. They are
- very skilled at fighting without weaponry, and as they go up in levels
- their fists grow in power. At the 14th level they start gaining Magic
- Resistance. They also have other special abilities, such as Lay on Hands
- faster movement and some thief skills. The drawback? They can't wear
- armor or use two-handed weaponry.
- Barbarian. The Barbarian is a brute compared to the fighter. More
- vicious but less refined. He gets more HP, can berserk and moves faster.
- Drawbacks? Can't wear Full Plate or Plate Mail, and cannot gain more
- than Specialized in Proficiencies.
- Sorcerer. Normal mages have to first learn a spell, then memorize it,
- then spend time to cast the spell. The Sorcerer does none of these.
- They simply get a set number of spells per level and can cast a number
- of spells. This works more like "mana" systems of other games.
- - New sub-classes, called Kits. These represent different philosophies
- within each discipline. For example, the Wizard Slayer (Fighter) won't
- wear magic items, but gains a bonus magic resistance and can disrupt
- magic spells permanently. For more information see the Kits section in
- the Appendix.
- - More thief skills, such as Set Trap, Detect Illusion and more.
- - More spells, including Delayed Blast Fireball and Time Stop.
- - Gem bags to hold gems and necklaces, Scroll cases to hold spells and
- parchments and Bags of Holding to hold everything else.
- - Bigger, fiercer monsters, including Dragons, Beholders and Liches.
- - Better resolution. The game officially supports up to 800x600, but
- unofficially it can go up much, much higher.
- - Higher experience cap, set at 2.95 million experience points allowing
- your character to become as gods. (not quite, but that sure sounds good
- doesn't it?)
- -------------------------------------------------------------------------------
- III. [THRNFB] Throne of Bhaal Information
- -------------------------------------------------------------------------------
- Throne of Bhaal is the official Expansion Pack to Baldur's Gate II: Shadows
- of Amn. It has one area (Watcher's Keep) that can be reached in either game,
- and many other areas that take place after the events in BG2. ToB can be
- purchased in any store that sold BG2.
- Once you enter the Expansion areas (with the exception of Watcher's Keep)
- you cannot return to the original game areas.
- What's New in Throne of Bhaal:
- ------------------------------
- - TAB key will now highlight doors, containers and items for you. (use it
- often!)
- - Wild Mage kit. Just like a mage, but with one key difference, Wild Surges.
- These are near unpredictable alterations of the magic. It might just make
- you itchy (or your enemies itchy) or it could even change your gender. You
- just never know.
- - New areas.
- - Completes the Baldur's Gate saga.
- - Experience Cap set much higher at 8,000,000. This allows most characters
- to get to level 40.
- - Many new items, and more items that can be built from other items.
- - More spells.
- - You can now remove spells from your spellbook. This is intended to get rid
- of unwanted spells when you can't learn any more.
- Tip: If you have duplicate Spell Scrolls, learn the spell once, then
- Erase it, then learn it again. This way you get the experience
- twice!
- - New high level abilities (HLA) for level 20+ characters. These abilities
- are extremely strong and useful, such as Deathblow, Whirlwind attack and
- Summon Planetar.
- - Evil clerics can Turn Paladins along with Undead. (which adds an
- interesting conflict when you have Viconia and Keldorn in the same party)
- - Cloak of Mirroring no longer reflects spells back to their caster, merely
- blocks the spells.
- David Gaider (one of the senior designers of ToB) has released a few minor
- additions to Throne of Bhaal, which you can find at Baldurdash:
- http://www.baldurdash.org/ToB/TOBtweaksandcheats.html
- They include new Bhaalspawn abilities, and tougher Demogorgon and Balthazar
- battles.
- Baldurdash: http://www.baldurdash.org/
- The Wish Spell
- --------------
- The WISH Spell is much like its lesser brother, the Limited Wish, but a
- whole lot more powerful. As such it is very tricky to use. The Djinn you
- summon is pretty much out to get you, so having a good WISDOM is essential.
- 18 or more will get you the best responses, 9 or worse will get you some
- pretty awful responses. However, which wishes you get is also partly random.
- He then picks from a list of wishes that you can get (not all will be what
- you want), and if you have really bad wisdom, you'll be picking from a list
- of nothing but bad choices! Here is a list of all the wishes, sorted from
- the really bad to the sorta awful to the surprisingly good:
- 'Improved Haste' on all enemies in the area.
- Level Drain two levels from each party member.
- Bring a 'Meteor Swarm' down upon the caster.
- Temporarily remove half of the caster's HP.
- Caster loses all memorized spells.
- Party loses 10,000 gp.
- Temporarily reduce the Strength of all party members to 3.
- Temporarily reduce the Dexterity of all party members to 3.
- Temporarily reduce the Constitution of all party members to 3.
- Temporarily reduce the Wisdom of all party members to 3.
- Temporarily reduce the Intelligence of all party members to 3.
- Temporarily reduce the Charisma of all party members to 3.
- Heal all enemies in the area.
- Temporarily remove 15% of all party members' HPs.
- Summon an extra hostile monster into the area.
- Everyone in the area, both party members and enemies, become intoxicated.
- 'Breach' on everyone in the area, including the party.
- Blow all people, including party members, away from the caster.
- Heal everyone, party members and enemies included.
- Temporarily set Strength to 18 for everyone in the area, including enemies.
- 'Miscast Magic' on everyone in the area, including party members.
- 'Magic Resistance' on everyone in the area, including enemies.
- 'Abi-Dalzim's Horrid Wilting' on everyone in the area, including the party.
- Incur bad luck on everyone in the area, including party members.
- 'Silence' on everyone in the area, including party members.
- 'Haste' everyone in the area, including enemies.
- 'Improved Haste' on all party members.
- 'Breach' on all enemies in the area.
- 'Restoration' on all party members.
- Raise all party members' characteristics to 25 for 4 rounds.
- 'Resurrection' on all dead party members.
- All party members gain the temporary ability 'Greater Deathblow'.
- All party members gain the temporary ability 'Hardiness'.
- Create a random wand in caster's inventory.
- Create a random potion in the caster's inventory.
- Make it as if the entire party has just rested a full night and
- re-memorized all their spells.
- Cast a double-length 'Time Stop' and 'Improved Alacrity' on the caster.
- Upgraded Familiars:
- -------------------
- Familiars are upgraded when you complete the regular game by beating
- Irenicus.
- You can now "feed" the familiars to heal them. You can also ask them for
- advice.
- If you want to see the old BG2 familiar list, it is in the Gameplay
- Strategies section below.
- Alignment Familiar AC HP Abilities
- --------------- ------------- -- -- ----------------------------------
- Lawful Good Pseudo Dragon 0 48 35% magic resistance, renders
- victims unconscious, casts Blur,
- Ghost Armor, Detect Illusion, 2
- attacks per round
- Neutral Good Pseudo Dragon 0 48 (same as above)
- Chaotic Good Fairy Dragon 0 24 45% magic res., casts Invisibility
- 10' Radius, Imp. Invisibility &
- Mirror Image 1/day
- Lawful Neutral Ferret -4 48 65% magic res., 95% Pickpocket,
- 60% Stealth, 60% Detect Traps
- True Neutral Rabbit 1 48 85% Detect Traps, 60% Stealth,
- 65 magic res., 50% detect illusion
- always haste
- Chaotic Neutral Cat -4 48 Pickpocket, 99% Stealth,
- 65% magic res, 60% Find Traps.
- Lawful Evil Imp -2 48 Polymorphs, 35% magic res., poison
- attack, regenerates 1 HP/second
- Neutral Evil Dust Mephit 3 48 Casts Glitterdust 2/day, 25% magic
- res., Prismatic Spray, Stoneskin,
- 60% damage resistant, immune to
- fire
- Chaotic Evil Quasit -2 48 Casts Horror, 35% magic resist.,
- immune to fire, cold and elec.,
- regenerates 1 Hp/second, 3 attacks
- per round, attack reduces target
- DEX
- Romances in Throne of Bhaal:
- ----------------------------
- Yep, they all are continued, even if you ended them (such as Aerie saying at
- the end that you should just be friends).
- SPOILERS
- Viconia > You can convince her to change her alignment (you simply have to
- say "good" things, like killing is wrong, etc.)
- Aerie > You can have a child with her
- Anomen > Asks to marry you
- Jaheira > n/a
- Viconia's alignment switch: When she offers to sleep with you again, turn
- her down because the "time isn't right", then
- when she asks what you think of her, be very
- very nice. When she asks you what it's like
- having the blood of Bhaal in your veins, tell
- her that you don't like the killing.
- Between meeting her wraith-brother and the
- destruction of Saradush (I told you there were
- Spoilers in here), you need to have at least
- ONE romance talk occur. If you skip this, you
- can't get her to switch alignments.
- When she sees the battle, tell her that you
- don't like it. Then when she asks if you want
- her to change, say yes.
- -------------------------------------------------------------------------------
- IV. [MDNFRM] Tweaking Baldur's Gate II
- -------------------------------------------------------------------------------
- Tired of always knowing how to do everything in the game? Want a new challenge?
- Try a mod! All the significant Unofficial Add-On's (most of which are top-
- notch) can be found here:
- http://modlist.pocketplane.net/
- http://www.gibberlings3.net/
- http://www.spellholdstudios.com/
- The first thing's that I would install are the Fixpack and the Tweak pack, both
- of which can be found at Gibberlings 3. These fix the remaining annoying bugs,
- as well as some ease of use enhancements. The tweak pack can do things like
- unlimited arrow stacking, and remove the experience cap. Every component is
- optional, so if you like one thing, but not another, you can just install what
- you want.
- If you have a widescreen monitor, be sure to pick up the widescreen mod from
- Gibberlings 3.
- Some of the Mods that I've tried:
- Baldur's Gate Trilogy - Combines all the Baldur's Gate games into one
- package. (The "third" game it refers to is Throne of Bhaal) Works really
- well, although there are a few bugs. (Don't memorize any new spells
- until you're sure that they work) It's really fun to play from Candlekeep
- to the Throne of Bhaal in one game.
- Banter Pack - Makes the NPCs more interesting.
- Big Picture - combines several of the largest BG2 mods into one. Includes
- The Darkest Day, Shadows Over Soubar, Never Ending Journey and Tortured
- Souls. Combine this with BGT above for a really massive gaming experience.
- Dark Side of the Sword Coast for BG-BGT - technically a BG1 mod, but played
- in the BG2 engine through BGT.
- David Gaider (one of the senior designers of ToB) has released a few minor
- additions to Throne of Bhaal, which you can find at Baldurdash:
- http://www.baldurdash.org/ToB/TOBtweaksandcheats.html
- Freedom's Reign / Reign of Virtue
- Gibberlings3 Tweak Pack - awesome, awesome mod. All of its components are
- optional, so you can pick the ones you like. Some of which are:
- Remove Helmet Animations
- Imoen/Nalia Avatar Change (to a mage)
- Disable Portrait Icons Added by Equipped Items
- Change Avatar when Wearing Robes or Armor (to mage or fighter)
- Add More Bags of Holding
- Multiple Strongholds
- Bonus Merchants (from the Pre-order & Collector's edition)
- Remove Experience Cap
- Allow thieving in armor (with appropriate penalties, of course)
- Allow mage spellcasting in armor (with penalties, of course)
- Infinite arrow stacking
- Infinite potion stacking
- And so very much more!
- Imoen Romance
- One Pixel Productions - Redoes the artwork in the game to be more like BG1.
- I liked going back to the original "paper doll" look from the first game.
- Secret of Bone Hill (BGT)
- Unfinished Business - puts several quests and things back into the game that
- were dropped by Bioware.
- If you need a walkthrough for the Unofficial Add-On, the Darkest Day, you can
- get Suburban Jub's fine walkthrough here:
- http://www.sorcerers.net/Games/BG2/index.htm
- -------------------------------------------------------------------------------
- V. [CRTNGM] Creating a Main Character (or a Party)
- -------------------------------------------------------------------------------
- The hardest decision in the game is also the first decision, and the one that
- has the farthest reaching effects as well. What you decide here will change
- everything and affect how easy your game is.
- What Class Do You Play??
- Such a simple question, but no easy answers. A lot of which class you want
- to play has to do with your individual style as a player. If you like just
- rushing into the thick of battle without planning, maybe a Barbarian is the
- way to go. Meticulous planner? Think mage. Finesse fighter? Kensai or
- Monk.
- Trick: When you are rolling the "Attributes" for your character, if you
- press CTRL-8 the game will set all your stats to 18 (and 18/00 for
- STR). This ONLY works if you already have the Debug Mode enabled
- (see the Cheats section below).
- Tip: If you're going to import from BG1, and you, like me, reloaded your
- BG1 game everytime you gained a level to get maximum hit points,
- you might be dismayed to learn that BG2 will AVERAGE OUT YOUR
- HIT POINTS. That's right, my level 8 Fighter got nerfed from 120
- hit points to 81! The only way I found to get around this is to,
- when selecting a kit for your imported character, select BACK
- instead of a kit. You keep your hit points but lose the ability
- to take a kit.
- Favorite Kits:
- -----------------------------------------------------------------------------
- Fighter -- > Kensai (great fighters, and when dualled to a mage become
- extremely powerful, I've also heard good things about
- Kensai/Thief combinations)
- Mage -- > Conjurer (you lose some spells, but you can summon with the
- best of them! This is more subjective than the others)
- Druid -- > Shapeshifter (If you've played Cernd then you know that he
- is one of the weakest HUMANS, but when he becomes a werewolf
- he is very powerful)
- Priest -- > Priest of Lathander (This is subjective, I just like the
- Boon of Lathander spell)
- Bard -- > Skald (this has a LOT of good effects, and only one bad effect
- a low pickpocket score)
- Thief -- > Swashbuckler (this guy is awesome, practically a fighter!)
- Ranger -- > Archer (gives this guy a bow, and 5 proficiency in it and you
- have the best sniper in the game)
- Paladin -- > Inquisitor (used to be Cavalier, but I changed my mind. This
- guy's major plus is his Dispel Magic ability, which he casts
- at twice his level, plus with immunities to Hold and Charm)
- -----------------------------------------------------------------------------
- Keep in mind that only the Protagonist (main character) can have a Familiar.
- So if you aren't a Mage, and can't Dual to a Mage later, no one in your game
- will have a Familiar.
- Tip: When creating a character, one thing to consider is the desirability
- of covering a niche that isn't handled by any of the recruitable
- NPCs. For example, there's no point in creating an inquisitor or
- ranger PC because the game already includes strong NPCs for these
- classes. On the other hand, the game doesn't include any thieves
- capable of standing toe-to-toe with enemies in melee combat, so a
- fighter/thief would be a good choice to fill this niche. Or there's
- always the versatile ranger/cleric, who is able to cast druidic as
- well as clerical spells because of a quirk in the BG2 engine.
- [from jsaving]
- Multi-Class and Dual-Class options:
- -----------------------------------
- When you multi-class you are 2 or 3 classes simultaneously. Your experience
- is divided among your classes, so you do level up slower, but you get the
- abilities of all the classes at the same time. Keep in mind that you still
- have to follow the rules of your class, that is, a fighter/mage still can't
- cast spells in armor, and a thief can't sneak in armor greater than studded
- leather. Then, when you get at high level, you get access to both of your
- class's high level abilities (HLA) at the same time. The triple classes
- only get some of the HLAs, for example the Fighter-Mage-Thief gets most of
- the Fighter and Thief HLAs but almost none of the Mage's.
- In dual classing, you switch from one class to another, and forevermore
- will gain levels only in the new class. When the new class level is higher
- than the old one, you gain the abilities of both again, but still only
- level up in the new class. Thus, depending on what level you switch over,
- you may only get 1 set of HLA.
- Trick: When you dual your main character to the Mage Class, try this. Kick
- everyone out of the party, then learn as many spells as you can.
- You gain experience for each spell you learn. I was able to gain
- MANY levels this way!
- Dual Class Note: Can't get your character to dual class? You probably
- don't have sufficient STATS for it. Dualling requires
- your character have 15 of his current class's prime STAT
- (i.e. STR for a Fighter) and 17 of your desired class's
- prime STAT (i.e. INT for a Mage). See the Frequently
- Asked Questions section for more details.
- And again, only humans may dual class.
- Here's the character I played through when I wrote the walkthrough:
- Male --> To have the romance with Viconia
- Half-Orc --> For the STR and CON bonuses
- Barbarian -> A very powerful class, gets 2 extra HP per level (over what a
- Fighter gets), can Rage, moves faster and at level 11 gains
- various weapon resistances.
- Lawful --> To get that high starting reputation.
- Good
- Dual Wield > Then I had him dual wield Katanas (the Celestial Fury is just
- awesome) and Long Swords.
- And here is the party I used when I wrote the walkthrough:
- (slight SPOILER)
- Me -- Barbarian, as a Half-Orc to get me 19 STR and CON, then dual
- wielded long swords and katanas. Very strong.
- Jaheira -- Fighter / Druid, The best Druid in the game since she is the only
- one who can Raise Dead (with Harper's Call).
- Viconia -- Cleric, she is an awesome cleric (much better than Anomen) plus
- she has natural magic resistance.
- Edwin -- Conjurer, the only true mage in the game, also gains a bonus to
- the number of spells he can cast. Not only gains the +1 spell
- per level as a Conjurer, but gains another +2 spells per level
- from his Amulet (which can't be removed).
- Mazzy -- Fighter, Her bow ability is her best feature, but she also has
- a number of extra powers (such as Courage) that I found useful.
- Yoshimo -- Bounty Hunter, oh sure he isn't a long term solution, but that is
- exactly where Imoen returns.
- Here's a straight-good aligned power-party:
- Main Character -- play as a Kensai/Mage
- Valygar -- Stalker dual wielding katanas, can also backstab really well. If
- you aren't using his backstab, drop for Mazzy.
- Keldorn -- The only Paladin in the game, thus the only person who can use
- the Holy Avenger
- Minsc -- The strongest character in SoA, fights well with the two handed
- sword, or with two weapons.
- Anomen -- Once you get past his bizarre personal issues, he's not that bad.
- Yoshimo -- To be replaced later with Imoen (or use Jan if you prefer)
- Note: There are several things any party should be able to do: disarm traps
- (thief), remove level drain (lesser restoration), and remove combat
- protections (breach). If the main character can't do any of these
- things, then the player is restricting his NPC choice set to a
- certain degree because he has to reserve party slots for characters
- with these capabilities. Playing a character that has some of these
- capabilities provides extra flexibility, which may be desirable if
- the player wants to try out a wide variety of NPCs without being
- "locked in" to a party composition he may not really want.
- [from jsaving]
- Attributes:
- -----------
- STRENGTH (STR) = Melee damage and ability to hit with melee weapons
- DEXTERITY (DEX) = Ranged to hit, and increases Armor Class
- CONSTITUTION (CON) = Increases hit points per level
- WISDOM (WIS) = Gives bonus spells castable per day to clerics, adds
- lore
- INTELLIGENCE (INT) = Improves chance to learn spell for mages, increases
- maximum number of spells known per level
- CHARISMA (CHA) = Discounts at stores, and improved rewards for quests
- So, you can see that a melee fighter would want STR, DEX and CON, and has
- no real reason to get WIS or INT. Everyone benefits from DEX and CON.
- On STR, the 18/xx scores go from 01 to 00. It's easier to think of the 00 as
- 100. So, 18/00 is the highest possible, and better than 18/99.
- With CON, only warriors get use of the stat beyond 16. So, a mage with 16
- CON gets just as many HP as a mage with 17 or 18 CON. But a Fighter, Ranger,
- Paladin or Barbarian gain a benefit on every increase in CON.
- Hit Points at Higher Levels:
- ----------------------------
- For the first 9 (or 10) levels, you can gain either 4 (mage) 6 (rogue)
- 8 (priest) 10 (fighter) or 12 (barbarian) hit points per level. This is
- randomized, so you can get less. You also gain bonus hit points based on your
- CON (see above). However, at level 9 (or 10, depending on your class) you
- start to gain fewer hit points per level. This is part of the AD&D rules.
- So, when you gain 3 HP at level 11, this is why. No amount of reloading will
- fix this. The game is balanced around this fact, so you won't be weaker
- than your enemies.
- Fighters / Rangers / Paladins - normal to level 9, then +3 hp per level
- Priest / Druid / Monk - normal to level 9, then +2 hp per level
- Rogues / Bards - normal to level 10, then +2 hp per level
- Mages / Sorcerers - normal to level 10, then +1 hp per level
- Weapon Proficiencies:
- ---------------------
- Proficiencies give various bonuses, and you can place 1-5 points in each
- weapon. The first point simply makes you proficient so you don't suffer any
- penalties to hit with the weapon. You suffer a -4 to use any weapon that you
- lack a proficiency.
- points spent to hit bonus damage bonus attacks
- 1 (Proficient) 0 0 1
- 2 (Specialized) +1 +2 3/2
- 3 (Master) +2 +2 3/2
- 4 (High Master)* +2 +3 3/2
- 5 (Grand Master) +2 +4 3/2
- * Improves weapon speed.
- Note: Only fighters can get all 5 proficiency points. Most classes are
- restricted to 1 point, while Rangers, Paladins and Barbarians can get
- 2 per weapon. Since there is an extra 1/2 attack at 2 points, it
- has the greatest benefit.
- There are nice weapons for each type, so choose whichever one you like, then
- focus in it.
- If you have a thief, mage or a character that cannot use a shield due to a
- class restriction then allocating a point or two into single weapon style
- will give an armour class as if equipped with a shield. Very useful but
- obviously must have a one-handed weapon equipped. It also increases the odds
- of getting a critical hit. (a roll of 19 or 20). [from Carl Wear]
- Charisma is your friend:
- ------------------------
- So what does Charisma really get you? Well if you have a low charisma you
- may not be able to get NPC's to join you, if you pass a quest, the treasure
- may not be as good as it normally would be, (or there may be no treasure at
- all!) and shops WILL charge you more. So don't skimp out on the charisma.
- On the other hand, you only need ONE PERSON with good charisma, and it
- needn't be your main character.
- SPOILER: Plus, just outside of the first dungeon you find a ring that sets
- anyone's Charisma to 18. You will find this ring by finish the
- circus tent quest in the Promenade area.
- After maxing my reputation, I had my leader (with a charisma of 18) wear some
- charisma-enhancing items (nymph cloak, sword of the roses, helm of glory) to
- boost his charisma up to 23 before he talks to shop owners, and got a
- significant further discount from the increased charisma above 18. Useful
- for all those expensive items from the bonus CD's. [from RCL]
- Creating all Six Characters:
- ----------------------------
- It is quite beneficial to play every game as a multiplayer (although it does
- create a bit of a hassle). It gives you the benefit of being able to create
- all 6 players in your party rather than depending on NPC's, and you can also
- Export and Import characters in and out at any time. Potentially, then,
- you could have a party of as many people as you want, just import and export
- as needed.
- To create a Multiplayer game just click the Multi Player button. At the next
- menu click "Connect". Now you have to set the type of Multi Player (the top
- button), using Serial is fairly easy (although it requires that you have some
- Networking installed...) Now click "Create Game" (whenever you are playing by
- yourself in the Multiplayer always use "Create Game", never use "Join
- Game"!). Name the session to whatever you want, and enter in your own name.
- Finally click "New Game". Now you can create as many characters as you want.
- Then once they are all created, click the little Check icon by each created
- characters, and then click the "Done" button.
- If I created six characters, this would be that party:
- Human Monk -- These guys are just awesome at the higher levels.
- Human Kensai -- To be dualled to a Mage at level 9 or 12, can be very
- powerful
- Human Skald -- Bards are fun, but this one is great. Useful for the
- great Bard Song. At high levels gives everyone +4 to
- hit, damage and AC!
- Elf Archer -- The best ranged weapons expert in existence! This guy is
- ridiculously powerful.
- Human Swashbuckler -- A thief with great offensive abilities.
- Human Sorcerer -- Great magical abilities, don't have to memorize or
- learn spells.
- Or I might replace the Monk with a Half-Orc Barbarian (or Kensai) -- A
- hit point powerhouse.
- But naturally in Baldur's Gate II, I prefer to have most of my party consist
- of the pre-made NPC's that you find in the game. They're just more
- interesting to me.
- Warning: I don't recommend creating all SIX characters in the game. You
- will miss out on character specific quests (and there are a lot of
- these early in the game) as well as the fun interactions these
- characters have with each other. At most I would create 5
- characters, then bring in an NPC, do their quests, then go on to
- the next NPC.
- Trick: To play with your own characters, but avoid the hassles of
- Multiplayer, simply copy the saved game out of the \MPSAVE\ directory
- and into the \SAVE\ directory. You can then play with your own
- party in the normal single player mode. [from Grack]
- Thoughts on Kensai/Mages and other Combinations:
- ------------------------------------------------
- [from RCL]
- While I can imagine how high level Kensais can be killing machines, I do not
- believe they are worth it if you dual them out at level 9. At that time,
- compared to normal fighters they only have +3 to hit and +3 damage (plus 3
- uses of the Kai ability and -2 speed factors) - which is, in other words,
- about an additional 15%-20% bonus depending on your stats, skills and
- weapons. However, this is at the expense of not being able to use missile
- weapons and more importantly, not being able to use bracers, gauntlets,
- helmets, shields and armors.
- Even if you, for example, use the shield amulet to make up for the horrible
- AC, you won't be able to utilize other abilities offered by the equipment
- (such as super fire protection by wearing the whole set of dragon
- helm/shield/armor; increased charisma with the Helm of Glory;
- missile/beholder ray protection from the reflection/fortress/Balduran's
- shields, etc.). After you dual the Kensai to a mage, the inability to use
- bracers and missile weapons can make him a liability to the group for a long
- while until he regains his Kensai abilities.
- A Berserker warrior will be better mage-dualling material. First of all, he
- is almost equivalent with a level-9 Kensai in melee abilities with his +2
- Thac0/ +2 damage during his rage. In addition, during his rage he will gain
- 15 hp and have very important immunities (which alone IMO makes up for the
- Kai ability); he can use ranged weapons if you want, and he has zero
- limitation to his equipment - even if you don't feel like enabling/disabling
- your magic casting abilities with heavy armors all the time, Bracers AC3 can
- help a lot. Personally, I will take all these advantages and additional
- flexibility over the Kai ability and -2 speed factors any day.
- Currently I have my Berserker/mage dual wield the Celestial Fury and
- Dak'kon's Zerth Blade, wearing the Bracer AC3. I used the editor just to
- change his appearance to a mage, and wear the traveler's robe just for the
- looks. Looks great (especially when he attacks), and is probably the best
- member in my team.
- Editor: http://www.mud-master.com/shadowkeeper/
- Other People's Party Strategies:
- --------------------------------
- If Geoff Ulreich created all 6 characters, this is how it would look:
- Paladin - Inquisitor (can't dual or would start as fighter for max weapon
- prof.) Definitely the only worthwhile paladin kit, immunity to
- hold and charm are PRICELESS, as is true seeing, and paladins are
- typically worthless as spellcasters, healers and undead turners
- next to clerics anyway (hence his disadvantages aren't really).
- Spec. in two handed sword, style, and longbow or crossbow (or
- both). He's a madman with the Avenger (a DMs worst nightmare).
- Fighter - to be dualled to a Priest at 9th level. Grand Mastery in
- Warhammer for the Crom Faeyr, the rest in sling (Priests can use
- it). Invaluable for healing, turning, summoning fodder, and
- dispelling.
- Monk - (can't dual, wouldn't anyway) This class is even more unbalanced
- than in the first edition AD&D rules, truly heinous by 15th
- level, a dervish of destruction at 20th.
- Thief - Bounty Hunter to be dualled to Mage (can't dual to specialist or
- I would do Conjurer - Divination (their opp. sphere) spells suck)
- at 11th, when his special traps have the Hold ability) - also
- allows him to hit max level in mage. Give him longswords, two
- wpn style (or one if you're gonna use a bow a lot), short bow
- (and/or crossbow for the light crossbow of speed). This will
- allow you to use most of the good long swords in the game. Get
- set snares, F/R traps, and open locks to 100, 100, & 95
- respectively, ignore the rest).
- Bard - Skald (can't dual or would start as a fighter) Basically for his
- kick-ass song, but makes a nice 3rd mage as well. Give him
- longsword, 2 handed sword, 2 weapon style, 2 handed sword (for
- the vorpal). Nice for Lore skill (saves hassle), cast Friends
- before shopping.
- Sorcerer - (can't dual or would start as a fighter) A VERY powerful mage.
- All the characters should have 18/00 (fighters) or 18 strengths, 18 dexs,
- 16 cons (18 for the fighter and paladin). Mages get 18 intelligence (incl
- bard and bounty), and one of them needs an 18 (or close) wis for limited
- wishes. Priest needs 18 wis as well, and paladin and bard should be 18
- charisma (save that ring slot for something better). Only took me 2 hrs to
- get 6 characters with the above stats. I made them all Lawful or Neutral
- Good to allow 20 rep. Have the Sorc. as your main character for the find
- familiar spell (use a scroll), this will net a psuedodragon (the best
- familiar). This party is a bit slow until the fighter duals to cleric
- (lack of healing), but this doesn't take long at all, and soon after it is
- unstoppable. Also, Archers are WAY overrated.
- By the by, my first character (single player) was a kensai as well, but
- used two longswords. Foregoing a second sword for a measly AC bonus is
- silly, he was AC -6 by the end (using the shield amulet, which has more
- than enough charges to carry you through the end of the game. Also, not
- much lived long enough to swing more than once at him; he splattered
- creatures faster than Keldorn and Jahiera combined. That's 9 (NINE)
- attacks per round if improved hasted and using the dancing sword, 8 if you
- think the sword doesn't count :), 4 normally (still obscene). The best
- defense is, well, you get the picture...I was going to dual him to mage,
- but was having far too much fun with him as it was, and already had 3 mages
- by that point.
- My sorcerer spell picks:
- I have seen many people on the BBSs asking what spells their sorcerers
- should learn, especially at the higher levels, and I have also seen some
- truly awful replies. That said, here are my picks.
- 1st: -magic missile*
- -identify (even with a bard, no other great picks)
- -shield
- 2 others ( I did protection from petrification and charm person)
- Editor's Note: I would take Chromatic Orb here. It has some awesome
- powers and grows in strength as your sorcerer levels
- up.
- 2nd: -melf's acid arrow
- -mirror image
- -knock(*)
- -resist fear* (actually an area effect, contrary to what it says in the
- manual)
- -horror/web/stinking cloud (pick one - I chose horror since it allows you
- to take enemies out of action without affecting your party)
- 3rd: -fireball* __
- -dispel magic ]__*
- -remove magic__]
- -haste
- 4th: -ice storm
- -minor sequencer*
- -stone skin*
- -minor globe of invulnerability
- 5th: -breach**********
- -chaos*
- -cloudkill*
- -lower resistance
- The above are not set in stone, but really are the best picks for a well
- rounded sorcerer, to be used for heavy artillery, fighting enhancement,
- and dispelling (with some defense set aside, mainly for the contingency
- spells). The offense is balanced for single target and area attack
- spells; the area attacks are balanced between damage-dealing and
- disabling (the latter of which won't hurt your party, good for in-close
- fighting. For the last three levels, I will list a small group of
- possibilities, with the first 3 (6th), 3 (7th), and 2 (8th) spells listed
- being the ones I chose. I found summoning spells to be fairly useless
- later in the game, especially against mages (death fog and death spell),
- with the possible exceptions of the nishruu and hakeashar.
- 6th: -contingency*
- -improved haste
- -pierce magic*
- -(chain lightning)
- -(death fog)
- -(summon nishruu)
- 7th: -delayed blast fireball
- -mass invisibility*
- -spell sequencer*
- -(limited wish (depending on your Wis))
- -(ruby ray of reversal)
- -(summon hakeashar)
- -(khelben's warding whip)(great spell, but...no room:))
- 8th: -incendiary cloud
- -spell trigger (I actually chose pierce shield, now regretting it)
- -(pierce shield)
- -(simulacrum)
- Again, these are not set in stone; they are just the spells I found my
- mages using over and over again the first time I played). The 2nd level
- knock is essential, by the way, if you use the party I suggested (monk or
- cleric detects traps, sorc knocks to unlock, paladin triggers traps until
- your dualled thief/mage hits 750,000 exp and gets his thief skills back).
- I marked with an * the spells I thought absolutely necessary.
- Brian Camley has a spell recommendation:
- I'd also like to add a suggestion for Sorcerer spell picks - I used
- "protection from magical energy" - with this spell, I gave 100% protection
- from magic energy to all my characters, making the first battle with
- Irenicus a breeze... yes, it isn't as good as the scrolls of protection
- from magic, but you can cast spells, while being protected from a lot of
- damage that's coming your way.
- Max Chen has some spell picks of his own:
- 1. Identify is a waste to learn cause you can use a scroll, pay a shop
- or get identify glasses to do it for you and if your lore is high
- enough than you won't need any of those.
- I just stick with magic missile and chromatic orb(At lvl 10 it has
- possibility turn victim into stone and at lvl 12 instantly kill victim)
- 2. Lvl 2 Blur and Vocalize (Must-have, because once silenced your mage is
- useless)
- 3 Lvl 3 Lighting Bolt, bounce it off walls a couple time or reflect
- lighting protection and you will see dead body every where. Good for
- close combat. There is also another reason, coming up.
- 4. Greater Malison, no save throw and cause opponents under the influence
- of this spell make all saving throws at a penalty of -4. Combine this
- with lvl 5 lower resistance.
- Otiluke's Resilient Sphere can be use both as offensive and defensive.
- Offensive is to take 1 enemy out and Defensive protect your weak or
- near death party member from getting kill.(Not that major but somewhat
- useful)
- Wizard eye is a very good spell for lvl 4. Heck it's better than all
- other summon spell. Wizard eye can tank like no other, as long you get
- the monster to attack it. As far I can tell wizard eye is unkillable.
- Tried killing it myself and send it after lich and dragon, even with
- cheat instant kill. Plus it is immune to most spell and unsummon
- spells, I think only dispel works. Also it is good to explore with
- wizard eye. HEH oh yeah demilich tried to imprison wizard eye many
- times but fail miserably.
- Editor's Note: ToB eliminates most of the Wizard Eye strategies
- listed above. Now they die quite easily.
- 5. Oracle. 60' instead of 20'(book misprint?) Get rid of those invis
- monster.
- 6. Death fog instantly kill all summoned creature, regardless of hit dice
- or immunities(Haven't seen much computer summon monster) but hey they
- sure use it on my summon creatures.
- If P.K. created 6 characters, this is how he would do it:
- Cleric/Ranger Half/Elf (I love those too)
- Fighter Human (Dualled to Cleric at level 9)
- Fighter Human (Dualled to Druid at level 9)
- Fighter Human (Dualled to mage at level 10)
- Fighter Human (Dualled to mage at level 9)
- Thief Human (Dualled to mage at level 12)
- This team is really cool, plenty of hit points for everybody, weapon
- grandmastery for most of the characters and everyone of the team is a
- spellcaster! (This is especially useful in BG2, since there are A LOT of
- spells and one gains XP when learning them)
- The (minor) drawbacks of this team is its (relative) weakness in the
- transition period but if you look closer you will see that you will always
- have at least 3 strong melee fighters in the team, and you can always live
- without a trap disarming thief (especially in BG2) since you can do the
- quests that do not imply dungeon crawling meanwhile.
- If jayhc created all 6, he would do this:
- I see that you have other people's full-party strategies on your FAQ, so I
- thought - hey, I may as well send in my own. It may not have as much
- damage-causing potential at the end of the game as, say, a bunch of
- fighters dualled to mages and clerics, but I would bet that it can hold its
- own just the same – and would be more easily pulled off, to boot.
- 1) Dwarfish Berserker with grand mastery in axes. He should have a
- seventeen dexterity and a nineteen constitution; a high strength is
- preferable, too, but not necessary for the sheer tanking power. Give
- him a fortress shield, dexterity gauntlets, some variant of full plate,
- a spell-bouncing cloak, a ring of regeneration … he could well have –11
- or –12 ac by a fairly reasonable level, and have amazing saving throws
- and hit points to go along (at level nineteen, his median amount of hp –
- with a nineteen constitution – would near 125; and most people would
- take steps to be certain that it's at least somewhat more than that).
- Heh. He'll just sit there and soak up blows. For extra fun, let him
- don that shape-changing cloak found in the sewers – and turn into a
- troll for a moment or two when he seems near the brink of death.
- 2) Half-orc Kensai. I would either give him grand mastery in two-handed
- sword, and specialization in two-handed weapon style; or grand mastery
- in long sword, and mastery in two-weapon style. He would get an extra
- attack per round with the latter, but the former would give him extra
- damage and double the chance of scoring a critical hit – and a half-orc
- with a nineteen strength and grand mastery in two-handed sword who
- scores a critical hit with, say, Lilarcor – ouch.
- The Berserker could soak up damage and lead enemies away, while the Kensai
- demolished everything in sight.
- 3) An elven Stalker with specialization in long bow and long sword, and
- mastery in two-weapon fighting. If possible, give him a nineteen
- dexterity: this increases his ability to hide in the shadows by a
- considerable amount; and that is crucial to any strategy involving him.
- At level twelve he gains the ability to haste himself – so he can haste
- up, hide in the shadows, and backstab any annoyingly difficult enemies
- who don't have too many friends around. With a girdle of strength and a
- successful backstab at level nine or ten, he does at least forty-five or
- so damage - keep him perpetually hidden for extra backstabbing fun. His
- main drawback – for which he is constantly being knocked - is a lack of
- metallic armor, but plenty of magical leather-class protection is
- available during the course of the game. His nineteen dexterity makes
- him quite an arrow slinger, too.
- 4) A half-elven Ranger/Cleric, whose physical attributes I shall leave
- open to suggestion. My choice of this no doubt explains itself: he has
- access to both ranger and cleric spells; he offers a decent fighting
- ability, in a pinch; he can hide in the shadows to avoid any unnecessary
- conflict until he wants to reveal himself (so as to heal team-members
- and not be killed himself beforehand). Add to this holy power, iron
- skin, negative plane protection, draw upon holy might, and a disruptor
- mace – you've got yourself an undead-killing machine.
- A human ranger could dual to cleric if you don't want to end the game at
- 13/14. A Ranger dualled at nine, could still reach twenty in Cleric.
- 5) A gnome Illusionist/Thief. There is never any need, in BG2, to have a
- straight thief: this alternative gives you hefty magical power in
- addition to more than enough ability to perform necessary thieving tasks
- (finding and disarming traps, and unlocking doors and chests). A thief
- hidden in the shadows can't actively detect traps; but an invisible
- thief can, and this power makes him ever so much more valuable than a
- meandering normal thief.
- 6) A human Sorcerer, who can launch chromatic orb and magic missile all day
- long. Give him breach and greater malison - and enemies are yours to
- try practically any magical strategy you'd like.
- You could replace the stalker with an inquisitor, to make mage-killing even
- easier; or a cavalier, to have effective leadership and ridiculous
- immunities. You could also try an archer, here – I've not tested the kit
- myself; but I'm told it's ridiculously powerful, at any given level.
- A monk would be nice, but is a veritable liability until level fifteen or
- so.
- Throne of Bhaal Notes:
- ----------------------
- [from Duncan Clay]
- The High-Level Class Abilities added in Throne of Bhaal gives many new
- possibilities to character creation.
- For example the Rogue High-Level Class Ability "Use Any Item" allows them
- to use any weapon and shield, wear any armor and helmet, use wands and
- cast spells from scrolls. But it goes beyond that, a dual class
- Kensai/Thief can now wear Full Plate Armor, have a familiar and wield the
- Paladin sword "Carsomyr".
- Since THAC0 progression stops at level 22, there isn't much difference
- between a Level 22 Fighter with THAC0 0 and a Level 40 Fighter with THAC0
- 0. A Level 40 Thief would have a THAC0 of 10 the same as a Level 22
- Thief. This suggests Dual and Multiclass characters are the way to go.
- Here are some outstanding high-level character abilities
- Level 39 Kensai - THAC0 & Damage Bonus = 13 (Melee Weapons)
- Level 33 Archer - THAC0 & Damage Bonus = 10 (Missile Weapons)
- Level 40 Wizard Slayer - Magic Resistance = 84
- Level 40 Monk - Base Armor Class = -6 (-19 vs. Missiles)
- Level 40 Monk - Lay Hands heals 80 hit points
- Level 40 Swashbuckler - Armor Class Bonus = 9
- Level 40 Swashbuckler - THAC0 & Damage Bonus = 8
- Level 21 Assassin - Backstab Multiplier = x7
- Level 25 Bard - base Lore ability = 250
- -------------------------------------------------------------------------------
- VI. [CMPNNS] Companions
- -------------------------------------------------------------------------------
- Some companions don't like each other. For example, Minsc and Edwin will
- eventually come to blows. Anomen (if he fails his test) will try to hurt
- Aerie.
- Reputation Note: Good characters will leave your party if your reputation
- is too low (1 or 2), and Evil characters will leave your
- party if your reputation gets too high (19 or 20).
- When they leave, they cannot be re-acquired.
- Proficiencies Note: When I list the proficiencies the character has, that
- is not a recommendation as to what I think they should
- have, those are the profs the character starts with.
- These are listed by the level you get the character at.
- If you want to decide on your own proficiencies, it is
- always better to get that character as soon as possible.
- Irenicus' Dungeon Characters:
- -----------------------------------------------------------------------------
- Imoen S D C I W Ch Race Class Alignment
- ---------------------------------------------------------------------------
- 9 18 16 17 11 16 Human Thief/Mage Neutral Good
- Imoen is your old childhood friend from Candlekeep. In the first game
- she was a Thief, and now she has dual classed to become a Mage.
- SPOILER: Don't let Imoen memorize any spells as she won't be with your
- party for much longer.
- Profs: [*] Dagger, Dart, Quarterstaff, Shortbow
- Grade: B+ She is the third best thief you can get in the game and the
- second best mage. This averages out well, especially since
- this game doesn't require that much out of a thief. I list
- her as "third best thief" because she can't level up in it
- anymore.
- Minsc S D C I W Ch Race Class Alignment
- ---------------------------------------------------------------------------
- 18/93 16 16 8 6 9 Human Ranger Chaotic Good
- Minsc is a little loopier than last you saw him. This may be due to the
- death of Dynaheir -- whom he was sworn to protect -- but he seems to
- rely far too much on Boo, his pet hamster. Minsc will adopt Aerie as
- his witch if they are in the party at the same time. Then when she is
- injured or killed, Minsc has some... reactions.
- If kicked out: You can find Minsc again in the Copper Coronet
- Profs: Lvl 7 - [**] Long Bow, Mace, Two Handed Sword, Two Handed Style
- Lvl 9 - [*] Axe
- [**] Long Bow, Mace, Two Handed Sword, Two Handed Style
- Lvl 12 - [**] Axe, Long Bow, Mace, Two Handed Sword, 2 Hand Style
- Grade: A- Minsc is one of the best investments you can have in the
- game. He is the strongest of the NPC's and has decent
- abilities as well. Plus he soon begins learning Priest
- spells which further his power.
- His Berserker Rage ability also makes him immune to the nasty
- spell Imprison.
- Jaheira S D C I W Ch Race Class Alignment
- ---------------------------------------------------------------------------
- 15 17 17 10 14 15 Half-Elf Fighter/Druid True Neutral
- Jaheira has some problems with authority, which in this case would be
- you. She believes that she should be leader. She is also a member of
- the Harper's, a "do-gooder" organization that also claims Elminster as a
- member.
- If kicked out: You can find Jaheira in the southwest of the Docks
- district, near the Harper's secret base.
- Profs: [*] Quarterstaff, Scimitar, Sling, Sword & Shield Style
- [**] Club
- Grade: B A good solid performer, but nothing to write home about.
- There are better Priests out there, and better Fighters out
- there as well. The best reason to keep her is her Druid
- abilities as she is the best druid for some time. At the
- moment you really have no choice but to take her.
- Jaheira has a couple of advantages that aren't immediately
- apparent. She's the only druid in the game who can raise dead
- (Harper's call) and can also wear the full range of armor
- (because of her fighter multiclass). She's also the only
- druid in the game who can eventually select the fighter's
- critical strike ability at high levels, which is incredibly
- powerful when combined with touch-range spells like harm.
- [from jsaving]
- Yoshimo S D C I W Ch Race Class Alignment
- ---------------------------------------------------------------------------
- 17 18 16 13 10 14 Human Bounty Hunter True Neutral
- Yoshimo, feared by all, somehow managed to get himself captured and
- thrown into this dungeon with the rest of you. Why Irenicus would be
- interested in him is beyond me.
- If kicked out: You can find Yoshimo in the Copper Coronet.
- Profs: Lvl 7 - [*] Dagger, Katana, Shortbow, Single Weapon Style
- Lvl 12 - [*] Dagger, Dart, Katana, Shortbow, Single Weapon Style
- Grade: B+ There are several reasons to like Yoshimo: First he is the
- best thief in the game (he is the ONLY pure thief class and
- has a good Dex score as well) and second he can Dual Class
- to a Fighter later. If only he could dual to a mage as
- well...
- Athkatla Characters:
- -----------------------------------------------------------------------------
- Aerie S D C I W Ch Race Class Alignment
- ---------------------------------------------------------------------------
- 10 17 9 16 16 14 Elf Cleric/Mage Lawful Good
- Aerie is a winged elf. Well former winged elf as her wings were removed
- some time ago. She had been a slave before meeting up with Quayle and
- joining the circus.
- Found at: Waukeen Promenade Circus
- Profs: Lvl 6 - [*] Mace, Quarterstaff, Sling
- Lvl 7 - [*] Club, Mace, Quarterstaff, Sling
- Grade: C+ A cleric/mage combines all magics into one (not Druid spells,
- but nobody's perfect), which is an incredible bonus. Except
- that she has rather weak stats. She doesn't excel anywhere,
- no single one stat stands out. As such she isn't worth
- keeping around for very long.
- Anomen S D C I W Ch Race Class Alignment
- ---------------------------------------------------------------------------
- 18/52 10 16 10 12 13 Human Fighter/Cleric Lawful Neutral
- Anomen may not be a Paladin but he is deeply involved with the Order of
- the Radiant Heart. He believes in Law over all other concerns, making
- him neither good nor evil.
- Found at: Copper Coronet (Slums)
- Profs: Lvl 6 - [*] Warhammer, Sword & Shield Style
- [**] Mace, Sling
- Lvl 10 - [*] Quarterstaff, Warhammer, Sword & Shield Style
- [**] Mace, Sling
- Grade: C+ At the point in the game when you run across this guy is just
- won't fit into your party. As you can see by his wisdom
- score he doesn't make for a good Cleric, and with his DEX
- score, he doesn't make that great a Fighter either.
- Anomen later gets a chance to "upgrade", when he can either
- join the Knights or fail. If he joins he gains a +4 to his
- Wisdom score, which improves him as a Cleric. If he fails,
- he becomes emotionally unstable and may attack other party
- members. (after a conversation, of course)
- Upgrade: B-
- Edwin S D C I W Ch Race Class Alignment
- ---------------------------------------------------------------------------
- 10 10 16 18 10 10 Human Mage Lawful Evil
- Edwin was with you on your last adventures, and he and Minsc don't like
- each other in the least. Edwin had wanted to kill Minsc's witch,
- Dynaheir, and now that she is dead, Edwin won't leave Minsc alone about
- it.
- Edwin gets the most spells of any mage, +3 for every level (1 from his
- Conjurer bonus, and 2 from his non-removable amulet).
- Found at: Shadow Thieves Guild (Docks, talk to Renal Bloodscalp)
- Profs: Lvl 7 - [*] Dagger, Quarterstaff
- Lvl 12 - [*] Dagger, Quarterstaff, Sling
- Grade: B+ What his stats don't tell you is that Edwin gets bonus spells
- making him the best mage in the game. The downside is that
- he is weak as a kitten and has so very little HP.
- Haer'Dalis S D C I W Ch Race Class Alignment
- ---------------------------------------------------------------------------
- 17 17 9 15 13 16 Tiefling Blade Chaotic Neutral
- Haer'Dalis is not from around here. In fact he isn't even from this
- plane of existence! He is a Tiefling, born with part demon blood. It
- gives him an odd appearance and an even stranger attitude about life.
- Found at: Sewers (follow the Raelis Quest from the Five Flagons)
- If kicked out: Haer'Dalis will go to the main floor of the Five Flagons.
- Profs: Lvl 10 - [*] Dagger, Dart
- [**] Short Sword, Two Weapon Style
- Lvl 13 - [*] Dagger, Dart, Longsword
- [**] Short Sword, Two Weapon Style
- Lvl 15 - [*] Dagger, Dart
- [**] Longsword, Short Sword, Two Weapon Style
- Grade: D+ The ONLY Bard in the game, and he happens to be lacking the
- one thing that makes Bards extra special, their Lore ability.
- That said, he makes a great warrior, for a Bard. But if I
- wanted a warrior, I'd take a warrior
- Jan S D C I W Ch Race Class Alignment
- ---------------------------------------------------------------------------
- 9 17 15 16 14 10 Gnome Thief/Mage Chaotic Neutral
- Jan loves turnips. Almost literally! And like most gnomes he is very
- eccentric, and loves to ramble on with stories that never get to the
- points. He wants to steal Boo from Minsc, and if he ever succeeded, one
- would imagine he wouldn't live long after that.
- Found at: Government District (near the Government offices)
- Profs: [*] Crossbow, Dagger, Quarterstaff, Shortsword
- Grade: B+ My favorite Thief/Illusionist in the game! The only Thief/
- Illusionist in the game! Unlike the other thief/mages he is
- a multi-class rather than a dual class, which is both a good
- and a bad thing. He keeps improving his thief skills, but
- gains levels slower. Plus he can make his own ammunition for
- his crossbow. These "flashers" work like Skull Traps and
- will stun enemies, but not party members.
- Keldorn S D C I W Ch Race Class Alignment
- ---------------------------------------------------------------------------
- 17 9 17 12 16 18 Human Paladin Lawful Good
- Keldorn is a dedicated man. So dedicated that he goes months without
- seeing his family. This will lead to conflict, and may cause Keldorn to
- leave your party forever.
- Found at: Temple District Sewers (MUST start the Unseeing Eye quest
- first)
- Profs: Lvl 8 - [**] Crossbow, Longsword, Two Handed Sword
- Lvl 9 - [*] Bastard Sword
- [**] Crossbow, Longsword, Two Handed Sword
- Lvl 12 - [**] Bastard Sword, Crossbow, Longsword, Two Handed
- Sword
- Grade: B+ The only Paladin in the game. If you want a Paladin this is
- the way to go. He starts out with decent armor and an
- interesting sword (if he is hit, it deals 5 damage to what
- hit him). As an Inquisitor gets immunity to Charm and Hold,
- which is very useful, and his Dispel Magic is very powerful.
- Korgan S D C I W Ch Race Class Alignment
- ---------------------------------------------------------------------------
- 18/77 15 19 12 9 7 Dwarf Battlerager Chaotic Evil
- Although his alignment is listed as Chaotic Evil, Korgan is more Neutral
- Evil than anything (mercenary type that he is). Korgan is always on the
- lookout to make a buck, no matter the cost (of lives).
- Found at: Copper Coronet (Slums)
- If kicked out: Will be at the Copper Coronet, but requires a Bribe to
- rejoin you.
- Profs: Lvl 8 - [*] Warhammer
- [*****] Axe
- Lvl 9 - [**] Warhammer
- [*****] Axe
- Lvl 12 - [***] Warhammer
- [*****] Axe
- Grade: A- The best fighter-type in the game. Good Strength, good
- Constitution and adequate Dexterity. And unlike Minsc (the
- other "strong" character), Korgan can be a Grand Master in
- a weapon making him very lethal indeed. Would be an "A"
- except that he is Evil, which makes it hard to keep him in a
- Good aligned party. Doesn't get along with Aerie.
- Nalia S D C I W Ch Race Class Alignment
- ---------------------------------------------------------------------------
- 14 18 16 17 9 13 Human Thief/Mage Chaotic Good
- Raised as a Noble, Nalia fancies herself as a "compassionate" noble, out
- there working for the good of the common man. She is incredibly naive
- about the world to the point of almost being stupid. (not quite, though)
- The way she is presented in-game is more Neutral Good than Chaotic Good.
- Found at: Copper Coronet (Slums)
- If she leaves: If you accept her quest, but don't do it right away, she
- will leave on her own. You will then find her near the
- De'Arnise Hold in a wooden palisade (SW of the Hold).
- Profs: Lvl 8 - [*] Dagger, Quarterstaff, Shortbow, Shortsword
- Lvl 13 - [*] Dagger, Dart, Quarterstaff, Shortbow, Shortsword
- Grade: C+ Nalia has very puny thief skills (she dualled over to Mage at
- level 4), making her primarily a Mage with SOME thief skills
- thrown in for good measure. However, as a Mage she doesn't
- have 18 INT (which helps) and doesn't gain Edwin's spell
- bonuses.
- Viconia S D C I W Ch Race Class Alignment
- ---------------------------------------------------------------------------
- 10 19 8 16 18 14 Drow Elf Cleric Neutral Evil
- Viconia DeVir was forced out of the Underdark and has been living as an
- exile on the surface ever since. She journeyed with you in your earlier
- adventures.
- Fount at: Government District (near the prison)
- If kicked out: Viconia goes to the Graveyard
- Profs: [*] Mace, Sling, Warhammer
- Grade: B+ Personally I think she is the best Cleric in the game. Start
- with a great Dexterity and Wisdom and you have a great
- character. Give her the Gauntlets of Ogre Strength (or a
- similar Strength enhancing item) and she moves up to an A
- grade. Also, the Girdle of Fortitude can be used to improve
- her lowly constitution for 8 hours a day. (The Gauntlets are
- part of the Planar Sphere quest, and the Girdle can be found
- in the Unseeing Eye quest)
- Elsewhere:
- -----------------------------------------------------------------------------
- Cernd S D C I W Ch Race Class Alignment
- ---------------------------------------------------------------------------
- 13 9 13 12 18 13 Human Shapeshifter True Neutral
- Cernd was investigating the strange occurrences around Trademeet when he
- was brought in by the locals.
- Found at: Trademeet (talk to the Mayor)
- Profs: Lvl 10 - [*] Dagger, Quarterstaff, Scimitar, Sling
- Lvl 13 - [*] Dagger, Quarterstaff, Scimitar, Sling, Single Weapon
- Grade: C+ At first glance you might think Cernd is the worst character
- in existence. Though not entirely true, it does have some
- merit. He is a good Druid due to his high Wisdom. The
- rest of his stats are abysmal, HOWEVER when he turns into a
- Werewolf, his stats LEAP upwards to the point of superhuman
- strength, dexterity and constitution.
- Mazzy S D C I W Ch Race Class Alignment
- ---------------------------------------------------------------------------
- 15 18 16 10 13 14 Halfling Fighter Lawful Good
- Mazzy is not your typical halfling. For starters, she's not a thief of
- any sort. Plus she's lawful good, heroic and no-nonsense. Very atypical
- for halflings.
- Found at: Temple Ruins (follow the Umar Hills quest from Delon at the
- Government District)
- If kicked out: Mazzy will return home to Trademeet
- Profs: Lvl 8 - [*] Shortsword
- [*****] Shortbow
- Lvl 9 - [***] Shortsword
- [*****] Shortbow
- Lvl 12 - [****] Shortsword
- [*****] Shortbow
- Grade: B- A good Halfling fighter, but... in all actuality she is
- closer to a Halfling Paladin. She has several special
- abilities such as Lay on Hands and Haste. She's still best
- used as an archer.
- Valygar S D C I W Ch Race Class Alignment
- ---------------------------------------------------------------------------
- 17 18 16 10 14 10 Human Stalker Neutral Good
- Valygar's family has long lived in the shadow of magic. His own mother
- went mad with the power of it and was destroyed. Valygar escaped this
- fate by becoming a Ranger, albeit the only Ranger with mage spells
- (Stalker).
- Found at: Valygar's Cabin (Umar Hills, NE of the town)
- Profs: Lvl 8 - [**] Katana, Longbow, Spear, Two Weapon Style
- Lvl 9 - [*] Dagger
- [**] Katana, Longbow, Spear, Two Weapon Style
- Lvl 12 - [**] Dagger, Katana, Longbow, Spear, Two Weapon Style
- Grade: A- I would have preferred that Valygar had been an Elven Archer,
- but this is almost as good. Valygar comes with several
- magical items, such as his family Armor, that makes up for
- his being a mere Stalker. Don't get me wrong, Stalkers are
- neat, but to get the most out of them, you need to really
- hide in shadows and backstab a lot. If you don't want to do
- that, pass on Valygar and use Mazzy or someone else.
- -------------------------------------------------------------------------------
- VII. [GMPLYS] Gameplay Strategies and Tricks
- -------------------------------------------------------------------------------
- Increase the Brightness Setting:
- --------------------------------
- The "normal" brightness setting is so dark that at times you can't see things
- that should be quite obvious. So go into the Graphics options and move up
- the Brightness and Contrast settings!
- Save a Lot:
- -----------
- The most important strategy in the game: Save often!
- There are 3 times when you should definitely save the game. When you win a
- battle, before you go to sleep, and everywhere else. You never know when you
- will go to a new area, have your best warrior charmed, and have half your
- party killed. So save often. Also don't just save over the same slot over
- and over, use at least 10 slots. This also means you should probably avoid
- the Quick Save. Well... not avoid, just don't use it exclusively.
- What I would do is to create an "Archive Save" whenever you enter a new major
- area. So when you get to the beginning of a new area save it as "Starting
- out in..." and so forth.
- Start with All your Old Items:
- ------------------------------
- [from Dranyth]
- When importing a character from BG, or even re-importing a character from BG2
- to go through again, you can retain your character's equipment in the
- beginning of the game (I imagine this would work in multiplayer as well as
- single player, but I've only tried it in single player). First, give your
- character all the great stuff you want to start with and then Export him to a
- character file, then start BG2 and start a single player game, importing your
- freshly exported character with all his goodies as your new character. Then
- when you finish your character creation it begins loading the first area, as
- soon as the loading screen completes but before it actually starts the game,
- hit the Spacebar once, now when the game starts you should be on a black
- screen and paused.
- If the game isn't paused, you'll have to start over after the whole in-game
- sequence is over, but if the game is paused you should have your sidebars up
- and everything (if it's a completely black screen you'll need to hit H to
- reveal the hidden sidebars), and you can go into your character's inventory.
- Immediately put all of your character's stuff on the ground, then exit his
- inventory and unpause the game, that first cry you give is where you lose
- everything that is on your character. Now, after the sequence is over and
- you're finished talking with Imoen (when you first have control over
- yourself), go back into your inventory and you'll see that all of your stuff
- is on the ground right where you left it, actually sitting on the floor of
- your cage. Take your advanced equipment and go forth to kick evil butt!
- (hey, if Minsc can hide Boo...)
- Editor's Note: Another way to do this would be to start a new Multiplayer
- Game with a new character. As soon as the game starts, then
- delete this character and import your old one.
- Magic Items and the Monsters who Require that you Have One to even Hit Them
- ---------------------------------------------------------------------------
- Moderate SPOILERS
- At some point in the game, you'll get the "weapon ineffective" message.
- This usually means that you need a MORE magical weapon than the one you are
- using in order to hit that monster. For example, Iron Golems require that
- you hit them with a +3 weapon or better. Kangaxx the Lich requires +3
- weapons or better, but his Demi-Lich form takes a +4 or better to hit.
- Generally you can tell what "enchantment" a weapon is by looking at its
- bonus to damage or THAC0. If a sword grants +5 to THAC0, it is probably
- considered a +5 weapon.
- Some weapons, however, have an "enchantment" far beyond their bonuses. Here
- is a small list of weapons that do more than advertised:
- Staff of the Magi, +1 THAC0, hits as a +5
- Melf's Minute Meteors, hit as a +5 (and ignore magic resistance)
- Mace of Disruption +1, hit as a +4
- Mace of Disruption +2, hit as a +5
- Daystar +2/+4 vs. Undead, hits as a +2 (boo!)
- Flametongue +1, hits as a +4
- Hammer +1/+4 vs. Giants, hits as a +4
- Familiars:
- ----------
- Alignment Familiar AC HP Abilities
- --------------- ------------- -- -- ----------------------------------
- Lawful Good Pseudo Dragon -2 24 50% magic resistance, renders
- victims unconscious, casts Blur
- Neutral Good Pseudo Dragon -2 24 (same as above)
- Chaotic Good Fairy Dragon 4 24 32% magic res., casts Invisibility
- 10' Radius & Mirror Image 1/day
- Lawful Neutral Ferret 0 24 50% magic res., 75% Pickpocket,
- 40% Stealth, 20% Detect Traps
- True Neutral Rabbit -4 16 50% Detect Traps, 30% Stealth,
- 75% resistance to fire, cold, elec
- Chaotic Neutral Cat 0 24 20% Pickpocket, 99% Stealth,
- 50% magic res.
- Lawful Evil Imp 2 18 Polymorphs, 25% magic res.
- Neutral Evil Dust Mephit 6 24 Casts Glitterdust 2/day, 10% magic
- res.
- Chaotic Evil Quasit 2 24 Casts Horror, 25% magic resist.
- Note: To get items that were pickpocketed by a Familiar, talk to the
- Familiar and ask for any items they have.
- Also, familiars get upgraded in Throne of Bhaal, see that section
- above for more information.
- Familiars are great. Sure, only the Main Character can have a familiar
- (which means that if your Main Character can't cast Magic, you won't get one)
- and sure if they die then you permanently lose one point of Constitution.
- But Familiars make the best spies. They move faster than anyone else. Cast
- invisibility on a Familiar and you can scout out an entire area. (too bad
- they can't check for traps)
- The best feature of Familiars? They add HP to their mages! Say you summon
- a 24 HP Pseudodragon (size-wise think of that little dragon Eddie Murphy
- voiced in "Mulan"). Then your mage gets a bonus of half that dragon's HP
- added to himself, or a bonus of +12 HP.
- Familiars are NOT fighters. Never use them as such. At best they have
- special attacks that can render opponents helpless. In fact, unless you have
- a specific task you should keep your familiar in your Backpack. To put them
- there, talk to the Familiar (you have to click the Talk icon) and ask them
- to go in your pack. They are completely safe in the pack. To get them back
- out again, simply right-click the Familiar.
- Note: If you are a Sorcerer, DO NOT LEARN THE SPELL FIND FAMILIAR!! You
- can only learn a maximum of 5 spells per level and you don't want
- to waste it on a spell that you cast ONCE. Buy a scroll and cast it
- from the Scroll. (Put it in the Quick Item slot, then at the main
- screen click that scroll) You will also find this scroll in the
- De'Arnise Hold if you are having trouble finding it.
- Warning: Familiars can be LOST during transitions to and from various
- areas. Some that I know of are the Planar Prison and Jarlaxle's
- pocket dimension. What happens is your party is automatically
- teleported to a new area, but the Familiar is left behind. That
- familiar is then lost for good.
- Trick: The easiest way for a non-mage character to gain a Familiar is to
- use Alex Malano's "Anyone can cast Mage Scrolls" strategy. Just
- pause the game, go to your inventory, right-click a potion in the
- backpack to drink it, then swap slots with the Find Familiar scroll
- and the potion. Leave the inventory and unpause. You will cast
- the spell and get a Familiar.
- Trick: Using familiars as a bag of holding: Certain familiars can
- pickpocket people, including party members. There seems to be no
- limit to the amount of stuff they can keep on them. Drop all the
- stuff except what you want to get store in your familiar. Have him
- pickpocket you until he gets all of it. Interesting way for a solo
- mage to get all the loot in a dungeon out in one go.
- [from Xander77]
- Trick: You can, of course, export a character after they got the HP from
- the familiar. Then when you start a new game, you'll still have
- the extra HP and can then summon a new familiar. Repeat as
- desired. However, at that point, you're better off just getting
- ShadowKeeper (http://www.mud-master.com/shadowkeeper/) and setting
- your HP as high as you want.
- Keeping Summoned Monsters
- -------------------------
- [from Xander77]
- The take away monster: The trick for taking a group of summoned creatures
- through a doorway and into another area is fairly simple. Concentrate your
- party near the doorway. Concentrate the monster group farther away from the
- doorway. Pause your game. Have the monster group attack a character in the
- party. Select the entire party (NOT including the summoned monsters). Click
- on the doorway to enter it. Voila! You are now in the new area and your
- summoned monsters have followed you there. At this point, they are colored
- green, but are not under your command - the talk icon is shown when you click
- on them (they have nothing to say, if you wonder). They will attack any
- enemies they see, though. But this is not quite over. Save your game. Load
- it. The summoned creatures are now under your command.
- This works with 80% of the doors that only have a "Loading" screen when you
- enter them, and 40% of the doors that have both "Saving" and "Loading" screen
- when you enter them.
- Duplicating items via Simulacrum
- --------------------------------
- [from Xander77]
- Have the book of many spells in your quick item slot. Summon a Simulacrum.
- Make him turn the page in the book. The book should disappear from his quick
- item slot. Kill the Simulacrum. The book is amongst his remains. This works
- ONLY with the book of many spells and ONLY in SoA.
- Full strength Simulacrum
- ------------------------
- [from Xander77]
- The mechanic which the game uses for creating a Simulacrum is fairly
- simple -- create a duplicate of the caster and afflict him with level drain.
- If you cast a Simulacrum then cast restoration on him, you will get a full
- strength duplicate of the caster. This obviously works best with a fighter
- using Vhailor's helm. Make sure the Simulacrum has a couple of healing
- potions in his quick item slot.
- Weapon Effects While Shapeshifted:
- ----------------------------------
- [from K.C.]
- When a character shapeshifts the effects and equipped abilities from whatever
- weapons were equipped will still be in effect. I found this out when my main
- character turned into the Slayer and his claws still had the stunning effect
- of the Celestial Fury. Later I gave Cernd the Staff of the Ram and sure
- enough when he turned into a werewolf he was still able to knock opponents
- back.
- Cromwell the Smithy:
- --------------------
- Throughout the game you will get spiffy little pieces of great items. These
- pieces can then be put together by Cromwell the Smithy. His average price
- is 5,000 gold and it takes a day or two to make. Oh, and you have to stay
- and help him (so, I hope you weren't already late for something).
- Here is a list of things he can make:
- Item Needs (where it is)
- The Equalizer Sword -- Pommel Jewel of the Equalizer (Irenicus' Dungeon)
- Hilt of the Equalizer (Mind Flayer City, Underdark)
- Blade of the Equalizer (Beholder City, Underdark)
- The Wave Halberd -- Wave Blade (Sahuagin City)
- Wave Shaft (Planar Prison)
- Gesen Short Bow -- Gesen Shaft (Tanner's House, Bridge)
- Gesen String (Spellhold)
- The Crom Faeyr -- Scroll of Crom Faeyr (Shadow Dragon)
- Hammer of Thunderbolts (Illithid Lair, Sewers)
- Gauntlets of Ogre Power (Planar Sphere)
- Girdle of Frost Giant Strength (Underdark)
- Mace of Disruption +2 - Mace of Disruption +1 (Bodhi's Lair)
- Illithium Ore (Athkatla, Bridge District)
- Vorpal Sword -- Silver Hilt (On a Githyanki, Slums, Chapter 6)
- Silver Blade (Saemon Havarian, Spellhold)
- Ankheg Plate Mail -- Ankheg Shell (Windspear Hills)
- Shadow Dragon Leat. -- Shadow Dragon Scales (Abandoned Temple)
- Red Dragon Plate -- Red Dragon Scales (Windspear Hills)
- These are without a doubt the most powerful artifacts in the game. The Crom
- Faeyr is probably the best of these, since it sets one's strength to 25.
- (it's a War Hammer with +5 to hit)
- The Wave Halberd should be kept for ToB as it kills elementals in one hit.
- Cromwell Trick, Don't Lose your Ingredients!
- --------------------------------------------
- [from Alessio Ronchi]
- Cromwell takes your scales away only after he finishes his work and not when
- he begins.
- Of course this method works with EVERY artifacts Cromwell can forge. So if
- you are disappointed because you have to give up the girdle of frost giants
- to make the Crom Fayer, just kill and resurrect your player who carries the
- artifacts and that's it! (I used Harper's call because it costs nothing and
- doesn't make you lose 1 point of CON). Oh, you should attack someone who has
- few HP, otherwise you just risk to injure him and nothing else... and your
- stuff is are gone.
- So this is my procedure:
- 1 - make someone attack your "carrier" before talking to Cromwell
- 2 - talk to Cromwell and have him forge your artifact
- 3 - watch...
- 4 - resurrect and recollect!
- Editor's Note: I hear you can also just pause the game and remove the item.
- Other Assembled Items:
- ----------------------
- These have nothing to do with Cromwell, but are assembled nonetheless.
- SPOILERS
- Flail of the Ages -- Flail Head (Cold) (De'Arnise Hold)
- Flail Head (Fire)
- Flail Head (Acid)
- Bronze Horn of Valhalla -- Silver Horn of Valhalla ("Fish" House, Bridge)
- Diamond (anywhere)
- Iron Horn of Valhalla -- Bronze Horn of Valhalla (Maheer, Promenade)
- Beljuril (In a Chicken, Umar's Hills)
- Human Flesh Armor -- Human Flesh (Tanner's House, Bridge)
- Silver Dragon Blood (Underdark)
- The Horns of Valhalla are made by Maheer in the Waukeen's Promenade. See
- that section for more details.
- Mordenkainen's Sword has a Greenstone Amulet:
- ---------------------------------------------
- [from Dranyth]
- I was in Firkraag's Temple in the area just past the Orcish-Archers-behind-
- the-walls ambush, in the hall where you get attacked by the various golems.
- I happened to get attacked by an adamantite golem and two stone golems and
- backed off to let the stone golems into the room to take them out first, then
- went back up to see what I could do about the adamantite golem. I cast
- Mordenkainen's Sword and sent the sword after it while I sat back and
- watched. The golem had just coughed up one of his mini-Cloudkills and after
- a round or two my sword somehow got poisoned by it and began taking 1 damage
- a second. After it took 36 damage, the sword died. On the sword's body was
- a Greenstone Amulet!
- While I was writing this it occurred to me that if it had it when it died,
- perhaps you could pick pocket it... so I just summoned a Mordenkainen's
- Sword, had Yoshimo quaff a potion of Master Thievery to ensure success, and
- sure enough, when I pick pocketed the sword it gave me a Greenstone Amulet!
- I believe this is a very regular occurrence then, I hope it will be useful.
- As I haven't fought Illithids yet, I'm not sure if these Amulets are that
- useful against them or not, but from their description I'd imagine so...
- ToB Note: This was removed for Throne of Bhaal.
- Healing Flame Trick:
- --------------------
- [from Mike O]
- Slight SPOILER
- It turns out that raising a character's resistance to something above 100 not
- only blocks all damage by that kind of element, but actually heals the
- character by a small amount relative to the amount of damage that should have
- been done. The place I discovered this is also probably the best place to
- take advantage of it - in the Temple Ruins. If you stand on the incorrect
- letter of the room where you are supposed to spell out Amaunator's name you
- will get nailed repeatedly by a Flame Strike spell. But when I used the Red
- Dragon Scale in conjunction with a Fire Resistance ring and one other item I
- can't remember to raise different character's resistances to fire above 100,
- I could just sit them there and watch their health bars quickly raise. If you
- are evil in alignment you also get to enjoy their screaming in pain as they
- roast :) Any trap that causes damage of a certain type repeatedly will work,
- though fire traps are probably the most useful since items that provide fire
- resistance are more common than any other kind.
- Editor's Note: There are also Fire resistant spells. Further, this works
- with any Resistance over 100%, including weapon resistances!
- Reputation:
- -----------
- You really want a high reputation. The higher the better. Even if you have
- an evil party you want a high reputation. If you have a good or neutral
- party, try for a reputation of 20, if you have an evil party, you still want
- a reputation of 18 (the highest you can go before all the evil people start
- leaving). Because of these various things, I would not recommend having a
- mixed alignment party. By mixed I mean good and evil combined. The best
- part about a good reputation is that everything is given the "hero discount",
- up to 50% off of items in stores!
- Note: If you get an Evil person to join and your reputation is ALREADY
- above 18, then they will stay. Unless your reputation changes
- again. If you start at 20, get someone to join, then go down to 19
- they might leave anyway. [from Moby]
- Trick: You know how if your reputation hits 19, evil people will leave the
- party? You can prevent this if you have Viconia. Whenever Viconia
- joins you, you lose 2 Rep. Whenever you dump her, you gain 2 Rep.
- So, whenever I found a quest where I would get a reputation point
- reward (after my reputation had reached 18), I would just load the
- game to a saved game before getting the reward, dismiss Viconia
- (and ask her to wait right there). My reputation would become 20.
- Then getting the reward would not change the reputation (since max
- rep is 20). Then get back Viconia, and rep falls to 18 again. This
- means that rep will always be 18 (you can always dump her to buy
- and sell stuff, then get her back). I don't know if you need to
- remove Edwin and Korgan too, but I believe they should be removed
- before your rep hits 20 when Viconia is removed. They may not gain
- some of the quest xp. Still, Viconia's level was good enough for
- turn undead [from Jafar Sadeq, sharktooth@hotmail.com].
- Level/Ability Drain:
- --------------------
- One of the more annoying abilities of Undead creatures (Shadows, Wraiths,
- Vampires) is their ability to drain your characters stats or levels. First,
- it should be noted that Stat drains are TEMPORARY and given some time your
- stats will return to normal. No special action need be taken.
- However, LEVEL drains are NOT temporary. They must be reversed with a
- Restoration spell. Priests get the spell "Lesser Restoration" with their
- 4th level spells (A Priest must be on level 7 to cast 4th level spells).
- There are also Restoration scrolls and temples offer that service as well.
- Until they are restored, your people will be operating as though they were on
- a lower level, however they still accrue experience as normal; so once
- restored they will be fine.
- Romances:
- ---------
- The main character can have a bit of a romantic subplot with certain
- companions who join you.
- Male Character -- Viconia, Jaheira or Aerie
- Female Character -- Anomen
- Romances can only start in the city, or outside, NOT in a dank dungeon.
- (usually, there are exceptions) I'm not entirely sure how these work and
- assume that they just "happen". There is a slight consequence to having a
- romance with someone, but it doesn't come up until Chapter 6.
- Romances are essentially just the NPC and your character chatting.
- Relationships develop depending on your reactions to what they say. For
- example, Viconia respects strength, Jaheira honesty and Aerie niceness.
- Also, Romances have various subplots related to them:
- SPOILERS
- Viconia: attacked by a Drow and a Yochlol
- Jaheira: attacked by Bandits*
- Aerie: no subplot
- Anomen: Seeks revenge for the death of his father
- * I'd recommend downloading the Jaheira Improved Romance file, which you
- can find here:
- http://www.baldurdash.org/
- BIG SPOILER
- The Viconia romance has a "bad" ending no matter what you do. That is, you
- sleep with her, and she then decides to break up with you. Nothing you can
- do about it, really. It should also be noted that Viconia sleeps with you
- really fast, then treats you bad before giving in to you once more.
- In order to get a positive ending with Aerie, you must choose to NOT sleep
- with her. This still ends the romance (completes it, you could say), but
- on a more positive note.
- Haer'Dalis and Aerie can even have a little "fling." (I've heard on the
- official boards that Haer'Dalis was originally meant to be the second male
- romance, but that it was taken out due to time constraints. That is, in fact
- why he has a fling with Aerie, it was meant to be a Love Triangle, where he
- eventually chooses your character)
- Some things to keep in mind about romances:
- The gender of the main character for romance purposes is fixed at the
- very beginning of the game. This means that the girdle of gender bender
- will not have any effect on romances, and that you can start a multiplayer
- game with a male character, then switch to a female character and pursue a
- lesbian romance with Jaheira, Aerie or Viconia (or vice versa with
- Anomen - perish the thought). (Per Jorner)
- Dropping a love interest from the party will terminate the romance, so
- don't start one with someone you aren't willing to keep around permanently.
- This means that you won't be able to juggle Viconia for the reputation
- shifts if you're seeing her. (Alan Cherry)
- Also, a bug in Jaheira's script will break the romance off if she gets
- petrified after you're been summoned to the Harper Hold. After you de-stone
- her, Jaheira immediately takes off for the Harper Hold when you try to have
- her rejoin the party, even if you've already gone there. You can pick her
- up at the Docks, but the romance is still over. (I didn't know this had
- happened until Aerie started flirting again). You'll have to reactivate the
- romance from the console to proceed with it. (Alan Cherry)
- Editor's Note: You could reactivate it with the console:
- CLUAConsole:SetGlobal("JaheiraRomanceActive","GLOBALS",2)
- or
- CLUAConsole:SetGlobal("JaheiraRomanceActive","GLOBALS",1)
- or you could just download the program Shadowkeeper.
- http://www.mud-master.com/shadowkeeper/
- The romance talks work on real time not game time, for instance if your
- having a romance with Aerie and she talks to you on day 10 you couldn't
- rest in an inn for 10 days and then she'd speak to you. Rather it seems
- you have to wait about 30 min to 1 hour of your time before she speaks to
- you again. Unfortunately this doesn't mean your romantic NPC is going to
- speak to you every time sometimes you have to do something else before they
- talk to you again e.g. Jaheira won't talk to you after a while if you
- haven't done the bandit quest. (Miguel)
- Jaheira Note: Firstly if you buy Jaheira a necklace from a merchant in the
- docks area (next to the temple) and then tell her you have
- feelings for her this will start a romance with her, however
- you will not get summoned to the Harper hold (after the Xzar
- quest) until you have done the bandit Quest. Then After
- being summoned to the hold and completing that section the
- entire Harper quest is then tied up with Jaheira's romance
- talks, after 2 or 3 chats the next part of the Harper quest
- continues. (Miguel)
- Romances will be continued in Throne of Bhaal.
- Also, you might want to visit the BG2 page at:
- http://www.sorcerers.net/
- To find some interesting utilities dealing with romances.
- Limited Wish:
- -------------
- The limited Wish spell can be very powerful... however it can also have some
- pretty dire consequences. When cast it summons a Genie who will grant two
- types of wishes: repeatable and one-time wishes. By repeatable it means that
- you can wish for that again (such as healing your party), a one-time wish
- disappears after it is cast once. Whether you can wish for something at ALL
- is determined by how much WISDOM the caster has. Then whether the wish
- is successful is also based on WISDOM.
- Andrea Nicoli has this tip:
- I experimented them with Nalia (little dumb girl with only WIS 9) and
- lost all my spells. Then I discovered that, if you do not wait
- for the Dao to speak with you, but talk to him yourself quick with
- another character (I used Aerie who has WIS 17) you can get the whole
- list! (I think that in this way you can get your big fighter to receive
- the shapechanging ability, but I could not try because I had already used
- the one time wish). In this way you do not need a high WIS mage to cast
- this spell.
- Repeatable Wishes: Wisdom Result
- ---------------------------------------------------------------------------
- I wish for my entire party to be healed. (WIS 10+) -- Heals the party
- I wish that none of my party would die (WIS 9-) -- poisons the party
- of their wounds.
- I wish that spells I have cast would be (WIS 16+) -- get Spells back
- restored, that I might cast them again!
- I wish for my spells to be restored! (WIS 15-) -- lose Spells already
- memorized
- I wish to make my party invulnerable. (WIS 12+) -- casts Globes of
- Invulnerability for
- the party
- I wish that magic would fail to affect (WIS 11-) -- Party can't cast
- me or my party. spells
- I wish to summon a horde to overrun my enemies. -- Summons a rabbit
- I wish to be protected from the undead. (WIS 10+) -- Negative Plane
- Protection, Party
- I wish to be protected from undead (WIS 9-) -- Summons Vampires
- right now.
- One Time Wishes:
- ---------------------------------------------------------------------------
- I wish to be rich. (WIS 10+) -- gives 2000 gold and
- several gems
- I wish for a powerful magical item. (WIS 11+) -- Full Plate +2
- I wish to be more experienced. (WIS 3+) -- summons several
- Golems to fight
- I wish to see all as it really is. (WIS 12+) -- Glasses of
- Identification
- I wish for an adventure like none (WIS 10+) -- starts the "gong"
- I've ever experienced before. quest, and gives
- you a scroll
- I wish for control over time. (WIS 14+) -- casts Time Stop
- I wish to be anything I desire. (WIS 6+) -- Allows you limited
- Polymorphs
- I wish to be prepared for anything. (WIS 10+) -- casts Chain
- Contingency
- I wish that all my enemies will die. (WIS 11+) -- casts Wail of the
- Banshee
- Dual Wield Meteors:
- -------------------
- [from Lani Weaver]
- Here's a great tip for those dual or multi-classed fighter-mages: Put all
- the slots you can into dual-wield, dual wield your best weapon in your off
- hand, then cast Melf's Minute Meteors. You will throw the meteor, then
- attack with the weapon in your off hand, from any distance!
- Lockpicking for fun and Profit:
- -------------------------------
- [from George Adam III]
- Since your party gains experience for doing simple things, such as detrapping
- and unlocking, there are naturally a few tricks to maximize this.
- If you want to behave yourself and not steal from the shopkeepers, you
- can still gain the experience from lockpicking their chests. There are no
- consequences (rep. decrease, guards summoned, etc.) as long as you don't
- actually open the chest.
- Pickpocketing Strategies:
- -------------------------
- [from Henning Roes]
- I spent some hours and pick-pocketed nearly everybody in the game who was not
- hostile. It's easy even in the beginning with Jan and a potion.
- Commoners and Peasants: Nothing, 1-10 gold and minor spells
- Amnish Soldiers: 20-40 gold and a 30% to get a scroll (up to level 8)
- Nobleman/Noblewoman: jewels and gold
- It's worthy to take several trials on the last two categories if you need
- money and spells in the beginning.
- Special items:
- Ribald in the Adventurer's Mart, Waukeen's Promenade: Ring of Regeneration
- Guardian Telwyn in the Temple of Helm, Temple District: Helm of Glory*
- Tolgerias in the Council of Six Building, Government District: Ring of Ram**
- Taquee the Djinn in Trademeet: Bottle of Efreeti
- Lord Feveron, in the Bridge district: Scroll of Simulacrum
- Lady of the Keep, de'Arnise hold: Scroll of Protection from Normal Weapons
- * Quest reward, if you want to have it before completing the quest
- ** He will drop another one after defeating him in the Planar Sphere
- Regardless of how high the thieving skills are, there's always a 1% of
- failure. Quicksave is a must. It's possible to steal from everybody who has
- a cyan circlet. So you can steal the Ring of Gaxx and get another one by
- killing him (but this seems to be cheating). Charming the creature increases
- the chances of pick-pocketing, but don't do this to important NPCs.
- A Stealing Trick:
- -----------------
- [from David Weldon]
- Here is a strategy that I used to great effect once I got the thieves
- guild stronghold. It actually only requires that you find a merchant
- who will buy stolen goods.
- First, save up 20K or so to buy the most expensive item you can find in
- Athkatla. Buy that item, then go sell it to the merchant who will buy stolen
- goods. (for example, Jayes in the right part of Waukeen's Promenade)
- Have a thief drink 5 or 6 potions of master thievery (you won't need any
- more after this, so use all of them that you can buy from local
- merchants if you want. I generally stopped at around 250 or so Pick
- Pockets).
- Proceed to steal and sell back the same item over and over to the
- merchant. You can rack up any amount of gold that you would want, and
- then never have to worry about stealing anything again.
- I actually bought and sold 4 items at a time, because that's what you
- can click on the interface screen without moving the slider. I netted
- about 30000 from the four items each time, and in less than 5 minutes I
- had more gold than I will ever need.
- It's a lot more rewarding to rip off the thieves' guild and laugh at how
- stupid their merchants are than it is to just edit your gold amount with
- a cheat or editor. At least, I felt so!
- "Shopthrifting"
- ---------------
- [from Clayton a.k.a. Lord Nazgul, Monk Savant]
- What you need:
- - some gold (the more the merrier)
- - a store selling high quantities of the items you want (i.e., selling 5
- fireball spells as opposed to selling 5 single different spells)
- - something to sell (that short sword the goblin had works well)
- - a buyer with lots of room for the purchase
- What you do:
- - Select the items you wish to purchase (taking multiple copies where
- available). The cost will go up as normal, but don't worry about the cost
- yet. Notice the cost though.
- - BEFORE purchasing, sell the short sword (or whatever else). Upon
- completing the sale, you'll notice the cost will drop to the price as if you
- only selected a single copy of each item.
- - Complete the purchase. You will be allowed to make the purchase as long
- as you have enough money to cover the "cost" that is displayed. The game
- however still tries to charge you what it should cost. However, it will not
- leave you with a negative gold value.
- I've tried this in a number of stores now, and it has worked well. Works
- especially well with the merchant at the city gate. He had some nice
- scrolls, but I didn't have enough to purchase for all my mages. I figure
- he's owes me one after I stopped him from getting killed.
- Leveling up a Dual-Classed Mage Quickly:
- -----------------------------------------
- If your main character was one class, and is now being dual classed to a
- mage, you will be at quite the disadvantage until your old class abilities
- resurface. (which happens when your current level, exceeds your old class'
- level) To speed things up, we take advantage of the Experience for Spells
- Memorized.
- First, save it. Then kick everyone out of the party. Now buy every spell
- you can, and learn every possible spell. Not only are you gaining
- experience, but you will be quickly gaining whole levels. This probably
- won't get you above your Dual Class requirement, but it will help a lot.
- Learning more Mage Spells than Normal:
- --------------------------------------
- Normally mages are limited by their Intelligence as to how many spells they
- can learn per level. For example, someone with 17 INT can learn only 14
- spells per level. To get around this, simply drink a Potion of Genius (or
- other INT raising potion) and learn all the spells you want. This also works
- to increase the ODDS that you successfully learn the spell.
- Although an easier way to increase the odds that you learn a spell is to
- temporarily drop the difficulty of the game to 'normal' where all spells are
- memorized.
- Anyone can cast Mage Scrolls:
- -----------------------------
- [from Alex Malano]
- First, go into the inventory screen and drink, use a potion (may work with
- other use items, however I have not tested this). If you're playing in
- multiplayer you'll need to pause first.
- Then, replace the location of the "drunken" potion with any scroll of your
- choice, and exit the inventory screen.
- If done correctly, the character should start to cast the spell, and the
- potion is not used up.
- Editor's Note: Also an interesting way to get a non-mage main character a
- Familiar.
- Gem Replication Trick
- ---------------------
- [from K.C.]
- Remember that bug cheat in BGI that let you replicate gems? You would place
- a potion in your quick item slot, replace it with a gem, and then "use" the
- gem twice to change the number amount. It still works in BGII. Just R-click
- on a potion in your inventory to drink it and swap it for a rogue stone, for
- example. The number will disappear. Now do it again and the number changes
- to 65535, which is FFFF in hexadecimal notation. This is more than enough
- gold to finance your entire game all the way through ToB.
- Editor's Note: If you're in multiplayer, make sure that game is PAUSED
- before doing this trick.
- "Fake Talk" as Applied to Stealing from Shopkeepers:
- ----------------------------------------------------
- [from Aleph]
- Kudos to your "talk-fight" strategy. I have expanded on this a bit, and
- would like to give you another way to use it beyond dragonslaying...
- it's called the "Absent-Minded Shopkeeper".
- Steps.
- 1) Enter store.
- 2) Save game.
- 3) Ask to see goods and start stealing away from the Steal screen.
- 4) The second you are caught and the steal screen disappears, hit space
- bar. Don't even wait for the normal screen to come back.
- 5) While paused, click on the storekeeper again (talk function) and
- unpause. If timed right, you will be able to talk to them again, and
- thus continue stealing. You can also quicksave while paused if you
- doubt your reflexes.
- 6) At the end, talk to the shopkeeper without getting caught and you
- should be able to walk away without their turning red, rep loss, etc.
- Great places to steal are the armorer in Waukeen's Promenade, the mage at
- the back of Ribald's, the scroll guy in the Promenade, Gareth's contact
- (for glasses of ID), Trademeet (for acid club, inertia belt, others),
- and Underdark. Also note that while you can't steal from Ribald's
- goods, you can pickpocket him for a ring of regeneration.
- Note: There are times when this strategy will fail, causing the people to
- go hostile anyway.
- Stolen items can then be sold at any shopkeep whose goods are "stolen".
- (Roger the Fence, the Thieves Guild, etc.)
- Manipulating Things, without anyone Noticing:
- ---------------------------------------------
- [from Rolander]
- For some reason, if you are stealthed or invisible and you manipulate those
- objects, you do NOT come out of stealth/invisible mode and enemies (if
- present) will remain ignorant of your presence. Dunno if it's a bug, but
- it can avoid some unnecessary battle if you use a stealthed/invisible
- character to go in, activate and get out. (e.g. in the Shade Lord quest, I
- used a stealthed character to grab the 1st sun gem and snuck him past the
- gathered shadows without a fight)
- Getting an object from someone without killing him:
- ---------------------------------------------------
- [from Nathaniel Ragatz]
- Not wanting to kill off the fellow captive clonewoman who mistakes you
- for Irenicus I charmed and then used pickpocket on her to get the key
- needed to remove one of the wands in the later wand-trap room. I used
- the same trick on Mook (the only Shadow Thief that detected as good)
- in order to steal the shipment from her for Bodhi. It may help to
- cast doom or greater malison on the target to make sure the charm
- spell works. Keep in mind that you may need a high (potion enhanced)
- pickpocket skill to do this and Mook's shipment weighs 50 pounds.
- Getting hostile people out of the way without fighting:
- -------------------------------------------------------
- [from Nathaniel Ragatz]
- After I pickpocketed Mook I wanted to put her someplace she wouldn't
- attack me when the charm spell ended. I brought us over to Mae Var's
- guild (which I had already cleared out) used the trick where I told
- her to attack a party member just before we went through the door.
- Once inside I left Mook and hand the party leave. Mook stayed inside
- and wasn't around to attack my party when the spell wore off, this can
- be used on other hostiles as well.
- Another way to get rid of people without losing Rep:
- ----------------------------------------------------
- [from Nathaniel Ragatz]
- Use a charm person or dominate spell on someone you want to get rid of
- (this turns their circle green and makes them an ally under your
- control). Then send them to fight the nearest monster without a good
- weapon in hand. If there is no nearby monster just cast summon
- monster spell and shoot one is a ranged weapon this turns summoned
- monsters (except dire wolves) hostile (shown by their circle turning
- red). The monster usually attacks party member or ally that is
- closest to it (which will be the individual you want to get rid of if
- you position them right).
- Why do this? You don't get any exp but you get rid of bad people that
- hide behind the rest of society. One example is the merchant that
- tries to blackmail you into paying for his caravan in one of the
- fighter stronghold subquests. People you sometimes give items or gold
- to, such as this merchant may drop it if they die-thus you can give in
- to the merchants demands and then get your money back (don't think of
- trying this on shopkeepers as this will not work and you will not be
- able to shop there again). Note: If you get rid of people important
- for later subquests (like the Roenalls) before you do them then you
- loose the chance to do that particular subquest (which can mess up
- some of the fighter stronghold subquests as well as freeing Nalia when
- she gets arrested).
- Monks can wear Keldorn's Armor:
- -------------------------------
- [from ROB]
- If you read the description for Keldorn's Armor it mentions that "few others
- than" he can wear it. Interesting. Turns out that Monks can wear it, if
- they have these stats:
- 15 STR
- 17 CON
- 12 INT
- 18 CHA
- You can, of course, improve your stats via items. Say you have only 14 STR
- and 3 CHA. So, if you put on the Girdle of Hill Giant Strength and the Ring
- of Human Influence, you will raise your stats and could then wear the armor.
- This is the ONLY armor that Monks can wear! It has an AC of 0, +1 to Saving
- Throws and Free Action on its wearer. Of course, when your Monk hits level
- 18 his natural AC is just as good as the armor, making it almost pointless.
- (You still get the Free Action and Saving Throw bonus, of course)
- So, if you have a Monk, go find Keldorn and swipe his armor. If you want
- Keldorn in your party and feel bad about this, just remember that he can wear
- any armor he wants, while your Monk can only wear Keldorn's.
- Fighter/Mages and the Corthala Family Armor:
- --------------------------------------------
- [from Henning Roes]
- The Corthala Family Armor can be equipped by your main char if you can wear
- leather. But you cannot wear it if your WIS is too low. Drink a potion of
- insight, equip the armor. Then try a dispel magic on him and the additional
- WIS is gone but the armor is still equipped. Good armor for a fighter/mage
- early in the game since you can cast spells while wearing it, and it doesn't
- evaporate in the sun like Drow armor.
- Editor's Note: The minimum requirements for wearing the armor are:
- 6 STR, 18 DEX and 11 WIS
- Also, this only seems to work on dual classed Fighter/mages.
- (Multi-Classed Elves and Half-Elves can't wear it)
- Fighter/Clerics with the above stats can also weaer the
- armor.
- Special Abilities:
- ------------------
- Your main character (Protagonist) starts the game with the special abilities
- that he/she had in Baldur's Gate. THESE ARE NOT SET IN STONE. If you
- created a new character from scratch these will be: (based on main
- character's Alignment)
- Lawful Good: Neutral Good: Chaotic Good:
- ----------------------- ----------------------- -----------------------
- Cure Light Wounds 2 Cure Light Wounds 2 Cure Light Wounds 2
- Slow Poison 2 Slow Poison 2 Slow Poison 2
- Draw Upon Holy Might 2 Draw Upon Holy Might 2 Draw Upon Holy Might 1
- Vampiric Touch 1
- Lawful Neutral: (True) Neutral: Chaotic Neutral:
- ------------------------ ---------------------- -----------------------
- Larloch's Minor Drain 2 Cure Light Wounds 2 Cure Light Wounds 2
- Horror 1 Horror 1 Horror 2
- Slow Poison 1 Slow Poison 1 Draw Upon Holy Might 1
- Draw Upon Holy Might 1 Draw Upon Holy Might 2 Vampiric Touch 1
- Vampiric Touch 1
- Lawful Evil: Neutral Evil: Chaotic Evil:
- ------------------------ ------------------------ ---------------------
- Cure Light Wounds 1 Larloch's Minor Drain 2 Larloch's Minor... 2
- Larloch's Minor Drain 1 Horror 1 Horror 2
- Horror 1 Slow Poison 1 Vampiric Touch 2
- Slow Poison 1 Draw Upon Holy Might 1
- Draw Upon Holy Might 1 Vampiric Touch 1
- Vampiric Touch 1 (new charts from Death Crow)
- Souma has an interesting Evil Abilities strategy:
- I have to say, I was pleasantly surprised by how useful some of those evil
- powers are. Well, it is when you use the Call Woodland Beings spell (with
- Jaheira natch). Not only do you get to cast Mass Cure as a Level 4 spell
- instead of a Level 5 (sort of), but if you don't need the Nymph getting in
- your way afterwards, you can use those evil Larloch's Minor Drain and
- Vampiric Touches on it and gain big hit points temporarily.
- BIG SPOILER:
- Eventually you will lose these special abilities when Irenicus finishes
- what he began at the beginning of the game. Soon after you will gain a
- new ability, to become the Avatar of Bhaal, the Slayer. The Slayer is
- immensely powerful, and immune to just about everything. However...
- There are a couple things to keep in mind about the Slayer. First, you
- lose 2 reputation points every time you become the Slayer. Not much, but
- it can add up if you use it too often. Second, if you stay the Slayer for
- too long at one time, you will die and the game will end.
- END SPOILER
- Larloch's Minor Drain Trick
- ---------------------------
- Casting Larloch's Minor Drain on yourself has some wonderful effects. You'd
- think that you would lose Hit points, but you gain it back from the spell...
- and more! You can actually heal yourself with an offensive spell.
- Gain More Hit Points at Level Up
- --------------------------------
- Casting Draw Upon Holy Might before going up a level (until level 10, after
- which this becomes pointless). This increases your CON, which for most
- characters, will give them bonus Hit points. Because your CON is higher
- when you gain a level, you will actually gain more hit points than normal.
- These hit points even stay with you when the Holy Might goes away. Very
- useful way to use the main character's special abilities. This is especially
- useful for fighter type main characters as they gain the full bonus from
- having a high CON.
- Dual Classing Restores Traps
- ----------------------------
- [with generous assistance from the Lord of Fire]
- One way to get Yoshimo's (or anyone's) Set Traps ability back (after having
- set a trap) is to dual class, then cancel that dual. When that is done your
- old abilities are restored to you, including your set traps.
- Note: Kicking a thief out of the party will reset their traps as well,
- however, any monster killed with the trap will NOT give you
- Experience.
- "Sandman's Ring" and the Solo Thief
- -----------------------------------
- [from Xander77]
- Most people I know, sort of disregard the "Sandman's rings" (the ones that
- allow you to become invisible once per day). I found the invaluable for a
- soloing thief char. You can hide in the shadows, walk into a battle, backstab
- someone, turn the ring on, and then either walk out of the screen (if
- somebody starts casting a True Sight spell or some such, or if you want to
- let their defenses drop) then walk into the battle and backstab again. There
- are 6+ such rings throughout the game, so you can make 6+ backstabs per
- battle. And you don't have to use up potions or spells. (I really love
- once-per-day use items, because I don't feel that I "wasted" something when I
- use them)
- Raid Watcher's Keep Early
- -------------------------
- [from zambkptkn]
- Because Watcher's Keep is a high level dungeon, most people avoid it entirely
- until late SoA or sometime in ToB. This is a mistake. Hit the first level
- of Watcher's Keep early in Chapter 2. You probably won't be powerful enough
- to take out the level's final guardians, but that can wait until later. All
- you want to do at first is snag some of the fairly lightly guarded items on
- the first level that will make your adventuring life much easier.
- Specifically: The Golem Manual, the Case of Plenty +1, the Quiver of Plenty
- +1, and the Ammo Belt. All can be acquired by a party of even 8-10th level
- if properly equiped and played. At the very least, buy the Potion Bag from
- Sister Garlena. You don't have to fight anyone for this and it is more than
- worth the trip! The only downside to this strategy is having to keep track
- of the Ritual Scroll and the Vigil Stone so you can have them when you are
- ready to clean out the rest of the keep.
- Project Simulacrum Images
- -------------------------
- [from Timy Gadeholt]
- I discovered a neat little trick while playing BG2. If you have a sorcerer or
- mage cast Simulacrum, both the caster and the simulacrum can cast Project
- Image. Even better, the images can then cast Simulacrum on themselves (so
- you now have 4 duplicates), which in turn can cast Project Image on
- themselves. You can keep going on like that to get a huge army of simulacrums
- and images, all of which can cast spells individually. So you could have one
- group of copies casting insta-death spells on enemies, another group casting
- spells like Greater Malison and Breach, and another group casting summoning
- spells.
- -------------------------------------------------------------------------------
- VIII. [GNRLMN] General Monster Fighting Strategies
- -------------------------------------------------------------------------------
- Basic monster fighting strategies (ones that tend to work well against all
- monsters) are in this section. The following sections have specific advice
- for dealing with the tougher monsters.
- Basic strategies
- ----------------
- [from Xander77]
- Backstab from someone powerful is always good.
- Melf's Minute Meteors/Bolt of Glory/Ram's ring ignore magic resistance.
- The Inquisitor's Dispel makes every mage battle a lot easier.
- Greater Malison + Doom + Instant death spell (Finger of Death, Polymorph
- other, heck - even Chromatic Orb) = (usually) instant death.
- Slayer kills everything.
- The Invisible Door Blocker Strategy:
- ------------------------------------
- [from Phobia]
- What you do is make a guy invisible with a ring, potion, stealth, etc. and
- have him stand in a doorway (if the doorway is too big, you can have two
- people standing there side by side, this only works in doorways that you
- can stand in, the HUGE ones don't count). Then you send someone into the
- room, the invisi-guys will move to let him through, then go back into
- place, when the enemies see you, run back through the doorway. The enemies
- will run into your invisible characters and not attack them because they
- can't see them, then you can take the enemies out with spells and ranged
- weapons.
- Editor's Note: I would turn the Party AI off for this strategy. You need
- to prevent your invisi-guys from attacking and becoming
- visible.
- A Defensive Spin Trick:
- -----------------------
- [from Tim Marshal]
- Blades can move while in defensive spin. All that is needed is to have the
- free action effect on the Blade before or during the spin (i.e. potion,
- spell, ring). Haer'Dalis has become one of my best lure characters. Equip
- him with Stoneskin, several items that grant magical resistance, and the
- ring of free action. Have him go into defensive spin and you are nearly
- untouchable.
- The "Fake Talk to the Enemy" Strategy:
- --------------------------------------
- This is one of the bigger exploits in the game, and it is incredibly
- simple to pull off. Many enemies start out with the Light Blue circles
- around them indicating that they are neutral, which means you talk to them
- and they become hostile later. (Or sometimes they talk to you)
- What you do is this. First make any normal battle preparations (cast
- protective spells, haste and whatnot), then PAUSE the game. Now click on
- every enemy as though you were going to TALK to them. Then switch over to
- attack mode and Force-Attack your enemies. When you unpause the game they
- won't attack you. And if there are more than one enemy, the others will
- wait a while before attacking, watching you take out their comrades! This
- can be repeated as often as desired, and if you want to keep doing it, be
- sure to pause about every 5 seconds and continue it. (they will become
- hostile after 6 seconds -- one round -- and attack you)
- Where is this strategy MOST useful? Dragonslaying, of course! The three
- dragons in the game all start out with Light Blue circles around them. So,
- do the fake-talk to them, and start attacking. You will get quite a lot of
- time before they raise their defenses, time that you can use to do some
- damage.
- Note: There are times when you absolutely should NOT use this strategy.
- Some monsters don't die, instead they start talking when they
- get close to death. With the Fake Talk, you won't reach this
- point and the monsters will never die. Don't use it on Lassal,
- Kangaxx, Lavok, Irenicus and anyone who is particularly crucial to
- the plot.
- Tough Battle Tips:
- ------------------
- [from Adar]
- Some basic strategies that I have heard of to kill tough monsters:
- - Back away from the monster so that you can't see it anymore, then cast
- Cloudkill. If you're a sorcerer or have the wand, drop as many
- Cloudkills as you can. Their effects stack.
- - Use a Monk's "Quivering Palm" attack to kill it.
- - Have a Kensai/Thief backstab it.
- - Have a Cleric cast Thac0 modifying spells on self, then cast Slay
- Living on target. (Adar)
- - Summon forth a Pit Fiend, then keep the party out of the battle.
- Jan's Bruiser Mates in Overdrive!
- ---------------------------------
- [from Nolan Wright]
- Jan's Flasher Master Bruiser Mate work exactly likes glyphs or skull traps.
- One way to take advantage of this -- in battles with most liches or dragons
- when you have to speak to activate the fight -- one can fire his amunition at
- your own party. They will hover next to where the party member was but won't
- explode because they aren't hostile. I've found that if you make a stock of
- these it can make some of the hardest battles easier.
- Project Image and Cloudkill:
- ----------------------------
- [from Jafar Sadeq, sharktooth@hotmail.com]
- I rested once before killing the black dragon. I used the cloudkill
- strategy, had Nalia memorize 3 project images and 6 cloudkills (using a
- ring of wizardry). Then just project image, hit 6 cloudkills in general
- direction of dragon, quickly kill the image with the best fighter (my
- beastmaster dual-wielding the bone club and gnasher) so I could get another
- image and set off more cloudkills as soon as possible. It took all three
- images' cloudkills, otherwise the damage would be so slow that it would
- cast heal before it could be killed. (I once managed to get an image to
- project another image, but wasn't been able to repeat it.) I did not rest
- once after this and finished the game without using any spell other than
- one Protection from Evil 10'.
- Editor's Note: Project Image is probably the most useful spell in the game,
- and the easiest one to abuse as well. Using Project Image
- you can have the image cast every spell you have, and when
- the Image disappears, you will still have all those spells.
- Also, the Image has no summon limit, it can summon as many
- monsters as it wants. Very useful to summon up a dozen
- Skeletal Warriors (or in ToB, a half dozen Planetars).
- Infinite Lightning Bolts:
- -------------------------
- [from Brawny Lam]
- I was fighting Kuo-Toa in the underdark exit: In the heat of battle, I
- accidentally got Imoen to cast lightning bolt on my ranger PC. Luckily
- enough my ranger was wearing the Cloak of Mirroring, so the lightning bolt
- got reflected back to Imoen, who was wearing the Cloak of Reflection, so
- the lightning bolt kept being reflected back and forth from my ranger to
- Imoen and vice-versa.
- Now here's where it gets interesting. Every time a lightning bolt got
- reflected, the original lightning bolt would continue to bounce around the
- room. So after a couple of reflections, I had about 4 to 5 lightning bolts
- bouncing all over the place vaporizing everything in their path. I was
- quite happy that the Kuo-Toa were being turned into ash before my eyes, but
- not quite so happy when it killed my entire party as well, except for my
- ranger and Imoen, who were still reflecting lightning bolts back and forth.
- Not sure how useful this trick is, but I thought I'd mention it since its
- cool looking at all those lightning bolts flying all over the place. It'll
- probably be more useful if the party was protected from electricity.
- Editor's Note: This doesn't work with a fully patched ToB game, where the
- cloaks no longer bounce the lightning bolts.
- Set Snare Tricks:
- ------------------
- Strategy tip for dragons and other tough battles: I went to the
- Windspear Hills right after doing Nalia's Keep on my first run-through,
- and when I reached the Red Dragon. I was still quite low level, as I hadn't
- done any of the town quests except Aerie's circus and the slaving ring in
- the Copper Coronet. I figured, oh what the hell, I'll give it a go anyway,
- and proceeded to prep for battle. By chance, I remembered Yoshimo's set
- snares ability, and strung snares all around the big lizard before
- attacking. They must have accounted for at least half the damage I did to
- it, and I managed to kill it without any severe injuries to my party. And
- there I was with a +5 Holy Avenger and no freaking paladin to wield it!
- Anyway, I thought I should mention this as it seems many people have
- overlooked this ability on the BBs I've looked at, and it can prove
- invaluable in any number of combats (especially those you can prep for).
- IMHO it makes the bounty hunter far superior to the other thief kits.
- [from Geoff Ulreich]
- To expand on that tip, lets consider this: with not only Bounty Hunter
- kit's Set Special Snare ability, even a regular snare cannot be stopped by
- any creature's resistance stats or saving throws. What that means is
- thieves' snares are, in actuality, the best weapons in the game for
- defeating just about every boss and mini-boss. What I usually do is to set
- traps around dragons (they never initiate attack), rest, set some more,
- rest, and set more.... Since snares do not 'expire' when you rest, you can
- essentially blanket an entire area with snares. Not only can you do this
- around tough enemies such as the dragons (Yoshimo killed the first two
- dragons for me without a single member of my party having to go on attack),
- but also such as the Mind Flayers, Beholders, and other tough(er) enemies
- in this game, some of which you can not even go near without layers and
- layers of protective spells. Just lure them to an area FILLED with traps
- and Voila! [from Willis Su]
- As you can see, this is so unfair it runs into game-balance issues --
- another reason I was reluctant to share the tip. One warning to anyone
- trying such a tactic: be diligent in removing snare notations on area
- maps, or the map WILL cause the game to crash, since it's NOT designed
- to handle so many snare notations.
- Juky & 649 of 711 have a better Snares Strategy:
- My cousin and I have found a really neat trick. With any thief or bounty
- hunter, you can set infinite traps. Have the thief set all his/her traps,
- and then reform your party. Remove the thief from the party. The thief
- will then move to talk to your main character. He/she will ask your main
- character if his/her services are still needed. Say yes. The character
- will rejoin the party, and all his/her traps skills are refreshed.
- I have tried this many times with Yoshimo, and it has made certain tough
- battles a lot easier.
- Note: You can also just click Dual Class, then Cancel to get your Snares
- back. [from SMShadow]
- This method is actually preferred, as the traps of a kicked-out party
- member (even if they return) won't net you any experience.
- How to Kill Civilians (without really trying):
- ----------------------------------------------
- [from Willis Su]
- For those that are able, cast the necessary protection spells (Protection
- from Evil), and summon forth a demon (Cacofiend, Gate, etc.). The demon
- that you summoned will tear everyone in the vicinity to shreds without
- affecting your reputation. Just make sure your party can contain the demon
- so it kills whom you wanted it to kill, or else you may start to lose
- quest-vital NPCs. This is in response to those neutral
- characters/townsfolks that sometimes turn hostile either through thievery
- on your part, or due to some other scripting bug. Use it cautiously.
- The Death Spell
- ---------------
- The Death Spell kills all monsters with 8 or fewer hit dice. (A "Hit Die" is
- roughly the equivalent of a level) There are a great MANY monsters in the
- game that fit this bill, including, but not limited to:
- Trolls (although they'll still need to be hit with Fire or Acid, but you
- get double experience for killing them twice)
- Umber Hulks
- Mind Flayers
- The Death spell will instantly kill these bad guys. However, Mind Flayers
- have Spell Resistance at 90%... which does limit its usefulness against them.
- (Although the Flayers guarding Phaere are considered "summoned" and will die
- instantly against this spell)
- RCL has many battle tips and strategies:
- ----------------------------------------
- "Um, seeya" strategy
- I just wanted to emphasize that many groups of enemies (especially ones
- with mages, such as the Slum Slavers or the second-floor enemies in the
- Guarded Compound) will be much easier to kill if you move immediately back
- downstairs/out the door, etc. (into another game area map) after they
- decide to attack you. Some will follow you and some will not, and even if
- they do, they do it one at a time instead of moving as a group like yours,
- giving you windows to take them out one at a time. Also, if the
- spellcasters do not follow you out, that gives you an opportunity to wait
- until their protective spells expire before you go back in.
- "Not another summoned creature!" strategy
- For some of those monsters that have special attacks or cast spells, send
- in a lot of little summoned creatures (one at a time) to bamboozle them
- into wasting their memorized spells and special attacks (such as Dragon
- breath), which I believe are limited in number. If you can control the
- creatures, make them walk around the monsters a bit to induce the monsters
- to cast spells instead of using physical attacks.
- Marking enemies' location with junk
- There are times when you want to move out of the enemy's sight and use
- spells like cloudkills, etc. to kill him. An easier way to remember where
- they are so that you can cast those spells is to drop some junk as markers.
- Even with the fog o' war you will still be able to see the junk from far
- away.
- For example, I killed the red dragon while virtually no one was severely
- hurt by:
- 1. Walked right next to him and dropped some junk and set some snares.
- 2. Made him hostile, by sending in one character to talk to him.
- 3. The character then got out of the dragon's sight immediately.
- 4. Summoned any creature at spots where you know the dragon can see them
- rising but cannot touch them without walking up to them. The dragon
- naturally chose to use his breath on that creature, usually killing it
- before it even started to walk.
- 5. Repeated with summoning creatures large and small, until the dragon
- stopped using his special attacks...
- 6. Cast some area-attack spells where the dragon was, and then
- 7. Haste -> breach -> group charge -> dead dragon -> holy avenger and
- dragon scales.
- The 3 basic high level insta-kills
- ----------------------------------
- [from Xander77]
- 1) Chain Contingency + 3 Horrid Wiltings. Basic for killing groups of
- enemies. If used to kill a single tough enemy, a spell sequencer - 3
- pierce shield or 3 lower resistances is good beforehand. Also - Set the
- contingency, rest, trigger the contingency in battle, then immediately
- set the same contingency again.
- 2) Timestop + Improve Alacracity. Make sure your PC auto pauses after a
- spell is cast. Lower Resistance, Pierce shield, then go Whacko. With a
- Robe of Vecna + Amulet of power, your level 1 spells Magic Missile and
- Chromatic Orb will have a casting time of zero, so cast the whole lot of
- the first, then go with any kind of (overkill at this point) spell you
- feel like.
- 3) Shapeshift + Timestop. Once Timestop kicks in, Shapeshift into the
- Mindflayer. During Timestop, all your attacks are auto-hits. So once
- timestop ends, your enemy is dead.
- A stat drain will kill most of the unkillable "vital to game progress"
- NPC's - even the ones immune to the CTRL-Y insta-death cheat. So,
- Shapechange - Mindflayer kills all.
- -------------------------------------------------------------------------------
- VIII.1 [GLMSVI] Golems
- -------------------------------------------------------------------------------
- Golem Trick:
- ------------
- [from Greymane]
- There is a great little trick for defeating any Golems you might run into.
- Simply take the Ring of Earth Control and use it's Control/Charm Earth
- Elemental ability on the biggest Golem around. Despite the description of
- the spell, it actually works on the golems too! It might take a couple of
- tries, but you can rest in the same room as the golems and try again. After
- you've gotten the biggest on there charmed, let him kill off the others and
- then loot the treasures before the spell wears off.
- Clay Golems:
- ------------
- Clay Golems MUST be hit by BLUNT weaponry to score effective hits. Sample
- blunt weapons are: Clubs, Maces, Morningstars, Fists and Staves. Hit them
- with anything else and you will get the "weapon not effective" shtick.
- One exception to this are weapons that have bonus damage, such as +1 fire
- damage. The weapon itself won't hit, but it will still do its fire damage.
- Iron/Adamantium Golems butchering
- ---------------------------------
- [from Xander77]
- You can just engage the golem in hand-to-hand with +3 weapons, of course, but
- I wouldn't recommend it - they deal massive damage and are usually contained
- in rooms with exits through which they can't fit. The only place where they
- run free is Suldanessalar, and there you can use the invisible door blocker
- to keep them at bay - just have her move away a meter or 2 when the golem
- uses the gas attack. A character wielding a +3 two-handed sword can
- reach the golem and hurt him, while the golem can't hurt him. The gas attack
- is sometimes capable of hurting him and sometimes not - haven't quite worked
- it out. If it does hurt, just move the character away until stops. Go back
- to hacking away at the golem.
- - Personally I don't care for this one, but if you're desperate for the
- experience and don't have any other means of handling the golem, you can
- lower his MR once or twice then magic missile him to death. The golem only
- has 80 hp or so - not too tough a task.
- - Melf's minute meteors - ignore magic resistance. One casting is enough to
- kill a golem (some kind of ThacO spell is preferable beforehand, though).
- Great for killing magic resistant creatures.
- -------------------------------------------------------------------------------
- VIII.2 [DMNSV2] Demons
- -------------------------------------------------------------------------------
- Demon Fighting:
- ---------------
- Find yourself fighting some mighty demon? Pit Fiend? Glabrezu? Well fear
- no more! Simply cast Protection from Evil on your party and they will
- ignore you! This is not a guaranteed strategy, some demons will attack
- you anyway.
- Demons killing
- --------------
- [from Xander77]
- - As this FAQ mentions, protection from evil 10 feet radius works wonders.
- Most random (non quest related) demons won't see you, thus giving plenty of
- time to ambush them.
- - Going hand to hand. Actually not that bad of an idea. By the time you start
- running into demons, you should have several +2/+3 weapons in you party (if
- you don't, you probably won't manage to get through the area where the demon
- is) so you're capable of hurting him. There are often several annoying
- distraction - quasits, genies, and such - around the demon. Get rid of them
- using some are destruction spells. Then your buffed up (haste, chant, chaotic
- commands on the main char [hold and stun protection] etc) party charges the
- demon. A few ruffled feathers later, he should be dead.
- - Bolt of Glory - 2 of those should handle most any demon. Possibly an extra
- shot from the Rams ring and/or Melf's minute meteors. The reason all the
- aforementioned work is because they ignore magic resistance (which the demon
- has a plenty).
- - Desperate measures (if you have to rely on this, then you aren't quite
- ready to face demons yet) surround the demon with aerial servants and fire
- elementals. They get stunned and slaughtered, but they have plenty of hp, so
- you'll have some time before he turns to you. Now lower his resistance and
- magic missile him to death (damn, this game would be a lot harder is some
- monsters just bothered learning Shield)
- - Slayer change. Also counts as desperate measures for handling one measly
- demon, but it does the job quite effectively.
- -------------------------------------------------------------------------------
- VIII.3 [NDDSV3] Undead
- -------------------------------------------------------------------------------
- Turning Undead Strategies:
- --------------------------
- [from Xander77]
- Cleric undead turning is really awesome - much easier killing them off with
- tanks. One turning - and the undead explode. What's even better then is an
- evil clerics (I.E - Viconia) undead turning - you don't blow up undead, you
- turn them to your side. Generically speaking, your cleric level is usually
- more then enough to turn the weaker undead you're facing to your side.
- Beginning with level 20 you can turn Liches to your side.
- Now to my point. Turning undead DOES NOT interrupt invisibility. So you can
- cast one level 2 spell (which lasts 24 hours) on Vicky, and have her run
- around turning undead. Its really fun walking around with 20-30 undead
- allies following you. No risk involved.
- Vampire Fighting:
- -----------------
- [from Jeremy Treanor]
- I found that having two clerics (Viconia + Aerie, my first time through)
- does absolute wonders in the vampire dens and other places where there are
- undead creatures affected by sunlight. Two simultaneous castings of false
- dawn knocked out every vampire that swarms around you. If they should
- survive, they're still confused and more than a little vulnerable.
- The Mace of Disruption and Vampires:
- ------------------------------------
- [from Xar]
- In Chapter 3, get into the lair, get the Mace of Disruption and pull back.
- Upgrade it with the Illithium. With the Mace +2 and a Helm of Charm
- Protection (or similar), one character can clear the entire nest. (The
- vampires will obligingly leave their door open while you spend a day or so
- with Cromwell.)
- Editor's Note: You get the Illithium as part of the "Sir Sarles" quest that
- the Temple gives you.
- Fighting Monsters who Level Drain:
- ----------------------------------
- [mostly from Travis Archer]
- There are many types of undead that will "drain" your levels when they
- attack. You may be a level 12 fighter, but that vampire just made you
- into a level 10 fighter. This is easily fixed with a Restoration spell,
- but there are some other consequences of level drain as well. When a
- spellcaster is drained, they lose their higher level spells.
- So, to protect against this: Memorize your most important spells first. That
- way, they're the last spells to get level-drained. Examples of Important
- Spells: Lesser Restoration, Raise Dead, Heal. This makes mopping up after
- vampire encounters a lot less annoying. When you restore levels, spells are
- not re-memorized, so don't forget to do this before you rest.
- Negative plane protection, which protects from level drain, has a
- disappointingly short duration, and having to memorize and cast it 6 times
- before a fight is obnoxious, so I recommend that you do one of the
- following:
- 1) Cast it only on your spellcasters (re-memorizing spells is annoying)
- 2) Keep your casters in the rear and don't cast it at all
- 3) Use limited wish instead to protect your whole party with one spell.
- (best choice)
- Lich hacking
- ------------
- [from Xander77]
- - Sunfire. It's a shame that you can't have 2 daystars, since that option
- doesn't hurt party members. Move your entire party except for the mage and
- the guy with the daystar into the corner. Make sure that the guy with the
- daystar won't be hurt with the mages sunfire. If possible, try to make sure
- that both sunray and sunfire go of just as the lich appears. That usually
- does the trick. If extra assurance is needed, then use ring of the ram before
- the sunfire/sunray combo.
- - Turn undead. If your cleric is level 20+ you can either blow up or control
- the lich. This goes through all his protections. If you control him, either
- use his spells against another enemy, or have him waste them into thin air,
- then attack him.
- - Annoying long way - have a bunch of summoned creatures mob the lich where
- he first appears. If he manages to kill them all, summon a few new ones,
- (better waste summon spells then to have him sling instant death spells at
- the party). Now take your time while dispelling his protection. Ruby ray of
- reversal, Khelban's warding whip (though if you have access to those, you
- probably can just turn him with your cleric) breach, etc. Eventually he runs
- out of protection spells and you can just pepper him full of bolts and
- arrows. Cast a true sight before the lich appears, to dispel the
- invisibility/mislead that he is sure to cast.
- - Summoned creatures. Already outlined in this FAQ and my favorite strategy
- for dealing with mages. Move your entire party, except for one guy, into the
- corner. Put a summoned monster or 2 where the lich is supposed to appear.
- Have the lich appear, talk to the char and turn hostile. Now have the char
- run to the corner. The lich should turn up a few defenses, then fry the
- summoned creatures. Then. it just sits there, waiting for its protections to
- go out, because it sees no enemies on the screen. Wait a minute or 2, and
- send another summoned creature in. If the lich's defenses have run out, he
- should cast some new ones. Just keep doing this until he runs of out defense
- spells (or, if you're extra cautious, until he runs out of major attack
- spells) then charge him with your entire party. PS - Using a wizard eye or
- farsight to supervise, make sure that the creatures gradually move him
- towards the party. This strategy depends on the lich not seeing the party.
- Note: The above works only if your summoned monsters keep the enemy well
- away from the party.
- - Stoneskin + Protection from evil + Polymorph self. Turn into a jelly and
- just sit there. The lich's pit fiend can't hurt the jelly and the lich should
- take care of him himself. The efreet's first few opening numbers are spells,
- so you don't have to worry about that. If he hangs around long enough to run
- out of spells and start attacking you physically (unlikely) just have your
- party take him out. Your Stoneskin should absorb a few blows anyway. By the
- time you Polymorph ends, the lich should run out of defenses and use up most
- of his spells. Now go and kill him.
- - Protection from undead - the lich doesn't even see you. Wait until his
- protection from magical weapons runs out, and just wallop on him. The only
- drawback is having to refresh the spell. If you have the protection from
- undead amulet, then it's just unfair.
- - Mace of disruption +2. Ignores all protections (even protection from
- magical weapons) on a critical. Also known as BOOM.
- - Lich in the in at the town gates - door skipping cheat. Run through the
- door whenever he begins to cast a spell. The spell is wasted. Run back in.
- Wash-rinse-repeat until he runs out of spells. Doesn't work in ToB.
- Fighting against liches and especially against time stop. Use fog of war to
- your advantage, hide in the "fog" and summon creatures to attack the lich
- (don't follow yourself, only send your new minions). You won't be able to
- see anything but you will get message at the bottom to know what's going on.
- The Lich will waste some of its spells, usually wasting its Time Stop as
- well. Don't cast all your summoning spells at once, Death Spell will get
- rid of them all. [from Max Chen]
- -------------------------------------------------------------------------------
- VIII.4 [DRGNSS] Dragons
- -------------------------------------------------------------------------------
- Dragon slaying
- --------------
- [from Xander77]
- Luckily enough, most dragons in the game allow you to surround them and buff
- up before taking them on, except for the lame black dragon and the even lamer
- abyss dragon. They still alert you to their presence and give you time to
- buff up, though.
- Buff up and surround him is actually all you need, but here is a more
- detailed game plan:
- Note where the dragon is, and do the following just outside his sight (for
- the shadow dragon specifically). Drink any potions you feel like drinking
- (some stuff to raise your resistance to his breath weapon is good). Summon up
- 5 long-term monsters. Fire elementals (druid) invisible stalker, skeletons,
- Killthix (the spider figurine). Cast protection vs evil 10 feet (most dragons
- are evil, it will protect both you and your summons, and should last you
- until the end of the battle and then some). Now get your personal buff spells
- up: Stoneskin, Blur, Mirror image, Fireshield for mages. Ironskin, Barkskin,
- Armor of Faith and maybe celestial protection for druids/clerics. You can
- also do draw upon holy might/ strength of one, but I usually don't bother -
- it does little good, and wastes one round of protection spells. Maybe a
- Simulacrum from Vhailor's helm and a lesser restoration on it now. Now for
- group buffing spells: Bless, Chant, Defensive Harmony for druid's clerics
- (you should have 2 clerics/druids and 2 mages/sorcerers in the party). Haste
- for the mages and maybe mass invisibility (level 6), and. that's it. The
- preparations are over. (You should start casting the next spell as soon as
- you're done with the previous, except from Bless Chant and Defensive
- Harmony - those should be cast just before you run into combat)
- Run up to the dragon and make 2 circles around him. One circle, which touches
- the dragon - summoned creatures. One circle, which uses ranged weapons - the
- party members. The point of this arrangement is to make sure that if the
- dragon uses his breath weapon, he can't hurt more then 2 summoned creatures/
- 1 party member at the same time and to make sure that if the dragon uses wing
- buffet on the summoned creatures he doesn't hurt your party members. Note:
- The shadow dragon will cast a death spell on summoned creatures if he sees
- them, so its best that they go into the 4 corners of the room while hugging
- the walls, and converge on his location when you're ready to begin the
- battle.
- Now issue a formal challenge to the dragon (or not. Doesn't make much of
- difference). Personally I prefer to challenge him when everyone has just
- began casting their spells. Have everyone attack. The Dragon should go
- Stoneskin + haste + greater malison + lower resistance to breath weapon
- (btw - if your resistance if equipment based, you can get it back up by
- taking your stuff off and re-equipping it) + (maybe) immunity from magic
- weapons. You go: remove magic to handle the haste and the immunity to magic
- weapons. Pierce magic to handle to Stoneskin and take his magic resistance
- down. 2-3 Lower magic resistance. Now just magic missile him to death. (Did I
- say that this game would be a LOT harder if monsters bothered learning
- Shield?) You can add smite evil/silence/bolt of glory/lighting bolt and other
- damage spells to the mix just for the hell of it, but magic missile is the
- greatest dragon killer of them all (fireball happy guys - ice storms aren't
- that bad of an idea. Especially since summoned creatures that get caught up
- in the damage don't seem to turn hostile). When and if he manages to kill
- some of your summoned creatures, take a moment to summon a few more. Make
- sure that he's always boxed in between at least 3 monsters, and is therefore
- unable to move up to one of your characters and attack her.
- Note: You can, of course, have you fighters attack the dragon in hand to
- hand. Makes it a bit more exciting and a lot more dangerous. Magic
- missile-ing him to death is a lot easier. If you do go for the hand to
- hand - good resistance to breath weapon is nice. So is improved haste
- on your main dragon slayer. Make sure to surround him from several
- sides, so that he won't be able to breath on 2 or 3 characters at
- once. And when he blows you off the screen with the wing buffet,
- consider it as a break in the action and take a round or 2 to fully
- heal up.
- That should handle any dragons in your path. The black dragon and the hell
- dragon give you time to buff up and summon, but you can only form a
- half-circle around them (try to get the summons to circle them, though).
- PS - The greatest Dragon slaying tip I ever got, from Charlie Yeah Charlie:
- Polymorph him. Ok, so it's the toughest squirrel you'll ever have to fight,
- but at least he don't look so tough.
- 3 of the 4 Dragons (in SoA) have no resistance to electricity and even the
- 4th one is weak against it. This is where lighting bolt come in. Bounce it
- off the wall a few times and watch their HPs go down. [from Max Chen]
- -------------------------------------------------------------------------------
- VIII.5 [NMYSPL] Enemy Spellcasters
- -------------------------------------------------------------------------------
- Mages
- -----
- Mages have increased in power by LEAPS and BOUNDS since Baldur's Gate.
- They're much more annoying now. Two spells in particular make them tough
- to fight: Contingency and Sequencer. These allow mages to cast spells
- almost INSTANTLY at almost any time. Then add in their new protective
- magics -- Protection from Normal Weapons springs to mind -- and defeating
- mages in Baldur's Gate II becomes much more difficult.
- Mage does: Protection from Normal/Magical Weapons
- Counter with: Breach (lvl 5)
- Mage does: Shadow Door/ Invisibility AND Protection from Normal Weapons
- Counter with: Purge Invisibility or Glitterdust or Remove Magic
- THEN Breach
- You cannot Breach anything that is invisible, so you have to get them
- to be seen first.
- Note: True Sight dispels any and ALL protections from the illusion school.
- That's right, no more Mirror Images, Simulacrums or Invisibility!
- (or thieves hiding in the shadows, for that matter)
- Dispel Magic is more of a "clean up" dispeller to be used in sequence
- with Breach. It usually takes care of whatever Breach doesn't,
- leaving your enemy mage wide open. I like this spell for its
- versatility (removing negative and positive status) but you're
- better of using Remove Magic in sequence with Breach as you won't
- end up removing your own protections, plus you'll want to save your
- Dispel Magics when baddies start throwing out Maze spells.
- Generally, Ruby Ray of Reversal gets rid of everything that protects
- from spells while Breach takes care of anything that protects from
- weapons and elements. [entire NOTE from John Winkleman]
- I let my archers take care of mages most often, so countering their Globes
- of Invulnerability is not a priority. A Spell Thrust could be used to cut
- a Minor Globe out, however.
- Two spells that work wonders against mages are Abi Dalzim's Horrid Wilting
- and Skull Trap. Don't target the mage directly, but drop the spell just
- off to the side, this bypasses their direct protections, and can hurt
- them pretty severely.
- Summon Nishruu/Hakeashar
- ------------------------
- Leo Wang recommends summoning Nishruu (and their higher level counterparts,
- Hekaeshars) to deal with mages. Nishruu are mage-eaters for the most part,
- as they are drawn to mages like bees to pollen. Magic attacks heal the
- Nishruu and best of all, Nishruu cause mages to forget spells. Summoning
- up these bad boys make the end game mages (such as Irenicus) pretty easy.
- Nishruu are a 6th level spell, and Hakeashars are 7th.
- Cyrille Artho doesn't think too highly of Nishruu's:
- Just a comment about the usefulness of Nishruus and their "relatives": I
- used them now and again vs. wizards, but did not like it very much when
- one of my Imoen was charmed and turned against me (incidentally she had
- summoned the Nishruu herself). What would the Nishruu do? After I killed
- the enemy mage, it would "home" on Imoen. Until I had realized that and
- disposed myself of the Nishruu, it had already eaten some magical items
- (among them the Bracers of Protection!). That really pissed me off, and
- I didn't use Nishruus anymore. Not to mention that they might also
- degrade items that you would otherwise pick up after the battle.
- Henning Roes has an interesting tip for fighting mages:
- Normally the high-level mage casts heavy protections on himself and it
- takes some time to take them down. In my second game I found a new
- strategy to get rid of their protection-from-magical-weapons like mantle
- etc: I used normal weapons in that case. I didn't do that in my first
- game because I wanted enchanted weapons as much as anyone. So I never
- thought about how useful non-magical weapons are.
- Fighting the Cowled Wizards for Fun and Profit:
- -----------------------------------------------
- [from JP]
- You can't cast spells in Athkatla unless you want to face the Cowled Wizards.
- And if you want to get them off your back you must pay Corneil at the Council
- of Six building. I finished the game as a paladin (I imported my character
- from Baldur's Gate) and then played it again as an Invoker. I didn't want to
- pay Corneil the 5,000 gp because I saw the cowled wizards as a potential
- source of both gold and exp. If you want to face off with the Cowled
- Wizards, here's what I recommend:
- 1. Isolate your mage from the rest of your party.
- 2. Go to a spot anywhere in Athkatla (I did this near the archway in the
- bridge district) where there are only a few people, lessening the risk
- of killing someone accidentally.
- 2B. Drop a bit of Junk on the ground to mark this spot.
- 3. Cast a summoning spell, preferably summon nishruu. The "spokesperson"
- for the cowled wizard should appear shortly after the nishruu
- materializes. Don't expect the nishruu to do heavy damage. His only
- purpose is to distract the cowled wizards from attacking you.
- 4. Don't wait for him to appear! Quickly walk away from him and then
- attack him using your nishruu.
- 5. He'll say something short and three or four other cowled wizards will
- appear to attack you.
- 6. Walk away until you don't see them anymore (or until they're covered
- by the fog of war). Your nishruu will attack them and they'll attack
- your nishruu.
- 7. Look for your Junk. It marks their position.
- 8. Wait for a few moments to let some of their protective spells expire.
- You don't have to wait that long anyway. Cast shadow door.
- 9. Cast area effect spells like death fog, cloudkill, web, ice storm,
- skull trap, etc. On the ground near where you last saw them. You can't
- see them and they can't see you, but you know where they are, so use
- that to your advantage.
- 10. Use multiple web spells if you have to so that they don't approach
- you. In time, they'll all die and you get around 14000 exp. Search
- their corpses for potions, scrolls and gems.
- I did this a lot times and it paid off rather well. It's not infinite.
- You'll eventually face a high level wizard, who will cast time stop and
- summon a pit fiend. Before I could beat him he cast dimension door and
- vanished.
- The final fight with the cowled wizards will occur when their spokesperson
- tells you that the highest members of their order have come to fight you.
- To beat them, simply repeat the process I said about defeating them. But be
- careful! One of them (her name's Zalladora, I think) can (and probably
- will) cast two time stop spells at the beginning of the battle! Keep your
- distance from them. When Zalladora is near death, she'll attempt to cast
- her third time stop spell. If she does, she'll cast gate and summon a pit
- fiend and cast dimension gate to get out. It's up to you if you want to
- prevent her from escaping or if you want to fight the pit fiend instead.
- Either way, if you survive, the cowled wizards will never bother your
- spellcasting in Athkatla again.
- Matt Warner has an easier way to cast spells in Athkatla:
- I've just found a neat little way to rid yourselves of the
- interference of the Cowled Wizards without paying the hefty 5000
- gold bribe, or going through the effort of killing wave after wave of
- wizards until they give up on you, though that will probably yield a
- bit more treasure than my method. If you just want to be done with
- them quick and easy, do this:
- Have a mage cast any spell that will attract the attention of the
- wizards, stoneskin or mirror image work well. Of course, so does
- everything else but those spells are nice and non-offense.
- A lone wizard will dimension door in to yell at you before bringing in
- several more wizards to kill you. He'll have some kind of hefty
- enchantment up (stoneskin?).
- The *instant* he actually shows up (i.e. has the blue ring around
- him), pause. Employ the fake talk strategy: Have someone talk to him
- and unpause. Pause again (before anyone actually walks over and
- starts talking to him) and force-attack him while he still has the
- blue circle around him. You probably won't be able to hit him due to
- his powerful protection spells, but this doesn't matter. Every 5
- seconds or so, back off and fake-talk him again. As long as you keep
- doing this, he won't go hostile and his friends won't gate in.
- Within a short period of time, his spell wears off and he returns to
- a more normal-looking color. He will now fall easily.
- After this, no more wizards will show up and attack you for
- spellcasting. Apparently, since he never gets to speak, the game
- never triggers any more attacks since the first attack was never
- completed. Since more wizards won't show up in the middle of a wizard
- attack if you cast spells, this catch gets applied for the rest of
- the game. This doesn't appear to screw anything up (it's just a flag
- not getting set to "true", shouldn't affect anything else. Hasn't yet
- in my game, anyway.)
- Protection from Magic Scrolls
- -----------------------------
- Protection from Magic scrolls make whoever they are used on immune to magic,
- but also removes any buffs from the target, and makes it impossible for
- them to cast spells. So, instead of using them on yourself, you can also
- use them on an enemy mage and completely shut them down.
- -------------------------------------------------------------------------------
- VIII.6 [BHLDRS] Beholders
- -------------------------------------------------------------------------------
- Beholder Tactics:
- -----------------
- [from Paul Dickinson]
- Beholders have interesting behavior patterns. If any party member
- is visible (and hostile), a beholder will immediately start pelting them
- with gaze attacks, cause wounds, slow, paralyze, petrify, or whatever.
- If not too busy pelting party members with nasty magic, they will move
- towards the nearest foe and chew on them. Note the distinction between
- foe and party member. Beholders don't seem to want to waste their gaze
- attacks on summoned creatures. This means that one can have a stealthy
- or invisible party member observing (and thus allowing control of the
- battle), while one or more summoned creatures trash the beholders, who
- have really pathetic physical attacks. The moon dog figurine works
- quite well here. It moves fast, can heal itself, and stays around for
- long enough to kill quite a few beholders.
- Berserkers:
- -----------
- [from Xar]
- Give the Cloak of Reflection or Balduran Shield to a berserker and then sit
- back and watch. Why a berserker? Elder Orbs have Imprisonment and
- Berserkers are immune while berserk. (Managed to complete the Underdark
- Beholder zone with one character – Korgan)
- -------------------------------------------------------------------------------
- VIII.7 [MNDFLY] Mind Flayers
- -------------------------------------------------------------------------------
- Invisible Stalker Strategy:
- ---------------------------
- [from Mishael]
- An easy way to kill Mind Flayers is to summon a bunch of Invisible
- Stalkers, then cast Haste on them. Invisible Stalkers are immune to all
- sorts of Mind control spells including charm, domination and confusion. As
- far as I know, they cannot be mind devoured. You may see some marks of
- confusion on their head, but they are not confused. You can control them
- as long as they are alive. :)
- Archery Strategy:
- -----------------
- [from Jonathan Zimmerman]
- I wanted to share my battle strategy for the mind flayers in the Underdark.
- I use both pairs of boots of speed on my two best bowmen, and cast chaotic
- commands on them. I move the rest of my party off in a corner. The bowmen
- pop into a room with the flayers and start shooting arrows. While the
- flayers take time using their psionics, my fighters are pumping them full
- of arrows. Once they try to close and drain your intelligence, just back
- up and start firing again. They will never catch you. This works best if
- you've cleaned out the entire city, up to the first door you need a flayer
- to open. That way, you have plenty of room to run around. This strategy
- does use a lot of arrows, though.
- Editor's Note: Not if you have the Tansheron's Bow (from one of the
- Merchants in Trademeet).
- Bottleneck Fighting Strategy:
- -----------------------------
- [from Henning Roes]
- Only one spell (chaotic command) and one fighter are involved. Cast it on
- your best melee fighter and he's protected from psionic blasts. This spell
- lasts for a long time. Then give him the best AC (-11 does it). Since Mind
- flayers have to hit your Fighter in melee they have to make a critical hit
- to drain the fighters brain. Just slaughter them while standing in the door
- so only one or two of them are able to attack. The INT-lowerance disappears
- after a short time so there's no need for a restoration-spell. Ullithids
- drain 4 or 5 levels (better than the usual Mind Flayer) - INT 5-6 is a
- must. Don't care about the Umber Hulks in the Under Dark. Use them as a
- shield while fighting and healthy. I finished the Mind Flayer City with
- only 1 spell and some healing potions. Even in the sewers in the Temple
- District it's very easy. Equip a shield to get a low AC. My fighter wasn't
- hasted or othwerwise improved.
- Kill Mind Flayers with Undead:
- ------------------------------
- [from James Victor]
- Let someone cast Wizard's Eye and have it position itself wherever the
- mind flayers are situated. Have your mages/clerics cast animate dead and
- let the wizard eye guide them the way. Since animated skeletons have no
- brain, flayer's psionics are useless and since mindflayers have weak stats,
- they are easy to slaughter. For better results, have a cleric cast
- Strength of One and another spellcaster cast Haste for better results. A
- couple of batches of "enhanced" skeletons would do the trick.
- Editor's Note: The Wizard's Eye doesn't do anything itself, it is simply
- used so you can see where the skeletons are going. This
- way you can keep your party well away from the battle.
- Skeletons and Skeletal Warriors will still fall to Mind
- Flayers, so send in as many as you can. Use the Project
- Image trick if you need to. (Project Image, Animate Dead,
- Animate Dead, etc., repeat
- Mind Flayer Mind Control Collars:
- ---------------------------------
- [from Travis Archer]
- Some SPOILERS ahead.
- These devices are one-shot mind control items which never fail. Only 1 is
- necessary to get to the Elder brain, maybe 2 if you're unlucky. Which
- leaves 2 or 3 extra. These come in very handy in tough fights. These
- devices make the most impossible combats _easy_. The mob stays under your
- control until attacked. It won't leave the map, but it's still your pet
- when you come back.
- I used one on the Demilich, and one on Shangalar, because: The Demilich is
- probably the single hardest opponent because he Imprisons at will. He's
- immune to almost every spell, and he's beefy like an Adamantite Golem.
- (Weapons do 1-5 damage depending on enchantment) With one of these devices
- I made him my pet! On a funny note, you can make him Imprison himself, but
- then you don't get his loot or experience. :( So, I used Freedom and then
- just ambushed him while he was still "green". By the time he turned red he
- was dead.
- I used this on Shangalar and he wasted his buddies while I watched, then I
- finished him off. (Wait until he gets all his defenses up before you use it
- on him)
- This can be used on Dragons as well, which is amusing as hell, but not the
- Avatar of Rillifane who is immune to everything. :(
- ToB Note: This strategy doesn't work in ToB.
- Note: If you give the collars to your mage, then cast Project Image, you
- can use the image's collars and keep the real ones forever.
- Ring of Free Action:
- --------------------
- [from John Welch]
- As I was going through the Illithid city in the underdark, I discovered
- something interesting that you have not mentioned. The ring of free action
- grants the wearer complete immunity to the flayer's psionic blasts. I realize
- that when you think about what psionic blast does (holds the person, to be
- killed), it makes perfect sense, but I thought it should be pointed out for
- those who may have more rings than they do fingers.
- -------------------------------------------------------------------------------
- VIII.8 [WRWLVS] Werewolves
- -------------------------------------------------------------------------------
- Regenerating Monster Fighting:
- ------------------------------
- [from Jeremy Treanor]
- I've found a lot of the battles with the monsters that regenerate quickly
- (greater werewolf, the prince in underdark, etc.) rather annoying when you
- can't seem to do enough damage to hurt him to 'barely injured', but I did
- find one trick that seems to work consistently. Firstly, you need to knock
- down some of its magic resistance. Cast harm and hope that your priest/druid
- is good enough to make contact. (Having autopause when a weapon becomes
- unusable helps too.) If you make contact, the creature should be down to
- about 1 point, so you hit him with a magic missile. Since his resistance
- should still be down, he should die.
- ===============================================================================
- < < < < < [FRQNTL] FREQUENTLY ASKED QUESTIONS > > > > >
- ===============================================================================
- Technical Questions:
- --------------------
- Q: How can I use the cheats in Vista?
- A: Disable UAC, install somewhere other than the default location, or Run As
- Administrator. Or, you can follow this:
- Vista users need to open C:\Program Files\Black Isle\BGII - SoA and then
- click on the 'Compatibility Files' tab. This will then take you to the
- location of the baldur.ini file that needs to be edited. Editing the
- baldur.ini file that appears when you first open
- C:\Program Files\Black Isle\BGII - SoA will have no effect.
- Q: Is there a patch? What does it fix?
- A: Yes. This patch fixes all the major gaming problems I ever experienced
- with BG2, and since installing it I haven't had any major crashes.
- http://www.bioware.com/games/shadows_amn/support/patches/
- Q: Is there a patch for Throne of Bhaal?
- A: Yes, and you can find it here:
- http://www.bioware.com/games/throne_bhaal/support/patches/
- General Questions:
- ------------------
- Q: What does 1d8+3 mean? Or any of the weapon damages?
- A: It means one 8-sided die is cast (random 1-8) then 3 is added. This is
- the same for any weapon. So, 1d8 is better than 1d6, etc. You can see
- more about this in my AD&D Rules FAQ found at GameFAQs.
- Q: Why does my armor class go down when I put on armor?
- A: You can find a more detailed answer on this in my AD&D Rules FAQ on
- GameFAQs. In short, low (or even negative) armor classes are better.
- Q: How do I backstab?
- A: Hide in Shadows (or drink an invisibility potion, or spell), get behind
- your target and attack.
- Q: How do I recover from level drain?
- A: Use the restoration or greater restoration spell. If you don't have that,
- head to a temple.
- Q: How do I recover from "Fallen" status on my Paladin / Ranger?
- A: Complete the stronghold for your class and that should clear you right
- up. Or, just keep your reputation from falling, and you will never fall.
- Q: Why aren't I gaining experience any more?
- A: Shadows of Amn has an experience cap at 2.95 million experience, and
- Throne of Bhaal has a cap at 8 million. Any experience gained past that
- is lost. You can use mods to remove this cap. The BG2 Tweak Pack by the
- Gibberlings 3 has a method to let you get to level 50.
- http://www.gibberlings3.net/
- Q: In the spell descriptions it lists durations in terms of "Rounds" and
- "Turns." What are these?
- A: A round is 6 seconds long. When the game says you get "2 1/2" attacks
- per round, it means you get that many attacks every 6 seconds. A Turn is
- 10 Rounds long, or 60 seconds (1 Minute).
- Q: I'm a mage in the first dungeon, but I can't cast my spells! Help!
- A: Mage spellcasting is a 3 step process. First, learn the spell from a
- scroll. Second, choose which spells to "memorize" in your spellbook
- (default key: W). Third, rest to actually get the spells. This is the
- same for Bards as well.
- Sorcerers automatically learn spells when they level up, and merely need
- to rest to get them.
- Clerics / Druids will automatically learn spells as well, but need to
- select which spells to "memorize" for the day, and rest as well.
- Q: What is Imoen's Belt for?
- A: It prevents her from getting killed. It is used to prevent the game from
- going nowhere as she needs to survive the first dungeon. After that
- it isn't needed for plot purposes, and is taken away. As near as I can
- tell, it makes her immune to the following:
- Slay (& Instant Death magic)
- Charm
- Panic
- Berserk
- Sleep
- Hold Person
- Petrification
- Poison
- Stun
- Polymorph
- Q: I can't get Find Familiar to work. It keeps saying "FF must be cast by
- the Protagonist". What's wrong? How can I get it to work?
- A: The Protagonist is the main character. In the Single Player Game it is
- whoever you created yourself, while in the Multiplayer it is whoever is
- in the First slot. If this character CANNOT cast magic, then they can't
- Find a Familiar. Only the Protagonist can find a Familiar. So, if your
- Protagonist can't cast magic, you won't get a Familiar in your game.
- Even if you start with a Fighter, you can always Dual Class over to a
- Mage later and THEN cast Find Familiar. Works just the same.
- Q: When I fight an enemy, it says that my weapon is "ineffective". How
- then can I kill anything?
- A: Two reasons your weapon can be ineffective: One, that monster requires
- a magical weapon of certain magnitude to hit (say a +1 weapon), or Two,
- they have Magical Defenses around them (such as Protection from Normal
- Weapons). In the first case you need to find a better weapon, or try
- casting spells. In the second, you have to lower their defenses first,
- try casting the Breach spell. (Mage Lvl5)
- Also, any monster that has 100% resistance to a type of weapon will
- result in a "weapon ineffective" notice. Clay Golems are a good example
- of this, as they can't be hurt by blades.
- Q: I want to Dual Class, but the button is grayed out on the Records page.
- How can I Dual Class?
- A: In order to Dual you must meet these requirements: First your character
- MUST be Human. Only humans can dual class. Second your character must
- START from a class that CAN dual. (Bards, Paladins, Sorcerers, Monks
- and Barbarians CANNOT dual) Third you must have good stats in both your
- current class, and the one you wish to dual to. This works out to at
- least a 15 in the prime stat of your current class, and a 17 in the
- prime stat in your desired class. (Prime stat is what that class uses
- most, for example, STR for fighters, DEX for thieves, WIS for priests,
- and INT for mages)
- So, to dual a Kensai to a mage, you must have 15 STR and 17 INT. To
- dual a Fighter to a Thief you must have 15 STR and 17 DEX.
- There are also Alignment restrictions on which class you can become.
- Thieves, for instance, cannot be Lawful Good. So if you have a Human
- Kensai with the appropriate stats, but are Lawful Good, then you CANNOT
- dual to a Thief. Druids must be True Neutral, etc.
- Q: Okay, I dual classed my thief, but now I can't use my thief skills!
- A: Yes, while you are leveling up your new class, your old abilities are
- "retired." They come back when your new class level exceeds your old
- class level. So, if you were a level 2 thief, you must level 3 or more
- in the new class to be able to use your thief skills again.
- Also, you cannot gain levels in your old class ever again. So, make sure
- you are done with the class before moving on, and make sure as well
- that you won't need your old class's skills for a while as well.
- For instance, if you dual Yoshimo to fighter, you could consider picking
- up Jan to be your thief for a while.
- Q: I dualled a Berserker to a Mage, but I can't cast spells. Why not?
- A: You need to download the patch to get that combination to work:
- http://www.bioware.com/bgate2/bg2patch.shtml
- Once that patch is installed, your Berserker/Mage should work fine. Also
- remember that you can't cast spells while in armor.
- Q: How do I recharge Wands and other items with limited Charges?
- A: Sell them to the store and rebuy them. Sure you take a financial hit,
- but the items come back with 50-100 charges to them.
- Q: What does a weapon's speed factor do?
- A: Influences when your character can attack, the lower the number the
- better. Let's say that there are two identical characters facing off.
- Each has 3 attacks per round. One is using a Heavy Long Sword with a
- Speed of 10, the other is using a Superlight Long Sword with a Speed of
- 0. The lighter sworded warrior will get to attack first, possibly even
- attacking twice before the other warrior gets in one attack. Thus having
- a low speed can allow you to kill monsters before they even touch you.
- Note: Speed does not affect how many attacks you get per round. If it
- says 3 attacks per round, that is how many you get, regardless of
- speed.
- Q: What do I do with all these gems I get?
- A: There are very few gems with a purpose. Most are just for sale to get
- yourself some money. However, you might want to save a Diamond, Beljuril
- and Rogue Stone as these can be significant later. The Diamond and
- Beljuril are used to upgrade the Silver Horn of Valhalla and the Rogue
- Stone is used to enter the Mysterious Door in the Bridge District.
- Q: I cheated to create a Familiar for a character that normally doesn't get
- a Familiar (Fighter, for instance). Now, when it is created and put into
- the pack, everything is fine, however if I release it again, it vanishes.
- Also the Familiar changes from the one I created, to a different type
- (one that now matches my alignment). What's up with this?
- A: [from Harry Smith] I've played around with the familiars more, and it is
- the mixed alignment problem that kills it. The trick works just fine as
- long as the familiar that you are getting is the proper one for your
- alignment. It also appears to work fine for other alignments, as long as
- you don't put the familiar in your backpack. That's a pretty big
- limitation, but perhaps some people would be willing to live with it.
- This might be something to add to the FAQ to let people know what they're
- getting into before they waste their time on something that can't be
- done.
- Q: Why can't Imoen (or any other dual/multi classed Mage) cast spells? The
- entire icon is grayed out.
- A: You can't cast mage spells while wearing any armor. So, if you are
- wearing some Studded Leather Armor, your mage spells will be deactivated.
- Also note that Robes do not count as armor.
- Q: Where is the bag of holding?
- A: In the maze beneath spellhold. (Chapter 4)
- Q: What is fatigue?
- A: It penalizes your party by -1 to luck. Luck affects all your party's
- "rolls", such as THAC0 (your ability to hit), Saving Throws (your ability
- to not be affected by spells and such), Damage, etc. Your luck gets
- worse the longer you go without resting.
- Q: I didn't preorder or buy the Collector's Edition. Is there a way that
- I can get those items anyway?
- A: Yes, just download a little fix.
- Quick Fix: http://www.sorcerers.net/index.shtml and check the Games >
- Baldur's Gate II > Editors, Hacks & Custom Characters >
- http://www.sorcerers.net/Games/BG2/BG2extras.zip
- Q: Will there be an Expansion? Sequel?
- A: Yes, it is called Throne of Bhaal and you should go out and buy it.
- As for a sequel, well... maybe. Though, if there is a sequel, I really
- doubt it will use the same game engine.
- Shadows of Amn Questions:
- -------------------------
- Q: What is the broken sword for in Irenicus's dungeon? Can I repair it?
- A: It's just a broken sword. Probably a reference to the first game and the
- iron shortage. No, you can't repair it. Just ignore it.
- Q: Anomen just left to deal with his sister's muder. Where did he go?
- A: You can see the whole walkthrough on this in the Slums section of the
- walkthrough. If he leaves, you may find him at the Delryn home in the
- Government District.
- Q: Where is Edwin? I searched the Shadow Thieves Guild, but couldn't find
- him!
- A: You have to talk to Renal Bloodscalp on the second floor of the Shadow
- Thieves Guild. Then in the course of doing his quests you will run into
- Edwin. This is the ONLY way to get Edwin to join your party.
- And if you have already joined up with Bodhi, you can't get Edwin to
- join you. So, if you want to do both, get Edwin first. John Messinger
- states that if you have Yoshimo in your party, when you visit the Docks
- he'll let you talk to Renal again.
- Q: I have Viconia, Edwin or Korgan in my party and a reputation of 18. How
- can I lower my reputation to keep these people in my group?
- A: Go hit a peasant. Preferably one in a house where other people won't
- see you (if too many people see you, they all go hostile and you can
- potentially ruin the game). It isn't necessary to kill the peasant,
- simply hitting them should be sufficient (use your fists, unless you are
- a monk). Or you could find a shop somewhere that you don't have much
- respect for, and steal from it. They catch you stealing and your
- reputation suffers.
- Finally there are several quests that if done in an EVIL manner will
- drop your reputation somewhat. These are noted in the walkthrough. Just
- do a document search for "reputation". (in IE, do a CTRL-F)
- Be careful not to let your reputation drop too low. For one thing, it
- will cause Paladins and Rangers to become "fallen" (lose their abilities)
- and another, at really low reputations you become a target for every
- law enforcement person in the area.
- Notably, if you get one of these people to join when your reputation is
- already higher than 18, they will stick around. If your reputation
- changes and is still higher than 18 (such as going from 20 to 19) then
- they will leave.
- SPOILER
- Once you can turn into the Slayer, you can drop your reputation by 2
- points any time you please.
- Q: Viconia/Edwin/Korgan just took off and left, how do I get them back?
- A: They likely left due to reputation concerns (see the above question).
- When they leave like this, there isn't a real way to get them back.
- Q: I've messed up the Drow city (they won't let me in, etc.), how can I
- get out of the Underdark?
- A: 2 ways: 1.) After talking to Adalon and taking the form of a Drow, talk
- to the Drow guards in the Kuo-Toa dungeon. If you have high charisma, you
- can convince them that you are joining the war topside, and they let you
- out. 2.) Kill Adalon and loot her corpse. (answer from Khadgar)
- Q: I'm having difficulty with the Harper's and Jaheira. Every time I leave
- the Underdark, I'm attacked by the Harper's, which in turn makes the
- elves hostile. How do I deal with this?
- A: Answer from Baldurdash's Bug List page. Download the Improved Jaheira
- Romance Script:
- http://www.baldurdash.org/
- This fixes several buggy aspects of the romance. You can find the
- Baldurdash Bug List here:
- http://www.baldurdash.org/buglist.html
- The Baldurdash patch has been largely replaced by the Gibberlings 3
- Fixpack found at:
- htt://www.gibberlings3.net/
- Q: How do I open the un-pickable door in the Graveyard?
- A: It's a plot-opened door. It opens when it needs to.
- Q: How do I get back into Bodhi's Lair? The door won't open!
- A: Referring to Baldurdash's nifty Buglist, we find a small download to
- fix this problem:
- http://www.baldurdash.org/FixedBG2BodhiLairInaccessible.zip
- The address for Baldurdash's Buglist is:
- http://www.baldurdash.org/buglist.html
- Q: Phaere told me to go to the SE corner of Ust Natha to fight some
- Beholders, but when I get to her, she has nothing to say to me! What do
- I do?
- A: With the Cheat Console, type in this:
- CLUAConsole:SetGlobal("PHAERESPEAKBEHOLD","GLOBAL",0)
- This resets her conversation about the beholders allowing you to talk to
- her again about it. [from Marc Oliver]
- Q: Who is this Malchor Harpell chap that I keep running into? Every time I
- go somewhere, he teleports after me.
- A: Malchor is the game's built in defense to you killing Drizzt and stealing
- his stuff. He should only appear after Bodhi has been finally dealt with
- to reclaim any gear from any member of Drizzt's party who has died. If
- you refuse to simply give the gear up, he will simply steal it back
- anyway. From what I have heard, this doesn't work quite right and he
- is unable to talk to you. To get rid of him, simply dump all of Drizzt's
- items.
- Q: Help me with these romances! How do I get Viconia/Aerie/Anomen/Jaheira
- to like me?
- A: They will automatically start a romance with you by virtue of your
- main character's gender. If you show interest in Jaheira, (or anyone)
- then you are stuck with them (at least until you stop showing interest).
- The main reason I don't mention the romances in this guide much is that
- it is completely optional, and doesn't help your game out much. Sure,
- it will affect your game a lot if you are suddenly attacked by Bandits
- (Jaheira), but you won't get anything significant out of it, save for the
- love of one half-elven druid.
- Q: After restoring my lover after the mess in the Graveyard, I can't find
- their stuff. Where is it?
- A: Anytime someone dies, their stuff is merely dropped to the ground. So,
- when they died their stuff was left where they fell. If you didn't grab
- it then, it's gone. Waiting for them to be revived later is too late.
- Throne of Bhaal Questions:
- --------------------------
- Q: I'm playing through Shadows of Amn, should I install Throne of Bhaal now,
- or wait until I'm finished?
- A: Install it right away. Then you get the benefits from the expansion, can
- play through the Watcher's Keep dungeon, and get the higher experience
- cap.
- Q: The deck of many things has silenced/drained me. How do I remove the
- effect?
- A: Remove Curse. Generally speaking, if Greater Restoration doesn't get
- rid of something, try Remove Curse.
- Q: I forgot to do Watcher's Keep before starting ToB. Can I go back?
- A: Yes, you can. After you complete the first area and open up the world
- map, you'll find it in the upper section of the map.
- Send in all questions to: dsimpson.faqs@gmail.com
- Use this subject: Baldur's Gate II v 8.71
- (emails with improper subjects MAY BE DELETED!)
- ===============================================================================
- < < < < < [WLKTHR] WALKTHROUGH > > > > >
- ===============================================================================
- This walkthrough was written on my second go-through of the game. The first
- time I played as a Kensai who dualled to a Mage at level 12. She was very
- powerful, able to cast spells and fight all with a -5 AC (by the end of the
- game). Not bad since she can't wear armor. The second time through the
- game (when I wrote this walkthrough) I played as a Half-Orc Barbarian. 19
- STR & CON, plus 2 extra HP each level. Then for fun he dual-wielded the
- Celestial Fury Katana and the Equalizer Long Sword.
- Location Note: Throughout the walkthrough I use various locations listed in
- the (x 900 y 400) format. This means that what I am talking
- about is 900 pixels from the left and 400 from the top. To
- find your location press the X button on your keyboard. This
- displays the x,y at the mouse cursor. You can change the
- location key to anything you want by opening the Baldur's
- Gate II Configuration Program in the start menu.
- Battles Note: If you go somewhere at a lower level the enemies will be
- easier than if you go there at a higher level. Say, for
- instance, that you go to the Windspear Hills and fight an
- Iron Golem. Then you reload before that, go level up a lot,
- and return. Now you might be facing a tougher Adamantite
- Golem. In other words, the battles are more difficult the
- higher a level you are.
- Options Note: There are a number of options that I would HIGHLY recommend
- anyone playing the game use. First is the "Rest Until
- Healed" option which lets your party rest until everyone has
- full Hp's. It is implied that your Priest's cast healing
- spells on everyone. This can be found under Game Options.
- Second I would recommend turning the Brightness and Contrast
- up a bit in Graphics options. Makes things a LOT easier to
- find. Lastly, if you are constantly saving/reloading to get
- more HP per level or to memorize spells successfully, you
- should probably play at the NORMAL difficulty level. Those
- things are the ONLY differences between NORMAL and CORE.
- Note: Bioware/Black Isle recommends turning up the
- Brightness on your monitor itself, rather than
- in-game as low end computers can suffer from
- performance problems. (Blackhawk)
- Experience Note: When completing quests throughout the game, there are two
- types of experience that can be given to your characters.
- The first is when it says "The Party gains 20,000
- experience". In this case, that experience is divided
- equally amongst party members. So, if you have 5 people in
- your party (including you), then everyone gets 4,000 exp.
- However, there are times when it says "Edwin gains 20,000
- Quest Experience Points" and may even list such for everyone
- in the party. In these cases everyone gets that amount of
- exp. Finally there are some times when it won't list in the
- status window how many experience points you gain. I list
- these, and will mention whether they are mere experience to
- be divided, or whether everyone gets that amount.
- Items Note: If you leave items on the ground in the game world, they will
- (from the Readme) disappear after a period of time (with a few special items as
- exceptions). Bodies will begin to decay from the world after
- about half a day. Items will begin to decay from the world
- after a day or two. Some game critical items will never
- decay.
- If you want to stash items, put them inside any container.
- For example; a chest, bookshelf, or box. All container
- contents (with the exceptions of piles of treasure on the
- ground) are saved for the duration of the game - just be sure
- you can easily return to retrieve your favorite goodies.
- I would heartily recommend using the containers in your
- Stronghold to store any item you wish to part with. For
- example, with the Fighter Stronghold, every week you get 500
- gold placed in one container in the library on the second
- floor. Since you are going that way anyway, why not stash
- items there? You can really put the items in any container,
- just so long as you remember where you put your things.
- Warning: Do NOT stash items in a stronghold BEFORE IT IS
- YOURS. This is because the AREA number actually
- changes, and your items become inaccessible.
- Wait until you actually take possession of your
- Stronghold.
- Finally, if you are given items in dialogue, but don't have
- room in your inventory, you will drop items to make room.
- Make sure not to lose them!
- -------------------------------------------------------------------------------
- 1. [RNCSDN] Chapter 1: Irenicus' Dungeon (AR 0602)
- -------------------------------------------------------------------------------
- Exposition:
- -----------
- The game starts as you are being tortured by a mage (Jon Irenicus, though
- you don't learn his name until later) for no apparent purpose. He mentions
- that you have much untapped potential.
- Soon his experiments are interrupted when a Golem informs him of an attack.
- He teleports away. You can watch as a Thief gets blown to bits. Funky.
- Soon Imoen rescues you. She tells you what she knows, which isn't much,
- before opening your cage and letting you out.
- Companions:
- -----------
- S D C I W Ch Race Class Alignment
- Imoen 9 18 16 17 11 16 Human Thief/Mage Neutral Good
- Imoen is your old childhood friend from Candlekeep. In the first game
- she was a Thief, and now she has dual classed to become a Mage.
- SPOILER: Don't let Imoen memorize any spells as she won't be with your
- party for much longer.
- Grade: B+ She is the third best thief you can get in the game and the
- second best mage. This averages out well, especially since
- this game doesn't require that much out of a thief. I list
- her as "third best thief" because she can't level up in it
- anymore.
- Minsc 18/93 16 16 8 6 9 Human Ranger Chaotic Good
- Minsc is a little loopier than last you saw him. This may be due to the
- death of Dynaheir -- whom he was sworn to protect -- but he seems to
- rely far too much on Boo, his pet hamster.
- Grade: A- Minsc is one of the best investments you can have in the
- game. He is the strongest of the NPC's and has decent
- abilities as well. Plus he soon begins learning Priest
- spells which further his power.
- Jaheira 15 17 17 10 14 15 Half-Elf Fighter/Druid True Neutral
- Jaheira has some problems with authority, which in this case would be
- you. She believes that she should be leader. She is also a member of
- the Harper's, a "do-gooder" organization that also claims Elminster as a
- member.
- Grade: B A good solid performer, but nothing to write home about.
- There are better Priests out there, and better Fighters out
- there as well. The best reason to keep her is her Druid
- abilities as she is the best druid for some time. At the
- moment you really have no choice but to take her.
- Walkthrough:
- ------------
- - FREE MINSC AND JAHEIRA
- Minsc - (AR 0602, x 4030 y 2760)
- You need some companions to help you out, and it's quite convenient to have
- two of them just to the north of you. Go east and north and Minsc will
- automatically talk to you. Tell him that you don't think much of his
- talents to enrage him and get him to break the bars that hold him in.
- (1,2,3,1) Minsc breaks free, and luckily enough, he realizes what you were
- doing and doesn't stay berserked. You can have Minsc join you, if you will
- (and I would). For freeing Minsc you get 3000 experience.
- Jaheira - (AR 0602, x 3900 y 2675)
- Getting Jaheira out requires only a little more effort. First go north and
- talk to Jaheira. (4,2) Agree to free her. Now you just need to find a key
- to free her. Go left into the room there (x 3250 y 2850). There are three
- containers in this room: a table with weapons, a chest with armors and a
- TRAPPED painting with potions. The key to free Jaheira is on the table
- (x 3050 y 2815). Freeing Jaheira nets you 3000 more experience.
- - EXPLORING THE DUNGEON
- The next thing you need to do is to go back to the northern room and equip
- everyone with the items there. Have Imoen de-trap the painting to get
- those treasures as well:
- Dagger +1
- 3 Healing Potions
- (If you imported from BG1 with the Golden Pantaloons, they'll be here)
- Talk to the Jailkeep Golem (x 2950 y 2850) and pump him for information.
- He won't attack you and you have no possible way to damage him yet. He
- won't reveal much to you, just leaving you with more questions than before.
- Note: If you want to kill the Jailkeep Golem, have a Priest use the
- spell Spiritual Hammer and attack him with that. He is worth
- 5000 experience. You can also use the Quarterstaff +1 found
- later in the level.
- Open the northern door (x 2865 y 2815). Go north a ways to find your first
- enemy of the game, a lowly Smoke Mephit (420 exp). There's nothing you can
- do in this passage, so go back to the torture room.
- Head into the southwest passage (x 3315 y 3235). There your character will
- note the many bodies in the hall. Continue.
- - THE LIGHTNING MACHINE
- After the passage turns north, there will be a big glowing Lightning
- Machine (x 2650 y 3160). What this does is spit out Lightning Mephits,
- which shoot Lighting Bolts at you. (naturally) To deactivate the machine,
- click on its control panel twice (once to see what it does, and another
- time to do it). (x 2835 y 3060) Also, you MUST be standing RIGHT NEXT TO
- the machine to turn it off. You get 2000 exp for doing so. Turning it
- off immediately means you won't get experience for fighting the mephits.
- Don't worry about losing a few hit points, you'll get healed by the genie
- in the next room.
- Note: Most "manipulatable" items like the Lightning Machine require 2
- clicks. The first tells you what the thing is, and the second
- actually uses it.
- Then just kill the Mephit (420 exp) and be on your way. Go northwest
- into the Crystal Room.
- - AATAQAH THE GENIE
- Almost immediately you will be confronted by Aataqah, a genie. There are
- several options on what to do with this fellow. If you talk to him he will
- want to ask you questions. If you answer that you will "Push the Button"
- he summons an Ogre Mage (650 exp) for you to fight you also get 3500 exp.
- If you answer to NOT "Push the Button" he summons Gibberlings. Or you
- could ignore him and he'll leave you alone. Beat his monsters and he tells
- you to seek out Rielev.
- Note: There are three pools of water in this room. Clicking on each of
- them several times will result in several different "visions".
- These offer you nothing but an interesting read.
- The northern passage leads to a locked door, so we go west (x 1450 y 2660).
- - FINDING RIELEV
- In this western passage you will be attacked by goblins. Goblins are super
- weak enemies, who can only hurt you with their bows. Rush their archers
- and they're done for.
- This passage ends in a threeway fork. We're going up and right (northeast)
- first. (x 890 y 2200) Within this room we find another Golem, this time a
- Sewage Golem, along with a Radiation Mephit (420 exp). Talk to the Golem
- and impersonate its "master". Try and tell it to get to work (to open that
- door we passed by) and it informs you that you need a certain GEM to get it
- to do anything. (Technically, you can just pickpocket it to get the Sewer
- key, however this loses you some experience later) There are four
- containers in this room: the center table, another table and bookcase to
- the left, and a chest to the right:
- Spells - Flame Arrow (Mage)
- Dispel Magic (Mage)
- Healing Potion
- 3 Potions Extra Healing
- 5 Arrows
- War Hammer
- Spear
- Medium Shield
- 2 Scimitars
- Long Sword +1
- We're done in here, on to the lower left room (x 600 y 2400). In here
- there are a lot of tanks, though you won't find out what these are until
- a little later. There is a Steam Mephit (420 exp) in here. Shortly Imoen
- will pipe up about this place. At the end of this room is an Ice Mephit.
- There are three containers in here: a crate (x 675 y 2705), a barrel
- (x 825 y 3045) and another TRAPPED crate (x 1033 y 3025):
- 1 Gold
- 5 Arrows
- Short Bow
- 6 Bullets (for a sling)
- Quarterstaff +1
- We're done in here for the moment, now into the last corridor (x 580
- y 2280). There is a door (x 520 y 2000) here, but there's only a couple
- lesser Clay Golems in it. They won't attack you... yet. If you want you
- can fight them now, but you're better off waiting.
- Clay Golem Note: When fighting Clay Golems use BLUNT weaponry. Bladed
- weapons have no effect, but Blunt weapons work as
- normal. Clubs, maces, morningstars, staves, etc.
- Further along the corridor splits again, one end leading to a door, the
- other to goblins. Kill the goblins first, then go open the door (x 1010
- y 1745). There is only one Tube in here, walk up to it and Rielev will
- talk with you. If you agree to help "free" him and the others in the tube
- he gives you a Crystal so that you can talk to the Tube-people and you also
- get 4000 experience. Search the table (x 1280 y 1585) to find the Sewage
- Golem's Activation Stone. There is also a barrel (x 1275 y 1400):
- 2 Healing Potions
- Sling
- 8 Bullets
- Halberd
- War Hammer
- Go back to the Sewage Golem, impersonate the Master again and give him the
- Activation Stone. You get 3000 experience, and he runs off to open the
- center doors. You can then go back to the Tube Room and use the crystal on
- every tube that you can. (not necessary)
- - THE LIBRARY
- Back to the corridor along to the next door (x 1040 y 1085). Open it and
- enter the library. In here there are goblins, a Smoke Mephit and a Fire
- Mephit. Most of these bookshelves hold only books, but some have more.
- The shelf at (x 950 y 760) has an:
- Agni Mani Necklace
- The shelf at (x 850 y 850), which is the next one to the left, has:
- Spells - Larloch's Minor Drain (Mage)
- 5 Healing Potions
- The shelf at (x 1050 y 820), the one to the southeast, has:
- Spells - Know Alignment (Mage)
- The shelf at (x 1450 y 820), which is eastwards, has:
- Oil of Speed
- And the last shelf (x 1650 y 950) has:
- Potion of Extra Healing
- Now we have two choices on which direction to go, and we're going to take
- the south and east passage to the sewer section first.
- - THE OTYUGH
- Take this passage all the way into the next room, which is the sewer area
- for this dungeon. You will find an Otyugh here, which has the annoying
- tendency to Disease and Slow your people (650 exp). Search its body to
- find the:
- Wand of Frost Key
- This is the first of several keys like this. Others include the Wand of
- Missiles Key and Wand of Cloudkill key. These are used on the next level
- of this dungeon. The passage to the left is filled with goblins and leads
- to the Crystal Room, and the passage down leads back to the Torture Room.
- Neither place we want to be.
- There are three openable chests in here, all around the stairs to the
- northeast passage. Open them (x 2725 y 2735), (x 2735 y 1810), (x 2900
- y 1880): (one is TRAPPED)
- Spells - Vocalize (Mage)
- Clairvoyance (Mage)
- Splint Mail
- Oil of Speed
- 7 Potions of Healing
- Light Crossbow
- 10 Bolts
- Helm of Infravision
- Open the northeast door (x 2815 y 1725) and go up that passage. Kill the
- goblins and go through the door at the end of the tunnel.
- - IRENICUS' ROOM
- There are three traps in this room, one on the carpet and two on the
- containers in here. There are four containers in here around his bed and
- fireplace: 2 Bookcases, a chest and a drawer:
- Spells - Chromatic Orb (Mage)
- Burning Hands (Mage)
- Helm of Balduran (+5 HP, +1 AC) **
- Wand of Lightning Key
- Air Elemental Statue
- Metaspell Influence Amulet
- ** If you imported from BG1, this item could be one of these (depending
- on what you had): (Carl Pettersson)
- Default HELM07, Helm of Balduran (it's this if you didn't import)
- MISC72, The Claw of Kazgaroth
- MISC73, The Horn of Kazgaroth
- RING25, Koveras' Ring of Protection
- Go east and later south to find the Dryads. They beg you to help them, so
- agree to it. At the moment, however, we head south into the next chamber
- (x 3500 y 2150). Be sure to check for traps here, as there are many.
- When you enter the room an alarm goes off that sends those Lesser Clay
- Golems out this way. There are four containers in here: a drawer north of
- the bed (x 3075 y 2210), a chest at the foot of the bed (x 3110 y 2300), a
- bookshelf south of the bed (x 3010 y 2390) and a table east of the shelf
- (x 3170 y 2470):
- Spells - Monster Summoning I (Mage)
- Dire Charm (Mage)
- Potion of Extra Healing
- Bracers AC 8
- Pommel Jewel of the Equalizer (part 1 of 3 Equalizer parts)
- Portal Key (which allows us to leave this level)
- Potion of Master Thievery
- Go back to Irenicus' Room. Right now we have everything we need to
- complete this level and go on to the next. However, there are two more
- quests to complete (see Quests below) and some more rooms to explore.
- Go northwest into the Portal Room. Here there are many more goblins to be
- slaughtered mercilessly. There are a couple of containers here. A vase
- (x 3120 y 820) and a barrel (x 3344 y 810):
- Spells - Armor (Mage)
- Fireball (Mage)
- 20 Bullets
- When you are done with this level, enter the Portal to go to the next one.
- (You can come back at any time until you leave the dungeon)
- You may want to do some of the quests below first.
- Quests:
- -------
- QUEST: Free the Dryads
- Dryads - Irenicus' Dungeon (AR 0602, x 4141 y 1370)
- Fairy Queen - Windspear Hills (AR 1200, x 4050 y 3050)
- This quest is really divided into two parts, one we can do now and
- the other we must do later. The first part is Getting the Acorns.
- From the library take the northwest passage up. It then turns
- right and then south. This leads to a room with 6 Duergar in it:
- Ilyich (fighter), 2 fighters, 2 crossbowmen and a mage. Search
- Ilyich to find the Acorns. The rest of the Duergar have piddling
- treasures such as Gold. There are also a number of containers in
- this room, with a spell and some Potions of Extra Healing. (and
- some non-magical equipment.) Take the Acorns back to the Dryads
- to learn what you must do with them. They tell you to take the
- Acorns to the Windspear Hills and give them to their Queen. For
- this you get 9500 experience.
- Ilyich's Armor is one of these things: (Carl Pettersson)
- Default CHAN03, Mail of The Dead +2 (if you did NOT import)
- LEAT03, Protector of the Second +2
- PLAT02, Plate Mail +1
- LEAT06, Missile Attraction +2 (CURSED)
- CHAN07, Chain Mail +3
- You can't get to the Windspear Hills at the moment, but you will
- once you exit this place. Go to the Copper Coronet in the Slums
- and talk to a man named Jierdan there. (Warning! Jierdan's quest
- is difficult and annoying, so you may want to do this later!) He
- has a quest for you to do, and updates your map to include the
- Windspear Hills. Then you have to travel to the Gate section of
- Athkatla, and from there you can exit and go to the Hills. You
- will find the queen in the southeast part of the map. Give her the
- Acorns to free the Dryads. You get 32,500 experience and 9750 exp.
- QUEST: Free the Genie
- Plane of Air Door (AR 0602, x 1967 y 264)
- Genie (AR 0601, x 310 y 560)
- Dryads (AR 0602, x 4141 y 1370)
- Just north of the Duergar chamber, where we killed Ilyich to get
- the Acorns is a door. The key to this door is the Air Elemental
- Statue that we got from Irenicus' chamber. Open the door and enter
- the Elemental Plane of Air.
- There are many, many different types of Mephits in this area. Be
- cautious, some have nasty powers.
- Go north along the path. Take the first left (x 1720 y 1300) and
- follow this path all the way to the left to a big giant fan. Just
- under the fan is a container full of treasure:
- Spells - Conjure Air Elemental (Mage)
- Go back to the first path, and then head north. Fight your way
- through the Mephits here to get to the path to the left. At the
- end of this path is a lamp. Manipulate the lamp to talk to the
- genie. He offers you a trade, you free him and he gives you an
- item of yours. All he needs is a Flask.
- Note: Gunslinger points out that you could just Pickpocket the
- Genie to get the Sword he carries. You may need to use
- some potions of master thievery, but it is possible.
- Leave this place and go find the Dryads. Talk to them to get the
- Flask from them, then return to the Genie and give him the Flask.
- For your trouble you get 15,000 experience and a Two Handed Sword
- of Chaos +2.**
- Note: The dryads will NOT give you the flask until you have gained
- the acorns.
- ** If you imported from BG1, you may get a different item:
- (Carl Pettersson)
- Default SW1H24, Two-Handed Sword of Chaos +2
- HAMM03, War Hammer +2: 'Ashideena'
- AX1H07, Bala's Axe
- HALB03, Halberd +2: 'Suryris' Blade'
- DAGG04, Dagger +2: Longtooth
- STAF07, Staff Spear +2
- STAF06, Staff Mace +2
- SLNG03, Sling +3
- SW1H06, Long Sword +2: 'Varscona'
- BLUN11,
- BLUN10, The Root of the Problem
- BLUN09, Kiel's Morningstar
- QUEST: Kill a Cambion
- Cambion (AR 0602, x 2600 y 1030)
- Past the Duergar chamber and the Plane of Air door (careful of the
- trap in the passage) is a room with a weird machine, and a Cambion
- trapped in a bubble. Get close to the machine and manipulate it
- two times to free the demon. Kill it and steal its treasures:
- Cambion - 6000 experience
- Bastard Sword +1
- 146 Gold
- Chainmail Armor
- -------------------------------------------------------------------------------
- 1.1 [DNGLV2] Irenicus' Dungeon Level 2 (AR 0603)
- -------------------------------------------------------------------------------
- Exposition:
- -----------
- When you arrive here, Yoshimo comes up and talks to you. He can join with
- you and you probably should take him. Further he offers some advice as to
- what you will face on this level, what traps and so forth.
- Companions:
- -----------
- S D C I W Ch Race Class Alignment
- Yoshimo 17 18 16 13 10 14 Human Bounty Hunter True Neutral
- Yoshimo, feared by all, somehow managed to get himself captured and
- thrown into this dungeon with the rest of you. Why Irenicus would be
- interested in him is beyond me.
- Grade: B+ There are several reasons to like Yoshimo: First he is the
- best thief in the game (he is the ONLY pure thief class and
- has a good Dex score as well) and second he can Dual Class
- to a Fighter later. If only he could dual to a mage as
- well...
- Walkthrough:
- ------------
- - MEPHIT PORTAL ROOM
- Just left of the Portal (x 315 y 2875) is a small box with:
- Spells - Hold Person (Mage)
- Open the door to the right (x 885 y 2820) to enter the Mephit Portal Room.
- Here you will battle many different Mephits. Also there are four big
- portals that must be destroyed (fight them as enemies) to keep more Mephits
- from teleporting in. Each Mephit Portal is worth 5000 experience to
- destroy for a total of 20,000 exp!
- Trick: The portals produce an infinite number of mephits, which can be
- a great way to level up if you dual-classed your character at the
- start of the game. If you destroy three of the four portals and
- then cast the appropriate energy-protection spell on yourself,
- you can easily gain a level or two within 5-10 minutes.
- [from jsaving]
- On a table is a body, and when Jaheira gets near it she realizes that it is
- Khalid, her husband. And he's quite dead. She is distraught over this for
- a time, but refuses to try to raise him. (something about it being
- unnatural)
- Note: If you are "insensitive" to Jaheira here, she will leave forever.
- By "insensitive" I mean, repeatedly telling her to try to raise
- Khalid.
- There are 6 containers in this room, bookshelves, barrels, tables and
- chests. (x 775 y 2650), (x 875 y 2650), (x 1040 y 2515), (x 1260 y 1350),
- (x 1420 y 2520), (x 1350 y 2580):
- Ziose Gem
- Andar Gem
- Cursed Scroll of Weakness
- 40 gold
- Gold Ring
- 2 Extra Healing Potions
- Wand of Cloudkill Key
- Wand of Fire Key
- Wand of Summoning Key
- Bastard Sword
- 5 Arrows
- 3 Bolts +1
- Silver Ring
- We now have almost all the keys we'll need. There are two doors along the
- northeastern wall. Open the left door (x 1125 y 2375) and go in. Here is
- yet another Tube Room, where an assassin is fighting an escaped clone. She
- kills the assassin and turns on you (there's nothing you can say to avoid
- a fight). Kill her.
- Escaped Clone - 1250 exp
- Wand of Missiles Key
- Dagger
- There are 2 searchable barrels in here, with such things as a Fireball
- spell and a Pearl Necklace. Return to the Mephit Room, and open the last
- door (x 1300 y 2230).
- - THE GREAT WAND TRAP
- Along this passage you find an assassin fighting an Ice Mephit. Kill the
- Mephit and the assassin turns on you. Not very thankful since you just
- saved his life! Kill him for 750 experience. Continue up the passage.
- There will be a group of goblins with a Mephit just before the door to the
- Great Wand Trap (x 560 y 1390).
- There is a trap on this bridge, disarm it, cross and go through the next
- door. There is an assassin here facing off against several Duergar. The
- assassin gets himself killed by the Great Wand Trap. And if you wait long
- enough the Duergar will kill themselves the same way as well.
- Along the left wall are several columns. Sneak up to these columns and
- manipulate them. One of your keys will vanish and be replaced by the
- appropriate Wand (with only one charge). Even better is the fact that part
- of the trap is disarmed making this room a little safer to traverse.
- Disarm all 6 columns and the room is safe.
- Note: If you find that you are missing one of the keys, it's usually the
- one from the Otyugh on the previous level.
- The statue at the end of the hall (x 2000 y 350) has a Ring of
- Protection +1.
- From this point there are four passages out of this room (not counting the
- one we came in from). The passage nearest to the entrance on the right
- leads to the exit. The other three lead to monsters and treasures and are
- covered in Quests below.
- - ESCAPING IRENICUS' DUNGEON
- Once you're done with the other passages (assuming you did any of them),
- go down the first passage on the left (x 1380 y 1125).
- The next room (x 1750 y 1750) has an assassin in it who talks to you, but
- there is no way to avoid a battle here. Beat the 4 or 5 assassins and
- swipe their gold. Leave this room to the southeast.
- This is a part of the sewer system of Athkatla. Follow it northwards to
- the exit at (x 3450 y 1415). I would make an Archived Save here as you
- can't come back once you leave.
- Quests:
- -------
- QUEST: The Doppleganger Passage
- Go southeast along the middle passage on the right (x 1740 y 900).
- Open the door into a storage room. A little further south you will
- see a fat old man in a glass cell, Frennedan. He talks to you and
- begs for you to release him. Agree to do so. (If you refuse to
- help him, he turns into a little boy!)
- Search the storage room. There are three containers, a TRAPPED
- bookcase at the top of the room (x 2500 y 1200), a TRAPPED chest
- to the left (x 2240 y 1340) and a normal locked chest under that
- (x 2240 y 1400):
- Frennedan's Key (in the trapped chest)
- Spells - Invisibility (Mage)
- Knock (Mage)
- 5 Potions of Healing
- 4 Elixirs of Health
- 1 Potion of Firebreath
- Scroll of Protection from Electricity
- Once you have the key, open the cell and let Frennedan out.
- There are two times when Frennedan will attack you, at a set amount
- of time from being freed and at a set range from his cell. So,
- no matter what he will transform and attack you. May as well kill
- him now. (3000 exp)
- Search his cell for more treasures. There are 5 containers in
- here, two bookcases, a TRAPPED chest and two tables:
- Spells - Color Spray (Mage)
- Blindness (Mage)
- Blur (Mage)
- 4 Bolts +1
- 4 Arrows +1
- 6 Bullets +1
- 2 Potions of Extra Healing
- Oil of Speed
- Cursed Scroll of Foolishness
- 101 gold
- QUEST: The Vampire Passage
- The vampire passage is easy to find as it is the only door on the
- left side of the Wand Trap Room. (x 1330 y 590) Open the door and
- go in.
- There is a battle between assassins and a Vampire going on here.
- Kill the vampire to get 8000 exp (though you should notice that she
- simply turns to mist and flies away). Any surviving assassins
- must also be killed. There are no treasures in here, but 8000 exp
- isn't bad.
- Note: You can have Imoen cast web (or do it yourself if you are
- a mage) into the room where the vampire kills a few of the
- attacking shadow thieves. Wait until the vampire is stuck
- and then charge in and hammer it or have Imoen hang back
- casting spells at it (like magic missile and fireball).
- Killing this vampire will not stop Bodhi from letting you
- join later. Also using a web spell to trap enemies and
- then hitting them with a fireball or two is a good tactic
- for mages. [from Nathaniel Ragatz]
- QUEST: The Duergar Passage
- Head southeast down the farthest passage (x 2085 y 640). There
- will be a group of goblins in the middle of a forge room. Go
- northeast from here to find a group of Duergar, including one mage.
- Kill them. There are 4 containers in here, a small box to the left
- (x 3375 y 630), two chests on top of each other (x 3585 y 685) and
- a big table to the right (x 3550 y 825):
- Spells - Charm Person (Mage)
- 100 Gold
- Dagger (after this, such things are listed as "Minor Treasures")
- 2 Extra Healing Potions
- 3 Potions of Healing
- 80 Arrows (Minor Treasure)
- Short Bow (Minor Treasure)
- 40 Bolts (Minor Treasure)
- 7 Bolts +1
- Heavy Crossbow (Minor Treasure)
- Splint Mail (Minor Treasure)
- Mace (Minor Treasure)
- Chainmail (Minor Treasure)
- Girdle of Bluntness (AC +4 vs. Blunt weapons)
- -------------------------------------------------------------------------------
- 2. [WKNSPR] Chapter 2: Waukeen's Promenade (AR 0700)
- -------------------------------------------------------------------------------
- Exposition:
- -----------
- You emerge from Irenicus' dungeon to find Irenicus himself battling with
- several shadow thieves. He easily bests them. Imoen then tries a magic
- missile out on Irenicus. It doesn't do much and looks like you might be
- captured again. Then the Cowled Wizards arrive and battle Irenicus.
- Although he might have beaten them, he decides to go with them... if they
- take Imoen as well. This starts Chapter 2 and everyone in your party gets
- 34,500 experience.
- Companions:
- -----------
- S D C I W Ch Race Class Alignment
- Aerie 10 17 9 16 16 14 Elf Cleric/Mage Lawful Good
- Aerie is a winged elf. Well former winged elf as her wings were removed
- some time ago. She had been a slave before meeting up with Quayle and
- joining the circus.
- Location: The Circus (See below)
- Grade: C+ A cleric/mage combines all magics into one (not Druid spells,
- but nobody's perfect), which is an incredible bonus. Except
- that she has rather weak stats. She doesn't excel anywhere,
- no single one stat stands out. As such she isn't worth
- keeping around for very long.
- Event: 3-5 days after you get Aerie, a messenger will arrive from Quayle
- telling her to return to the circus. Once there, Quayle merely
- tells you to talk to Raelis Shae in the theatre beneath the Five
- Flagons. Aerie will naturally complain if you don't go visit
- Quayle, however.
- Walkthrough:
- ------------
- - GATHER INFORMATION & ALLIES
- Talking with some of the people nearby will net you some information on
- where Imoen might have been taken by the Cowled Wizards.
- What you need to do now is increase your strength in three ways:
- Experience for more levels.
- Companions
- Items
- Generally speaking most of Chapter 2 is just running around doing Quests
- trying to get Gold and Experience. This area only really has one good
- Quest (The Circus Tent & Aerie below), but it also has the best shop in the
- game, the Adventurer's Mart.
- When you're ready, leave this area and go to the slums.
- Quests:
- -------
- QUEST: The Circus Tent & Aerie (AR 0600, 0604, 0605, 0606)
- Giran (AR 0700, x 2790 y 1550)
- Circus (AR 0700, x 2975 y 1525)
- Just a little southwest of where you appear in this area is a big
- circus tent. If you talk to Harrold and Fearghus around here you
- can discover that something is wrong with the circus. Talk to
- Giran just to the left of the entrance and he'll complain about his
- mother being inside the tent and not coming out. Go to the
- entrance and convince the guard to let you in. Go inside.
- You will be met by a Genie who wants you to answer a riddle to
- cross the bridge. The answer is (3) The prince is 30 and the
- princess is 40. Answering correctly gets you 19,500 experience.
- If you fail that riddle he asks another, to which the answer is
- (6) Nothing. Answering the second riddle gets you only 14,500 exp.
- Failing that riddle he will attack you. (5000 exp) Enter the
- giant dome.
- Once inside an Ogre named Aerie will tell you to flee this place.
- Pump her for information if you want. Then go left to the spider,
- then north until you find the two peasants. They will attack you.
- Kill them (they are Orcs, actually). One of them has a Friends
- spell, the other has a Sword. Take this sword over to Aerie to
- restore her humanity. For this you get 18,500 exp, and she'll
- offer to join you.
- Go north and talk to the Pleasure Slave. She offers no useful
- information. Go up the stairs (x 1067 y 390).
- On this level there are werewolves and shadows. Kill the shadows
- if you want, but ignore the werewolves, they are illusions and will
- not give you any Experience. The werewolves can't hurt you unless
- you attack them. Search the two vases on the sides of the
- staircase to find:
- Spells - Web (Mage)
- Protection from Petrification (Mage)
- Dispel Magic (Mage)
- Go near the stairs (x 920 y 260), where a genie talks to you again.
- He offers to let you rest on this level. When you're ready go up
- the stairs to the final level.
- Ignore the other enemies here, some are illusions, and concentrate
- your attack on Kalah himself. Once he is dead the illusion dies
- with him and you'll be back in a regular circus tent. (2000 exp)
- Listen to his little rant and you get 25,000 exp. If you didn't
- restore Aerie earlier then Quayle asks to let Aerie travel with you
- permanently, which is totally up to you. Search Kalah's body:
- Spells - Stoneskin (Mage)
- Identify (Mage)
- Infravision (Mage)
- Magic Missile (Mage)
- Stinking Cloud (Mage)
- Girdle of Piercing (+3 AC vs. piercing)
- Ring of Human Influence (Sets CHA to 18)
- Garnet Gem
- 724 Gold
- Minor Treasures (bullets, sling, flail)
- Talk to the woman, Hannah (x 100 y 300) at the left of the tent.
- This is Giran's mother. She'll rush out of the tent. You get 500
- experience from her. Go outside and talk to Giran again to get
- 2500 more experience. Talk to the Amnish soldier to get a
- Reputation Increase (+1).
- MISC: If you talk to Harrold again, he and his wife are both
- thankful (although at night she seems to disappear). Also
- if you talk to Fearghus again he will leave and
- theoretically go back to the circus.
- QUEST: Cernd's Child
- Cernd's Former Home - Promenade (AR 0700, x 1900 y 1830)
- Fennecia's House - Promenade (AR 0700, x 1800 y 900)
- Deril's Estate - Government (AR 1000, x 3500 y 2650)
- Note: You pick up Cernd in Trademeet, and you get to Trademeet
- by talking to the man in the City Gates area.
- Enter any of the major city districts with Cernd in the party and a
- man will come up and talk to Cernd. It is a former neighbor and he
- has lost all respect for Cernd. It seems that when Cernd left his
- former wife, she was with child and Cernd never knew this. This is
- quite upsetting to him and he wants to go visit with his former
- wife, Galia. If you aren't in Waukeen's Promenade, get there.
- You will find Cernd's house just left of the Adventurer's Mart.
- Enter. You find a squatter living in Cernd's house. He will
- (eventually) tell you that Galia has moved in with some "bastard"
- but he offers no more details than that. Go up to Fennecia's
- House, which is higher up on the wall. Enter.
- Talking with Fennecia she tells Cernd that Galia is dead. Send
- Cernd out of the house and talk to her again. She fills you in on
- the rest of the story. Shortly after Cernd left, Galia moved in
- with a noble named Deril. He treated her badly. Eventually she
- died in mysterious circumstances, and Cernd's son is likely to be
- raised to be evil like Deril.
- Go to the government district and find Deril's Estates. Enter.
- Cernd convinces Deril's Golem to get Deril (although he kills the
- golem for the interruption). You then have to choose how to react
- to things: Threaten him with the guards, threaten him with an
- attack, do nothing, or just attack him. If you simply threaten him
- he will hand over the child (although they will reappear in 3 days)
- Or you could attack him. He is a mage and brings in a Lich to help
- him.
- Deril - 26,000 experience
- Lagole Gon - 26,000 experience
- Cernd's Baby
- Take the child and Cernd seems happier. Cernd gains 50,000
- experience and the party gains 20,000 exp. Cernd then takes off
- with the boy to the Druid Grove. If you want Cernd back all you
- need to is head out to the Grove and pick him up again.
- OTHER: The Horns of Valhalla (modified from Max Chen)
- Silver Horn of Valhalla - Bridge (AR 0500, x 2985 y 750)
- Madeer, Shopkeep - Promenade (AR 0700, x 1875 y 2066)
- In the game you will find the Silver Horn of Valhalla, which
- summons a level 5 Berserker Warrior for a short duration. (The horn
- is found in the Bridge District, in the house by the fish seller)
- This is great and all, but there is a way to upgrade this horn to
- two better ones. What you need is the Horn, a Diamond and a
- Beljuril. (you can obtain a Beljuril from Umar Hills, see the
- Chicken's Gem quest)
- Talk to Maheer (he isn't labeled as such) just southwest of the
- Adventurers Mart with a diamond and the horn in your possession.
- Ask him about what types of things he sells, and whether he does
- anything "special." He'll mention that he does indeed make a fair
- horn. If you have the diamond and silver horn on you he offers
- to make you the Bronze Horn for 2000 gp. The Bronze Horn can
- summon a level 7 Berserker Warrior. If you have the Bronze Horn
- and a Beljuril he will upgrade the Horn again for 5000 gold.
- This creates the Iron Horn which summons a 9th level Berserker
- Warrior who will fight for you for one minute.
- OTHER: Night Guild War
- This won't necessarily happen here, but during the night you can
- see the Shadow Thieves and Vampires battle it out for supremacy.
- You can take sides in these battles if you want, just force-fight
- whichever side you don't like. Bear in mind that Vampires take
- magic weapons to hit, and at this point you only have the Two
- Handed Sword +2 (Chaos Sword).
- Also, if you join the fight AGAINST the vampires, then you won't
- be able to find Bodhi in the graveyard later.
- OTHER: Ribald's Ring of Regeneration
- If you successfully pickpocket the owner of the Adventurer's Mart,
- Ribald, you will get the spiffy Ring of Regeneration (1 HP every
- 6 seconds). [from Steotia]
- OTHER: Sleep in the Street
- Who needs an Inn? Not us, that's for sure. Simply set the option
- to "Rest until Healed", then when you are in the street hit the
- REST button. Instant Inn. Free too. This doesn't always work,
- but usually does near the circus.
- OTHER: The Town Crier
- Whenever you find a Town Crier you can listen to their little
- stories, or you can insult them. Nothing else comes of this, no
- new quests.
- OTHER: Promenade Containers
- Although there are many searchable containers in this area, not a
- single one of them has ANYTHING in them. So don't bother looking.
- OTHER: Belmin Gergas, the Elf Hater
- Belmin - Promenade (AR 0700, x 1115 y 950)
- If you talk to Belmin with an Elf in your party he spouts off some
- stupid prejudice. That's pretty well it UNLESS you have Viconia in
- your party, in which case he attacks you. If you kill him you lose
- reputation, and not only that, everyone around will attack you as
- well!
- Trick: Let Viconia talk to him. Make sure that the party AI is
- turned off before that. He turns hostile, and the nearby
- guard attacks him. At this point you can either try to
- get the guard to hold him back while you run out of
- sight, or move everyone out of sight and have Viconia
- cast sanctuary on herself. The guard should kill him now.
- Kudos - you've just rid the world of a racist bastard and
- lost no reputation for it. (Xander77)
- OTHER: Mencar Pebblecrusher
- Seven Veils (AR 0700, x 3325 y 430)
- Mencar (Second Floor of the Seven Veils, AR 0712, x 300 y 240)
- On the second floor of the Seven Veils is a band of mercenaries led
- by none other than the infamous Mencar Pebblecrusher. When you
- first meet with him, he insults you. If you respond in kind you
- will get into a fight. Don't do that, instead calm him down.
- Note: If you talk to Mencar with Korgan, he'll immediately
- attack you.
- Now get ready for a fight. Cast every protection spell you can
- (Haste is especially helpful!). Then position your people
- strategically around the room. The idea is to assassinate several
- of his goons before they even start attacking you. Take out the
- mage first if you can, then the imp. I also used Hold Person to
- keep Mencar from doing anything. Brennan Risling will attempt to
- flee if he gets hurt. If you trap the room, remember the traps
- will all trigger at once, usually all hitting whomever turns red
- (hostile) first. Thus, if you want the traps to all hit Mencar,
- you should shoot him with a bow. I also once used a thief/mage to
- drop Cloudkills in the room, then duck around the corner and Hide
- in the Shadows.
- Mencar - 10,000 experience
- Full Plate Mail
- Potion of Fire Giant Strength
- 89 Gold
- Hammer +1
- 2 Potions of Extra Healing
- Smaeluv Orcslicer - 4000 experience
- Hide Armor
- Flamedance Ring
- 42 Gold
- Cursed Berserking Sword +3
- Sorcerous Amon - 6000 experience
- Potion of Extra Healing
- Wand of Lightning
- Cloak of Non-detection
- Minor Treasures
- Pooky (Imp) - 4000 experience
- Brennan Risling - 4000 experience (flees if damaged)
- Studded Leather +1
- Ring of Invisibility
- Short Sword +1
- Oil of Speed
- Potion of Invisibility
- 2 Potions of Extra Healing
- Minor Treasures
- Note: The Cloak of Non-detection is supposed to protect your
- invisible characters from being revealed. This doesn't
- work that way, but it does protect your hidden thieves
- from being found out. Invisibility granted from items
- is also protected by the cloak. (with thanks to Andrew
- Scarvell)
- There are three chests to be searched, one of which is TRAPPED.
- These net you some minor treasures.
- OTHER: The Fence
- Jayes - Promenade (AR 0700, x 4880 y 1850)
- Steal something and need to sell it? At night, go to the far right
- side of the promenade to find Jayes, the thief. He'll buy your
- stolen goods. And, if you are in a really thievery mood, you can
- steal directly from him, and then sell him his own goods back to
- him. I drank a Potion of Master Thievery to get my pickpocket
- skill up to 175 (I also had the Gloves of Pickpocketing from the
- upper floor of the Copper Coronet), then just stole the Chain
- Mail +2, and sold it, stole and sold, stole and sold, and so forth.
- -------------------------------------------------------------------------------
- 2.1 [THSLMS] The Slums (AR 0400)
- -------------------------------------------------------------------------------
- Exposition:
- -----------
- When you first enter the Slums a thief by the name of Gaelan Bayle
- approaches you. Hear him out and follow him to his home. He represents
- an organization that may help you out, for a price. 20,000 gold. That's
- a tidy sum of money. He offers some advice as to how to make some money,
- and depending on your class will direct you to your appropriate stronghold
- (i.e. a Bard to the Five Flagons). This also begins chapter 2, and you
- can watch as Imoen and Irenicus are sent to Spellhold by the Cowled
- Wizards.
- Companions:
- -----------
- Anomen 18/52 10 16 10 12 13 Human Fighter/Cleric Lawful Neutral
- Anomen may not be a Paladin but he is deeply involved with the Order of
- the Radiant Heart. He believes in Law over all other concerns, making
- him neither good nor evil.
- Found at: Copper Coronet (Slums)
- Grade: C+ At the point in the game when you run across this guy is just
- won't fit into your party. As you can see by his wisdom
- score he doesn't make for a good Cleric, and with his DEX
- score, he doesn't make that great a Fighter either.
- Upgraded: B (see Anomen's Quests below)
- Korgan 18/77 15 19 12 9 7 Dwarf Battlerager Chaotic Evil
- Although his alignment is listed as Chaotic Evil, Korgan is more Neutral
- Evil than anything (mercenary type that he is). Korgan is always on the
- lookout to make a buck, no matter the cost (of lives).
- Found at: Copper Coronet (Slums)
- If kicked out: Will be at the Copper Coronet, but requires a Bribe to
- rejoin you.
- Grade: A- The best fighter-type in the game. Good Strength, good
- Constitution and adequate Dexterity. And unlike Minsc (the
- other "strong" character), Korgan can be a Grand Master in
- a weapon making him very lethal indeed. Would be an "A"
- except that he is Evil, which makes it hard to keep him in a
- Good aligned party.
- Nalia 14 18 16 17 9 13 Human Thief/Mage Chaotic Good
- Raised as a Noble, Nalia fancies herself as a "compassionate" noble, out
- there working for the good of the common man. She is incredibly naive
- about the world to the point of almost being stupid. (not quite, though)
- Event: A week after clearing the De'Arnise hold, if you are in a city,
- a messenger will arrive telling her to go to the Graveyard.
- (more information can be found on this in section 2.3 De'Arnise
- Hold)
- If she leaves: If you accept her quest, but don't do it right away, she
- will leave on her own. You will then find her near the
- De'Arnise Hold in a wooden palisade (SW of the Hold).
- Grade: C+ Nalia has very puny thief skills (she dualled over to Mage at
- level 4), making her primarily a Mage with SOME thief skills
- thrown in for good measure. However, as a Mage she doesn't
- have 18 INT (which helps) and doesn't gain Edwin's spell
- bonuses.
- Walkthrough:
- ------------
- - RAISE MONEY FOR GAELAN
- Now we have a purpose to our lives, gather enough money to get Gaelan's
- friends to help us. The set amount is 20,000 gold. Getting this gold is
- a matter of following the various Quests throughout the city, which also
- conveniently get you Experience and Items at the same time.
- Once you reach 15,000 gold you will be immediately confronted by two
- different people, a woman and a boy. This represents a slight split in the
- game as you must choose which side to play. The major walkthrough ends
- here for the moment, and picks up again in section 3. The Guild War
- (Chapter Three). From here until there is almost exclusively devoted to
- Quests.
- Go outside and talk to Brus and he'll direct you to your Stronghold Quest.
- Fighters -- > Nalia in the Copper Coronet
- Priests -- > New Cult in the Temple District
- Mages -- > Cowled Wizard with a Quest in the Government District
- Rangers -- > Boy complaining of monsters at the Government District
- Paladins -- > Lord Jierdan in the Copper Coronet
- Thieves -- > Shadow Thieves at the Docks
- Bards -- > Playhouse beneath the Five Flagons at the Bridge
- Druids -- > Man at the City Gates has a problem at Trademeet
- Finally, throughout this chapter there are three dream sequences that
- occur randomly when you sleep.
- Quests:
- -------
- OTHER: Fight some Brigands near Copper Coronet
- Brigands - Slums (AR 0400, x 3100 y 2130)
- Just to the right of the entrance to the Copper Coronet are a duo
- of not so bright brigands, Cohrvale and Bregg. They attack you
- before realizing you are fully armed and dangerous. Take them out.
- They are worth 6000 and 4000 exp each.
- QUEST: The Mystery of the Copper Coronet
- Entrance to Coronet - Slums (AR 0400, x 2470 y 2250)
- Lehtinan - Coronet (AR 0406, x 410 y 1215)
- Hendak - Coronet (AR 0406, x 2685 y 500)
- Beastmaster - Coronet (AR 0406, x 3550 y 2000)
- Enter the Copper Coronet, and talk to the owner and proprietor of
- the place, Lehtinan. (If you need to rest, talk to his associate,
- Bernard) Ask him about ways to "spend a coin", and about his
- other types of entertainment. This will allow you to visit the
- back rooms. Open the door near Anomen at (x 1400 y 1480). A guard
- in here will welcome you to the "exclusive" entertainments offered
- here. Turn right and open that door. A man here talks to you
- about the Pit. He tells you all about the slavery, fighting, and
- so forth that goes on here. Go further down the passage to see a
- fight.
- Note: It may be weird, but if you just go up and kill Lehtinan,
- not only are there no negative consequences, but Bernard
- starts acting like Hendak took over, and begins selling
- the new stock of items!
- Go back to the guard, and go up the north (x 1600 y 1370) passage.
- Be prepared for a fight. There will be two secret doors on the
- left. One leads to a pillowed room, the other to a set of stairs
- to the sewers. Ignore it for now and continue to the end of the
- passage. There's no way to avoid conflict with the 5 guards here
- (2 mages), so kill them quickly.
- Go near the center cell to talk to Hendak, the gladiator. Agree
- to free him and he'll tell you that the Beastmaster has the key.
- Go to the southeast end of this room, and open the southern door
- (x 2720 y 875). This leads you past the gladiator pits (complete
- with a violent winter wolf to kill) to the area where the monsters
- are kept. There you will find the Beastmaster with his pet tiger,
- Tabitha. He opens up all the monster pens to let them at you.
- Kill the Beastmaster: (2000 exp)
- Beastmaster Key
- Spells - Stone to Flesh (Mage)
- Plate Mail
- Tuigan Bow +1 (3 Shots per round)
- Kill the other monsters if you wish. Return to the cells, open the
- non-Hendak cells first for some (5000) experience. Then go to
- Hendak's cell with the key and free him, this gets you 7500 exp.
- Hendak is rightly pissed off about his recent situation and runs
- off to kill Lehtinan. Follow and help out (clearing out the guards
- and whatnot). Don't worry, Hendak won't kill Lehtinan until you
- get there. (on an interesting side note, Nalia will join the fight
- against the guards even if she isn't in your party) When Lehtinan
- is dead you get 48,750 experience.
- Tim Lou has an alternate way to free Hendak:
- After you talked with Hendak, you can head back to Lehtinan and
- tell him that Hendak is a slave in prison. Lehtinan will give
- you the key of the cell and asks you to kill Hendak for him.
- You can agree for the time being. Then you go back to free
- Hendak and you decide let him go (Tell him that you get the key
- from Lehtinan and pretend to kill him) or kill him for
- Lehtinan. By this way, you don't need to deal with the
- beastmaster and get the cell key (Although the beastmaster is
- not a tough guy).
- Editor's Note:
- If you wanted to do both methods, you could kill the
- Beastmaster first, then skip Hendak and talk to Lehtinan. You
- can get a reward of a Plate Mail from Lehtinan when you tell
- him about the escape attempt. Then he'll give you a key to
- deal with Hendak.
- Evil Note:
- If you do what Lehtinan suggests and kill Hendak, then you get
- 420 experience for killing Hendak and a reward of Bastard
- Sword +1, +3 vs. Shapeshifters from Lehtinan. (Oh and your
- Reputation drops 1 point) By the way, you would get that item
- later anyway when you freed the slaves.
- Hendak asks you to help free more slaves (see "Free the Slaves"
- below), agree to do so. Search Lehtinan's body:
- Spells - Summon Nishruu (Mage)
- Death Fog (Mage)
- Gems
- 1287 Gold
- Also, Bernard now gives you a discount on his items.
- QUEST: Free the Slaves
- Entrance to Sewers - Coronet (AR 0406, x 2070 y 660)
- Entrance to the Slavers - Sewers (AR 0404, x 2900 y 2500)
- Exit to the Slums - Slave Galley (AR 0405, x 750 y 1900)
- Remember that set of stairs we skipped by earlier? Go down them.
- While you are down here, you might want to do the Sentient Sword
- Quest (described below). Go through the sewers until you reach
- the exit (x 2900 y 2500). This is the back entrance to the Slavers
- Compound (the beached ship in the Slums).
- You appear in the middle of a good deal of enemies. Don't wander
- too much around this area during your fight, as there are TRAPS
- that can kill you. Also new guards can come in from other areas.
- Once this fight is over, search the Captain's remains for:
- Haegan's Key
- Studded Leather Armor +2
- Potions
- Minor Treasures
- There is also a box of gems here (x 1815 y 1330). Open the door to
- the northeast (x 2136 y 1205), kill the two trolls in here and talk
- to the slave girl. If you give her 100 gold you get 3500 exp and a
- Reputation +1. Go back.
- Now go up the little steps to the northwest (x 1720 y 1066) and
- into the hallway. On each side of the passage are cells with
- slaves in them. Free them for 2500 exp. Go into the room to the
- northwest (being ever mindful to check for TRAPS, of course).
- There are 3 containers with minor treasures here. The next room to
- the north has several Yuan-ti in it, as well as some minor
- treasures (Arrows, Gold, Spells, etc.).
- The next room to the south has the Slaver Mage in it, and provides
- a bit tougher battle. The slaver wizard has a Cloak of
- Protection +1 on him. The rest have mostly minor treasures. There
- are two containers in the north of this room with some good
- treasures (Spells, Rings and such). Careful, the chest is trapped.
- Then just go southwest (careful of traps), then southeast. Ignore
- the side room. There will be three shelves here, the trapped one
- in the middle has a sling. Also there is a barrel left of that.
- (It has a spell and some gold) Just past that is the exit to the
- Slums. (x 750 y 1900)
- Return to Hendak to get your reward: 38,000 quest experience per
- character, Plate Mail, Bastard Sword +1 +3 vs. Shapeshifters,
- Reputation +1 and 3900 gold.
- QUEST: The Sentient Sword (Lilarcor)
- Hand - (AR 0404, x 515 y 950)
- Ring - (AR 0404, x 1640 y 850)
- Staff - (AR 0404, x 2360 y 1300)
- Blood - (AR 0404, x 2330 y 2722)
- Quallo - (AR 0404, x 2240 y 2760)
- Sword - (AR 0404, x 2790 y 1790)
- From the Coronet entrance, head south. Clear out the Hobgoblins
- here, then go west (x 900 y 650). There will be an Otyugh here,
- kill it. (5000 exp) In the center of this little room is a grate,
- (x 515 y 950) click the grate twice to get the first object, the
- Hand.
- Back into the main passage, and head southeast. This leads to a
- small room. On the north wall are two skeletons pressed together.
- Click them twice to get the Ring. (The stairs to the NE lead to a
- Myconid area, but there is no real reason to go that way) 0418
- Go down the southwest passage, and follow it to the little bit of
- water. The little bridge is trapped. Go north up the water until
- you reach the kobolds (x 2360 y 1600). Kill them to get the Staff.
- That leaves just one object left.
- ShirouKyoji has a different way to get the staff:
- Talk to the Kobold Shaman after reading the clues, and choose
- option number 3. Then, choose option number 1. Then, choose
- option number 4. I *KNOW* It says to offer 2000 gold pieces,
- just do it. Then, choose option number 1. The other Kobolds
- will get mad and kill him. Then, you can loot the 2000 gold.
- Tada! Plus, you get to hear some funny Dialogue.
- Go back south, cross the bridge and go southeast (x 1835 y 2000).
- At the fork, take the southern path until you find the odd little
- man, Quallo (x 2240 y 2760). Talk to him to try to learn
- everything you can. Then kill the Carrion Crawler there to get
- its blood, the final object. We now have everything we need.
- Go up the northern passage (x 2275 y 2790), through the enemies
- until you reach the Pipe room (x 2666 y 1915). The Glowing Pool
- has a few things to say, but if you're reading this then you don't
- need to care.
- There are four pipes in this room, corresponding to each of the
- items. We will number the pipes from top to bottom, with the top
- pipe being pipe number 1. Double click each pipe in this order:
- Pipe 3 (Hand)
- Pipe 1 (Ring)
- Pipe 2 (Blood)
- Pipe 4 (Staff)
- Do that and the Sentient Sword will appear and everyone gets 18,000
- quest experience points. Lilarcor (its name) is a Two Handed
- Sword +3, with immunities to Charm and Confusion. If you talk to
- Quallo after this, it turns out that he was charmed himself, and he
- will leave.
- QUEST: Nalia's Quest (Fighter/Barbarian Stronghold)
- Nalia - Coronet (AR 0406, x 900 y 1500)
- Nalia is one of two people who walk right up to you and ask for
- help (the other being Anomen, who doesn't really want help).
- Anyway she wants your assistance in helping clear out her ancestral
- castle of monsters. Agree to help her. Let her join if you
- wish it. (It's usually better to have the person whose quest you
- are working on with you) You will then have to leave the city.
- So, first go to the City Gates and from there exit to De'Arnise
- Hold.
- This Quest is continued in section 2.3 De'Arnise Hold.
- QUEST: Korgan's Quest
- Korgan - Coronet (AR 0406, x 1850 y 960)
- Crypt - Graveyard (AR 0800, x 640 y 1830)
- Pimlico Estate - Temple District (AR 0900, x 4315 y 1015)
- Talk with the dwarf near Surly and listen to his tale. He wants to
- break into a crypt and steal a book found within. This book will
- then be sold to a book dealer for a great profit. Agree to his
- proposal and let him join you. To the graveyard!
- There are many entrances to this crypt, but the one listed above
- works best, I think. Open it and descend into darkness.
- One of the pots to your right has a Mislead spell. Enter the
- passage (being doubly sure to check for traps, of course). There
- is a trapped chest in the passage here, and another one just before
- the passage ends. These chests have spells and other minor
- treasures. The second one also has some Wooden Stakes. Makes you
- wonder what is done here. You don't need the stakes right now, but
- feel free to take them.
- Going right you'll have to contend with some spiders. Take them
- out and go right. There's another group of spiders here along with
- some Ettercaps. North of here is the Spider Queen (no, not Lolth,
- see Quests in the Graveyard section), and to the south is the crypt
- we want. (x 2750 y 3250)
- This is a large Egyptian looking chamber, with a figure of a woman
- on the floor (who is trapped). Also, when you step on a certain
- spot, all the doors fling open and release many nasty undead.
- These guys will drain your levels, stats, or disease you. There
- are four traps on the figure, 2 on the eyes, one on the necklace
- and another on the hand.
- Search for the secret door in the bottom corner (x 900 y 800).
- There are more traps within this passage, as well as more undead,
- mummies and the like. This passage then forks, with a passage
- going right and another continuing south. At the fork, there is a
- pot with some treasure (x 533 y 1290). Go right (checking for
- traps, of course) and click on the coffin at (x 815 y 1325). This
- releases its occupant who doesn't like you. Kill it. It has a
- spiffy spear on it. Further right are a group of mummies and
- ghasts and past them is a small room with treasure. Nothing great,
- but it's better than nothing.
- Back at the fork, this time go south. Be careful to search for
- traps, there are three between you and the next room. Within this
- room are mummies and a big already looted coffin. Korgan notes
- that the tomb is looted (11,250 exp). Kill the mummy there and
- Korgan comes up with a plan of action to get the people who looted
- this tomb ahead of you. He wants to hurry to the Temple District
- to the home of the Book Dealer (whose book was in the tomb). There
- are two pots in here with very minor treasures.
- Leave the crypt and go over to the Temple District. Go to the
- Pimlico Family Estate (just past the Temple of Lathander). As you
- approach, Korgan tells you that the place has been looted (you took
- too long, even if you came right here that was too long!). Go
- inside anyway. Despite what Korgan said there are a few gold
- pieces laying about. Take Korgan into the bedroom and he'll
- mention that this looks like the work of Shagbag, who can probably
- be found on the roof of the Copper Coronet. (8750 exp)
- To the Slums! The stairs that lead to the roof are at (x 1530
- y 2815). Go up the stairs until you find Shagbag and his party.
- (5000 exp) Korgan has some words with them and a fight breaks out.
- Search Shagbag's corpse to find the Book of Kaza. The only thing
- that remains is to sell it (to any retailer).
- QUEST: Anomen's Murdered Sister
- House Delryn - Government District (AR 1000, x 4300 y 2175)
- About a week after you gain Anomen in your party, a messenger
- approaches him and tells him to return home as his sister has been
- murdered. This quest may influence whether Anomen can become a
- Knight later, which increases his abilities.
- Go to the Government District, Anomen's home. The Delryn Family
- Estate is the large orange building south of the Council building
- (by quite a bit). At the door the guard tells you of how tense
- things are between Anomen and his father. Enter. You will find
- Cor Delryn, Anomen's father, in the kitchen. He accuses Anomen of
- letting Moira -- his sister -- get killed. He then says that the
- only way for Anomen to make this up to them is to avenge her by
- killing those responsible.
- You must advise Anomen on what to do: 1) Kill Saerk out of
- vengeance, 2) seek a legal resolution to things, or 3) Kill Saerk
- for the money. Convince Anomen not to kill Saerk, and then tell
- him that perhaps his father's quest for revenge has tainted his
- judgment (10,500 exp).
- Go to the Government Building and talk to Bylanna there. She says
- that there is insufficient evidence on Saerk to convict him of
- much of anything. Again Anomen looks to you for advice. Convince
- him to let bygones be bygones for (7500 exp).
- From the time you talked to Cor, you have 10 days before Anomen's
- next quest begins.
- QUEST: Anomen and the Knights of the Radiant Heart
- Radiant Heart - Temple District (AR 0900, x 3300 y 3400)
- Note: This quest can be delayed if you are in a romance with
- Anomen.
- 10 days after the completion of Anomen's first quest (dealing with
- his sister's death), if you are in the city, Sir Ryan Trawl will
- approach Anomen. He tells him that it is now time for Anomen to
- take the tests of knighthood.
- Go inside the Order of the Radiant Heart and the Judging will
- begin. Whether Anomen is accepted as a Knight depends on how
- you solved his Sister's Quest. If you sought out the non-violent
- solution, then Anomen is a Knight, otherwise he is not.
- Anomen's Wisdom is increased to 16 and his name changed to Sir
- Anomen. The party gains 10,000 experience and Anomen gains another
- 50,000 experience on top of that. With the increased Wisdom he
- also gains +2 1st and 2nd level Priest spells. Have Anomen speak
- with Sir Ryan Trawl. (nothing much is said)
- QUEST: Jierdan's Quest (Paladin Stronghold)
- Lord Jierdan - Copper Coronet (AR 0406, x 725 y 1400)
- Within the Copper Coronet, you will find a man in fiery red who
- offers you an outrageous sum of money to do a minor monster
- fighting quest. He wants some ogres cleared out from his holds
- near the Windspear Hills. He marks it on your map. Leave the city
- and head out to the Windspear Hills. (on a side note, the voice of
- Jierdan is provided by the same person who did Minsc)
- This quest is continued in the Windspear Hills section below.
- OTHER: Amalas' Duel in the Coronet
- Entrance to Coronet - Slums (AR 0400, x 2470 y 2250)
- Amalas (70 hp) - Coronet (AR 0406, x 1090 y 1870)
- In the southern end of the Coronet is a group of three idiots led
- by Amalas. (near Korgan) Talk to Amalas and insult his honor.
- Beat him one-on-one to get 1800 and 9500 exp. Then you can tell
- his lackeys to take a hike. Only the main character can duel with
- Amalas, so if your main character is a Sorcerer (or whatever) you
- will have a more difficult time with it.
- If you free Hendak and the slaves before dueling, Amalas will
- vanish.
- OTHER: Mazzy and Gorf [from Vladislav Brkic, and a number of others]
- Copper Coronet - Slums (AR0406, x 200 y 1400)
- I was selling some goods to Bernard in the Copper Coronet, after
- which I left through second door. Outside an Ogre pit fighter
- called Gorf the Squisher started talking to Mazzy and said how
- halflings don't know how to hit. Then he started hitting some
- commoner and talked to Mazzy again and challenged her to a duel in
- the Copper Coronet pit. When I entered the Copper Coronet Mazzy
- talked to pit manager Surly and he sent us to talk to Gorf's
- girlfriend Bunkin. After that I then talked to Festule the
- Alchemist (same area x 915 y 1240) and bought a potion to disable
- Gorf for 400gp. He also said to try giving it to Bunkin. Then I
- talked to Bunkin (x 1200 y 1820), complimented her and she
- complained that Gorf never does that, so I gave her Festule's
- "love" potion and said that it will solve her problem (for this
- the party gained 11,500 exp).
- Then Gorf arrived and said that his ale tasted funny but still
- entered the pit. Mazzy killed him easily (2500 xp). Then she said
- something like "Virtue has won again" and party received another
- 5000 exp.
- OTHER: Dog Fighting
- Surly - Coronet (AR 0406, x 980 y 1800)
- Talk to Surly and for 10 gp you can set up a Dogfight. You get
- 20 gp if you win, although Good party members seem to be upset by
- this.
- You can kill Surly with no penalty (250 experience).
- OTHER: Gloves of Pickpocketing [from Snark]
- Gloves - Coronet (AR 0406, x 750 y 610)
- In one of the rooms at the top of the stairs, the room with the
- retired pickpocket, you will find a trapped table with the Gloves
- of Pickpocketing.
- OTHER: People around the Sphere
- Waylane near the Sphere tries to sell you the sphere. (it's even
- more amusing when he tries to sell it to Yoshimo or Viconia)
- Another fella wants to worship the sphere, a woman lost her home to
- the sphere and a landowner thinks he owns the sphere.
- -------------------------------------------------------------------------------
- 2.2 [BTWNRS] Between Areas
- -------------------------------------------------------------------------------
- While traveling between areas in the city (or between city and country)
- there are two major events that happen. The first is that you are attacked
- by slavers who have some interesting objects on them:
- Spells - Minor Globe of Invulnerability (Mage)
- Vampiric Touch (Mage)
- Domination (Mage)
- Shocking Grasp (Mage)
- Magic Missile (Mage)
- Flame Arrow (Mage)
- Plate Mail +1
- Arbane's Sword +2 (short sword)
- Potions
- Gold
- The second is more serious. You encounter a group of thugs killing a guy.
- Kill the thugs and talk to the guy. Agree to help him. Now you have to take
- him to the Docks. (This is covered more in the Docks section)
- These aren't the only between area conflicts, but they are the only
- noteworthy ones.
- -------------------------------------------------------------------------------
- 2.3 [DRNSHL] De'Arnise Hold (AR 1300)
- -------------------------------------------------------------------------------
- Walkthrough:
- ------------
- - LIBERATE DE'ARNISE HOLD
- If you're here, then there's only one thing to do, and that is to attempt
- to clear out the De'Arnise Hold. This can be done whether you are a
- Fighter/Barbarian or not, although only they gain possession of it later
- as their Stronghold. In order to even be here, you must have talked to
- Nalia. If you didn't join up with her, or if she left, you can find her
- in the Palisade (x 770 y 3225).
- Nalia tells you that you are fighting Trolls and Yuan-ti (although she
- doesn't know those by name). Which means that you will want Flame/Acid
- based weaponry. Talk to Captain Arat, and as you are about to say
- goodbye to him he gives you some Flame Arrows (see Quests below for a way
- to get infinite Arrows off of him). Once you are done there, it is time
- to enter the De'Arnise Hold.
- Leave the palisade, and go northeast a little until you find the Secret
- Entrance (x 1300 y 2750). It is a secret door, so having a Thief do
- Find Traps could help you find it. Open it and go inside.
- - THE SECRET PASSAGE (AR 1302)
- There's nothing in this first room. Nalia simply reminds you of your
- goals in here, find Daleson and open the Drawbridge. Unlock then open
- the only door.
- This room has 2 containers with treasure (neither are trapped nor
- locked):
- Spells - Agannazar's Scorcher (Mage, to kill trolls of course)
- Potions
- Bullets
- Light Crossbow of Speed
- Heavy Crossbow
- Arrows +2
- Bolts +2
- Open the next door. This leads to another secret door (x 600 y 1400),
- which is actually inside of the De'Arnise Hold (we were in the secret
- passage before that). Open the secret door.
- - DALESON
- A Troll is in this room and he kills the servant here. You don't really
- have a shot at saving him. Kill the troll (being sure to hit it with
- Fire or Acid when it falls down). Search the table (x 850 y 1265):
- Spells - Protection from Normal Weapons (Mage)
- Bullets +2
- There is a secret door on the northwest wall (x 700 y 1230), open it to
- find Daleson. This guy provides all sorts of information about what you
- are facing, who you must save, the relic of the Keep (the Flail of the
- Ages) and where you need to end out (in the "cellar"). If Nalia is with
- you then she does most of the talking.
- - THE SECRET FORGE & THE FLAIL OF THE AGES
- Go into the room that Daleson was in. There are 2 containers in here
- with mostly minor weaponry, although you will want to take the magic
- arrows here (and possibly the magic long bow).
- There is another secret door in the northwest wall (x 410 y 933). At the
- end of this passage is another secret door which leads to the Secret
- Forge of the Flail of Ages. There are three pieces to the Flail of Ages.
- Whenever you get one, bring it to this forge to add it to the whole.
- It can exist just fine with one, two or all three parts. There is a
- chest here with some minor treasures. (x 560 y 400)
- Search the northeast wall for another secret door (x 630 y 380). Just
- past that is another secret door. Search the lion statue (x 950 y 175)
- to find:
- Flail Head (Cold, 1 of 3)
- Ring of Earth Control (AC +1, Summon Earth Elemental, Control E.E.)
- 810 gold
- - LOOTING THE MAIN FLOOR
- Go back to Daleson's Room and open the (normal) door. Directly in front
- of your party is the main Eating Hall, but it isn't important.
- Drop south and east. There is a chest here (x 1430 y 1370): (TRAPPED)
- Dagger +2
- 450 gold
- The room at (x 1325 y 520) has some very minor treasures in it. The only
- worthwhile treasure is found on the bed near the bathroom, which has a
- couple of spells (Protection from Normal Weapons and Breach). However,
- if you go from there and open up the door to the bathroom, you can find a
- Star Sapphire in the toilet (x 1765 y 500).
- The next room southwards (x 1835 y 885) has some minor treasures to be
- found on a fish (x 1790 y 675) and it has a stove. If only you had
- something to cook. Hmmm... seems that Daleson mentioned feeding some
- great beasts. Now, what did he feed them...
- - MAKING DOGMEAT STEW
- Yeah, that's right. Go out the door (x 1950 y 1140) to the exterior of
- the Keep. Kill the Otyugh (5000 exp). Then track down and kill the four
- family dogs and take their "dog meat". Pleasant. Go back inside and
- operate the stove to create a thick, meaty stew. (The main character
- must have all 4 meats on him in order to make the stew) For this you get
- 11,500 experience.
- - OPENING THE DRAWBRIDGE
- Go back outside. Then find the stairs (x 2175 y 1640) and go up that
- until you are on the Keep's walls. Ignore the door for the moment.
- There will be an ice troll on the wall. Kill it and keep going. You
- will find the switch to open the Drawbridge at (x 2833 y 1840). Click it
- once to open. For this you get 29,750 experience.
- Go back to the main level (keep on ignoring that side door). There you
- will see Humans battling it out with Giant Trolls and Greater Yuan-ti.
- Join the battle if you like (good experience). Then go back into the
- main door to the keep. The battle continues inside, but once these
- trolls are beaten, the guards leave.
- - LOOTING THE SECOND FLOOR OF THE KEEP (AR 1303)
- Open the door at (x 2000 y 1050) to get to the stairs. Another servant
- gets whacked in here. Go up the stairs.
- Nalia provides some more information on what needs to be done here. She
- recommends finding her auntie's bedroom and finding the secret passage
- that leads to the cellar. (Why would the cellar be connected only to the
- second floor anyway?) In this room are 2 containers with treasure,
- although the only good thing is the Spell Turning spell.
- Open the southeastern door (x 2100 y 1000) and enter that passage. The
- side room here has some minor treasure. Open the southwest door
- (x 2075 y 1425) to enter the Library. In here you will find one
- mini-troll, a big troll that becomes two smaller ones when killed, and a
- Yuan-ti mage. Take out the mage first. The stairs here lead up to the
- roof (which is where that door we ignored goes as well, there's nothing
- up there worth looking at). Search the 3 bookcases here:
- Keep Key
- Spells - Conjure Lesser Earth Elemental (Mage)
- Minor Spell Turning (Mage)
- Bolts +1
- Since the western door cannot be opened, that leaves only the southern
- door (x 1730 y 1650). The first room along this passage has 1 container
- with minor treasures (Detect Illusions, 20 Arrows, etc.). Go along down
- to the second door to find the Lady of the Keep. She isn't too impressed
- with you. Eventually she'll go away. Remember this room, as we'll be
- coming back here in a moment (we have more looting to do first).
- Continue to the end of the passage and open the door (x 375 y 1035).
- Continue through this room into the next passage. Kill the Ice Troll.
- This passage eventually goes all the way back to the library. Ignore the
- northern door for the moment, and open the southern door (x 1550 y 630).
- Search the Fireplace: (TRAPPED)
- Wand of Frost
- There is a Secret Door on the southeast wall (x 1480 y 830). Follow this
- passage all the way to what looks like a dead end. It isn't. Open this
- secret door and enter a small room. There are 2 chests in here with
- mostly minor treasures (although the spell Spell Thrust is nice). Detrap
- the next door and go in.
- Within this room is a former guardsman by the name of Glaicas. There is
- a non-violent way to end this, (see below) but only if you have Nalia in
- your party.
- Glaicas - 9500 exp
- Flail Head (Acid, 2 of 3)
- Full Plate Mail
- Potions
- Gold
- Non-violent Solution: [from Sergio Le Roux]
- In the de'Arnise Hold, in the secret room where Glaicas is located,
- you have to charm him to "normalcy". But there's a bug with the game:
- a couple of seconds after you charm him, he turns blue for about 1
- second, then turns green again. So, basically, your own charm spell
- is interfering with the script that would lead to him talking to
- you.
- If you want to save him (and earn 22,550 xp), you have to time it
- right so that when you charm him (he turns green) one of your attacks
- will hit him (this must happen BEFORE he turns blue). He will turn
- red again... pause the game and make sure you stop all your
- characters! He will continue being hostile, but then the script will
- kick in. He'll talk to you and give you the last part of the flail.
- [from Hatchedcross]:
- I found it is much simpler to just charm him and then rest as soon as
- possible. That way you can talk to him normally and save much
- frustration from timing it correctly. I've also noted that it
- doesn't matter wheter Nalia is in your party at the time you talk to
- him.
- There is absolutely nothing in the next room, so go back out.
- - THE GOLEMS
- Go back to the Lady's room and search for traps until the secret door
- (x 833 y 1033) shows up. This leads to a very small room with nothing in
- it. There are two secret doors from this place, one to the west and one
- to the north. Open the west one and go in.
- This is what I like to call the "Golem Chapel." Depending on what level
- you are on you face different Golems. If you are a high level then you
- are facing the tough Adamantite Golem. I, however, faced an Iron Golem.
- At the end of this chamber are three Statues that can be searched for
- some pretty good magical items. However, when you take those items, you
- WILL be attacked by some of the golems. So, naturally, the best strategy
- is to kill the golems BEFORE taking the treasure. If you don't have any
- +2 or better weaponry, you might want to go take the treasure first so
- that you have weapons that can harm them.
- One odd way to kill the golems in this room is to drop Cloudkills on
- them and shut the door. Wait. Repeat as needed.
- Remember, if you're frustrated you could always use my patented "fake
- talk" strategy. Move your fighters into position (only the ones with +2
- weaponry, or weapons that have extra damage). Adamantite Golems require
- +3 weapons or better to damage (Lilarcor, the Hammer in this very room,
- Melf's Minute Meteors, etc). Then PAUSE and "talk" to all the golems.
- Then press F2 and have your fighters attack one golem. Unpause. Wait 5
- seconds, pause again and repeat. Doing this you can avoid getting
- attacked at all.
- Note: Remember Clay Golems need to be hit with Blunt Weaponry. The
- Flail of the Ages works well. Stone Golems need piercing
- weaponry. And the only weapon I had that affected an Iron Golem
- was Lilarcor, the Sentient Sword.
- Trick: It's also possible to get the treasure without fighting the
- golems at all. I just had Aerie cast "Sanctuary" on herself
- before filching the weapons (all the other characters were in
- another room). As stealing the items isn't counted as a hostile
- action, the spell prevents the golems from acknowledging her
- existence. I think they're still activated, though, leaving the
- option to fight them available if you so wish (they just won't
- chase after Aerie). Swift 'n' sweet. [from SpookyScarecrow]
- Also, you can take the Flail part without the golems attacking
- you. You can even look in each of the statues to see what is
- there, as long as you don't take anything you won't be
- attacked.
- Once the golems are gone you can search the three statues at your
- leisure:
- Flail Head (Fire, 3 of 3)
- Axe +3: Frostreaver (extra Ice damage)
- Elven Court Long Bow +3
- War Hammer +1, +4 vs. Giants
- Then you can open the other secret door and descend to the Cellar, I
- would, however, finish the Flail of the Ages first.
- - FINISHING THE FLAIL OF THE AGES
- Go back to the Secret Forge and use it with all 3 heads to create the
- completed Flail of the Ages. Oh, and you get 22,350 experience as well.
- Note: If you wait to finish the Flail until AFTER you take control of
- the Stronghold (if you are a Fighter type character) then you
- get NO Exp for finishing the Flail.
- - THE CELLAR (AR 1301)
- Back upstairs, open the other secret door and descend into the Cellar.
- There are three containers in here, most of which have merely minor
- treasures in them (magic arrows are fun). The TRAPPED chest at
- (x 875 y 265) has a:
- Shield Amulet
- Open the door and go into the next Troll-ridden room. There's a new type
- of troll here, called the Spectral Troll. Search two of the Iron Maidens
- at the top of the room to get an Identify Scroll.
- The next room is crawling with Umber Hulks. To prevent your entire party
- from being Confused and Slaughtered, send only one person in and have
- that person protected from Confusion (Mind Blank, Chaotic Commands, or
- have the Sentient Sword equipped, the Barbarian Rage command also works).
- Then draw the Umber Hulks into the previous room where they can be cut
- down. There are 4 containers in here, with mostly minor treasures, but
- some things stick out:
- Orc Leather +3 (-1 CHA)
- Bullets +2 and Bullets +1
- Now I bet you're wondering what we're doing with that Dog Food. I know
- you are. Enter the southwestern passage (the one that is already open)
- and open the second cell door (x 850 y 1280). There is a tunnel here
- that searches like a container. It has some dog bones. Put the Dog Food
- here to get 18,750 experience.
- Note: If you want to avoid the Umber Hulk battle all you have to do
- is have someone sneak past them (invisible or hiding in shadows)
- and place the Dog Stew in its place. The Umber Hulks will then
- run out of the room to feed. But you can place the Dog Food
- there whether you have already killed the Umber Hulks or not.
- Through the northeastern door (x 2000 y 770) is the BOSS of this area,
- TorGal. TorGal seems to indicate that he was hired by someone to kill
- the Arnise family here. But who would do such a thing? Before you can
- find out you have to fight. You have to fight TorGal and his Giant Troll
- cronies. Many people like the spell "Cloudkill" here.
- TorGal - 15,000 exp
- Minor Treasures
- Then search the pedestal under the statue:
- Spells - Feeblemind (Mage)
- 2126 Gold
- Gems & Necklaces
- Leave the Keep and Nalia will give you your reward: 10,650 gold and
- 45,500 experience. Anything past this point is part of the Fighter's
- Stronghold Quests (and covered in the Strongholds section at the end of
- the walkthrough), and so if you are not a Fighter, you won't get it. In
- fact, if you aren't a fighter, Nalia can't stay here and the Keep will be
- seized by the Roenalls.
- Quests:
- -------
- QUEST: Nalia's Father's Funeral
- This Quest can only happen AFTER you have cleared out the De'Arnise
- Hold AND Nalia is in your party. A week must pass after the reward
- for clearing the Keep is given. Then if you are in a city, a
- messenger will arrive and tell you to go to the Graveyard for her
- father's funeral. This is time based, you must go to the Graveyard
- or Nalia will go without you.
- Once at the Graveyard you will be met by the messenger who shows
- you to the Funeral site. Go up the stairs. There you will meet
- Isaea Roenall, her former fiance. Talking with him reveals the
- sort of person that he is, and why Nalia was in no rush to marry
- him. He ends his tirade with a threat and leaves.
- Nalia has an amusing little rant about him and you can go.
- QUEST: The Return of the Fiance & the Abduction of Nalia
- Barg - Docks (AR 0300, x 2380 y 2500)
- Roenall Estate - Government District (AR 1000, x 2810 y 140)
- 24 hours after the Funeral, Isaea tracks you and Nalia down and
- demands that she honor her commitments. He then places her under
- arrest using his authority as an Amnish official. She is taken
- into custody and he laughs at you. It is suggested (for me it was
- from Yoshimo) that I attempt to find some evidence of his wrong-
- doing and present it to his superiors.
- Note: On my latest journey through the game, I managed to
- trigger this event before it was time (in the middle of
- the funeral, in fact), such that he didn't kidnap her at
- all, merely repeated what he had said during the funeral.
- Why? Bodhi grabbed me and made her offer before Nalia
- could make her rant about Isaea being a bastard. So, to
- get Nalia kidnapped, I did a quick cheat with a
- CLUAConsole:CreateCreature("isaea") to get this quest.
- Then Khellor Ahmson comes up to you with a plan to get back at
- wicked Isaea. You are told to watch a man named Barg at the docks,
- to search Isaea's home in the Government district (which he will
- unlock) and to present any evidence you find to Corgeig Axehand,
- Isaea's superior.
- Go to the Docks and find Barg (he's near the Sea's Bounty). Talk
- to him and get him to reveal information on Isaea. He mentions one
- Officer Dirth, who happens to be in the Sea's Bounty right now.
- Enter the tavern and talk to him. This will end in violence.
- Dirth - 3200 exp
- Full Plate Mail
- Spells - Simulacrum (Mage)
- Slavery Documents
- We have evidence, but not enough yet. Go to the government
- district and go to the very top of the map. The building there is
- the Roenall building. Open it and go inside. Inside the bedroom,
- search the drawers there to get Isaea's financial records. Leave
- the house.
- Enter the Government Council Building and talk to Corgeig Axehand.
- Present him with all of your evidence (especially the financial
- records) and he will summon Isaea forth. Corgeig launches a major
- investigation towards Isaea, which frees up Nalia to rejoin you.
- Isaea promises that this isn't over yet. (yet that appears to be
- it for him)
- OTHER: Infinite Flame Arrows
- Captain Arat - De'Arnise Area (AR 1300, x 675 y 3320)
- This can only be done BEFORE the keep is liberated. Talk to
- Captain Arat and when you say farewell he gives you some Flame
- Arrows. Now simply talk to him again (3,3) and you will get
- another set of Flame Arrows. You can repeat this as often as you
- wish to get as many arrows as you wish. I would replace all of
- your regular arrows with Flame Arrows here. Once the Keep is
- liberated Arat leaves forever.
- Note: I've heard this doesn't work in ToB, but haven't confirmed.
- -------------------------------------------------------------------------------
- 2.4 [WNDSPR] Windspear Hills (AR 1200)
- -------------------------------------------------------------------------------
- Can't get to the Windspear Hills? Go out through the City Gates first.
- Walkthrough:
- ------------
- - LORD JIERDAN'S QUEST
- If you are here, then that can mean only one thing, that you are here
- because of Jierdan Firkraag. (There is also one Quest that can be done
- here, the Dryad's Acorns, see Quests below) When you arrive you will
- find the ogres you are looking for right away, and although a
- conversation starts, there is no way to avoid this battle. When they
- are all dead, the bodies turn into Knights and Garren Windspear
- approaches. You have been fooled into killing these Knights (you saw
- them as ogres, and I would imagine they saw you as the same). If you
- have Keldorn in your party, he'll mention that one of these knights is
- named Ajantis (who was in Baldur's Gate). Well, great, you just killed
- Ajantis. Garren offers to help.
- Follow him into his house and talk with him. He agrees to tell your
- story to the Order of the Radiant Heart, so that they don't think you are
- a simple evil-doer who kills their knights. When he leaves, you get to
- talk to his daughter (or son, it depends on what gender your main
- character is). You then automatically rest. Soon a halfling approaches
- and warns of bandits in the area. These bandits soon appear inside,
- kidnap the daughter (son) and attack you. Once they are dispatched,
- Garren returns and asks that you retrieve his daughter. Well, since it
- IS your fault...
- - FIND GARREN'S DAUGHTER (SON)
- Well, now we have to find the daughter (son) of Garren. Go up and right
- all the way to the corner to find Firkraag's big impressive Temple. You
- can't miss it (x 4300 y 500).
- Enter and you will find yourself in a Hobgoblin ambush. Hit the Shaman
- quickly and he turns back neutral and flees the battle. Just past them
- is another Hobgoblin group. Now go left and up. There will be many
- Kobolds here. Hit them with arrows from afar, as they explode into
- fireballs. Then kill their leader, Rukh.
- Rukh - 7000 exp
- Ring of Fire Resistance
- To the left is a pit which is guarded by Ogrillons (maybe not all the
- time). Below the Ogrillons is a smaller cavern with various types of
- Vampiric Mists (1000 exp) and Crimson Deaths (9000 exp) in it. You can
- search the pool (x 800 y 1600) to find some treasure:
- Amulet of Protection +1
- Gems
- Go back north to where Rukh was open the door and go through.
- - SURVIVE FIRKRAAG'S AMBUSHES (AR 1202)
- Well you will find yourself in the middle of a room, with Orc Archers
- shooting at you from behind the walls. There are secret doors on each
- of the walls that can be opened to even the odds somewhat. You could go
- up these side passages, but I wouldn't recommend it. Open the main
- door (x 1860 y 2180) and go through that into a room. There is another
- door past this. Open it and go through.
- Now, depending on what level you are on, there are monsters here. If
- you are on a high level you will face an Adamantite Golem, otherwise
- you face only a couple Stone Golems. If you are fighting an Adamantite
- Golem, remember that it can't fit through those doors. Thusly you can
- hit and fade all you want.
- Go down the right passage, open the door and go in. Here we find the
- Troll Cook, who naturally wants to eat you. If you object to being eaten
- he has his goons try to kill you. Search the broken table to find some
- magical missiles (by which I mean arrows and bolts) and the Orcish
- Cookbook. This merely offers advice as to what types of monsters you
- will face here. (you don't need it) The next room has an Otyugh, but
- nothing else. Back to the passage, now we take the left door. (x 2050
- y 1680)
- Here you find a couple of really scared Orcs. They don't want you to
- kill them, yet they obviously fear Firkraag more. Kill them if you wish.
- Now open the main door (x 2360 y 1820). There is another group of Orcs
- in here. Kill them and open the next door.
- To the right is a horde of vampires (sometimes it's mummies), most are
- worth 8500, but one is worth 12,500 experience. There is one trapped
- chest in here with treasure. Follow the passage right to another room.
- Within is a Greater Wraith (8000 exp). Search the floor to find a
- container with a Key and some bullets. (x 3140 y 2630)
- Go back to the main passage and take the left door this time (x 2600
- y 1400). Samia will talk to you here (see Quests below), but she isn't
- crucial to what we are doing. (most of the doors here don't go anywhere,
- and are trapped to boot, which means you can get some easy experience
- off of them!) I would do the Samia quest, however, as there is good
- treasure to be had.
- Open the south door (x 2450 y 1400) and go through. Within this passage
- are several Wolfweres, which requires magical weapons to hit. Open the
- next door and enter the Well.
- Click the winch twice (x 1250 y 1230) to raise the bucket in the well to
- get yourself an item. This also raises an Air Elemental.
- Dragon Helm (sets Electrical, Fire and Ice resistances to 25%)
- Go through the southern door. There is a big hole in the wall here, go
- up it. Some monsters will be fighting it out here, join the battle and
- kill them all. (better experience that way) There is a secret door here
- (x 500 y 1050) along the north wall. In this room there are several
- Golems (including an Adamantite Golem) to be dispatched. Go back out and
- hold them in here if you need to. At the end of the room (x 800 y 450)
- is a thing of treasure:
- Heartseeker +3 Composite Long Bow
- Gems
- Go back to the previous room, and from there back to the passage and
- then through the southern door. Here are some "adventurers" (actually
- they are monsters disguised as adventurers, don't be fooled). They
- turn into Greater Wolfwere's (15,000 exp). There are some treasures in
- this room.
- Open the next door and fight off these wolfweres as well. The final
- room is a bit of an office and has some interesting treasures:
- Spells - Hold Undead (Mage)
- Hold Monster (Mage)
- Domination
- Horn of Blasting
- Arrows (etc.)
- - FINDING FIRKRAAG
- Go back to the well, and go north. There will be Orogs up here and a
- small room on the right. Open the next door (locked). This little
- staircase here is trapped.
- Within the next room you will find Chief DigDag (2000 exp, Delver's
- Plate +2) and your old buddy from Baldur's Gate, Tazok (6000 exp, Full
- Plate +1) as well as some goons. Tazok also has the mysterious Sewer
- Key, which although is pointless now, has a great use back in the
- Athkatla Sewers (see that section for details). Be sure to check this
- room for treasures, there are a lot of good gems and some good spells.
- You will find Garren's child in the right cell here (x 2380 y 700).
- However, she is locked in and cannot be freed by conventional methods.
- Find the stairs down.
- This is Firkraag's lair. Move forward and all becomes apparent.
- Firkraag is a Dragon. A red Dragon to be more specific. He talks to you
- and spills his entire diabolical scheme to you. Your duty is to Garren's
- child, so don't force a confrontation just yet. He sends his mage,
- Conster up to the previous level. You must go up and battle Conster to
- save her (him). Kill Conster, take the key and free the child. (23,750
- experience)
- Evil Note: If you are one of the three Evil alignments you can offer
- to swipe the Deed off of Garren in exchange for treasure.
- Conster immediately kills the child of Garren, and you are
- sent to Garren. Steal or kill Garren to get the Deed.
- Return to Firkraag to get your reward. (40,500 exp, Cloak
- of the Shield) This has no effect on reputation, however,
- some party members will leave when you accept this quest.
- [from Nick McIsaac]
- Go back to Garren's Cabin and talk to Garren. If you are a Paladin he
- says that he will put in a good word for you at the Order of the Radiant
- Heart. (everyone gets 44,500 experience)
- - DRAGONSLAYING
- If your main character is a Paladin then your paths will cross with this
- Dragon again (as part of the Paladin Stronghold, see that section at the
- end of the walkthrough). Or even if you aren't a Paladin, and simply
- want to try your luck killing a dragon, you can.
- Note: If you ARE a Paladin, don't kill Firkraag until your stronghold
- asks you to. If you kill him before reaching the Stronghold
- they won't give you experience for killing him. (David Lyons)
- In any case, when you go back to Firkraag's Lair, he doesn't attack you.
- He still has the Cyan Circle, meaning that you can talk to him. Which
- means that you can easily use the "fake talk" strategy (see Attack
- Strategies above) to kill him.
- Firkraag - 64,000 exp
- Red Dragon Scales
- Holy Avenger +5
- Cloak of the Shield
- 1500 gold
- Spells
- Quests:
- -------
- QUEST: Give the Fairy Queen the Dryad's Acorns
- Fairy Queen - Windspear Hills (AR 1200, x 4050 y 3050)
- This is the finale of the first Quest we got, waaay back in
- Irenicus' dungeon. Simply go right from Garren's house and you
- will find the Fairy Queen. She automatically talks to you, give
- her the acorns and you get 32,500 experience. You get another
- 9750 experience when the Dryads arrive. They thank you and leave.
- QUEST: Samia and the Tomb of King Strohm III
- Samia - Firkraag's Dungeon (AR 1202, x 2500 y 1300)
- You meet Samia deep within Firkraag's dungeon. She claims to be
- searching for information on the old King Strohm III. You can
- agree to help her if you wish, or you can be suspicious and
- accuse her of being more than she seems. (After taking the Quest,
- if you talk to her again and say that you want all the treasure for
- yourself, she and a group of ruffians will attack you.)
- Anyway, on to the Tomb. Open the first door (x 2600 y 1300). Open
- the first door on your left, enter this room, and open the next
- door on the left to find the First Guardian (x 2500 y 900). Talk
- to, then kill the Guardian to get the first piece of the Burial
- Mask. Go back to the previous room (you can find a book and some
- scrolls here), and open the top door (x 2733 y 900).
- Tip: Use the Mage spell 'Protection from Fire' on someone in
- your party and have them go in alone. Without their fire
- damaging you, you can easily beat them. (Rolander)
- In the room opposite of this door is a Beholder-like creature
- called the "Director". Kill it, but don't go through the other
- door yet. Go back into the hall, and down. There are four rooms
- on this hall, each has a "Guardian" in it, and each of these has
- another piece of the mask. Then go back to the Director's room
- and open the next door. Then open the left door to find the last
- of the Guardians. Kill it and take the last of the pieces of the
- burial mask. It will then fuse together into the completed
- product. (24,550 exp)
- Equip the Mask on someone and open the next door. An invisible
- Fire Elemental is in here, and you can only see it (and attack it)
- if someone is wearing the mask. Kill it to get 10,000 experience.
- Note: Keldorn's 'True Sight' ability has the power to reveal
- this invisible elemental. (Rolander)
- Open the last door and enter. This is the all that remains of
- King Strohm III. As you can see there's nothing here. However,
- you can search the other end of the room to get some good Dragon
- hunting treasure:
- Dragonslayer Sword (immunity to fear, regenerate, 2xdmg to Drgns)
- Dragon Scale Shield (resistances to fire, ice, electricity)
- Of course, if you didn't deal with Samia before, she now will bring
- her merry little band to you and attack. Kill her and her goons.
- (6000-9000 exp each):
- Plate Mail +1
- Studded Leather +2
- Gold
- Other minor treasures
- Tetrazome has an interesting way of dealing with this:
- If you didn't deal with Samia before, and you grab the two pieces
- of treasure, she and her goons appear to attack you. Before you
- pick up the treasure, first put everyone in your party into the
- room where it is (so none are in the room where Samia appears).
- Then take your mage, and have him cast skull trap 3 times into
- the middle of the room where they appear, then grab the treasure.
- They'll appear and instantly die.
- You may wonder what you can do with the Burial Mask. Well, Henning
- Roes discovered that not only can thieves and other non-helmet
- wearing classes wear the Mask, but it seems to protect against
- Critical Hits!
- OTHER: Ankhegs
- There are several Ankhegs in the hills area. Kill them to get their
- shells which can be turned into an armor by Cromwell the Dwarf
- (at the Docks). It's not a very good armor, but it's better than
- Plate Mail. Although Plate Mail + Ring of Protection is better
- than Ankheg Mail.
- OTHER: The Werewolves
- Werewolves - Windspear Hills (AR 1200, x 2020 y 1080)
- You will find a group of "fighters" fighting another group of
- Gnolls. They bicker about things for awhile, then turn into
- werewolves and attack you.
- -------------------------------------------------------------------------------
- 2.5 [THPLNR] The Planar Sphere
- -------------------------------------------------------------------------------
- Walkthrough:
- ------------
- - ENTER THE SPHERE
- Starting from the Slums, you have to enter the house right next to the
- Sphere first. This takes you right next to the Sphere. Now you must
- have Valygar in your party (or his corpse) in order to open the Sphere.
- Once it is opened, you don't NEED Valygar to continue, although I would
- take him in just the same. Enter the Sphere. You will be in a small
- hallway that leads to a door, open it.
- There are now three doors in front of you. Open the leftmost one first
- (x 2700 y 2700). It does a little double door thing. Here you find
- a Clay Golem, kill it. (blunt weaponry works best) There are four
- containers in here, one of which has the Golem Arm and Planar Key, both
- of which you will need. Another container has Coal, which you also need.
- There are also minor treasures here, mostly spells. Back to the previous
- room.
- The top right door leads to a map room and a Steam Mephit, but we don't
- need to go there. Open the top door (x 2800 y 2500) and go through.
- This activated the Planar Sphere and sent it to the Abyss, if you were
- wondering. In this room you will encounter three knights of Solamnia
- who are trapped in the Sphere. They warn you of Halflings. Evil
- Halflings. You can search their table:
- Spells - Khelben's Warding Whip (Mage)
- Minor Treasures
- Unlock the top door and go into that room. This is the water room, I
- suppose, and is filled with Sahuagins. These guys have only minor
- treasures (although one has a Cloak of Protection +1). Go back to the
- Knight room, then open the left door and go through.
- This is the famous Feral Halfling room. You have to fight 3 halflings
- right away, followed by more as you go left. There are also Halfling
- Mages and Priests farther left. One of the Halflings has:
- Coal (which we need)
- Gauntlets of Ogre Might (sets STR to 18/00, part of the Crom Faeyr)
- - BUILDING A GOLEM
- Continue leftwards on the path, it curves up into a new room. There is
- a big bloody machine here used to create Golems, all you need is a Head
- and an Arm. Well, we have an arm. Search the table (x 500 y 1425) to
- find:
- Golem Building Book
- Coal (3 of 3)
- Minor Treasures
- Open the north door, go up the passage and into the Furnace Room. Here
- there will be more Halfling Warriors. (I found only a +2 dagger on
- these goons) Each of the three furnaces in here requires coal to
- activate. So walk up to each of them, and click them twice. When each
- one is activated, a Fire Elemental (or similar creature) will appear from
- it and attack you. Once those are active (those are to power the Golem
- making machine), go through the right passage (being careful to check
- for traps, of course).
- Within this room are several golems (I fought an Iron Golem, a Clay Golem
- and three Stone Golems). Then search the box to the left of the gears
- (x 1620 y 480):
- Golem Head
- Coal (useless now)
- Gems
- Arrows
- Now that we have the head, back to the Golem making machine. You must
- click on the machine three times (once to identify the machine, twice
- to build the golem, and three times to set it free). (23,500 exp) The
- Golem senses an intruder, opens the door to the right, and rushes out to
- go get the intruder. Follow the golem. The first passage is trapped.
- The golem finds an Elder Orb Beholder, you can help kill it if you want
- the experience (14,000 exp). But more importantly, he opened the door
- for you. Open the door to the right and go through.
- - LAVOK
- We are now one door away from the evil mage, Lavok. Make your
- preparations, open the door and take him down. Use Pierce Magic to
- remove his spell immunity, and Breach to get rid of his Weapons Immunity
- and he is a piece of cake. Soon he has a change of heart (saying that
- the evil has left him) (28,750 exp). Although Valygar is skeptical,
- Lavok says that all he wants now is to die on the Prime Material Plane,
- i.e. home. This coincides with your goals of getting home as well. In
- order to do that we have to repair the Sphere, and that requires getting
- a Demon's Heart. Convenient that we happen to have traveled to the
- Abyss, no?
- Warning: Do NOT use "Fake Talk" on Lavok! If you do this, then you
- will never be able to get him out of the Sphere!
- Note: Once Lavok has been defeated, and is lying on the floor, you can
- pick his pocket to get the Ring of Acuity.
- Before you do that, there are two rooms connected to this one with some
- monsters and treasures you might want to look at. (Mostly +1 and +2
- stuff, which depending on where you are in the game, might be worth your
- time)
- There is also some treasure at: (x 1050 y 550)
- - GET A DEMON'S HEART (AR 0414)
- Anyway, return all the way to where we first came in, and exit the
- Sphere. Welcome to Hell! One version of it, anyway. We are here for
- one (ONE) demon heart. There are about 3 possible hearts for you to
- choose from, but we only need one. There are also various Imps, Quasits
- and Salamanders wandering around here.
- The first demon is found just left and up from the Sphere.
- Tanar'ri - (x 1080 y 2020) - 10,000 experience
- The others are found to the right of that first one within the main area.
- Lea'liyl - (x 1910 y 1350) - 16,000 experience
- Tanar'ri - (x 2150 y 1760) - 10,000 experience
- Once you have a heart, return to the Sphere.
- - REPAIR THE SPHERE
- Go to the Orb Room (the room just after where we built the golem and
- just before where the golem killed the Beholder). There are four symbols
- on the ground that must be pressed in order to open the south door. The
- Runes must be clicked on.
- 1
- 4 3
- 2
- (Step on the top one first, then the bottom one, the right one and
- finally the left one, 24,500 experience) Go down the southern passage,
- and down the stairs.
- Within the first room here you will meet Tolgerias again. (remember the
- Cowled Wizard we got this quest from in the first place?) He isn't happy
- to see you, and he and his flunky attack you.
- Tolgerias - 18,000 experience
- Ring of the Ram
- From here there are two doors, an Iced over door and a Hot door. Each
- eventually leads to the same place, so we are going to search one, then
- the other, and finally enter the engine room. Open the Ice Door first
- (x 900 y 1000). In here are various monsters (Ice Salamanders, Imps,
- and Trolls). Then search the machine in the center to get some
- treasures:
- Helmet of Defense
- Ice Arrows
- Spells - Otiluke's Resilient Sphere (Mage)
- Go back to the previous room, and open the Fire Door (x 1450 y 1100).
- This room has worse monsters (Greater Fire Elemental, Efreeti, etc.), but
- also has better treasure. Search the base of the thing in the center to
- find:
- Spells - Spirit Armor (Mage)
- Globe of Invulnerability (Mage)
- Staff of Fire +2
- Large Shield +1, +4 vs. Missiles
- Fire Arrows
- When you are ready for another battle, head up to the next door (x 1750
- y 500) and go out.
- The only thing we have to do here, is get the Demon's Heart into the
- machine which is right in front of you. Standing in your way are
- whatever Golems happen to be in here right now. Feed a Heart into the
- machine and the Planar Sphere returns to Athkatla (45,500 experience).
- Trick: I replayed the sphere for testing, and this time I entered the
- room where you have to place the heart through the cold room.
- No golem. I walked near the machine. Nothing. But when I went
- back there were 3 golems waiting just where I entered the room.
- Reloading and another try. This time I left my party waiting
- there and walked with a fighter to loot the stuff in the
- north-eastern part. There was a golem. But the other golems
- didn't appear. If you're on low level this is an easy way to
- get through this part. (Henning Roes)
- There is a TRAPPED thing of treasure off to the right (x 1230 y 350):
- Ring of Danger Sense (+25% Trap Detection)
- 6000 gold
- Lots of Gems
- Return to Lavok, talk to him and agree to take him outside the Sphere.
- You will be automatically taken outside where Lavok dies. (everyone gets
- 45,500 experience) Valygar wonders about life and asks to join you
- permanently. Search Lavok for:
- Ring of Acuity (Learn extra 2nd, 3rd and 4th level spells, Mage)
- And at this point, a Mage would gain the Sphere as his Stronghold. (see
- the Strongholds section at the end of the walkthrough)
- -------------------------------------------------------------------------------
- 2.6 [THGRVY] The Graveyard (AR 0800)
- -------------------------------------------------------------------------------
- Quests:
- -------
- QUEST: The Mournful Paladin and the Little Girl
- Paladin - Graveyard (AR 0800, x 920 y 820)
- Arenthis - Graveyard (AR 0800, x 2345 y 1875)
- Just to the right of the entrance to the graveyard you will find a
- Priest named Arenthis (x 2345 y 1875). He has been given charge of
- a young girl, Risa, whose parents are dead. She is very sad. He
- can't really take care of her and asks for help in this matter.
- Can you find someone that can take care of her?
- Go northwards through the graveyard until you find the Paladin,
- Kamir. He recently lost an adopted son and mourning for him. He
- could not protect him and blames himself. Tell him that he didn't
- fail. Then mention the orphan girl with the priest and he perks
- right up. Maybe he could save her! You get 12,250 experience from
- Kamir.
- Follow Kamir down to the little girl where the two meet. He
- decides to help her and the two leave. For this you get 3000 exp.
- Then the Priest talks to you, and is very pleased himself.
- QUEST: Buried Alive
- Open Grave - Graveyard (AR 0800, x 1000 y 685)
- Gravekeeper - Graveyard (AR 0800, x 1550 y 400)
- Red Garment Man, Am Si - Bridge (AR 0500, x 1680 y 3515)
- In the northern part of this graveyard, near Kamir the Paladin is
- an open grave where someone was buried alive. Click on the grave
- to get Tirdir out of it. Agree to help him, and ask him for any
- information he can give you. He gives you a piece of a Red Garment
- (6500 exp) and tells you it belonged to his kidnapper.
- The first step in this is to talk with the Gravekeeper, a man who
- looks very much like a beggar. You will find him north of the
- grave and a little east. Talk to the man. No reason for subtlety
- here, just threaten him and demand answers. He points you to the
- bridge district.
- At the very southern end of the bridge district, just a little to
- the right you will find Am Si, the infamous "man in red." Talk to
- him. Pretty much anything you say is going to result in him
- running into the nearby building to your left. Enter it. Here
- you will find Am Si's employers, Camitis and his goon. They kill
- Am Si and flee. Go out after them. Take Camitis out before he
- manages to escape the area (FORCE-attack them). The only good
- treasure on the two is on his goon, the Boots of Avoidance.
- Go back inside, and upstairs to find another kidnap victim, Lady
- Elgea. You get 16,750 experience for freeing her.
- Note: If you have Keldorn in your party, he won't allow you
- keeping Lady Elgea and asking for the ransom. He'll say
- something like "Forgive my friend's rudeness, my lady, of
- course you're free to go" and will give you 10,000 xp
- instead of 16,000. [from RedCodeKevin]
- Alternatively, you could force her to remain here until you collect
- the Ransom. Check the dresser by the bed to get the Ransom Note,
- which tells you where and when. Then go at nightfall to the Copper
- Coronet. Talk to Welther there and he gives you the "agreed upon"
- item, the Silver Pantaloons. Oh, and your Reputation Drops by 2.
- The Silver Pantaloons is one of the best treasures you can get...
- if you have Throne of Bhaal that is. Take them with the other
- 2 Pantaloons to Amkethran and have the Smith assemble them there.
- QUEST: Wellyn the Halfling Ghost Child and his Teddy bear "Littleman"
- Wellyn's Grave - Graveyard (AR 0800, x 1625 y 1740)
- Llynis - Copper Coronet (AR 0406, x 665 y 545)
- When you visit the Graveyard at night you may notice a little
- ghost wandering around. That is Wellyn. Let him talk to you and
- hear his sad tale. A thief broke into his house, stole his bear,
- and killed him. Now you need to find his bear so that he will be
- at peace and roam no more.
- You will find this evildoer in one of the rooms in the Copper
- Coronet. Talk to Llynis and ask about him having seen ghosts
- recently. You can demand the bear, but he may attack you anyway.
- Give Wellyn the bear for 15,500 experience.
- During the day you can then talk to the parents of Wellyn (who
- stand near his grave) for another 5000 experience.
- QUEST: Find the Nether Scroll for Edwin [from Blackhawk]
- Crypt - Graveyard (AR 0800, x 640 y 1830)
- Neveziah - Lower Crypts (AR 0802, x 2160 y 1300)
- Edwin's quest comes up when you enter the graveyard with Edwin in
- your party. He'll mention rumors of the Nether Scrolls hidden in
- the graveyard, more specifically the Lower Tombs. Now in the
- Southern Dungeons of the Lower Tombs (the area where you have to go
- for Korgan's Quest but in the opposite branch -- east instead of
- south) you'll find a lich named Neveziah (8000 XP). He'll talk with
- you and hint he has the Nether Scrolls, at which point Edwin will
- try to forcibly take them. Now with Neveziah dead, Edwin has the
- Nether scrolls (11,750 exp).
- Per Jorner adds this:
- Whether or not Edwin's Nether Scroll quest can be completed
- depends on what you say to him when you find the scroll. If you
- tell him that the scroll is "party treasure", for some reason the
- quest won't proceed beyond that point.
- Now after 5 days he'll talk about a translation in his Nether
- Scroll and Edwin will receive a +1 bonus to all Saving throws, +20
- to his lore, and 50,000 XP. (you won't see that he gained anything,
- but he did) One note on this is there is a sound attached to the
- bonuses, but has a save vs. death on it (checked the coding of it
- out), so sometimes you'll not hear the sound and save vs. death
- pops up. So the Save vs. Death is nothing suspicious or special.
- Now 24 hours after the last event Edwin will come up with another
- revelation saying it's a transformation spell like a mage to lich
- but more powerful. He doesn't understand it completely but wants
- the power so he casts it and screws up. Hence Edwin becomes a
- woman. They change his entire voice set. One attack quote is
- funny as hell. (I feel your stares! Die! Die!) And as far as I know
- he has Yoshimo, Cernd, Jaheira(2?), Minsc(2 or 3), Aerie, and
- Anomen (funny one) all have one or more special reactions over this
- time.
- Now quite some time (20 days or more) after the transformation a
- Red Wizard named Degardan will visit you. He will be searching for
- Edwin. You can turn him in (5000 XP, 5000 GP) or cover for him.
- Degardan will return 2 days later and will know that Edwin is
- "disguised" as a woman. He then proves it by dispelling the Nether
- Scrolls magic and turns Edwin back. Edwin then thanks Degardan for
- this. Then he proceeds to destroy Degardan (8500 experience,
- Quarterstaff +2, Wand of Monster Summoning, 2 potion extra healing,
- death spell, 2 random treasures) for witnessing the humiliation.
- OTHER: Nevin's Not-so-dead Uncle Lester
- Nevin - Graveyard (AR 0800, x 715 y 1580)
- If you follow the left path upwards you will run into Nevin's
- funeral service for his dear departed Uncle. Except his uncle
- refuses to stay dead. Uncle Lester rises from the grave and starts
- complaining at his nephew. If you kill Lester (he never turns Red)
- you get 1000 exp + 6500 exp and some gold. Nevin isn't very
- grateful that you saved his life, and only complains about you.
- OTHER: Crypt King
- Crypt King - Graveyard (AR 0800, x 750 y 850)
- If you search most of the crypts in the graveyard, you find minor
- monsters guarding minor treasures. Mummies guarding an Axe +2, or
- whatnot. However, there is one notable exception, and that is the
- Crypt King. You find him in the crypt just to the right of the
- top left crypt. He appears to be a paladin of some sort and
- requires magical weapons to hit.
- Crypt King - 15,000 experience
- Spells - Simulacrum (Mage)
- Namarra +2 (Long Sword, casts Silence 15')
- You can then search the two containers in here for some minor
- treasures. (rings and necklaces)
- OTHER: The Spider Queen
- Crypt - Graveyard (AR 0800, x 640 y 1830)
- Egg Sac - Main Crypt (AR 0801, x 2400 y 2500)
- Within the main crypt here, in the center of the area you will see
- what looks to be a giant spider egg sac. As you near it you will
- be attacked by several Giant types of Spiders. Within this place
- is a Drow woman who is about to sacrifice a bunch of commoners to
- her spiders. They die, and about 30 small spiders attack you.
- They aren't bad themselves, but they are all poisonous. One
- Cloudkill will kill them all.
- Pai Na - 4000 exp
- Spider Figurine (summons a Giant Spider)
- Spider Figurine - Kitthix
- STR DEX CON INT WIS CHA
- 14 9 9 9 9 9
- THAC0 HP AC Attacks Weapon
- 14 44 4 1.5 1d8 (plus poison)
- Saves: Death - 12, Wand - 14, Poly - 13, Breath - 14, Spells - 14
- Resistances: Magic - 10%
- Immunities: Hold, Web
- Special Abilities: Web Tangle - 2
- Search the center of this area for treasure:
- Pale Green Ioun Stone (+10% HP, +1 to THAC0)
- Spells - Spider Spawn (Mage)
- Spell Immunity (Mage)
- OTHER: Night Thieves
- Thieves - Graveyard (AR 0800, x 1720 y 1065)
- If you come here at night, you will find several thieves attempting
- to break into one of the crypts. Since that is YOUR job, kindly
- tell them to stop it. They attack you. They aren't too tough to
- dispatch. (non-violent solution? Stein)
- -------------------------------------------------------------------------------
- 2.7 [CTYGTE] City Gate (AR 0020)
- -------------------------------------------------------------------------------
- Exposition:
- -----------
- The only reason to come here is to leave Athkatla. This area will lead you
- out to the Windspear Hills, Trademeet, Umar Hills, etc.
- Quests:
- -------
- QUEST: Flydian and Trademeet (Druid's Grove)
- Flydian - Gate (AR 0020, x 500 y 680)
- In the center of the Gate area is a man named Flydian who is
- seeking Adventures to help out his hometown of Trademeet. Agree
- to help him if you want. You can go to Trademeet at any time.
- See section 10. Trademeet for the continuation of this Quest.
- OTHER: Two Star-Crossed Lovers
- When you first enter the Crooked Crane Inn, an annoying fellow
- named Rilmi blabs on about some lovers who aren't meant to be.
- Upstairs you'll find this duo, and despite being a complete
- stranger, you can convince them that they should really be
- together. It's amusing but nothing else.
- OTHER: Lich in a Wall
- Secret Door - Crooked Crane Inn (AR 0021, x 515 y 160)
- Within the Crooked Crane you will find a Secret Door that leads to
- a small Crypt. Within is a Lich. Very powerful. You probably
- won't want to tackle it until you are a fairly high (11+) level.
- Liches are well know for their casting of Gate (summons a Pit
- Fiend, a nasty demon, but one you can avoid by casting Protection
- from Evil 10' Radius before the battle), Time Stop (which allows
- the Lich to cast about 4 spells really quickly) and Meteor Swarm.
- The best strategy would go something like this: Prepare a trap
- in the Inn in case the rest fails, Haste everyone, cast other
- protective spells, send in only the warriors with +2 or better
- weaponry. Quickly pause before the Lich talks to you. Now we're
- going to employ my patented "Fake Talk" strategy. Click on the
- Lich as though you were going to talk to it. Now do a Force-attack
- on the Lich and Unpause. The Lich will wait at least 6 seconds
- before attacking. (You can try pausing again and doing more Fake
- Talks if you want) If he snaps out of it and starts casting
- spells, retreat to the Inn. The Lich MAY follow you out, but
- probably won't. Then you can go in at your leisure. (He WILL
- follow you out if he's finished casting his spells)
- Lich - 22,000 exp
- Ring of Invisibility
- Wand of Cloudkill
- Wand of Lightning
- Rod of Terror (Quarterstaff +3)
- Wand of Fire
- With him out of the picture, you can then search his crypt for
- treasure. The chest has:
- Daystar (Long Sword good vs. Undead)
- OTHER: The Merchant and the Thug
- This one only happens if you have visited the Gate once, then come
- back 5 days later. There will be a merchant and a thug standing
- just outside the Inn here. There are three ways to handle this
- situation, one good, one evil and another crafty. Offer to help
- defend the Merchant and the Thug will leave, then the Merchant will
- sell you his wares for cheap. WARNING! He will only sell you
- things ONCE, after that he LEAVES FOREVER. To be Evil, stand aside
- and do nothing. To be Crafty, encourage the Thug to kill the
- merchant, he won't and leaves. You don't get to buy items that
- way.
- OTHER: Bribery and Guards
- At the Gate itself, a shady merchant (possibly a Shadow Thief)
- bribes the City Guard to let him pass with his contraband. You can
- ask the guard about this, but he won't talk.
- -------------------------------------------------------------------------------
- 2.8 [THBRDG] The Bridge (AR 0500)
- -------------------------------------------------------------------------------
- Quests:
- -------
- QUEST: Solve the Murders
- Tanner's House - Bridge District (AR 0500, x 2700 y 2600)
- Rampah - Bridge (AR 0500, x 2633 y 1185)
- Rose Bouquet - Bridge (AR 0500, x 2950 y 1980)
- Bel - Bridge (AR 0500, x 2650 y 2050)
- When you first enter the Bridge District you will be confronted
- by Aegisfield, an officer of Amn. He is investigating a series of
- murders in the area in which the victims were skinned alive.
- Pleasant. Tell him that you intend to solve these murders. Just
- west of that point some peasants are commenting on the murders.
- Hmmm... skinned alive... well the first suspect would be the person
- who skins animals alive for a living, the Tanner. So go into the
- Tanner's Shop and talk to him. Rejiek, the tanner, acts very
- suspiciously, but doesn't really do anything illegal. At this
- point there is an easy way and a not as easy way to get him to
- reveal himself as the murderer (and a near infinite experience bug
- if you know how to do it).
- Easy: Fail to pick his pockets (or attack him) and he reveals
- himself.
- Trick: Surround Rejiek on all sides such that he can't move
- anywhere. Then get him to reveal himself (pick his
- pockets, attack him, etc.). He then talks to you and you
- get experience for revealing him. But since he cannot
- move, he cannot leave the area. PAUSE quickly. Talk to
- him again to get the experience again. PAUSE, talk.
- PAUSE, talk. Keep on doing that until you get the "he
- appears to be busy" message.
- Not So Easy: Once you have talked to Rejiek, you need to go
- gather evidence to present to Aegisfield. Start
- with the beggar by the arch, Rampah. Either
- threaten or bribe him until he reveals that some
- leather was found with the bodies. Next visit the
- courtesan, Rose Bouquet, in the Market Square. You
- will have to buy her time (20 gold) but she tells
- you that she smelled Guril Berries at the murder
- sites. Next talk to Bel, the merchant, about both
- the leather and the berries. Return to Rose and
- she will identify the smell as Bark, not berry,
- which is also used in making leather goods. (there
- are other people to talk to, but they lead you to
- red herrings)
- Note: If you talk to the child Faraji, he accuses
- Mrs. Cragmoon of being an evil witch. You
- can talk to her and she admits to being a
- mage. Then you can turn her in to Aegis.
- No reward, and in 2 days or so, she will
- attack you.
- Go back and talk to Aegisfield at the entrance to
- the bridge district. Give him your evidence and
- he agrees to go check out the tanner's. Go to the
- tanner's yourself. You will notice the Tanner,
- his thugs (if you accused him beforehand), and
- whatnot, but you won't see Aegis. Talk to the
- tanner and confront him with the evidence.
- Alternatively, you can confront the Tanner with the
- evidence yourself. The only real difference is
- that Aegis doesn't get killed (and thusly you can
- collect a reward from him as well). (Craig Gibbens)
- You get 23,250 experience for getting the Murderer to reveal
- himself. Follow him down the stairs.
- This level is very, very heavily trapped. De-trap the room and all
- the containers. Search his dresser to find the Tanner's Letter
- (useful if you want to find out what he intended to do with the
- human skins). Search the top bed to find his unfinished "work"
- (human skin). The other bed has some treasures in it (gems and the
- like). The container near the stairs will have Aegis' body (if you
- did things the "non easy" way, that is). Go down the next stairs.
- Here you will find an enemy mage (who teleports out later), a Rune
- Assassin and 2 Ghasts. When the mage leaves, he brings in a new
- Assassin for you to deal with. The Assassins are worth 4500 exp
- each, which isn't bad. The big crate in the center of the room
- is TRAPPED, but has the:
- Gesen Bow Shaft
- There are a couple other treasures here, but nothing noteworthy.
- Now, if you did this the Easy way, go to Aegis and tell him what
- has happened. He gives you a reward: 45,000 experience and 500
- gold. If you collected the evidence anyway you still get the
- reputation +1.
- If you did things the Not So Easy way, go to the Government
- District and enter the council building. At the very back is Chief
- Inspector Brega, tell him what has happened and give him the body
- to get your reward: 45,000 experience, 500 gold and a Reputation
- Increase +1.
- There is more to this in Trademeet later.
- QUEST: Raelis Shae Begs for Help (Bard's Stronghold)
- Five Flagons Inn - Bridge (AR 0500, x 3200 y 2000)
- In the basement of the Five Flagons there is a theatre that is
- currently run by a group of wandering players. Go watch the show
- and you will see Biff the Understudy in the role of a lifetime...
- screw up royally. Raelis Shae comes out and apologizes for this
- farce and begs for any adventurers to come see her. She begs you
- to rescue their friend Haer'Dalis from the wizard Mekrath who is
- holding him somewhere in the Sewers.
- QUEST: Rescue Haer'Dalis from the Mage, Mekrath
- Secret Door - Sewers (AR 0701, x 1080 y 550)
- Imp - Sewers (AR 0701, x 2530 y 2120)
- Head out to the Temple District and enter through one of the sewer
- grates there. Go to the top of the sewers area, and search for the
- left secret door there (the right one leads to the Mind Flayers
- Quest, see the Sewers section for more information). This secret
- passage leads to a set of stairs to Mekrath's Lair.
- Once here you have to fight through a bunch of Mephits. Place look
- familiar? Yep, it's reused from Baldur's Gate (Durlag's Tower).
- You can find a couple of spells in the left library. In the right
- room are two trapped chests, and above that are some monsters.
- (one time they were Yuan-ti and Yuan-ti mages, the other time they
- were Umber Hulks and Minotaurs) The chests have minor treasures
- and:
- Necklace of Form Stability
- There is another trapped chest in the monster room with some gold
- a spell and a potion. North of that is a temple looking room, that
- is doubly trapped (on the floor and the pedestal). Beyond that
- you will find Haer'Dalis, but he seems to be a little out of it
- right now.
- From the main room, go south. This leads to a room where a
- skeleton is lying on a table. There are two containers in here
- (one trapped) with more minor treasures. (spells and potions
- mostly) Past this is a passage to the left that leads to Mekrath
- the mage.
- There are two ways to handle this situation, the violent way and
- the non-violent way. We'll do the violent way first. While
- talking with Mekrath, if you piss him off (I merely mentioned the
- Gem) and he attacks you. I found that using a Chaotic Commands on
- myself beforehand worked well.
- Mekrath - 14,000 experience
- Mage Robe of Fire Resistance
- Minor Treasures
- Just past Mekrath, you can search some containers for treasure:
- Rod of Resurrection
- Wand of Cloudkill
- Potions
- And the non-violent way. Talk to Mekrath and ask for the release
- of Haer'Dalis (don't mention the gem). He will bargain Haer'Dalis'
- release if you track down an imp for him and retrieve a magical
- mirror from it. Return to the sewers. You'll find the Imp
- skulking about in the bottom right portion of the sewers. Approach
- and he yells at you that the mirror is his. Kill him and take
- the mirror. Return it to Mekrath for 18,750 experience. He
- releases Haer'Dalis (who you will find in the center area now) and
- leaves. You can then take the items behind him anyway.
- Finally go back to the templey room and take the gem from the
- pedestal (as well as the Harp and Necklace). Once you have that
- you can return to Raelis Shae. She gives you 1000 gold for
- rescuing the actor and the gem. (more for the gem) And they begin
- preparations to leave this Plane. (21,250 experience)
- QUEST: Rescue Haer'Dalis from the Planar Prison
- Raelis asks for your help to defend them while they summon the
- portal to the next plane. Agree to help and then kill anything
- that comes through the portal. After battling quasits, fire
- elementals and shadow fiends, a bounty hunter comes through and
- steals the group. You then have to follow them into the Portal.
- Welcome to the Planar Prison, one of the worst spots in the
- multiverse. You will find yourself quickly in a battle with the
- Bounty Hunter and his cronies. Keep the mages out of the battle
- and you won't have too much trouble with them. Be sure to search
- them for treasure:
- Boots of Speed
- Cloak of the Shield
- Melodic Chain +3 (Elven Chainmail, Bards only)
- Wand of the Heavens
- Afterwards Tagget, a prisoner here, fills you in on the details of
- this place. The only way out is to kill the Cambion who runs this
- place, who is located directly above you. However, going up
- against him directly might be too dangerous so you might want to go
- right, up, and left to find the Master of Thralls to free the
- slaves here. Then they could assist you in defeating the cambion.
- Complicating things are the Ground Portals, pulsating heart like
- things in the ground that pull you into small guarded areas. These
- should generally be avoided.
- Go right and you will have to fight a group of Thralls. In the
- center of this area is a Brazier that glows hot. If only you had
- something that needed destroying in it. Continue right and you'll
- see the first ground portal. Just past this are a bunch of enemies
- (not just Thralls, some are monsters). Search the female Thralls
- after they are dead for treasure:
- Kundane Short Sword +2 (very fast)
- Ring of Protection +1
- Gauntlets of Weapon Skill (improves THAC0)
- Go up to the Wyvern's Nest, and then left to find the Master of
- Thralls. He likes to summon Air Elementals (if you had the Ring
- of Air Mastery, this would be a lot easier).
- Master of Thralls - 16,000 experience
- Staff of Air (Summons or Controls Air Elemen)
- Mastery Orb
- Note: The Staff of Air might look like it
- only has one charge on Summon
- Elemental, but this is ONE CHARGE
- PER DAY.
- When he dies, the thrall nearby tells you to destroy the orb
- somehow. If only there was a brazier around here. Go back right,
- down and left to the brazier and click it to destroy the orb.
- (24,750 experience) With that destroyed, all the Thralls will turn
- on the Cambion. So, either hurry over there and join the battle,
- or let them get killed by the Cambion so that you can steal their
- things later. Either way, you'll find the cambion just north of
- your starting position, and just left of the Master of Thralls
- position.
- Warden - 10,000 experience
- Ajatha the Drinker (Long Sword +2, immune to charm)
- Wave Shaft (part of the Wave Halberd)
- Gems
- Planar Prison Key
- Kill the Warden (10,000 exp) and all his monsters and Tagget will
- appear, say thanks and give you 5000 more exp.
- Note: There are actually three containers of treasure on this
- level, one of which is in the Warden's Room. These all
- have things such as arrows or bolts. See if you can find
- all three! (they're hidden in the moss on the walls)
- Go over to the left to free Raelis Shae and Haer'Dalis. Haer'Dalis
- wants to stay with you and follows you back to the Prime Material
- Plane. He can then join you if you wish. Also, if you are a Bard,
- Raelis gives you the deed to the Theatre before she leaves.
- (everyone is given 44,000 experience) See the STRONGHOLDS section
- for more details.
- QUEST: The Rogue Stone Doorway and the Twisted Rune
- Door - Bridge (AR 0500, x 1800 y 3345)
- I would highly recommend leaving this one alone until chapter 6,
- it is one of the hardest battles, if not the hardest battle, in
- the game.
- On the side of the Elemental Lich's building (see below) is a door
- that seems to lead nowhere. You can't enter it. That is, unless
- you have a Rogue Stone in your possession. Then you enter into a
- strange place, where a Lich named Shangalar confronts you.
- This is NOT an easy battle by any definition. He quickly summons
- forth many difficult creatures (Beholders and the like). All of
- which are tougher than their normal versions. What you must do is
- try to fight only one of the monsters at a time.
- Note: The battle with Lich Shangalar turned out to be the easiest
- of all after I figured out I could cast "mass invisibility"
- on my party. He and his mage assistant Layene wasted all
- their time stop but couldn't cast anything on my party
- members. This only works with Shangalar because the other
- liches are smarter and cast true sight or some other spell
- to get rid of invisibility. [from Sonia]
- For my preparations I set 8 traps around the alcove where you first
- appear. Then when Shangalar attacked, he was instantly killed
- (sweet!). Then I cast Protection from Magical Energy on everyone
- to keep us safe from various spells, Death Ward to protect from
- others, Invoke Courage (Mazzy) to prevent Fear, Haste, Protection
- from Evil and Defensive Harmony. Then I ducked everyone as far
- away from the table as possible. I moved one person out to trigger
- the Lich, then as soon as that conversation was done I moved him
- back. The lich was killed by the traps (fun). I then moved out
- the person wearing the Shield of Balduran (one of the Collector's
- Edition items) to attract the notice of the Beholder. The rays
- were reflected by the shield back at the Beholder and it turned
- itself to stone. I then huddled everyone back in the corner to
- take out their warrior. Then I moved out, took out the Vampire.
- Finally I confronted Layene and her Pit Fiend.
- Shangalar - 50,000 experience
- Gold
- Layene - 4000 experience
- Staff of the Magi (+2 AC, Invisible, Immunities, etc.)
- To exit this area, take the Beholder Eye, put it in the Cauldron.
- Then use the machine at the top of the room to teleport out.
- OTHER: Valeria's Band of Goons
- Building - Bridge (AR 0500, x 4000 y 1525)
- Within one of the buildings you will find yourself locked in combat
- with some goons for no apparent reason. Who are they? Why are they
- "red"? Who knows. Take them out. The goons don't have much in
- the way of treasure ON them, but are worth a fair amount of exp.
- (Valeria is 12,000 exp) Then search the room for treasures, mostly
- gems and spells.
- OTHER: Captain Dennis and the Mercenaries of Riatavin
- Delosar's Inn - Bridge (AR 0500, x 2060 y 3040)
- Note: Killing Captain Dennis now prevents you from being able to
- do the Limited Wish adventure later.
- Within the Delosar's Inn on the second floor you will find the
- second group of mercenaries in the game, this one lead by Captain
- Dennis. Again they make a tempting target for you to take out.
- First I would ignore what they say and calm them down. Then you
- can make whatever battle preparations you wish. Then simply attack
- them when you are ready.
- Captain Dennis - 7300 experience
- Throwing Dagger +2 (Boomerang)
- Full Plate
- Potions (etc.)
- Mercenaries of Riatavin - 3200 to 7300 exp
- Full Plate (etc.)
- The three chests in here have minor treasures (spells, gold, etc.)
- OTHER: The Elemental Lich
- Lich's House - Bridge (AR 0500, x 1600 y 3350)
- At the very south of this area there are two houses. One leads to
- the kidnappers of Tirdir (the bottom one) and the top one leads to
- our second lich (assuming you went by the city gates and met THAT
- lich). If you're feeling up to it, unTRAP the door and enter.
- Go into the basement. There you will see a great sarcophagi in
- the center of the room. You need to click on it twice to release
- the Lich. This is the Elemental Lich (and part of the Kangaxx
- Quest, see the Docks section). He is easily dispatched with the
- "Fake Talk" strategy, where you PAUSE, click on him as though to
- talk to him, then kill him. (Pausing every 5 seconds to do another
- "fake talk") 22,000 experience. Then click on his sarcophagus
- again to get Kangaxx's Torso. Another "cheese" strategy is to use
- a "protection from undead" scroll (you can get some in the
- Adventurer's Mart and most temples). Undead, including liches,
- won't even look at you.
- OTHER: Boots of Stealth & a Gem
- In the Five Flagons, if you talk to the barkeeper with Mazzy in the
- party he'll give you some Boots of Stealth. If you talk to him
- with Haer'Dalis he'll give you a gem. (many people mentioned this)
- -------------------------------------------------------------------------------
- 2.9 [GVRNMN] Government District (AR 1000)
- -------------------------------------------------------------------------------
- Companions:
- -----------
- Jan 9 17 15 16 14 10 Gnome Thief/Mage Chaotic Neutral
- Jan loves turnips. Almost literally! And like most gnomes he is very
- eccentric, and loves to ramble on with stories that never get to the
- points. He wants to steal Boo from Minsc, and if he ever succeeded, one
- would imagine he wouldn't live long after that.
- Found at: Government District (near the Government offices)
- Event: 15 days after joining, Jan is summoned back home. This event is
- covered below.
- Grade: B+ My favorite Thief/Illusionist in the game! The only Thief/
- Illusionist in the game! Unlike the other thief/mages he is
- a multi-class rather than a dual class, which is both a good
- and a bad thing. He keeps improving his thief skills, but
- gains levels slower. Plus he can make his own ammunition for
- his crossbow.
- Viconia 10 19 8 16 18 14 Drow Elf Cleric Neutral Evil
- Viconia DeVir was forced out of the Underdark and has been living as an
- exile on the surface ever since. She journeyed with you in your earlier
- adventures.
- Fount at: Government District (near the prison)
- If kicked out: Viconia goes to the Graveyard
- Grade: B+ Personally I think she is the best Cleric in the game. Start
- with a great Dexterity and Wisdom and you have a great
- character. Give her the Gauntlets of Ogre Strength (or a
- similar Strength enhancing item) and she moves up to an A
- grade. Also, the Girdle of Fortitude can be used to improve
- her lowly constitution for 8 hours a day. (The Gauntlets are
- part of the Planar Sphere quest, and the Girdle can be found
- in the Unseeing Eye quest)
- Quests:
- -------
- QUEST: Jan Jansen
- Jan - Government District (AR 1000, x 2750 y 1740)
- You will find Jan in the southeast corner of the government park
- selling his turnips (and other contraband). Jan will try to sell
- you some of his patented "Bruiser Mates" (crossbow ammo) when Trax
- arrives from the government to shut down the poor working gnome.
- Trax and Jan talk a bit, then Trax asks you what Jan was talking
- with you about. The easiest way to answer this is to say "the
- weather", at which point you can get Jan to join up with you. You
- can also turn in Jan for a small reward (100 gp), and then Jan is
- thrown in the prison. You can get Jan out for 800 gold (on an
- interesting side note, you can borrow 200 of that 800 from the
- Prison Keeper). If you bust Jan out of jail you get 11,500 exp.
- If you ever pay back that 200 gold you get 2000 experience.
- 15 days after getting Jan, he will be summoned back home.
- QUEST: Jan Jansen Summoned Home
- Jansen Home - Slums (AR 0400, x 3533 y 1350)
- Jysstev - Government (AR 1000, x 2865 y 2865)
- The Hidden - Sewers under Coronet (AR 0404, x 1075 y 2230)
- Fifteen days after joining, a messenger comes up to Jan to tell him
- to get home right now. Agree to help him with his troubles and
- then high-tail it back to the Slums and to his house. His lost
- love, Lissa has returned with her daughter, who is now deathly ill.
- Jan tells you to talk to his Uncle in the basement. Talk with the
- uncle to learn that you need to talk to the Hidden. To find the
- Hidden you must talk to Lady Jysstev in the Government District.
- (3300 exp) For most of this quest, Jan stays at his house.
- Go to the government district, and talk with Lady Jysstev about
- what you need. She tells you that the Hidden will meet with you
- (despite you not being an "Enlightened One") in the sewer beneath
- the Copper Coronet. (8900 exp) To the slums!
- Enter the Copper Coronet, go into the back rooms, and find your
- way down into the sewers (see the above Quests). You will find
- the Hidden on the southern end of the little sewer river. Talk to
- him, but keep things no-nonsense and simple. (He doesn't like to
- talk to you) You can ask about him, but that won't get you
- anywhere. He agrees to help the girl if you take care of his
- enemies for him. To locate his enemies you need to talk to the
- proprietor of the Sea's Bounty Inn in the Docks district. Talk to
- him and pass the secret word on to learn that the two you seek are
- on the second floor of the Five Flagons Inn in the Bridge District.
- You will find the two Gith in the second room on the right in the
- second floor of the Five Flagons. They will realize that you are
- there to harm them and attack immediately. They have both magic
- and melee attacks, which make them annoying to deal with. Once
- they are dead, return to the Hidden and talk to him. (17,500 exp)
- You can ask questions about him and he will reveal that he is a
- Mind Flayer (Illithid).
- Return to Jan and the girl will be healed. The plot continues
- downstairs (15,500 exp). Jan asks your opinion on matters. Agree
- to support him and he rejoins the team.
- QUEST: Save Viconia's Life
- Viconia - Government District (AR 1000, x 1800 y 1075)
- Dark Elves are not very well looked upon in Faerun (the continent
- you are on). With the exception of Drizzt all Drow are evil, which
- doesn't help their reputation as evil killers with no remorse.
- Even though Viconia is relatively "evil free", she is about to be
- burned at the stake like a witch. Sure, she's evil, but she
- doesn't actually ACT on her evilness. Much.
- To rescue Viconia, you must click on the pile of wood under her
- twice. That frees her, but angers the mob. You then have to
- fight off the Fanatics to keep her alive.
- If you let Viconia join you, you gain the best Cleric in the game,
- but lose 2 reputation points. Also she has a low strength,
- however, if you buy the Mauler's Arm at the Copper Coronet that
- will improve her Strength to the point where she is able to wear
- any armor.
- QUEST: Keldorn's Family Troubles
- Firecam Estate - Government District (AR 1000, x 1550 y 1950)
- Mithrest Inn - Waukeen's Promenade (AR 0700, x 3000 y 450)
- When you first enter the Government District with Keldorn in your
- party he mentions that he maintains an Estate here, and asks if you
- would like to go see it. From that point you have four days before
- he complains about it, after that you have three days before he
- leaves to go home. So, you're better off visiting his home
- yourself.
- Within the house, Keldorn talks to his girls (who don't seem to
- like him) and to his wife (who is cheating on him with Sir
- William). Keldorn is a little upset by this recent turn of events.
- He asks you for advice, tell him to confront Sir William over the
- matter. William is found in the Mithrest Inn in the Promenade.
- Talk to Sir William, and he will chastise Keldorn for not being
- there for his family. Now go with Keldorn back to his estates to
- get some closure on this one.
- Talk to his wife again, and they will realize they still love each
- other. Of course, now Keldorn wants to spend some time with her.
- You get 15,500 experience no matter what you tell him, let him
- spend a day, force him to go with, or release him from your service
- forever (however, he is gone for good). If you want to keep him,
- then force him to stay with you, otherwise you may as well let him
- go.
- QUEST: Track Valygar for the Cowled Wizards (Mage Stronghold)
- Valygar's Home - Docks (AR 0300, x 2450 y 1150)
- Country Estate - Umar Hills (AR 1100, x 1400 y 550)
- Just outside of the council building is Madeen who has a quest for
- you. He wants you to go inside and talk to Tolgerias about doing
- some work for the Cowled Wizards.
- Go inside and talk to the mage in light green. He wants you to
- agree to do his quest before he even bothers to tell you what the
- quest is. Typical. Agree to it anyway. He says that several
- Cowled Wizards were killed, and he wants you to bring the murderer
- in for justice. Notice how he seems to want the body one way or
- the other? The target of your manhunt is Valygar Corthala, and you
- can find his home in the Docks section of town.
- Valygar's house is the one just to the left of the Temple of Oghma,
- enter it. Talk to the servant and pretend to be a friend and he
- tells you that the "master" owns property in the Umar Hills area.
- If he doesn't tell you that, you can learn it by searching the
- house and finding the "Corthala Tax Notice" which says much the
- same thing.
- Head out to the Umar Hills. You will find Valygar's home in the
- top left of the area. He has some goons outside his house. Just
- tell them that you aren't here to hurt Valygar and they should
- leave you alone. Enter his house and talk to Valygar. He tells
- you that he acted is self defense against the Cowled Wizards when
- he killed two of them. They wanted his body to open up the Planar
- Sphere, which was created by his ancestor, a Lich named Lavok.
- Valygar would like to finish Lavok, with your help. Let him join
- for 9500 experience. (The only real alternative here is to kill
- Valygar and use his body to open the Sphere, giving him to the
- Cowled Wizards results in a less than spectacular gain for you)
- Note: If you tell him to "proceed as he will" he will go to his
- home in the Docks.
- Now whenever is convenient, go to the Slums and enter the Planar
- Sphere (see the Planar Sphere section under the Slums).
- Trick: Getting 3 Rings of the Ram (modified from Xander77)
- You get the first Ring by pickpocketing Tolgerias
- successfully (save first). You pick up the second by
- killing Valygar and stuffing him in the Bag of Holding.
- Go to Tolgerias and claim Ring 2 as your reward.
- However, Valygar didn't disappear from the bag. Go to
- the Planar Sphere, enter, and play as normal to get
- number 3.
- QUEST: Talk to Delon about the Umar Hills (Ranger Stronghold)
- After a certain set amount of time, Delon will talk to you, so by
- the time you get here you might have already talked to him. He
- can appear anywhere. If not, then you can find him in front of the
- Council building. Talk to him to learn of troubles around the
- Umar Hills area.
- This quest is continued in the next section "Umar Hills."
- OTHER: Bribe the Cowled Wizards
- Tired of not being able to cast magic in the streets of Athkatla?
- Well who isn't. Simply enter the Council building and talk to
- Corneil. He mentions that for a "monetary sacrifice" you and your
- party will be able to cast magic freely. It costs you 5000 gold.
- Ouch.
- -------------------------------------------------------------------------------
- 2.10 [MRHLLS] Umar Hills (AR 1100)
- -------------------------------------------------------------------------------
- Exposition:
- -----------
- When you first arrive in the Umar Hills area, you get to see a town
- meeting. Everyone is complaining to the mayor about various goings-on
- about town. Strange things are going on here. Some people blame their
- problems on wolves, others on ogres and still others on the elusive Umar
- Witch (who may be a folk legend). Seems like they could use a hero!
- Quests:
- -------
- QUEST: Investigate the Deaths in Umar Hills
- Mayor - Umar Hills (AR 1100, x 5000 y 2550)
- Ranger Cabin - Umar Hills (AR 1100, x 600 y 2800)
- Talk with the mayor to attempt to gain some information about how
- things are going. He and his wife mention three possible suspects:
- Wolves, Ogres (see the Ogres and Imnesvale below) and the Umar
- Witch. You are also told of a good place to start, the old ranger
- cabin to the west.
- Go over to the cabin, and enter. Search the floor of the bedroom
- to find a note from Mazzy that offers some clues. Then search the
- kitchen table to find Merella's Journal the has some more clues.
- Both of these items can be left here. Leave the cabin, then leave
- the area and go to the Temple Ruins. (This is continued in that
- section)
- QUEST: The Ogres and Imnesvale
- Madulf - Umar Hills (AR 1100, x 3290 y 720)
- Mayor - Umar Hills (AR 1100, x 5000 y 2550)
- Just north of town, across the little stream, you will find Madulf
- the Ogre Mage and his other ogre cronies (some aren't ogres, but
- whatever). He automatically talks to you. Listen to what he has
- to say. Turns out his people are getting killed as well and he
- doesn't know what is doing it. When you try to leave he wants you
- to tell the village that they mean no harm and merely want to
- coexist peacefully.
- Go talk to the mayor about Madulf's request. He is a little
- reluctant to trust ogres, but agrees to talk with them nonetheless.
- (27,500 experience)
- After a period of time, the Mayor returns from talking with them.
- Then go talk to Madulf again, and as thanks he gives you an item:
- Shield of the Lost +2 (5% magic resistance)
- QUEST: Idle Hands in Imnesvale
- At the north end of town are three youths who want you to buy them
- either swords, ale, or both. Do what you will here. If you get
- them anything you will find them in the cave to the west where they
- get chased out by a gibberling (which they mistake for a dragon).
- This is not instantaneous, it takes them some time to get into that
- cave. I got 2000 experience for buying them 3 bastard swords and a
- thing of Ale. (from the Merchants) You can get 1000 exp for giving
- them one of the items, and 0 exp for telling them to go away.
- Note: If your main character is a Ranger, DON'T give these kids
- anything, as it will negatively impact your stronghold.
- (such as getting you kicked out of it) [from ShirouKyoji]
- QUEST: A Mage needs Mimic's Blood
- Mage - Umar Hills (AR 1100, x 4433 y 2060)
- Umar Cave - Umar Hills (AR 1100, x 1600 y 1300)
- The house just north of the mayor's house belongs to a mage.
- Outside of his house you will see some fool in love with the mage's
- daughter. Enter and talk to the mage. Ask him about the thing
- that he is making and he will ask you to fetch him some Mimic's
- Blood so that he can complete it. Exit.
- The cave with the mimic in it is westwards of here. Within you
- will see what appears to be a chest. It isn't, it is a mimic.
- Wait a moment and then you can attack it. When it is dead, search
- it to get its blood. (The rest of the cave has some Umber Hulks
- and some more minor treasures to be found)
- Return to the mage and give him the blood (19,250 experience) and
- he gives you the Short Sword +1, Ilbratha. Of course, then he
- animates his golem, which goes amok and you have to kill it. Kill
- the Golem. Then the fool from outside comes in and takes his
- daughter away, the mage talks to you saying how foolish he was and
- you get more experience (21,250 exp).
- OTHER: The Chicken's Gem
- Jeb - Umar Hills (AR 1100, x 3775 y 1550)
- Erlin - Umar Hills (AR 1100, x 3225 y 1900)
- At the north end of the village talk to the farmer Jeb and tell him
- that you are an adventurer. Turns out for a little money (20 gold)
- he has a little adventure for you. He says that he saw the chicken
- farmer putting something in his chicken. Doesn't know what, but
- it must be worth something. Go left and talk to the chicken
- farmer, Erlin. The jig is pretty much up, and you can end out
- buying whatever is in the chicken. It is a Beljuril, with a rough
- value of about 600 gold.
- Tip: Before talking to the farmer, pick the chicken's pocket to
- get one Beljuril, then buy it again from the farmer to
- get two! [from Brad Beacham]
- Don't sell it, however, there is a way to use it to get an upgraded
- horn. (see Waukeen's Promenade, The Horns of Valhalla quest)
- OTHER: Fael and the Human Flesh Armor
- Fael - Umar Hills (AR 1100, x 3500 y 2850)
- If you solved the murders in the Bridge District you may have ended
- out with an incomplete set of human flesh armor. There was also a
- note that told you how to contact the person who was to finish the
- armor, one Fael who is currently in the Umar Hills area. You'll
- find him with the other merchants. Talk to him and buy the History
- of the Zhentarim. Then tell him his name, 5) Darcin Cole and he
- says that all he needs is one final ingredient, the blood of a
- silver dragon. You won't find a Silver Dragon for QUITE some time,
- but you will run into one eventually. Can't miss her. Bring him
- the blood and he'll finish you the armor (Leather AC 3, magic
- resistance 20%).
- Oh, and he'll recognize that you aren't the Tanner and call in some
- mages to attack you. Therefore this is best done at night when the
- merchants are indoors and won't get blown to bits by the mages.
- -------------------------------------------------------------------------------
- 2.11 [TMPLRN] Temple Ruins (AR 1404)
- -------------------------------------------------------------------------------
- Companions:
- -----------
- Mazzy 15 18 16 10 13 14 Halfling Fighter Lawful Good
- Mazzy is not your typical halfling. For starters, she's not a thief of
- any sort. Plus she's lawful good, heroic and no-nonsense. Very atypical
- for halflings.
- Found at: Temple Ruins (follow the Umar Hills quest from Delon at the
- Government District)
- Warning: If you're dropping someone off here to add Mazzy to the
- party, *don't* leave them topside at the Temple Ruins.
- Destroying the Shade Lord swaps the daylit version of the
- area for the shadowed version, and anyone in the shadowed
- version is just gone. (I lost Nalia that way - after her
- kidnapping, she doesn't go back to the Copper Coronet when
- kicked out). [from Alan Cherry]
- Event: Some good deal of time after Mazzy has joined your party, Danno
- will come up to you with Mazzy's quest. This is covered down in
- the Trademeet section. If you kick Mazzy out then have her
- rejoin this timer is restarted.
- If kicked out: Mazzy will return home to Trademeet
- Grade: B- A good Halfling fighter, but... in all actuality she is
- closer to a Halfling Paladin. She has several special
- abilities such as Lay on Hands and Haste.
- Walkthrough:
- ------------
- - FIND SIGNS OF WOLF ACTIVITY
- If you're here, then there's only one thing to do, find out what is
- killing people back at Umar Hills and put a stop to it. Based on the
- evidence at hand we believe that there are wolves involved. Werewolves
- in all likelihood.
- Go right a little, then up to find a Werewolf, Anath, flee into her lair.
- Follow her in. (x 600 y 600) Tell her that she has preyed on her last
- innocent and she won't know what you are talking about. Seems that
- someone called the "Shade Lord" has been doing all the killing, including
- killing her entire pack! Agree to help her take down this Shade Lord
- menace and she says to meet her far to the right at the Temple Ruins.
- - THE TEMPLE RUINS (AR 1401)
- You will find her far to the right (x 4420 y 320) at what remains of the
- temple. There are many shadows and shadow deviant creatures crawling
- about here. She tells you that this was a trap, and to use the mirror.
- Then she dies. You can find the mirror she was talking about just to
- her left, and it is used by clicking it when close. When that is done
- several new shadows appear and attack, but they shouldn't present a
- challenge. Go down the stairs and enter the ruins.
- There is one door on this passage, open it and go through. Fight through
- the Shadows and Skeletons. Search the coffin (x 1850 y 650) to find the
- skeletal remains of the last priestess of Amaunator. Naturally this will
- be very important later.
- Continue up to the next room where you will fight the Shadow Jailor.
- Search his remains for the Shadow Jail Key. And conveniently there are
- some locked doors right here. Open them to find Mazzy the Halfling
- Fighter. Talk to her to learn all you can about the Shade Lord. She
- tells you that he has a tame Shadow Dragon with him. She will also join
- with you to defeat the Shade Lord if you want. (12,250 exp) Also in her
- cell you can find some treasure (nothing great, just a journal piece and
- some ammo).
- Note: The journal piece is actually part of the Ranger stronghold.
- See the STRONGHOLD walkthroughs for more information.
- Continue upwards to find the really big statue (x 900 y 200). Talk to
- it. There are three tests for you to take here, a morning test, noon
- test and evening test. Here are the answers to the tests:
- Morning: 2, 3, 1
- Noon: 3, 1, 1
- Evening: 1, 3, 2
- When that is finished it gives you one third of the symbol of Amaunator.
- (45,500 experience) We actually don't learn what these rituals are until
- a little later, but we're here already.
- Head down the passage (x 580 y 540), it turns east to a room with a big
- crystal in it. If Mazzy is with you, she'll explain the significance of
- the crystal. You need to take it to pass onwards in the temple, but when
- you do take it, the shadows will attack you. Take the crystal. (x 760
- y 1260)
- Go north into the next room. If you are curious about how to learn the
- Morn Ritual the actual way, search the column to get a scroll on it. If
- not, then continue north and from there back to the main passage.
- - COMPLETE THE SYMBOL OF AMAUNATOR
- Now go south down the main passage to the Shadow Door, which will be
- dispelled when you click on it with the Light Gem in your possession.
- Head south just a little until you see the wooden bridge extending from
- the right. (x 1400 y 1300) Shadows will appear in your midst when you
- cross this bridge. The next room has lava for a floor, so don't spend
- too much time lingering around. Search the ground (2 broken columns) to
- find some treasure:
- Pearly White Ioun Stone (Regenerative)
- Arrows of Ice (etc.)
- On the northern wall is a symbol of a Chinese dragon, which is trapped
- and has some minor treasures (x 2240 y 1320). In the next room to the
- north are Bone Golems (18,000 exp), Greater Mummies and Skeletal Warriors
- (some with bows). You could always lead them across the lava floor to
- damage them. (You can hug the wall to avoid damage, they will make a
- beeline for you and go across the lava) Search the column here to find
- more Amaunator items (Books and scrolls), these aren't that important.
- Note: If you are on a high level, do NOT have the "Turn Undead"
- ability on here, else you will kill the good ghosts in the next
- room. (David Lyons)
- Also, using the "Protection from Undead" scroll seems to have
- the effect of making the "good" ghosts ignore you as well.
- Sure, they talk to you, but they won't give you the wardstone
- and symbol piece.
- From the lava room, go south and enter the next room. When you enter,
- a ghost of one of the priests talks to you and asks for the bones of the
- priestess that you possess. Give them to them to restore her. For this
- you get the second symbol of Amaunator and 17,750 experience. Also you
- get the Shadow Dragon wardstone to prevent the Shadow Dragon from
- attacking you. We now have 2 of 3 symbols. You can search her coffin
- for some minor treasures (including the best Bullets in the game).
- Continue south. This leads back to the main passage, but we've now
- skipped one of the shadow doors. Sweet. Go right. At the first
- northern fork (x 1840 y 2260) are a large group of undead, with more
- Bone Golems. Kill them and go north.
- This is an interesting chamber. Remember Indiana Jones and the Last
- Crusade where they had to walk only on the letters that spelled "Jehovah"
- in Latin? Well similar idea, you can only step on the letters in
- Amaunator's name. Start at the bottom right at the A and end out at
- the top middle at the R. Simply step from one letter in the name to the
- next. (if you step on an incorrect letter, you get hit with flame)
- A - M - A - U - N - A - T - O - R
- There are two doors here that lead to two rooms (that follows). Go in
- the right one, open the door, to find a Shadow who wants to bargain with
- you. (x 2750 y 1740) You will end out fighting him either way. Then
- search the walls of the room for the final piece of the Symbol. Once
- you have all three pieces, they fuse into the Symbol (21,250 exp).
- - FIND AND DEFEAT THE SHADE LORD
- Enter the left room and take the items from the Statues hands (x 2615
- y 1620). These include some spells, a sling, but more importantly the
- Sun Gem which will allow us to dispel the final Shadow Door. Return to
- the main passage. (remembering to step on the correct letters, of course,
- which in this case is R O T A N U A M A)
- Follow this passage right, through the shadow door, and up to a normal
- door, which opens to a stairway. Go down the stairs.
- This is the lair of the Shadow Dragon. This is the easiest dragon in
- the game to fight, and is definitely the first one you should try to kill
- (without using the Fake Talk, anyway). Array out a series of traps in
- front of it, cast all your protective spells (Mazzy has some too!) and
- fight it. Cast Breach on it quickly as it will get protective spells of
- its own up.
- Thaxll'ssyllia - 45,000 experience
- Shadow Dragon Scales
- Crom Faeyr Scroll (one of the 4 parts of Crom Faeyr)
- Gems (and gold)
- If you have the wardstone you do not have to attack the dragon (and
- it makes attacking the dragon a LOT easier!). Go left and up the next
- stairs to the Shade Lord.
- The Shade Lord will taunt you for awhile (especially if you have Mazzy
- in your party) and then battle will break out. Take out the Shade Lord
- first as he is the only real threat here (seriously). Then you can take
- out Patrick and the Statue at your leisure.
- When that happens everyone gets 44,250 quest experience points and the
- area will be restored to a more sunny clime. If Mazzy is around she
- wonders what it all means, and you can make the place a memorial to her
- fallen comrades. After that talk to the near dead Merella. When she
- is dead, search her for treasure:
- Cloak of Stars (creates +5 darts)
- Rogue Stone (useful for a certain Door in the Bridge area)
- Gem
- 4000 gold
- Also search Patrick's corpse for more treasure:
- Halberd +2 Duskblade
- Darkmail +3
- Return to Umar Hills and talk to the mayor again to get your reward:
- The Night's Gift +5 (Leather Armor, +20% stealth)
- 28,000 experience
- 100 gold
- Reputation +1
- -------------------------------------------------------------------------------
- 2.12 [TMPLDS] Temple District (AR 0900)
- -------------------------------------------------------------------------------
- Quests:
- -------
- QUEST: The Cult of the Unseeing Eye (Priest's Stronghold)
- Cultist - Temple District (AR 0900, x 3250 y 1750)
- This Quest is the only method to obtain the Paladin Keldorn for
- your party.
- As you walk down the path for the first time, a group of people is
- listening to an unconventional speaker. He tells them that the
- gods are false, and that only his new religion has the answers.
- A great many of the people follow him. Then a Priest (if you are a
- Cleric of Lathander it will be a Lathander Priest, etc.; if you are
- not a priest then it will be a Priest of Helm) approaches you and
- asks that you follow him to his temple.
- Once there he asks that you investigate this cult to see what it is
- up to. The cult is based in the sewers and this Quest will be
- continued in that section.
- If you wish to pick up Keldorn (the Paladin) into your party, then
- the best entrance to the sewers is at (x 3950 y 2150).
- QUEST: Gain the Services of Sir Sarles for the Temple
- Jystev Estate - Government District (AR 1000, x 2875 y 2855)
- Jerlia - Waukeen's Promenade (AR 0700, x 733 y 2200)
- Neb's House - Bridge (AR 0500, x 500 y 2550)
- If you are a Cleric, you will be gaining the services of Sir Sarles
- for the temple you are employed by, otherwise you are working for
- Guardian Telwyn at the Temple of Helm. What happens is that every
- temple in the city wants this artist to create a work of art for
- their temple, but Sarles will only work if he is given Illithium
- to work in. Sir Sarles is in the Jysstev Estate in the Government
- District.
- Go inside and talk to the Butler of the house and ask about Sir
- Sarles. You can talk to the Lord and Lady as well. You will
- find Sarles in the kitchen. Talk to him and he will refuse to
- work with anything less than pure Illithium, which can only be
- obtained from Jerlia in Waukeen's Promenade. Wander over that way,
- and you will find Jerlia on the southwestern portion of the
- promenade (check your map for "ore merchant").
- Jerlia doesn't have 200 pounds of Illithium. In fact, that is
- pretty well impossible for her to attain. She has two ideas for
- you to try: Go to her source and try to get some for yourself
- (you have to pay 1000 gold to get her source), or she'll give you
- an "Illithium Substitute". We're going to do the expensive one.
- Pay the gold to learn that her source is a Duergar named Unger who
- is currently in the Copper Coronet. (You COULD try the Substitute.
- Pay her 200 gold to get her to make an alloy to fool Sarles. She
- leaves and promises to return in a day with the alloy. Come back
- 24 hours later and she'll have raised her price to 500 gold. Pay
- it and get the Alloy. However, if you try to give this to Sarles
- he will get really angry and leave.)
- Go to the Slums, and into the Copper Coronet. You'll find Unger
- near the bar. (x 300 y 1400) Talk to him. Tell him that Jerlia
- sent you. Talk to him about Illithium and he'll mention that he
- has none, as he was robbed by someone who worked for him. Agree
- to help him get rid of this bandit. He then tells you the name of
- the bandit, Neb, and says to look for a Derelict House in the
- Bridge District. So, that's where we're going.
- Enter the Derelict House (located in the southern part of the
- bridge). Inside is Neb, the Child Killer from Baldur's Gate. He
- will pretty much attack you no matter what you say. He also
- summons the spirits of the children he has killed to defend him.
- Ignore the spirit children, and concentrate on Neb. You'll find
- him invisible hiding (and chuckling) behind the counter. Once he
- is dead you get 2500 experience for each child spirit still alive.
- Neb - 3500 experience
- Neb's Nasty Cutter (weak dagger)
- Neb's Head
- Illithium (200 pounds)
- Note: Another one of those profitable ventures is Neb's nasty
- cutter. You can sell it to a merchant in Trademeet for a
- very high price and he sells it back for cheap. [from
- James Victor]
- There are some small treasures around the house, including some on
- the TRAPPED painting. I bet you are wondering what to do with a
- HEAD. Well take it to Inspector Bregg (Council Building in the
- Government District) to get a reward:
- 2500 gold
- Reputation +1
- We now have both the Illithium and the Alloy. Return to the
- Jystev Estate to talk with Sarles again. If you even HAVE the
- Pure Illithium in your inventory he will automatically take that
- (21,750 experience). If you try to fob him off with the Alloy, he
- won't take it and will leave town.
- Return to the temple to get your reward. If Sarles skipped town,
- the temple will take your Alloy and give you 10,000 experience and
- the Helm of Glory. If you got the real Illithium to Sarles you
- get your 1000 gold back and another 20,000 experience (yes, and
- the Helm of Glory as well.)
- Why would you want to keep the Illithium? It is one of the pieces
- to make the upgraded Mace of Disruption. It's up to you whether
- to do that, however.
- If you are a Cleric, you will be given an additional reward. You
- get to pick from these three items:
- Ring of Holiness (1 extra spell for spell levels 1-4)
- Armor of Faith (AC 1, +1 to saving throws)
- Staff Spear (1d8+3)
- QUEST: Another Mission for the Temple
- Travin - Slums (AR 0400, x 1525 y 770)
- Borinall's House - Slums (AR 0400, x 2250 y 1600)
- This mission can only be done after you have finished the Sarles
- quest. I am pretty sure this is also only done if you are not a
- Cleric (as they would have this as part of their Stronghold). Talk
- to Telwyn to get another assignment, this time to go talk with the
- Dawnbringer Sain at the Temple of Lathander.
- Sain tells you that one of their artifacts was stolen by thieves
- working for the Temple of Talos. What he wants you to do is to
- intercept this ring before the Talassians get it. The exchange
- will happen in the Slums, he says, so go there.
- Wait until after dark, and look for Travin. He will be standing
- near the northern exit from the Slums. Talk to him. Simply ask
- him if his name is Travin and he'll talk to you. He will want
- money from you, but threaten him instead and you won't have to pay.
- He then tells you where you need to go to get the item, a red
- bricked house on top of the Copper Coronet (Borinall's House).
- Enter the locked house and Borinall will talk to you. He has the
- Ring but wants to make sure that you are followers of Talos. He
- wants you to swear allegiance to Talos. If you do that, however,
- you will be magically attacked by the god, and pretty well revealed
- anyway. So refuse to do it and attack Borinall instead. He has
- some goons with him, but nothing difficult. Search Borinall
- afterwards to get the Dawn Ring. There are some other minor
- treasures in here (such as a War Hammer +1 and some gold).
- (notably, if you are a Priest of Talos, you can pass his test and
- easily get the ring)
- Return the Ring to Dawnmaster Sain to get your reward: 16,250
- experience and 1000 gold.
- QUEST: Hunt Anarg for the Order of the Radiant Heart
- Radiant Heart - Temple (AR 0900, x 3300 y 3375)
- Fallen Paladins - Bridge (AR 0400, x 4800 y 750)
- In order to even get this quest you must have a reputation of at
- least 10.
- Enter the Order of the Radiant Heart and talk to Sir Ryan Trawl.
- He has a Quest for you, to hunt the fallen Paladin Anarg, who has
- apparently stolen out some members of the Order and formed an evil
- group. You must pose as warriors to gain their trust, and try to
- bring Anarg to justice. Anarg's group is found in the Bridge
- District.
- Head over to the Bridge District, and go into the open area in the
- top right of the area. Here you will find the group of fallen
- paladins. They are meeting with a group of thieves, and the
- meeting soon turns violent. You can join the battle against the
- thieves, if you want, but it isn't necessary. The leader of the
- Fallen Paladins will approach you after the battle and offer you a
- job. He wants you to go retrieve Anarg's Cup from the Order.
- Agree to this, and head back to the Temple District to get it.
- Talk to Ryan Trawl again and ask him for the cup. He is a little
- reluctant to give it to you, but he will, if you promise to return
- it. Return to the Fallen Paladins. Give the head paladin the
- cup (10,250 experience) and he introduces you to Anarg. I am
- pretty sure that Anarg will always recognize you as what you are
- and attacks. (If you have Keldorn in your party, he definitely
- attacks)
- Alternatively: [from Nathaniel Ragatz]
- If you cast "know alignment" on the fallen paladins in the bridge
- district they all detect as neutral except for the 2nd in
- command, who you talk to in order to try to join them. He
- detected as good and when I returned with the Cup (from the Order
- of the Radiant Heart) I told him I had the cup to make the leader
- (also detected as neutral) to appear. I then said that I didn't
- want to join their group after all. The leader (and most of the
- fallen paladins) decides to attack you because you know too much
- about them. However, the good 2nd in command says that the
- leader isn't the knight he thought he was (because he is
- attacking you without just cause) and walks away disgusted with
- his fallen brethren. They still attack you but not him.
- Return to Ryan Trawl to get your reward: 17,500 experience each
- player, Reputation +1 and the Gloves of Healing.
- OTHER: The Guarded Compound
- Compound - Temple District (AR 0900, x 4200 y 2050)
- Within the Guarded Compound are a wizard and a thief, who tell you
- to shoo, or face a private lesson. Ask for that lesson and they
- disappear.
- When you reach the end of this hallway, you will be attacked by
- many summoned creatures, including (but not limited to), Efreet,
- Nishruu, Vampiric Mists, and Ogres. The treasures in the rooms on
- this level are for the most part minor. There is a Morning Star +2
- though.
- Go up the stairs. You now have one of the more annoying battles in
- the game. You have to find a very tough party of adventurers (that
- is what I'm assuming they are) that include Minotaurs and Orogs.
- Not ordinary enemies by any count. To add to the mix, your party
- will be surrounded by some devious traps that need to be disarmed.
- Keep the mage and priest out of the battle, then just whack
- everyone else until they fall. Search them afterwards for some
- really great treasure:
- Celestial Fury (Katana +3, best Katana in the game)
- Helmet of Defense
- Battle Axe +2
- Large Shield +2
- Two Handed Sword +2
- Leather Armor +3
- Short Sword +2
- Helm of Charm Protection
- Full Plate +1
- Plate Mail +1
- Mace +2
- Lots of Gold
- Lots of Potions (unless they used them in battle)
- With them out of the picture, the rest of the level is quite open
- to be looted by you. (Spears, Wands, gold, arrows, etc.) A large
- number of the containers here are trapped, so be careful.
- -------------------------------------------------------------------------------
- 2.13 [THSWRS] The Sewers (AR 0701)
- -------------------------------------------------------------------------------
- Companions:
- -----------
- Haer'Dalis 17 17 9 15 13 16 Tiefling Blade Chaotic Neutral
- Haer'Dalis is not from around here. In fact he isn't even from this
- plane of existence! He is a Tiefling, born with part demon blood. It
- gives him an odd appearance and an even stranger attitude about life.
- Found at: Sewers (follow the Raelis Quest from the Five Flagons)
- If kicked out: Haer'Dalis will go to the main floor of the Five Flagons.
- Grade: D+ The ONLY Bard in the game, and he happens to be lacking the
- one thing that makes Bards extra special, their Lore ability.
- That said, he makes a great warrior, for a Bard. But if I
- wanted a warrior, I'd take a warrior
- Keldorn 17 9 17 12 16 18 Human Paladin Lawful Good
- Keldorn is a dedicated man. So dedicated that he goes months without
- seeing his family. This will lead to conflict, and may cause Keldorn to
- leave your party forever.
- Found at: Temple District Sewers (MUST start the Unseeing Eye quest
- first), near the Old Tunnels
- Grade: B+ The only Paladin in the game. If you want a Paladin this is
- the way to go. He starts out with decent armor and an
- interesting sword (if he is hit, it deals 5 damage to what
- hit him). As an Inquisitor gets immunity to Charm and Hold,
- which is very useful, and his Dispel Magic is very powerful.
- Quests:
- -------
- QUEST: The Cult of the Unseeing Eye
- Entrance to Old Tunnels - Sewers (AR 0701, x 150 y 450)
- Gaal - Old Tunnels (AR 0202, x 2500 y 2150)
- Door - Old Tunnels (AR 0202, x 2780 y 500)
- The Cult is hiding in the Old Tunnels, which are in the top left
- of this area. You will also find Keldorn near this place. Enter
- the Old Tunnels.
- Go down the side passage (x 3400 y 300) and follow that into a
- room. There are Shadows here. When you get to the end of this
- room Ettercaps will appear in it. Past this room is another large
- room, with wooden planks as flooring. More Shadows in here. There
- is also a trap at the entrance. After that is another long and
- dark passage that leads to the Gas Chamber. When you reach the
- center of the room, the doors slam shut and it fills with Gas
- (roughly a Cloudkill). Turn the wheel in the center to get the
- Gas to stop and the doors to open. You also have to fight off some
- Vampiric Mists.
- Go into the next room and talk to Gaal the Prophet. Ask about how
- one might join up with the Unseeing Eye, and mention that putting
- your own eyes out makes you uncomfortable. He agrees to let you
- try a different quest, to go get them an item from the sealed off
- sections of the old tunnels. He gives you a key to accomplish this
- action.
- Go back to the main tunnel, and then down this to the door. Open
- it and go through. Be very careful to check for traps on the
- floor. Very soon you will come up to a Sarcophagus room and meet
- a man named Sassar. He was a member of the cult until he realized
- just how evil the Unseeing Eye Beholder really was. Now he wants
- to retrieve the Rod himself to destroy the beholder. Agree to his
- ideas. This is the sarcophagus of the Shade Lich, part of the
- Kangaxx quest (which you can read about in the Docks section).
- Head down the southern passage (careful to look for Lightning
- Traps). This passage leads to a set of stairs that go down.
- (AR 0204) This area looks rather impressive, with giant blue
- arches. You can search the nose of the statue (trapped) for a
- spell scroll. Go forward, then right. This leads to a Yuan-ti
- gathering and a strange building. De-trap the stairs and go up the
- building. When you are on it, click on its roof and you will have
- to answer its set of questions. If you fail any of its questions,
- it sends a monster to kill you.
- Question 1: 7) Life
- Question 2: 9) Time
- Question 3: 4) The Current One
- Solve that to get 42,250 experience. Across the bridge are quite
- a large number of enemies, such as the mini-beholders (Gauth) and
- Shadow Fiends. There is a nook (x 3715 y 2485) with some treasure:
- War Hammer +2 (+1 Electrical Damage)
- minor treasure
- Take the north passage. Just before it opens up into a large
- watery room there is a TRAP.
- There are many "diseased" people around here, but only the one in
- the center says anything valuable. Enter the temple behind him.
- Here you will find the dastardly Empathic Manifestation. No matter
- how many times you hit it, you cannot kill it. Cast "Cure Light
- Wounds" on it and it will die. (He feeds on Hate, so give him a
- little "lovin'") After that the Avatar appears. (25,750 exp)
- Talk with him and soon a plan will be developed between him and
- you. You will take his piece of the Rod up to the beholder to
- destroy the beholder with, then you bring the two assembled pieces
- back to the Avatar so that he can destroy it. He gives you his
- piece and tells you to talk to his people outside the temple.
- Return to Sassar (the former high priest of the Unseeing Eye) and
- he has a plan to get the other half of the device. Talk to Tad
- within the cult and he will help you get it. Do not talk to Gaal
- or your plan is doomed! Go to the Unseeing Eye. Past the guards,
- turn left to find Tad, who will automatically talk to you. Tell
- him the code phrase ('the eye is blind'). Go down into the pit.
- (AR 201) Ever wonder what a lone Beholder's lair looked like? Well
- now you know. There will be monsters down here (I fought Mummies
- and Ghasts). Follow this passage. Go up the stairs and a zombie
- will say "must go tell the mayor" and wander off. Odd. There will
- also be more undead here to fight. Go inside the large building
- just ahead of you.
- There are lots and lots of undead here. They have a city of sorts.
- Kill them all, then search them for treasure:
- Skin of the Ghoul (Leather Armor, AC 4)
- Search the bone pile (x 575 y 475) in the next room to find:
- Gauntlets of Dexterity
- Spells - Dire Charm (Mage)
- Leave this building, and continue right on the bridge. There will
- be more monsters, of course. Continue right and enter the Lair.
- (AR 205) Searching in the first room, you will find some minor
- treasures, but no piece of a Rod. Continue upwards. There will
- be a Gauth when you round the bend. The Beholder Lair is shaped
- like a Beholder. It has a large central body, and 4 eye shoots.
- You came in through one "eye shoot", and at each of the three
- others there is another thing of treasure guarded by a Gauth or a
- Beholder. In the center of this area are a group of cultists.
- The top eye shoot (x 2000 y 300) has:
- Dragons Bane +3 (Halberd, +6 vs. Dragons)
- Spells - Protection from Acid (Mage)
- Gems, etc.
- The far right eye shoot (x 3050 y 1500) has:
- Rift Device Part (the final Rod piece)
- Gold
- * From this point, there is an ALTERNATIVE path you can take, see
- Lucas's note below.
- The other eye shoot has but gems and such in it. When you get the
- Rift Device Part it becomes a wand with one charge. The game
- recommends that you equip this in your Quick Item slot. (26,250
- exp) As soon as you move from this spot, you will be attacked by
- the Unseeing Eye. Use the Rift Device to remove his protections,
- then hit him once to kill him.
- Unseeing Eye - 30,000 experience
- Amulet of 5% Magic Resistance
- Just to the left (x 1860 y 2120) you will find the exit. This puts
- us right near the stairs down to the Avatar's area. (so that we can
- return the Rift Device to him) Go back to the Temple and let
- things unfold there. Once inside you have to convince the people
- to accept their god and he will appear. They all vanish and you
- get your reward:
- 47,250 experience
- Saving Grace +3 (Medium Shield)
- Return to the Cult. There you will see Gaal trying to keep
- everyone within the cult. He naturally blames you and his forces
- attack. Kill them, then search them for treasure:
- Heavy Crossbow of Accuracy
- Bracers AC 7
- Girdle of Fortitude
- With him out of the picture, the other Cultists leave. You can
- then loot the entire place. It mostly has Gems, Arrows and Spells.
- Return to the Temple of Helm (or Lathander ...) to get your
- reward for clearing this out:
- 45,750 Experience (everyone gets that amount)
- Mace +1: Ardulia's Fall
- 7000 gold
- Reputation +1
- And, of course, if you are a Priest this will then lead you to
- your Stronghold. (see the Strongholds section at the end of the
- walkthrough)
- Lucas has an alternative method to handle the above quest:
- After you talk to the Avatar and get the first half of the rift
- device, go and talk to Tad. You'll give him the pass phrase
- 'the eye is blind' and he'll open up the entrance to the pit.
- Now, go and talk to Gaal. You'll get the XP for bringing him the
- rod, and then you can waste him, and get his goods. Now go back
- to where Tad was and go down into the undead city, complete that
- area and onto the beholder's lair. Do everything normally and go
- pick up the other half of the rod. You'll get 26,250 for
- assembling the rod, and the Unseeing Eye will appear. Grease
- that sucker with the rift device and head back to the Avatar's
- temple via Sassar's area. Get down to the Avatar and present him
- with the rod. Now, go back to the cultist's living quarters.
- Every enemy will go off running and disappear, but the unseeing
- eye will be there. This is where you summon up what you can
- (fire elementals if possible) and take out the Unseeing Eye all
- over again. Get 30,000 more XP and another amulet. Life is
- good!
- Editor's Note: This Alternative doesn't seem to work with Throne
- of Bhaal, that is, the second Unseeing Eye
- doesn't appear.
- QUEST: The Windspear Key (AR 0711)
- Secret Door - Sewers (AR 0701, x 1865 y 440)
- That key you got off Tazok in Firkraag's dungeon opens a secret
- door down in the sewers. Enter the sewers and go to the most
- northern point. The right secret door is the one we want. As you
- move down this passage, several of your party members will be
- paralyzed by psychic vibrations. There are also many dead
- adventurers littering the passage. Looks bad, eh? Go up the
- stairs here.
- This leads to a circular chamber. There is a door to the far left.
- Open it and you will find another circle room with a Mind Flayer,
- Umber Hulk and lots of dire charmed enemies. (with such generic
- names as "Fighter" or "Cleric") The best strategy is to sneak up
- to the room until 2 or 3 enemies see you, draw them back to the
- previous room and kill them. Then save it and rush the Mind Flayer
- and hope that it doesn't instant kill you. (9000 exp) I find that
- using some protective spells works great. (Protection from Evil,
- Haste, Chaotic Commands, Improved Invisibility and Death Ward)
- Open the door, go through the passage, and open the next door.
- Here is a far worse battle with 5 mind flayers (some are Ulitharids
- which is a tougher type of Flayer) and an Umber Hulk. Take them
- out (rest and save), then open the north door, go through the
- passage to find the rest of the Flayers (about 8, and 2 or 3 Umber
- Hulks). There is a Mind Flayer Lich here (called an Alhoon) who
- was forming an army.
- Search the center cauldron for some treasure:
- Wand of Wonder (random effects)
- Hammer of Thunderbolts +3 (part of the Crom Faeyr)
- Spells - Shocking Grasp (Mage)
- QUEST: Rescue Haer'Dalis from the Mage
- (see the Bridge district for details on this quest)
- QUEST: Roger the Fence and the Troll
- Roger - Sewers (AR 0701, x 1680 y 2300)
- Troll - Sewers (AR 0701, x 160 y 2550)
- In the southern tunnels you will find an odd fellow named Roger the
- Fence. He is there mainly to sell goods (as well as to buy the
- crap you get). But he also has a problem. (3,1,1,1) He came down
- here to avoid the guard, but he has been having trouble with "the
- beasties." Agree to take care of his problem, for a little gold,
- of course. Then head left along the southern tunnels. Follow the
- first tunnel you find to get to the Sea Troll. Kill it (it has
- more HP than its experience value would let on) and return to
- Roger for a reward: 500 gold and 9500 exp. (don't try to trick
- him)
- OTHER: Tarnor the Hatchetman's Mercenaries
- Mercenaries - Sewers (AR 0701, x 1700 y 460)
- At the top of the sewers you will confront Tarnor and his merry
- band of bandits. They'll let you go for 1000 gold, or you get
- yourself into a big old fight. The "fake talk" works great here,
- but any strategy is fine. I'd put an insect swarm on their mage
- to prevent him from casting spells. Then search them afterwards for
- treasure:
- Plate Mail +1
- Full Plate +1
- Full Plate Mail
- Helmet of Charm Protection
- Wyvern's Tail +2 (Morningstar)
- Small Shield +2
- Hangard's Throwing Axe +2
- Gems, Potions and Gold
- OTHER: Rakshasa
- Rakshasa - Sewers (AR 0701, x 1600 y 1600)
- In the very center of this area you will find a horde of kobolds
- and their Rakshasa master. This isn't a tough fight, especially
- when compared to the mercenary battle, but it does yield a pretty
- good item:
- Cloak of the Sewers (AC +1, can be worn with other magic items)
- -------------------------------------------------------------------------------
- 2.14 [THDCKS] The Docks (AR 0300)
- -------------------------------------------------------------------------------
- Yoshimo Exposition:
- -------------------
- When Yoshimo first comes with you to the Docks he explains that this is
- Shadow Thief territory and that he needs to go see Renal Bloodscalp to
- settle things between them.
- Companions:
- -----------
- Edwin 10 10 16 18 10 10 Human Mage Lawful Evil
- Edwin was with you on your last adventures, and he and Minsc don't like
- each other in the least. Edwin had wanted to kill Minsc's witch,
- Dynaheir, and now that she is dead, Edwin won't leave Minsc alone about
- it.
- Edwin gets the most spells of any mage, +3 for every level (1 from his
- Conjurer bonus, and 2 from his non-removable amulet).
- Found at: Shadow Thieves Guild (talk to Renal Bloodscalp)
- Grade: B+ What his stats don't tell you is that Edwin gets bonus spells
- making him the best mage in the game. The downside is that
- he is weak as a kitten and has so very little HP. And the
- other wrinkle is that he is Evil making him hard to fit in a
- good party.
- Quests:
- -------
- QUEST: Take the Body of Renfield to Rylock
- Rylock - Docks near Galvarey Estate (AR 0300, x 1440 y 2950)
- The second of the Between Area events dumped the body of Renfield
- in your possession, and it is here that we can get rid of it.
- You will find Rylock standing near the large building in the SW
- corner of the map. You will get: 14,550 exp and 125 gold.
- This leads us to the next quest...
- QUEST: Rescue Montaron from the Harpers
- Xzar - Steps near the Sea Inn (AR 0300, x 2370 y 2475)
- Harper Base - Docks (AR 0300, x 1320 y 2930)
- Prebek's House - Docks (AR 0300, x 1860 y 1260)
- Once you have delivered Rylcok and gotten your "reward", go right
- and you will find Xzar (a Necromancer who joined you in the
- previous game). He wants you to rescue his friend, Montaron (who
- also joined you in the previous game) from the Harpers (a group of
- "do-gooders", of which Jaheira is a member). Agree to his odd
- demand, but you might want a reward for doing something so
- dangerous.
- Warning: If you refuse Xzar's request you cut off any future
- Harper Plots for Jaheira as well as any romance
- potential with her.
- Go back and talk to Rylock. Ask him to see inside and tell him
- because you always wanted to see a Harper. (this is a lot easier
- with Jaheira in the party as she is a Harper herself) He doesn't
- trust you, and to earn his trust you have to do a Quest for him
- (but of course). He wants you to get rid of a "vile" mage named
- Prebek, whose house is directly to the north. Agree to this,
- although Yoshimo "smells a rat."
- Head north to Prebek's house (it's marked on the map). When you
- enter you might notice that this is not some great Archmage. Seems
- the Harpers didn't tell you the WHOLE truth. Kill them, then loot
- the house. There are three containers here with good spells
- (Invisible Stalker, Fire Elemental, Resist Fear, Horror, etc.,
- for instance), however everything here is TRAPPED. Go back to
- Rylock to get 14,500 experience and gain admittance to the Harper's
- base.
- There are three Harpers in this main hallway, talk to them if you
- wish, although they won't be very forthcoming with the information.
- If you ask Berinvar about his Necklace, Jaheira will be very
- curious as to why Harper's would wear such things... how odd.
- There are 4 rooms to the right, the entrance to which is in the
- south. There are all manner of treasures to be found here, spells
- gold and potions. The Eye Painting is both TRAPPED and LOCKED and
- has a Helm of Charm Protection. In the northern room on the table
- you will find your own Harper Amulet (x 1000 y 300). How
- convenient! Put the Amulet on and go upstairs.
- Here you will meet up with some Spectral Harpists. Since you are
- wearing the Amulet they will answer most any of your questions.
- You can ask them about Montaron (thief), but they answer in
- riddles. Search the bookshelves here for some treasures (the
- spell Phantom Blade is most useful). Open the door to the southern
- room (x 760 y 1030) and then the next door as well. Search the
- desk here (x 710 y 1200) to find the Note. Read it. Well that
- explains Montaron.
- Open the northern door (x 915 y 530) to find the Giant Bird Cage.
- Open the door to the cage, and send someone inside, as far north
- as they can go. You will notice that the mouse cursor makes as
- though you can grab something in here, do so and you will catch a
- bird (20,000 exp).
- Return to Xzar and give him the Bird (Montaron). He mentions that
- someone broke into his laboratory and killed his apprenti. Hmmm...
- Anyway he turns Montaron back into human form. But it wasn't
- really Montaron, it was Lucette, an assassin meant to kill Xzar for
- spying on the Harpers for the Zhentarim. In other words, the
- Harpers used you to get back at Xzar. You killed his apprenti,
- you were allowed to see what they needed you to see, and you
- delivered the assassin right to him. You will want to search Xzar
- for treasure (Staff Spear, Spells, Gems, Bracers, etc.).
- Also, if you go back into the Harper's and search the second floor,
- you will find Montaron's body in a chest. This is worth 20,000
- experience.
- After that Jaheira is summoned to the Harpers by Meronia.... (if
- you are in a romance with Jaheira, Meronia may take longer to show
- up)
- QUEST: Summoned before the Harpers
- When Jaheira returns she tells you that the Harpers want to meet
- with you. Head back to the Harpers place and go inside. If you
- are in a "relationship" with Jaheira, then Meronia won't show up
- immediately after Xzar.
- Trick: Although "fake talk" doesn't work in here (Galvarey has
- to talk to you before he can die), you can use the spell
- Silence in a similar manner. (Gareth Embrey)
- You will then be questioned by Galvarey. No matter what you say to
- him in answer to his questions, he sees what he wants to see. Soon
- it becomes obvious that he means you harm. Jaheira decides to
- break with the Harpers and help you out (quite the lifestyle
- change!). You will then be forced into a deadly conflict with
- Galvarey and his Harper Goons.
- Once they're dead, be sure to check them for treasures. Some of
- which are:
- Ring of Wizardry
- Two Handed Sword +1
- Plate Mail +1
- Cloak of Protection +1
- And that is that for the Harpers within Athkatla.
- QUEST: Revianne & Dermin the Harpers
- This doesn't necessarily happen in the Docks as Dermin will track
- Jaheira down, but this only happens if you do the previous Quest
- (killing Galvarey).
- Four days after the events in the Harper's Hold, Revianne appears
- and wants to fight you. Handle this how you will. (Oddly, she
- didn't show up the first time through the game, but did the second)
- About a week after the events in the Harper's Hold, Dermin appears
- and tells Jaheira that he has been sent to kill her. She doesn't
- want to fight him as he was her friend. Instead they talk things
- through and she renounces her standing as a Harper.
- Dermin leaves for now.
- Then later he returns and says that Jaheira's death has been
- arranged unless she goes with him. If she does that then you will
- be spared. She agrees to think about it, no more.
- Dermin leaves again.
- QUEST: Jaheira Leaves the Party (again)
- Harper Base - Docks (AR 0300, x 1320 y 2930)
- The next time you sleep, Jaheira will have left the party. Soon a
- strange Mage arrives and gives you a note explaining why she has
- left. She didn't want to burden you with her problems with the
- Harpers. She has gone to Harper Hold in Athkatla and wants you to
- NOT follow her.
- Return to the Harper Hold. Inside you must deal with a group of
- mercenaries. Go upstairs and you will find Jaheira. She is
- surprisingly happy to see you. She doesn't believe that the
- Harper's here are Harper's any more. As evidence she points to
- the disappearance of the Spectral Harpers. Jaheira joins with you
- again, but a new group of Mercenaries (a much tougher group)
- appears downstairs waiting for you. These mercenaries are more
- annoying having a Mage and a Cleric with them. Be sure to check
- them for treasure when they are dead.
- QUEST: Jaheira & Dermin Finale
- Again this quest can take place anywhere. About two weeks or so
- after you have finished getting Jaheira out of the Harper Hold,
- Dermin will appear with several goons. Jaheira and him have it out
- with a war of words first, then the actual battle begins.
- Dermin - 5000 exp
- Amulet of Protection +1
- Bracers AC 5
- Other minor treasures
- Also be sure to check out his goons for more minor treasures.
- After the battle Jaheira is quite a bit upset about this recent
- turn of events.
- QUEST: Terminsel the Harper
- A long, long time (Real Time, so you can't just Rest to get this)
- after this last event, Terminsel appears and asks Jaheira if what
- she did was right. Did she feel that following you, a child of
- Bhaal, was the right thing to do in that situation. She says,
- "yes" and Terminsel gives her the Harper Pin, a nifty little amulet
- with some special powers. This requires that you have at least
- a 15 reputation.
- Also, if you and Jaheira are in a romance, and your reputation is
- at least 10, then your main character will also be given a whopping
- 100,000 experience.
- Oh, and Terminsel? His name is an anagram for... Elminster.
- Impatient? Force Terminsel to show up via cheating:
- CLUAConsole:SetGlobal("TerminselSpawn","GLOBAL",5)
- CLUAConsole:CreateCreature("jatermin")
- QUEST: Renal Bloodscalp, the Shadow Thief (Thieves Stronghold)
- Renal's Entrance - Docks (AR 0300, x 900 y 1200)
- Mae'Var's Guild - Docks (AR 0300, x 3050 y 2500)
- Rayic Gethras - Docks (AR 0300, x 1515 y 2222)
- Enter the Shadow Thief guild through the Side Door to get right to
- Renal. Talk to him and he'll have a quest for you, naturally. He
- doesn't trust Mae'Var, who runs the other Shadow Thief guild in
- this area. He wants you to go and infiltrate Mae'Var's guild and
- find some evidence of wrongdoing. He gives you papers with which
- to infiltrate the guild and instructions on what to do.
- Head out, and south, then east to get to Mae'Var's Guild. Enter.
- Talk to Gorch behind the counter and give him the documents. We
- can now open the doors behind him. Open the top door. Then go
- down the stairs. Open the secret door on the wall, and go forward
- until you meet Mae'Var.
- Mae'Var's first job for you is to steal the amulet off of the
- Weathermistress Ada, priestess of Talos. Go to the Temple District
- and enter the temple. You have two options, either wait until she
- is asleep and steal it from the chest by her bed, or if she is
- awake, pick pocket her until you get it. (20,000 exp) Return to
- Mae'Var and give him the amulet for another 29,500 exp.
- Evil Note: If you are Evil you will be sent to steal a Statuette
- of Lathander from their temple. You must break into
- their safe and swipe the statue. During the daytime
- the safe is guarded, so go at night when the guards
- are asleep. This depends on Reputation, not
- alignment.
- For the next job, you need to go talk with Edwin, who is on the
- top floor of this building. He wants you to kill a local Cowled
- Mage by the name of Rayic Gethras. Rayic's home is far left of
- here, just above the Harper's lair. If the door is open, invite
- yourself on in. The main floor is covered in Mephits. There are
- a couple of spells on this level (one in a trapped bookcase). Go
- up. There are several Golems on this level. You can also search
- the middle bed for some gold. Go to the next level. (but be ready
- for a Mage battle) Kill Rayic. Then search his table to find a
- Mislead spell.
- Rayic Gethras - 9000 exp
- Bracers AC 7
- Staff +2
- Trick: I found that when I confronted Rayic, he asked me to
- leave. I agreed, but instead of leaving, I proceeded to
- attack him. He spouted something off along the lines of
- 'I warned you, you should have left', but strangely did
- not turn hostile. I attacked him, but he still did not
- turn hostile. Therefore, he did not cast any protective
- spells (his contingency stoneskin kicked in but that was
- it), and was that much easier to dispatch. (David Haire)
- The patch should fix this bug.
- Return to Edwin. (20,000 exp) Edwin has one last job for you to
- accomplish for him. He wants you to get some Documents off of a
- pudgy man named Marcus, who is at the Sea's Bounty Inn. Well,
- that's close. Enter the main level of the Inn. You have three
- options to try: steal the documents, threaten him to get the
- documents and buy them for 200-250 gold. Female characters can
- also charm the documents from him. Take the documents to Edwin for
- 10,000 exp. He then refers you back to Mae'Var.
- Mae'Var wants you to take out a "traitor" named Embarl who is at
- the Sea's Bounty Inn. All you need is his dagger, so you needn't
- kill Embarl. You can ask him for his dagger if that makes you
- happier. Give the dagger to Mae'Var for 18,750 experience.
- He then tells you to talk to Edwin again. Do so, and Edwin
- threatens to tell everyone who you are and why you are here. Agree
- to Edwin's demands to be in on the action and let him join (if you
- want). Either way he has the Key to Mae'Var's strongbox which
- contains the Evidence we need. (remember why we came here in the
- first place?) Go downstairs. You will find the Strongbox at
- (x 500 y 300), use the key to open it and take the incriminating
- evidence. There are also some:
- Boots of Stealth
- Go back to Renal and present him the evidence. (48,250 exp) All
- that remains now is to go back and kill Mae'Var. Of course, now
- every thief within Mae'Var's guild is your enemy.
- Mae'Var - 14,000 experience
- Shadow Armor (AC 4, +15% Hide in Shadows)
- Gems and Gold (etc.)
- You can then go through the entire compound and loot it extensively
- to get lots of neat items:
- Buckler +1 (found in the safe on the second level)
- Studded Leather +1
- Short Sword +2
- Spear +1
- Lots of Gold & Gems (be sure to check the "doors" on the 2nd lvl)
- Return to Renal to get your final reward:
- Short Sword of Backstabbing +3
- 10,500 gold
- 45,500 quest experience
- QUEST: Jaheira gets Cursed
- Sea's Bounty Inn - Docks (AR 0300, x 2125 y 2133)
- Baron Ployer - Sea's Bounty Inn (AR 0313, x 475 y 340)
- Bernard - Copper Coronet (by the counter, he moves around)
- Derelict House - Slums (AR 0400, x 2425 y 720)
- When you enter the Sea's Bounty Inn main floor, Baron Ployer talks
- to Jaheira. He was apparently ruined by her and the Harpers for
- doing evil things and he isn't too pleased about it. So, he had
- Jaheira cursed. Once Ployer has his magelings curse Jaheira, he
- teleports away. Jaheira can think of three ways to track him down:
- Search for his house in the slums, talk to Bernard in the Copper
- Coronet about Belgrade and talk to a Clerk in the Government Ward.
- Warning: You have 2 weeks before the curse kills Jaheira.
- Head out to the Government Ward. Enter the Council building and
- talk to Corneil. Then go outside. Just outside of the Council
- Building you will find the Mage Terrece, one of the three who
- cursed Jaheira in the first place. Talk to him. (3,2,2) He will
- turn on Ployer and allow you to attack him without the mages
- getting further involved. His price? 1000 gold. If your Charisma
- is at least 14 you can barter him down to 500. For this you gain
- 10,250 experience. Or, you can talk him into killing Ployer for
- you for 2000 gold and get 19,750 experience. Then immediately
- afterwards, kill Terrece to get 5000 exp and your money back.
- Now we go to talk to Bernard in the Copper Coronet, so off to
- the Slums! Bernard tells you that Belgrade is dead, and by
- the looks of things by a curse similar to what Jaheira is under.
- He mentions that the body was found in the east part of the slums,
- so that is where we will go. Head out of the Coronet, east, then
- north to the derelict house just to the left of the Slaver's ship.
- Enter the house and you'll find Ployer. If you didn't go out and
- bribe Terrece you will have a large Mage battle on your hands.
- (Silence 15' works wonders.) However, with the bribe in place,
- Ployer attempts to summon help, but ends out with nothing. If you
- bribed Terrece, then you can either let them kill Ployer, or you
- can kill the Mages first to get their experience and items (using
- the "Fake Talk" strategy, they will die quickly). Then you can
- deal with Ployer. His attitude changes quite a bit when no one
- shows up to help him. No matter what you do at this point you end
- out with a Lock of Jaheira's Hair and Ployer is a corpse. If you
- chose to let Ployer live, Jaheira will whack him anyway and you get
- another 21,250 exp. Once Jaheira has her Hair back in her
- possession she starts feeling better and you gain 21,250
- experience. There are some other minor treasures to be found here
- as well.
- To uncurse Jaheira, simply sleep at an Inn until she is no longer
- cursed. (may take more than 1 rest)
- QUEST: Restore Kangaxx the Demi-Lich [from Taganath]
- Kangaxx's House - Docks (AR 0300, x 2700 y 2270)
- Arms & Legs - Sewers (AR 0202, x 1700 y 500)
- Torso - Bridge (AR 0500, x 1600 y 3340)
- The house to the right of the Sea's Bounty Inn holds a terrible
- secret. De-trap and unlock the door, go into the house and into
- the basement. When you double-click on the sarcophagus, Kangaxx
- asks you to retrieve his body, which has been scattered around
- Athkatla. His arms and legs are in the sarcophagus in the sewers
- under the temple district on the same screen as the cult of the
- eyeless. You have to fight the Shade Lich for them. His torso is
- located in the basement of a house in the Bridge section in yet
- another Sarcophagus and is guarded by the Elemental Lich. (you can
- find more detailed instructions on these Liches in the appropriate
- sections)
- Once you have both pieces, return to Kangaxx and he gloats at you,
- then attack you. When you kill him he becomes a Demilich. I think
- the Demilich is only hit by +4 weapons or better and you need be at
- a very high level to have any chance of killing him. The easy way
- to kill him (or any creature that relies on magic) is to get
- several green scrolls of protection from magic and use them on your
- party, then simply surround him with your protected characters and
- attack until he is dead, as all of his offensive magic is useless
- and he has no physical attack. Your reward for doing this is the
- excellent Ring of Gaxx (Regen., Protection from Poison, AC +2) and
- 55,000 experience.
- Warning: You CANNOT use the "fake talk" strategy on Kangaxx!
- Doing so will prevent him from EVER dying! You must
- beat him normally!
- Note: Berserked characters, like Minsc or Korgan, also can't be
- imprisoned. Protection from Undead scrolls also work
- (he'll ignore you), as does the mage spell Immunity to
- (Abjuration) to beat imprison.
- Tip: I found out an awesome way to kill the demi-lich. The
- ring of the ram does full damage to the lich. That can
- take out about thirty of his hit points right there.
- The best new thing I just found out is not that
- though. The Slayer can not be imprisoned! You just do
- the Slayer change and then keep wailing on the lich
- until he is dead. You just have to do it quick before
- being the Slayer kills you. [from Drew NA]
- Most of the lich fighting strategies found in the Undead sub-
- section of the Monster Strategies above will work as well.
- OTHER: The Mad Cleric
- Cleric - Docks near Shadow Thieves (AR 0300, x 1680 y 790)
- Those crazy followers of Cyric have a strange approach to
- conversion. Pretty much anything you say to this guy results in a
- fight. (750 exp, very minor treasures) You can avoid this fight
- if you say that he's "preaching to the choir," but then you lose
- the mighty 750 exp!
- OTHER: Pirates of the Sea's Bounty
- Sea's Bounty Inn - Docks (AR 0300, x 2125 y 2133)
- Secret Door - Sea's Bounty (AR 0313, x 515 y 160)
- Within the Sea's Bounty is a secret door (northwestern wall, main
- floor). Inside that there are several Pirates. They aren't worth
- much, but hey, it's better than Goblins. Once they're dead, search
- their pool for treasure: Pearls, Pearl Necklace, 1100 gold.
- OTHER: Free Battle Axe +1
- Box - Docks (AR 0300, x 2240 y 2825)
- Just east of the Harper's (Galvarey Estate) is a small box that has
- a Battle Axe +1 (and some minor treasures). Nothing great, but
- it's better than the other treasures around here.
- OTHER: Ring of Lock Picks
- [from Skithee]
- In the docks area, there is a door on the far northeast side. You
- can get there by either walking along a platform, or by entering
- the western entrance of the barracks (the arch building on the east
- side of the docks) and exiting out of the other side. Through this
- door is part of the underground portion of the thieve's guild.
- There is only one guy in there. If you talk to him, he tries to
- convince you to overthrow Aran Linvail. In the middle of his
- conversation, another shadow thief that you can't see starts
- talking to him, threatens him, and says to help. He then backstabs
- the guy and runs off saying he needs to report. The dead guy drops
- the Ring of Lock Picks; +25% to Lock Picking.
- If you go into this room and you do not have the Shadow Thieve's
- Cellar key, which I believe is the key you find on the other side
- of the Vampire room in the Red Dragon's area, then you will be
- absolutely stuck. As soon as you enter the room, the door locks
- behind you, it can't be picked, forced, or knocked; it gives you
- one of those "this door does not have a conventional lock and may
- be warded against simple spells." or whatever.
- -------------------------------------------------------------------------------
- 2.15 [TRDMTT] Trademeet (AR 2000)
- -------------------------------------------------------------------------------
- Exposition:
- -----------
- When you first arrive in Trademeet you find a city under siege by nature.
- Something has caused the animals to attack the city, and the people suspect
- that the Druids are to blame.
- Companions:
- -----------
- Cernd 13 9 13 12 18 13 Human Shapeshifter True Neutral
- Cernd was investigating the strange occurrences around Trademeet when he
- was brought in by the locals.
- Found at: Trademeet (talk to the Mayor)
- Event: When Cernd enters any of the major districts in Athkatla he
- learns that he is a Father. (See the Waukeen's Promenade section)
- Grade: C+ At first glance you might think Cernd is the worst character
- in existence. Though not entirely true, it does have some
- merit. He is a good Druid due to his high Wisdom. The
- rest of his stats are abysmal, HOWEVER when he turns into a
- Werewolf, his stats LEAP upwards to the point of superhuman
- strength, dexterity and constitution.
- Quests:
- -------
- QUEST: Wilfred the Red [from John Knudson]
- Tent - Trademeet (AR 2000, x 315 y 3015)
- At a tent outside of Trademeet, you can find an arrogant sop named
- Wilfred the Red. Talk to Wilfred, who asks who you are, then when
- he offers to tell his story tell him you're listening and last say
- his story is a lie. You receive 1000 exp and 1000 gold. Correct
- conversation thread is 1,1,2. This requires a character with high
- WIS to talk to him.
- QUEST: Solve the Animal Troubles of Trademeet
- Mayor's House - Trademeet (AR 2000, x 1300 y 2300)
- Druid Temple - Druid Grove (AR 1900, x 850 y 300)
- Since we were originally asked to come here to solve this problem,
- it should be the one you work on first (although you should also
- work on the Genie Embargo at the same time, see below). Head over
- to the Mayor's House and go inside. You will find the Mayor in a
- side office to the right. Talk to Logan Coprith. You will learn
- of their troubles and that they have captured a druid. Logan
- thinks that this Druid had nothing to do with it, and asks that
- you go talk to him and escort him out of the city. Go into the
- basement.
- Talk to Cernd and let him join for the moment. Sure he is the
- weakest human in existence, but he isn't a bad guy. Transform him
- into a werewolf and leave him like that. Exit the town and go over
- to the Druid Grove.
- Evil Note: There is an alternative way to do this quest, see the
- next quest, 'Evil Method of Druid Removal', below.
- There are trolls around, so be sure that you have a way to kill
- them (fire or acid). There are two structures that we must pass to
- get to our goal, the Druids. First we go by the Troll Mound. This
- plays a part in various other plots (notably the Druid Grove
- quests), but isn't important to us right now. You can go in it and
- kill the trolls if you want. Second we go by a large building.
- This building contains the Rakshasa's needed to finish the Genie
- Embargo quest (see below). Past those is our goal, the Druid
- Enclave.
- Note: Just below the Rakshasa's house is a small tower, within
- you will find the Scimitar of Speed +2: Belm.
- So, from the entrance, head left to the Troll Mound (x 900 y 2500).
- Along the way you may meet a "helpful" druid. Once there you can
- go in if you want:
- Bracers of Archery
- Spear of the Unicorn +2
- Go up, then right. (x 1340 y 1200) This leads to a group of
- Druids fighting trolls. If you help the Druids and fight off the
- trolls for them, then the druids turn on you and attack. So, you
- may as well not do anything, let the druids get killed then kill
- the trolls. Go down and right, then right to another group of
- stupid druids. Yes, they must be killed as well. Head right
- across the rock bridge (x 3400 y 1500). This leads directly to
- the Rakshasa house if you want to do that quest now. Go up, then
- left.
- Cross this bridge then keep going left (fight the Myconids if you
- feel like it). You will soon reach the final group of druids
- (not the leader) who again attack you:
- Flame Tongue +1
- Club +2: Gnasher
- Enter the temple. Go left to find Faldorn the Shadow Druid. (Save
- it here) Have a Druid in your party (Either you, Jaheira or Cernd)
- challenge her for supremacy. They will be thrown naked into a pit
- (by naked I mean no armor) to fight it out. Before they challenge,
- you can cast any spells you want on your Druid, such as Iron Skins,
- Haste, or whatever. When Faldorn dies the first time, she turns
- into a fiercer panther. When that dies you get 14,000 experience
- and have cleared out the Grove. If your main character is a Druid
- you can challenge for leadership of the Grove.
- Duncan Clay has a battle tip for dealing with Faldorn:
- Before you fight Faldorn, stand your party next to the pit. Get
- your druid (I used Jaheira) to give their stuff to someone in
- your group. When your druid enters the pit, pause the game and
- equip all their stuff. Interestingly, although you are in combat
- (can't save) you can equip your armor. Jaheira had AC-11 and the
- Gnasher club and won easily without casting a single spell. I
- didn't even see a panther.
- Head back to Trademeet. (the easiest way out of the Grove is to go
- left after you leave the temple) Talk to the Mayor to get your
- reward:
- 2000 gold
- 18,000 experience for each character
- He will also ask that you help them out with their Genie problem.
- QUEST: Evil Method of Druid Removal [from Dominic]
- The first thing I did when I entered Trademeet was talk to
- Guildmistress Busya. She is in the Mayor's house. Then I talked to
- the Mayor, he asked me to talk to Cernd. I didn't take Cernd into
- my party, instead we agreed on meeting each other in the druid
- grove.
- Anyway, a halfling (Lord Khellon Menold) walks up to me and
- initiates a dialog. This is the guy who gives you the poison. He
- asks if I'm the mercenary hired to save them, and whether or not
- I'm capable of defeating the druids. Unless I tell him to get out
- of my way he will answer that he is to become the next High
- Merchant. I ask him about Logan knowing about his position, he asks
- me what Logan wanted me to do. I tell him about Cernd and our
- investigation. After that, he will show his dislike for nature and
- druids and whatnot. Then, he proposes an alternate quest.
- "Allow me to present a bit of background to you. It will help you
- understand the trials ahead and what you must do."
- "This is not the first problem we've had with these freaks, these
- tree-huggers. Far from it. Last year, my company was to open a
- caravan route through the forest."
- He tells you about how he attacked a druid (who was defending the
- forest), and killed some other druids. Jaheira wants you to ignore
- him. The druids went to Trademeet and blamed Lord Khellon Menold
- for instigation and murder. He wants his revenge by poisoning the
- grove. At this point he will give you the poison should you choose
- to accept his task.
- Meet him again outside the tavern after you accomplished the task.
- Meet Cernd in the grove and tell him Jaheira will take up the
- challenge.
- The party gets 24500 exp. for pouring the poison in the font (could
- be some more or some less). Doing so will make all the druids
- complain and attack you. The Guardian of the Font (4000 exp.) will
- call Faldorn (I didn't get exp. for her... strange?) and they both
- attack you.
- When Faldorn is dead, Master Verthan (2000 exp.) warps in and wants
- you dead. He summons some creatures: 2 grizzly bears and 2
- panthers. Kill them. You won't get the Staff of Lightning this way.
- None of the druids have any treasure (well, not exactly true... one
- of them had a Charm Person Scroll).
- When you get out, Cernd will have nothing to say to you. As in, you
- can't initiate a dialog with him. Weird.
- Back in Trademeet Lord Khellon Menold rewards you with 1000 gold
- and a Shield of Harmony +2. At this point you'll probably get some
- exp., but I don't know how much. The Guildmistress thanks you, but
- Logan is quite angry with you (reputation decreased 1). I haven't
- found a way to calm him down. Which means that you won't be heroes
- of Trademeet and you don't get the family feud quest.
- Some other information:
- At the beginning of the quest I had an evil party with reputation
- 12. It consisted of Jaheira (leader, lvl 10/12), Korgan (lvl 12),
- Yoshimo (lvl 16), me (kensai mage, lvl 12/11), Viconia (lvl 12) and
- Edwin (lvl 12). (again, this Quest was from Dominic)
- QUEST: The Genie Embargo
- Genie Tent - Trademeet (AR 2000, x 3500 y 2900)
- Rakshasa House - Druid Grove (AR 1900, x 4400 y 900)
- If you talk around everyone will be talking of one of two things,
- the animals assaulting the town, or the genies preventing the
- normal flow of trade. Near the eastern entrance to town is a blue
- tent that holds these genies. Go in and talk to them.
- Tip: Pickpocket the genie outside of the tent to get a Bottle of
- Efreeti Summoning (Ken Adams).
- Talk to the Khan about what they are doing there and he'll reveal
- that they are there hunting a Rakshasa and until they do they are
- holding the city's trade hostage. Agree to bring him the head of
- the Rakshasa in exchange for letting the city go (and some treasure
- to boot). You can also buy items from him. (of course, until you
- solve this they are the only people you can buy from)
- After you talk to Khan Zahraa, if you go outside Trademeet's
- Northeast Gate (near the City Crypt), you will meet up with a
- Shadow Thief who wishes to impart to you information on the
- Rakshasa location for free (they want business to return to normal
- so that they can have their 'share'). She will disclose some
- information on the potion seller that suggests that she has been
- 'replaced' by the Rakshasa. (Rolander)
- When you get to the Druid Grove (you have to do the above quest in
- order to get there) follow the path past the Troll Mound, and
- across the bridge to find the Rakshasa House. Enter it. Talk to
- the woman here and she turns into Ihtafeer and teleports in two
- Rakshasa friends to help out. (If you have Keldorn -- or Jan -- in
- your party, he'll detect Ihtafeer's evilness, regardless of whether
- you accepted this quest)
- Ihtafeer - 15,000 experience
- Head
- Periapt of Proof Against Poison
- Another Rakshasa had a Cleric's Staff. There are also some magic
- arrows in a chest on the upper level.
- Return with the Head to the Djinn to end the Embargo. The Khan
- also gives you a Scimitar +2: Rashad's Talon and 10,000 experience.
- Then go to Guildmistriss Busya in the Mayor's house to get a
- further reward:
- 7500 Gold
- Gems and Necklaces
- Small Shield +2: Harmony (immune to charm)
- Finally talk to the mayor to get another 2000 gold and become the
- Heroes of Trademeet!
- 25,250 experience for each Character
- 10,750 Gold
- Reputation +1
- You will also be approached by the two leading houses of Trademeet,
- each of whom want you to do them favors (see The Two Feuding Houses
- below). Also your likeness now graces the town statue, as you
- are the Heroes of Trademeet. (If Cernd was a Werewolf at the time
- his statue is particularly... lifelike! Similar things happen if
- other party members are polymorphed.)
- QUEST: Tiris the Frightened and the Return of the Tanner
- Tiris' Home - Trademeet (AR 2000, x 1275 y 900)
- Darsidian Moor - Trademeet (AR 2000, x 80 y 2860)
- Rejiek - Trademeet (AR 2000, x 3715 y 2030)
- After you have completed the first two quests, Jenia will approach
- you, the Hero of Trademeet, and ask that you go talk to Tiris. Go
- up to Tiris' home (the one just to the left of the Smithy) and talk
- to Tiris. He tells you that he left his love to die (not on
- purpose) and that the evil-doer is Rejiek, who we all know and love
- as the Tanner who flayed peasants alive in Athkatla. He tells you
- to check by the southwest gate.
- Go out the western gate and go south near the tent to find a
- "hunter" named Darsidian Moor. He is hunting what he calls a Skin
- Dancer, who may be Rejiek and could use your help. He tells you
- to follow him eastwards.
- From the main plaza (with the tiled face on the ground) go east
- and you will find Darsidian and "Raissa". They tell you to finish
- off Rejiek. Talk to him instead and it turns out that Rejiek and
- Raissa are reversed. The ruse fails and Darsidian and Rejiek
- attack you. (They steal the skins of people, if you are wondering)
- Kill them.
- The real Raissa then rises up and asks you to help her. In order
- to prevent her from becoming like Rejiek she needs someone to cast
- Restoration on her. (or Lesser Restoration) If one of your Clerics
- doesn't have that spell go to the Temple and buy the scroll. Come
- back and cast it on her. She returns to normal and you get 30,000
- experience. If you don't heal her in time, she'll go hostile on
- you.
- Infinite Exp Bug: When you kill the two skin dancers, talk to
- Raissa and she gets up and tells you she is one of the skin
- dancers, and asks you for a restoration spell to "fix" her.
- She doesn't have the money, so she wants you to cast one on
- her. If you don't have one, you can go buy one, and she will
- wait right where you found her. I took the opportunity
- to surround her, so she couldn't get away. Then cast the
- spell, and she says thank you and you get 30,000 exp points.
- Pause, and talk to her, and she repeats her "thank you" line
- and you get another 30,000 exp. (wvfoos)
- Return to Tiris' Home and talk to his parents to get a Reputation
- Increase of 1.
- Rolander found a few different ways to handle this quest:
- Not-so-good and bad ending for this quest. If you kill off the
- disguised Raissa, 'Raissa' would want to return to Tiris herself.
- If you insist on escorting her back, the skin dancers would break
- cover and attack. Then you return to Tiris to tell him about the
- bad news. If you let 'Raissa' go off herself, when you return to
- Tiris's home, Tiris would have been conned into leaving with
- 'Raissa', for good and his parents fear that he would never be
- seen again. In both these outcomes, you don't get the Rep+1
- QUEST: The Two Feuding Houses
- Alibakkar Estate - Trademeet (AR 2000, x 1000 y 1280)
- Crypt - Trademeet (AR 2000, x 3200 y 550)
- At the little party they throw you for being the Heroes of
- Trademeet, two nobles approach you and ask for your assistance in
- becoming the only noble house in Trademeet. Go to one of their
- homes afterwards (I went to Alibakkar). Talk to the noble there
- and they will give you the key to the city crypt. They want you
- to obtain for them the Mantle of Waukeen, which will prove their
- superiority over the other house.
- Head out to the crypt and go inside. Before you manage to do that
- the Mayor comes up to you and tells you not to give the Mantle to
- the nobles as it will only make their feud worse. Enter. You will
- find the Mantle on one of the Skeletal Warriors within. Take it.
- Now you have two options as to what to do. Give the Mantle to the
- Mayor is the non-violent solution. (Reputation +1, 8000 experience,
- and 250 gold) Or there is the violent solution. Give one of the
- nobles the Mantle, and they soon attack each other and YOU. Then
- you must fight the nobles and their guards. The Lord has a set
- of Elven Chainmail (AC 5).
- Of course, you could give the Mantle to the Mayor, then go kill the
- Lord anyway with no loss of reputation.
- QUEST: Mazzy's Family's Quest
- Mazzy's Home - Trademeet (AR 2000, x 2740 y 1000)
- Some time after you have Mazzy in your party (this is Real time,
- not game time), Danno will approach her and ask for help. Seems
- that he gave his girlfriend, Mazzy's sister, a Love potion that
- went awry and her life now hangs in the balance. Return to
- Trademeet and enter the Fentan home.
- Pala, her sister, is on her death bed having been poisoned by
- Wallace, the gnome who sold the potion in the first place. Now we
- must go out and find that gnome. You will find the gnome in the
- marketplace in the southern part of town. When you approach, Mazzy
- automatically talks to him. (6750 experience) He tells you that
- the potion came from a new Cleric of Waukeen. Go to the temple.
- Talk to the priest here and tell him what you know of the other
- cleric, Barl. He agrees to search his room. He comes back and
- says that he found some evidence of wrongdoing. Barl is summoned
- forth and very soon you are in a battle with him and some Poison
- Mists. When he is dead, Mazzy finds a bottle (25,000 exp) that may
- be an antidote.
- You are automatically taken to Mazzy's home again, where the potion
- is used and Pala is cured. Mazzy asks to stay with her for a day.
- OTHER: Your Fortune
- Fortune-teller - Trademeet (AR 2000, x 1060 y 3030)
- There is a group of gypsies (not called gypsies, but that is what
- they are) outside the town. The woman there will tell you your
- fortune, but she doesn't seem to like what she sees.
- Also you can have other party members talk to her and she will
- tell their fortunes as well. (Max Chen)
- OTHER: Neeber
- Neeber - Trademeet (AR 2000, x 2433 y 1240)
- Talk to Neeber about 15 times and he'll give you some Bullets +2.
- And everyone also gets 1000 experience.
- -------------------------------------------------------------------------------
- 3. [THGLDW] Chapter 3: The Guild War
- -------------------------------------------------------------------------------
- Exposition:
- -----------
- When the party has gained over 15,000 gold, while in the city, you will
- be confronted by two interested parties. The first, a thief named Valen,
- tells you to meet her mistress in the Graveyard. This is the evil track.
- The second, Brus -- whom we met before -- tells you to go back to Gaelan.
- There are many other examples of the guild war. At night throughout the
- city you will see thieves and vampires conversing, attacking and whatnot.
- Sansuki, a thief, will beg you for aid. You can fight off his vampire
- enemies to get 8500 experience (plus what the vampires are worth). There
- are other fights as well, and you can get involved in them if you wish.
- The next two sections are mutually exclusive. If you work for the Shadow
- Thieves, you CAN'T work for Bodhi and vice versa. Bodhi also doesn't care
- for thief main characters.
- Once you pay your money you start Chapter 3 and get to watch as Jon
- Irenicus breaks free of the Cowled Wizards prison. Spiffy.
- -------------------------------------------------------------------------------
- 3.1 [WRKNGF] Working for the Shadow Thieves
- -------------------------------------------------------------------------------
- Walkthrough:
- ------------
- - TALK TO ARAN LINVAIL
- Once you have paid your 15,000 gold to Gaelan, he gives you a key and
- tells you to go talk with Aran Linvail, the TRUE power behind the Shadow
- Thieves. (Renal Bloodscalp is for tourists) Head over to the Docks and
- enter the Shadow Thieves guild from the main door.
- Open the northeastern door to reach the back room. There search the
- wall to find the Secret Door (which is locked with the key Gaelan sold
- you). (x 1375 y 330) Go down the stairs here.
- Note: If you lost the key, the item code to create it is: misc4s
- Welcome to the TRUE Shadow Thieves Guild. On this level you will find
- all sorts of crazy things. Thieves training with all manner of objects,
- spells, and whatnot. We don't need to get involved in any of that
- (although it is quite interesting, and has a few items to boot), so just
- open up the secret door (x 1560 y 1800). Go down this hallway all the
- way until you reach Aran's room. Talk with him and agree to help him
- beat the other guild. In exchange he gives you some items:
- Amulet of Power (5% magic res., reduces casting time)
- Ring of Protection +2
- - JOB 1: HELP MOOK AT THE DOCKS
- Wait until nightfall and head down to where the ships are loaded where
- you will find the thief, Mook. (x 1700 y 3625) Talk to her to get things
- rolling. She has seen some guy wandering around looking suspicious.
- Soon the guy shows up and she goes up to talk to him. Soon he kills her,
- and you must fight him. When you get him beat, he turns to mist and
- floats away. You will have to deal with Lassal again later.
- Return to Aran Linvail, and tell him what transpired. He gives everyone
- in your party 28,500 experience and another job.
- - JOB 2: PREVENT MORE THIEVES FROM LEAVING
- Aran tells you that several of his thieves are suspected of wanting to
- leave the guild. You are to meet with these thieves on the second floor
- of the Five Flagons Inn in the Bridge District where they are to meet
- with their contact from the rival guild. You will find these thieves
- in the second room on the left.
- Pretend to be on their side (like you are switching as well), then when
- they ask you who you are there to see, turn the tables on them and
- accuse them of spying on you. (3,3,1) They accidentally reveal the
- name of their contact to be Gracen before attacking you.
- Then wait for the Guild Contact to arrive. He asks what is going on.
- Reply with 4) Nothing, Gracen... and he thinks that you are they. He
- tells you to meet under the graveyard, past the big blue doors. Then
- kill the Contact as he is of no more use to you (plus whatever you say
- leads to him attacking you). Return to Aran.
- Report to him what has happened and everyone gets 28,500 experience.
- Oh, and he has one last job for you.
- - JOB 3: CLEAR OUT THE VAMPIRE NEST
- He wants you to go underneath the Graveyard, and clear out the vampires.
- In order to get the big doors open, he will be sending a mage to assist.
- He also gives you a lot of wooden stakes with which to kill the vampires.
- When you're ready, head on out to the Graveyard and go down into the
- crypts (x 650 y 1820). Now we need to go to the top crypts to find our
- mage who will have his Golem open the big doors for us (x 1725 y 1475).
- Be prepared for a battle with vampires.
- Lassal soon appears, taunts you and vanishes. He sets his Grimwarders
- to attack you. They are like invisible skeletons. (4000 exp) The mage
- always manages to get himself killed here. He might not for you, but
- he always dies on me. Oh well. Forward!
- Take a left (x 1000 y 950) after Lassal taunts you again. Here you will
- fight your first vampire, Gellal (14,500 exp). Notice how it turns to
- mist. That means that you haven't actually KILLED him, simply destroyed
- his current form. Follow this passage left, then down. Enter the first
- room on the left and kill the Clay Golem. There are three coffins in
- here, one of which is now occupied by Gellal (x 340 y 1360). Notice how
- the mouse turns to the sword icon? Go up to the coffin and Stake the
- Vampire (9000 exp). Every time you kill a vampire with a Name, come back
- here to finish it off. If you need more stakes, you can find a pair in
- the room to the south.
- Open the big obvious secret door (x 450 y 1250). Within this room are a
- Greater Ghoul, a Fledgling Vampire and another Vampire named Durst. When
- Durst is dead, go back to the previous room to Stake him. (9000 exp)
- Search the pool of blood (click it twice) to get: (x 400 y 700)
- Mace of Disruption +1 (kills undead, can be upgraded with Illithium)
- Open the right wall to return to the main room. (x 700 y 750) Go now
- right in the bottom passage (x 1630 y 715) until you bump into a few more
- vampires. One of them, Tanova, casts spells and such. (10,000 exp) And
- despite having a "name" when you kill her she doesn't retreat to a
- coffin. Further to the right is a Spiked Room. Don't go here yet as
- there is nothing to see. Now go down the stairs (x 1550 y 565).
- Follow this Ghoul filled passageway to the door. This brings up a battle
- with 3 vampires and 4 Grimwarders. Nothing tough. If you have trouble
- with it, stay within the passage and fight the monsters one at a time as
- they come through the door (doesn't work on the archers).
- In the left room you will find a trapped chest of treasure (x 1040 y 200)
- Ashen Scale (AC 2)
- Katana +2
- In the right room you will find Lassal. He taunts you and tells you to
- meet him upstairs in the bladed room. Go upstairs and follow his
- instructions. You will find him at the top right of the bladed room.
- Kill him (11,500 exp).
- Return to the room of coffins and Stake Lassal (9000 exp). With that
- done, Bodhi appears. She talks to you for a LOOOONG time about the
- Shadow Thieves (she says you can't trust them), Imoen (who escaped your
- notice) and Irenicus. Then, of course, you do battle. She soon flees
- (18,750 exp) leaving you to wonder about things.
- Keep a Stake around, you'll need at least one for later.
- - TO SPELLHOLD
- Return to Aran Linvail and talk to him. He has a lot of explaining to
- do! For this everyone in the party gets 50,000 experience points. He
- explains how the Shadow Thieves found Irenicus and whatnot. Then
- he has a plan to rescue Imoen. You will sail to the island where the
- Asylum called Spellhold is located. There you can formulate a plan to
- break in and steal Imoen out. When you are ready, take his offer of a
- ship to Spellhold. But, be warned, you won't be coming back to Athkatla
- for a VERY long time!
- This is continued in the Spellhold Section.
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