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  2. -------------------------------------------------------------------------------
  3.     3.2     [WKNGFB]             Working for Bodhi
  4. -------------------------------------------------------------------------------
  6.   Walkthrough:
  7.   ------------
  9.     - MEET WITH BODHI
  11.       You cannot do this once you have joined with the Shadow Thieves.
  12.       Conversely if you join here you won't be able to join the Shadow Thieves.
  13.       Also, if the main character is a Thief, then Bodhi won't offer you a job
  14.       at all.  Finally, if you attacked any of the vampires at night, she won't
  15.       appear.
  17.       Once you have the 15,000 gold, merely go to the Graveyard at night to
  18.       meet with Bodhi, the leader of the "rival guild."  Then meet with Bodhi.
  19.       She knows much about you and your situation.  If you want, give her the
  20.       money and she gives you a room in her crypt to rest in if you want.  You
  21.       are also given a job.  Everyone in the party gains 36,750 experience.
  23.         Note:  Bodhi doesn't stop you from attacking her henchmen and looting
  24.                her stronghold after you join her so long as you do it when she
  25.                is out of sight.  This gets you some exp plus you can get the
  26.                mace of disruption (just get it out of the pool were it is
  27.                already) sooner if you decide to work for Bodhi instead of the
  28.                Shadow Thieves.  Note that when you come back to get Imoen's
  29.                soul from Bodhi there are a fresh bunch of vampires fighting
  30.                alongside Bodhi (so this doesn't mean she is alone when you come
  31.                back). [from Nathaniel Ragatz]
  35.       The first job is the reverse of what you would do with Aran, namely,
  36.       disrupt the Shadow Thief shipment and take the cargo back to Bodhi.  Go
  37.       to the Docks district.  Careful, as every Shadow Thief is now your enemy.
  38.       Go to the southwest of this area, to the shipyards. (x 1850 y 3615)
  39.       Kill the thieves and then search them for treasure:
  41.         Shipment (needed for Bodhi)
  42.         Rifthome Axe +3 (throwing axe, returns to sender)
  43.         Short Sword +2
  45.       Return with the shipment to Bodhi.  You'll find her in the crypt, main
  46.       hall.  Give her the item and everyone in the party gets 28,500 exp.
  48.     - JOB 2: PICK YOUR TASK
  50.       Bodhi takes the shipment and has a choice of two jobs for you, a "noble"
  51.       task and a "not so noble" task.  You must pick one as you can't do both.
  53.       Good:  Rescue Palern Flynn from the Shadow Thieves.  One of the Shadow
  54.              Thieves turned traitor, but was captured and is currently being
  55.              interrogated.  You must break into the Shadow Thieves compound,
  56.              go to the second floor and rescue Palern.  You have about one day
  57.              to complete this before he is killed.
  59.              Go to the Docks.  This is easiest done by going in the side door
  60.              on the Shadow Thieves building (x 1000 y 1200) as this leads
  61.              directly to the second floor.  Clear out the thieves on this level
  62.              and then talk to Palern to free him.  There are also some minor
  63.              treasures on this level.
  65.              Return to Bodhi for 28,500 experience for everyone and another
  66.              job. (If Palern was killed, you get no experience)
  68.       Bad:   Kill Senior Armagaran Vulova and implicate the Shadow Thieves.
  69.              Bodhi wants you to kill a member of the government and set the
  70.              blame to fall on the Shadow Thieves.  She gives you a Cloak and a
  71.              Dagger for you to place in Vulova's fountain once the deed is
  72.              done.  Oh, and if you have Good aligned players, they will
  73.              complain vociferously about this.  Head out to the Government
  74.              District.
  76.              You will find Vulova's Estate at the very top of the map here
  77.              (x 2400 y 133).  Walk towards him and he'll automatically talk to
  78.              you.  You can tell him to just die, at which point you have to
  79.              fight his goons.  Once he is dead, place the Cloak and Dagger in
  80.              his fountain.  If you let him live you will not get experience
  81.              from Bodhi later.
  83.              Return to Bodhi for another 28,500 experience for all party
  84.              members and one last job. (and again if you didn't kill Vulova,
  85.              you get no experience)
  87.     - JOB 3: KILL ARAN LINVAIL
  89.       Your final job for Bodhi is to assassinate the secret leader of the
  90.       Shadow Thieves, Aran Linvail.  You will first need to get the key from
  91.       Gaelan, so go back to the Slums.  Gaelan's house is just to the left of
  92.       Jan Jansen's tower (x 3140 y 1170).  Kill Gaelan and take his key. (He
  93.       has several other magical weapons, etc.)
  95.       Go now to the Docks.  Enter the Shadow Thieves Guild from the front
  96.       entrance, kill everyone here and loot what you can.  Then open the
  97.       northeast door and enter this small room.  Search for the secret door on
  98.       the northeast wall (x 1380 y 330).  Open it and go in.
  100.       After another battle with thieves here, you will find Tizzak (a member of
  101.       Bodhi's guild) just past a door down and right (x 1333 y 2220).  He asks
  102.       you to kill the torturer to get his key.  Go right to find the torturer.
  103.       Kill Booter and take his key.  Return to Tizzak and free him.  He tells
  104.       you how to get to Aran.  Aran's lair is protected by two magical doors.
  105.       The first is opened via a button, while the second requires a key.  You
  106.       can probably find that key on Haz, Aran's right hand man.
  108.       Go up the northwest passage (x 1100 y 1600).  At the fork, turn right and
  109.       go up.  Make your way across this bridge, through the enemies until you
  110.       reach the room with the false buildings.  Beware of traps in here, they
  111.       will Maze you.  Head up the northeast passage.  This will be heavily
  112.       trapped.  Here you will find a big red glowing button (x 3550 y 300).
  113.       Push it to open the first door.
  115.       Back to the false building room, then take the southeast passage. (Beware
  116.       of traps and orcs)  This leads to a couple of doors, go through those and
  117.       up the next passage.  Past this passage is a room that contains Haz the
  118.       mage. (x 3820 y 1175)  Kill Haz and his goons to get the key to Aran's
  119.       lair.  Go all the way back to where we first entered this level. (x 1333
  120.       y 2220)  On the way back I was ambushed by Dedral and some Shadow Thieves
  121.       (10,000 exp).
  123.       Open the secret door on the northeastern wall (x 1550 y 1800).  Go all
  124.       the way down this passage, through the orcs and elementals through the
  125.       first door (which we opened with the button) to the second door (which
  126.       you can open with the key).  Open it to find Aran Linvail, the
  127.       Shadowmaster.  Aran has many Shadow Thieves with him, including Mages and
  128.       Priests.
  130.         Aran Linvail - 17,000 experience
  131.                        Elven Chainmail +1
  132.                        Amulet of Power (5% magic res., -1 casting time)
  133.                        Ring of Protection +2
  134.                        Short Sword +2
  135.                        Light Crossbow +2
  137.       Also search his chest (x 4500 y 1930) to find more interesting treasures:
  139.         Ring of Djinni Summoning
  140.         Katana +2
  142.       We're done here, head back to Bodhi.
  144.     - TO SPELLHOLD
  146.       She explains that while you want to help Imoen, she wants to get Irenicus
  147.       and access his knowledge.  She admits that they are related, and that
  148.       what he was attempting to do with you was to free your power.  She has
  149.       arranged a transport for you to the Spellhold Island, aboard a ship.
  150.       Whenever you are ready, tell her you want to go to the island.  Careful,
  151.       you won't be coming back for a long, long time.
  154. -------------------------------------------------------------------------------
  155.   4.        [BRNNLW]  Chapter 4: Brynnlaw  (AR 1600)
  156. -------------------------------------------------------------------------------
  158.   Exposition:
  159.   -----------
  161.     First thing we get to see what Irenicus has been up to all this time,
  162.     testing various things on Imoen (and that also explains why Bodhi captured
  163.     all those Shadow Thieves).  Then you are taken across the sea to the town
  164.     of Brynnlaw, which is a stone's throw away from the Asylum Spellhold.
  166.     If you followed the Shadow Thieves, then Sime will say that she doesn't
  167.     trust Saemon, your captain.  He does seem suspicious...
  169.     If you followed Bodhi, then Bodhi will have Saemon show you around town
  170.     before vanishing into the night.  Saemon tells you to seek the tavern,
  171.     before ending his tour.  He isn't very motivated.
  173.   Walkthrough:
  174.   ------------
  178.       Once off the Shadow Thieves ship, Saemon turns traitor and has some
  179.       Vampires attack you, before vanishing himself.  Fight off the three
  180.       vampires and Sime will talk to you.  She recommends talking to Sanik in
  181.       the tavern to discover an entrance to Spellhold.
  183.       If you got off Bodhi's Ship, Saemon merely waits by his ship.  He also
  184.       recommends talking to Sanik in the tavern to gain entrance to Spellhold.
  186.       Head out to the Vulgar Monkey Tavern.  It is up one level (seeing as the
  187.       city is built on several terraced levels), about in the center of the
  188.       map (x 2000 y 1550).  You will find Sanik inside, he is dressed as a
  189.       green mage.  Talk with him.  He begins telling you some stuff, but is
  190.       quickly assassinated in the name of Guildmistress Galvena.  The innkeeper
  191.       will then talk with you.  He provides some details on the situation,
  192.       telling you that Sanik's bride likely knows a way into Spellhold, but
  193.       that she would be currently held by Galvena.  This would require getting
  194.       into the Guild, one way or the other.
  196.     - GALVENA'S GUILD
  198.       We can now enter the Guild (x 1080 y 1485) on the first level of town.
  199.       However, talk to one of the Courtesan's just outside the guild and get
  200.       them to take you inside (which may require that you buy their services
  201.       for 100 gold).  Once inside, tell the courtesan that you are there to
  202.       rescue Claire and they should leave you alone.
  204.       Leave that room.  You are in the main hallway, go leftwards.  Kill the
  205.       guards (one has a Halberd +2).  Enter the room to the right of the guards
  206.       (x 345 y 195), and search the wardrobe in the back to find Galvena's Key.
  207.       Go back to the hall, and enter the last door.
  209.       Search the jail until you find Galvena.  Tell her that her evil ways are
  210.       over, then kill her. (4000 exp)  She also has her mage, Vadek, with her
  211.       (8000 exp) and they have some minor magical treasures.
  213.         Alternatively:  When talking to the Courtesans in front of Lady
  214.         [from           Galvena's Festhall, offer to pay to pry information
  215.          Willis Su]     about Claire.  You can complain about the high fee that
  216.                         he/she charges you (200 gold!!) and the courtesan will
  217.                         tell you what you need to know (reputation/charisma
  218.                         influence?).  You will find that the courtesans are
  219.                         sympathetic to Claire.  Offer to kill Galvena to free
  220.                         the courtesans will also bring you into the Festhall.
  221.                         Also ask how you might move about the Festhall secretly
  222.                         without alarming people, and the courtesans will tell
  223.                         you to obtain a guild pin that all courtesan masters
  224.                         wear.  The Ginia quest can now be completed like it
  225.                         should.
  227.                         Talk to the courtesan again and he/she will offer to
  228.                         take you in (that or you can offer to go in on your own
  229.                         with the medallion).  Once inside, the courtesan offers
  230.                         you a sleeping potion that you can take to the cooks.
  231.                         Before heading into the kitchen, the guards will stop
  232.                         you, and now you can bluff them with your medallion.
  233.                         Convince Ellie in the kitchen to help you save Claire,
  234.                         and the courtesan in the kitchen will volunteer to slip
  235.                         the drugged ale to the guards.  In return you have to
  236.                         promise to rid them of Galvena.  Follow the courtesan
  237.                         to drug the guards.  4,000 exp after they are all
  238.                         drugged.  The Galvena Quest can now be completed as
  239.                         usual.  When Galvena is killed, go back and talk to
  240.                         Ellie and every one in the party will receive 2,250
  241.                         exp.  There is a bug here, and if you keep talking to
  242.                         Ellie, you can keep on racking in the 2,250 exp.  And
  243.                         since the guards are drugged, you can finish them off
  244.                         at your leisure without a nasty fight.
  246.     - PERTH THE ADEPT
  248.       Talk to Claire and she'll agree to take you to see Golin who may know
  249.       how to get into the Asylum. (10,000 exp)  Golin thanks you and will even
  250.       give you 22 gold (2000 exp).  He mentions that only 2 types of people can
  251.       enter Spellhold, Cowled Wizards and Magical Deviants.  There is one
  252.       crazy Cowled Wizard living in town, Perth the Adept who may have a way
  253.       in.  You can also have the Pirate Captain throw you in there if you
  254.       prove to be unstable enough.
  256.       The best option is to go find Perth and take his wardstone.  You will
  257.       find Perth's house at the top of the city (x 3000 y 1200).  Perth is
  258.       apparently being Dominated by Irenicus as he wants to "test your limits."
  259.       Interestingly, Yoshimo tells him that there will no testing with Yoshimo
  260.       around, and Perth calls that inconsequential.  Hmmm...
  262.         Perth - 20,000 experience
  263.                 Wardstone for the Asylum
  264.                 Book of Infinite Spells
  266.       We can now go to Spellhold (x 3500 y 2).
  268.     - PIRATE KING
  270.       WARNING: As he is somewhat critical later, don't kill the Pirate King.
  272.       Alternatively you can go seek the Aid of the Pirate King.  Head up to
  273.       the pirate king's house, and talk to his door guard (x 1115 y 665).  Tell
  274.       him that Golin sent you and he'll open the door to the house.  You get
  275.       38,500 exp for convincing him that you are crazy.  And there is no reason
  276.       that you can't get Perth's experience then have the Pirate King commit
  277.       you.  Having trouble convincing him that you're crazy?  Let Minsc at him!
  279.       SPOILERS
  281.       Keeping Yoshimo Note: [from Accord]
  283.         "If you really want to keep Yoshi, have him in your party, then before
  284.         you enter the Spellhold, go inside an inn (or any building), put him
  285.         near the doorway and drop him from the party (and tell him to wait for
  286.         you).  Once you finished the whole Spellhold drama, head back to where
  287.         you drop Yoshi off, as soon as you walk into the inn (or whatever
  288.         building he is in), PAUSE the game and command your character to talk
  289.         to him. When you talk to him, talk him back into the party. When the
  290.         conversation ends and Yoshi is in your party, he will die from the
  291.         geas. Just take him to a temple or resurrect him and he is as good as
  292.         new."
  294.         Note:  Yoshimo cannot be taken to Brynnlaw in order for this to work.
  296.         Note:  I've heard that even if you keep Yoshimo, he can't be taken into
  297.                the expansion.
  299.       "Nerfing" Yoshimo Note: [from Xar]
  301.         Since you know when he will betray you, dual him into a mage just
  302.         before going through the door.  When he reappears with Irenicus he will
  303.         be nearly completely useless.
  305.       END SPOILERS
  307.   Quests:
  308.   -------
  310.     QUEST:  Liberate Ginia the Courtesan
  312.             Ginia - Brynnlaw (AR 1600, x 3450 y 1700)
  313.             Chremy - Brynnlaw (AR 1600, x 1820 y 1450)
  314.             Calahan - Brynnlaw (AR 1600, x 1590 y 1740)
  316.             At the top right of the city you will meet a woman named Ginia who
  317.             was recently forced into prostitution.  Instead, she tries begging
  318.             instead and says that she has done the deed.  Ask her what the
  319.             trouble is.  You see, Chremy holds her brother captive, and as long
  320.             as he does, she is forced to gather money for him.  Agree to help.
  322.             You will find Chremy to the left of her.  Talk to him.  He doesn't
  323.             see reason (did you think that he would?), forcing you to kill him.
  324.             Interestingly, he has Galvena's Medallion on him, which you could
  325.             use to get into Galvena's Guildhall if you wanted.  Now we have to
  326.             smuggle Ginia out of town.  Drop down another level and find
  327.             Calahan, the Smuggler.
  329.             Talk to Calahan and ask him to get Ginia out of town.  For 200 gold
  330.             he will smuggle them out to Ulgoth's Beard for you. (2000 exp)
  331.             Return to Ginia and tell her the good news (9000 exp).
  333.     QUEST:  Ason the Little Thief
  335.             Ason - Brynnlaw (AR 1600, x 560 y 1170)
  337.             In the western part of the city, a young boy will approach you and
  338.             swipe 10 gold off of you.  He mentions that if he doesn't steal
  339.             from you then someone will hit him.  This is related to the above
  340.             quest about Ginia (Ason is her brother).
  342.     OTHER:  Pirates
  344.             This town is crawling in Pirates.  Some will attack you, others
  345.             will attack each other.  None of them have any good treasures.
  347.     OTHER:  Priestess of Umberlee
  349.             Temple of Umberlee - Brynnlaw (AR 1600, x 2530 y 1600)
  351.             Within Brynnlaw there is a temple to the goddess Umberlee.  Makes
  352.             sense as Umberlee rules the waves.  Anyway, you can buy several
  353.             interesting objects from her, like a Girdle of Bluntness, but you
  354.             can also kill her for no loss of reputation and 14,000 exp.
  357. -------------------------------------------------------------------------------
  358.     4.1     [SPLLHL]             Spellhold
  359. -------------------------------------------------------------------------------
  361.   Exposition:
  362.   -----------
  364.     As there are two ways into Spellhold, there are two places you can end up.
  365.     If you simply walked to the Asylum using Perth's Wardstone, you must enter
  366.     the Asylum on your own.  In that case you enter through the front doors.
  367.     (x 625 y 1050)
  369.     If you asked the Pirate King to have you committed you will find yourself
  370.     already inside one of the cell's in the Asylum.  However, you won't stay
  371.     there long, as soon enough Irenicus teleports in.  You can talk to each
  372.     of the inmates several times, and some give you items (gems and worthless
  373.     scrolls).
  375.     If Yoshimo is in your party, he turns traitor.  Turns out that he was
  376.     working for Irenicus the entire time.  Not that he was actually doing
  377.     anything to hamper your efforts, but still.  Whether he was in your party
  378.     or not, the results are the same.
  380.     You are drugged and put to sleep, when you awaken you are in the tube...
  382.   Walkthrough:
  383.   ------------
  387.       Remember the three dreams that you had in chapters 2 and 3?  Well now is
  388.       the time for the (near) Final Dream, and this time you are given control.
  389.       After listening to Imoen we're on our way.  First thing first, go through
  390.       the gate to enter the castle (this is the Dream Candlekeep, and if you
  391.       didn't play the first Baldur's Gate, Candlekeep is where that game
  392.       started).
  394.       If you don't want to lose a stat, see the Alternatively below.
  396.       You will find a Demon barring your way.  He wants you to make a sacrifice
  397.       to enter.  What will you sacrifice?
  399.         Your mind      -1 INT
  400.         Your Health    -1 CON
  401.         Your agility   -1 DEX
  402.         Your wits      -1 WIS
  404.       Give up whatever you can afford to give up (fighters should drop Wisdom
  405.       or Intelligence, mages Constitution, etc.  Try not to give up Dexterity
  406.       whatever class you are).  You lose whatever you chose to lose, and can
  407.       then enter the castle (x 2000 y 1500).  Go to the back of this room to
  408.       find the dream Imoen.  She tells you to "lead the beast here."  Sounds
  409.       easy enough.  Leave the castle.
  411.       Go left to find Bhaal (about x 1000 y 1800).  Talk to him and get him to
  412.       chase you.  Now return to the castle, go in and go to Imoen.  Don't worry
  413.       Bhaal will follow you.  Imoen then says she will make it vulnerable.
  414.       Attack.  Once defeated Bhaal gets irritated.
  416.       Alternatively: [from K.C.]
  418.         The demon has to take it away from you; you don't simply lose it.
  419.         Therefore if the demon never has time to take away your stat you'll
  420.         never lose it.  Fight Bhaal outside and weaken him to near death
  421.         status.  Lure him over to the door and talk to the demon just as he's
  422.         about to catch up.  Choose any stat to sacrifice (it doesn't matter
  423.         which).  Quickly do a fake-talk as soon as the conversation ends and
  424.         use the time to run inside.  If you're quick enough you won't lose the
  425.         stat.  Now when you talk to Imoen the dream will come to an abrupt end
  426.         and you'll be transported out of the area without losing anything.
  428.       SPOILER:  The Imoen in your dream is actually your own soul taken form
  429.                 to help you out.  This is why the dream ends with "Imoen"
  430.                 screaming... your soul has just been sucked out of you.
  433. -------------------------------------------------------------------------------
  434.     4.2     [MZBNTH]             Maze beneath Spellhold  (AR 1512)
  435. -------------------------------------------------------------------------------
  437.   Exposition:
  438.   -----------
  440.     Bodhi was given the task of killing you, and instead she dumped you in a
  441.     maze to play with you some more.  She says that she will give you time to
  442.     escape and stop Irenicus from his evil plans...
  444.     Also you can pick up Imoen again (and you really should, she IS your
  445.     sister).  I assume that Yoshimo turned traitor to make room for Imoen to
  446.     return to your party.  If you talk to Imoen, but don't take her with you,
  447.     she simply heads back to the surface, where you could get her later.
  449.     Due to the nature of this maze, all the optional items (the riddles and
  450.     the portal) have been integrated into the walkthrough.  This is just for
  451.     convenience sake.
  453.   Walkthrough:
  454.   ------------
  456.     - EXPLORE THE MAZE
  458.       Ok, we are in a big evil maze, and need to find the way out.  Don't be
  459.       afraid to rest.  Sure, Bodhi said you are on a clock but she is an evil
  460.       vampire who can't be trusted.  Go down the southwest passage, kill
  461.       whatever is there (for me it was Umber Hulks and Minotaurs) to find the
  462.       big statue head (x 750 y 2100).  He asks you to find the Builder's Hand.
  463.       Also you can search a pot near him for some spells.  Back to the
  464.       beginning.
  466.       There are now three directions we can travel:  Northeast, Northwest and
  467.       Southeast. (we've been southwest)  Go up the northeast passage first,
  468.       (x 2170 y 1200).  There is a door dead ahead, open it.  Kill the Clay
  469.       Golem within.  Then you can search for treasure (trapped!):
  471.         Bag of Holding (container that holds a lot)
  472.         Opal Stone (keep this, it's a key, not a gem)
  473.         Rogue Stone (useful if you want to go in that one Bridge door)
  474.         Spells - Prismatic Spray (Mage)
  475.         Arrows (etc.)
  477.       If you go left from this room, it goes up to a corridor with a big nasty
  478.       trap that squishes anyone who enters it.  So avoid that.
  480.       Go back to the start, then go up the northwest passage (x 1300 y 1210)
  481.       and open the door to the right (x 1350 y 960).  Kill whatever is in here
  482.       (Gibberlings).  Search the 2 containers in here:
  484.         Ruby Stone (keep it)
  485.         Spear +3
  486.         Magical Arrows (etc.)
  488.     - RIDDLES
  490.       Head west to the next room (x 760 y 1075) and go in.  Welcome to the
  491.       riddle room!  In the center is a chest full of bizarre riddly objects.
  492.       These objects are then placed in the arms of the statue that they solve
  493.       the riddle for.  Starting from just left of the door and going around,
  494.       the riddles are:
  496.         Riddle:                                              Answering Object:
  497.         -----------------------------------------------------------------------
  498.         At night I come without being fetched, at            Star Medallion
  499.         day I am gone without being stolen.
  501.         No beginning. No end. I am a symbol of the           Golden Circlet
  502.         world's cycles.
  504.         Two brothers we are, great burdens we bear,          Worn Out Boots
  505.         all day we are bitterly pressed; Yet this I will
  506.         say - we are full all the day, and empty when
  507.         we go to rest.
  509.         Here, in this place, you swallow me. Yet, were I     Jar of Water
  510.         more, I could swallow you.
  512.         I have seen the mountains rise. I have seen the      Sundial
  513.         fall of Netheril. You shall die but still shall I
  514.         march on.
  516.         To those within the dungeon I am joy. To those       Sun Medallion
  517.         fully beneath my gaze, I can be Hell.
  519.         I will save your life but yet can you die by me. I   Sword Medallion
  520.         will settle disputes yet not with words.
  522.         Name me and so shall you break me.                   Gagged Man
  524.         Always do I tell the truth, yet cannot speak. Look   Mirror
  525.         to me and see what really is.
  527.         I have two heads but one body. The more I stand      Hourglass
  528.         still, the faster I run.
  530.         Try to defeat me but try in vain. When I win I       Grinning Skull
  531.         end your pain.
  533.       Complete all the riddles to get 20,000 experience.  Then search the
  534.       center chest again to find:
  536.         Sapphire Stone (keep it)
  537.         Dusty Rose Ioun Stone
  539.       Open the next door (x 875 y 915), and then open the next door to the
  540.       right (x 1033 y 700).  This is the second riddle room.  Go up and click
  541.       each of the faces twice to be teleported into the center.  There you will
  542.       be asked a riddle.  Get it right and you are rewarded, get it wrong and
  543.       you are punished.  There are 12 faces and 12 corresponding riddles:
  545.         Riddle:                                                   Answer:
  546.         -----------------------------------------------------------------------
  547.         Lighter than what I am made of, more of me is             Ice
  548.         hidden than is seen, I am the bane of the mariner,
  549.         a tooth within the sea. Speak my name.
  551.         A spirited jig it dances bright, banishing all            Fire
  552.         but darkest night. Give it food and it will live;
  553.         give it water and it will die.
  555.         The man who invented it, doesn't want it for himself.     A Coffin
  556.         The man who bought it, doesn't need it for himself. The
  557.         man who needs it, doesn't know it when he needs it.
  559.         The life I lead is mere hours or less, I serve all my     A Candle
  560.         time by being consumed. I am quickest when thin, slowest
  561.         when fat, and wind is the bane of the gift that I bring.
  563.         The more that there is, the less that you see. Squint     Darkness
  564.         all you wish when surrounded by me.
  566.         They come to witness the night without being called,      Stars
  567.         a sailor's guide and a poet's tears. They are lost to
  568.         sight each day without the hand of a thief.
  570.         They follow and lead, but only as you pass. Dress         Shadows
  571.         yourself in darkest black, and they are darker still.
  572.         Always they flee the light, though without the sun
  573.         there would be none.
  575.         I have holes throughout, from back to front and top       A Sponge
  576.         to bottom to core. More nothing than something within,
  577.         and yet I still hold water.
  579.         I am free for the taking through all of your life,        Breath
  580.         though given but once at birth. I am less than nothing
  581.         in weight, but will fell the strongest of you if held.
  583.         Alive as you but without breath, as cold in my life as    Fish
  584.         in my death; never a thirst though I always drink,
  585.         dressed in a mail but never a clink.
  587.         Of all your possessions, I am the hardest to guard. If    A Secret
  588.         you have me, you will want to share me. If you share me,
  589.         you no longer have me.
  591.         I can have no color, though there may be darkness         A Hole
  592.         within. I have no weight and hold nothing, and if placed
  593.         in a container it becomes all the lighter.
  595.       When all 12 riddles are answered, then everyone gets 5000 experience
  596.       points and you receive:
  598.         Ring of Regeneration (regenerate 1 HP every 6 seconds)
  600.     - THE PORTAL
  602.       Go back to the previous passage, and open the other door (x 750 y 800).
  603.       Fight the monsters in here (Rakshasa and Mephits).  Past them is a big
  604.       portal.  Remember those gems that we gathered that I told you not to
  605.       put in your gem bag? (Opal Stone, Sapphire Stone and Ruby Stone)  They
  606.       are the key to this portal.  Click the portal once and a Greater Wolfwere
  607.       appears, twice and a Demon appears, three times and a Djinni appears and
  608.       gives you:
  610.         Doomplate +3 (Plate Mail AC 0)
  612.       We are done here, so go back to the start, then take the southeast
  613.       passage to the next level (x 2100 y 1800).
  615.     - LEVEL TWO (AR 1513)
  617.       We start in a room.  That is ordinary enough.  Just ahead, the room
  618.       narrows quite suspiciously.  When someone goes through that narrow, a
  619.       gate shuts and lots of Umber Hulks appear in this room and the next.
  620.       Which means that your party will probably be split in two for this
  621.       battle.  To avoid this fate, I sent out a Wizard Eye to scout out the
  622.       area, it triggered the gate and left my entire party on one side.  You
  623.       can also have a thief pick the lock on the gate to open it.  One "Death
  624.       Spell" will clear this room out.
  626.       Prepare yourself for a big battle with a Lich.  Wander down the passage
  627.       to the first door (x 2100 y 1800) and go in it.  Here you will find the
  628.       aforementioned Lich and his undead buddies (Greater Mummies and Skeletal
  629.       Warriors).  With Protective Spells active, you shouldn't lose any people
  630.       (or if you do, you shouldn't lose too many).  Keep the Liches defenses
  631.       down by Breaching, Piercing Magic, etc.  Also make sure you have good
  632.       undead fighting weapons equipped (Daystar, Mace of Disruption, etc.)
  633.       Liches are worth 22,000 experience.  After the battle you can search the
  634.       pots here for some minor treasures (Cleric's Staff +3, etc.).
  636.       Enter the room right here, and search it for treasure. (spells and gold
  637.       mostly, as well as some arrows)
  639.       Head further down the passage, it turns to the west.  Follow it to the
  640.       door (x 1050 y 2070).  Open it to find Dace, a vampire.  This ends in a
  641.       battle.  Kill him and he retreats to his coffin.  Then you stake him to
  642.       get his Hand (the object we need to escape this place).  If you don't
  643.       have stakes, then when you go by the library again, he reappears inside
  644.       and tells you that your job is half finished.  You can find a Stake
  645.       later on in this level when you get to the Kobold Shamans.  (the SECOND
  646.       group of kobolds that appears... the one with the staff has the Stake)
  648.     - KOBOLDS
  650.       Back to the main passage, then continue north to the next room. (x 3000
  651.       y 1100)  I found a Wandering Horror here to fight.  There are also 3
  652.       containers in here with spells (Simulacrum, etc.) and other minor
  653.       treasures.  Open the next door.
  655.       In the middle of this room (x 2340 y 515) you will find a book on a
  656.       pedestal.  Click it twice to turn the page.  Each time you do this it
  657.       summons forth a "bloodthirsty" monster:
  659.         Kobold Captain
  660.         Sword Spider
  661.         Umber Hulk
  662.         Mind Flayer
  663.         Beholder
  665.         Treasures:  Ring of Free Action
  666.                     Spells - Simulacrum
  667.                              Summon Fiend
  669.       Search the wall (x 2030 y 520) for a secret door, open it and go through.
  670.       This is the Kobold/Imp room.  Past this is the Crystal Room, which also
  671.       has the Kobold Witch Doctor.  More Kobolds will appear around the
  672.       Crystal, and summon forth its "defenders" (more kobolds... and one xvart
  673.       looking guy).  When they are dead, you get a Piece of the Crystal.  You
  674.       may need to click the crystal to get the second group to appear.
  676.       Go back to the book room, open the door and go up the stairs.
  680.       Go now to the southwest passage again to the big giant statue head.  Talk
  681.       to it with both the Crystal from the Kobolds and the Hand from Dace to
  682.       get it to open the passage.  For this everyone gets 29,500 experience.
  683.       The head opens its mouth, and you can now enter the door behind it.
  684.       (x 470 y 1890)
  686.         Trick:  You may be able to talk to it again and again to get more
  687.                 experience.  Cornelius Chesterfield did it 6 times.
  689.     - FINAL LEVEL (AR 1514)
  691.       There are two doors to the right, we want to take the bottom one (x 630
  692.       y 820).  Open the secret door to the right (x 820 y 1020).  Inside is a
  693.       switch, click twice to open the secret door to the left (x 560 y 1020).
  694.       Within here are a group of trolls (including one 12,000 exp troll).
  695.       Search the nearby pot to find:
  697.         2 Mithril Tokens (used later to gain an item)
  698.         Spell - Breach
  699.         Arrows +2
  701.       Back to the passage, and take it down to the next door (x 650 y 1500).
  702.       There are Minotaurs (3000 exp) in here.  Near the door we came in is a
  703.       pot:
  705.         2 Mithril Tokens (so we have 4 total now)
  706.         Spell - Sunfire
  707.         Bolts +2
  708.         Gold
  710.       Open the door at the top of the room (x 1000 y 1450) and go in.  Search
  711.       the pool in the center of the room to find:
  713.         Minotaur's Horn (used much later)
  714.         2 Mithril Tokens (6 total)
  715.         Mind Flayer Painting
  717.       There are 3 statues in this room, each of which has another "monster"
  718.       painting.  So click on each statue twice to get their painting.  They
  719.       WILL shoot spells at you, no matter what you do.  Once you have the 4
  720.       paintings, head back to the beginning room.  Then open the top door
  721.       (x 900 y 650), go through the passage and open that door too.
  723.     - THE PAINTED DOORS
  725.       This leads to a room full of monsters (for me it was Yuan-ti) that must
  726.       be dispatched before anything can be done.  There are then four doors in
  727.       here, each with a picture of a monster on it that corresponds with one
  728.       of the paintings we got.  From left to right:
  730.         Mind Flayer  - 11,000 experience
  731.                        Flame of the North (2Hnd +2, 10% magic res., +4 vs Evil)
  732.         Spirit Troll - 8000 experience
  733.                        Katana +2: Malakar (+2 AC vs. Slashing weapons)
  734.         Umber Hulk   - 10,000 experience
  735.         Djinni       - 10,000 experience
  736.                        Bloodstone Amulet
  738.       The Umber Hulk door leads to the next passage to go in.  There were a
  739.       number of Wolfwere's in this passage.  Go up and search the pot
  740.       (x 2280 y 185):
  742.         Gems
  743.         Arrows (Bolts and Bullets)
  744.         Spell - Phantom Blade
  746.       Then enter the room to the right.  In this room you will find 3 Clay
  747.       Golems guarding the one treasure chest there.  Funky.  When you take the
  748.       items from the chest, the door slams shut and the Clay Golems attack.
  749.       Make sure you have Blunt weapons.  Then I would kill the Clay Golems
  750.       first (Fake Talk works fine) and then unlock and take the treasures:
  752.         4 Mithril Tokens (10 total)
  753.         Gesen Bow String (final part of the powerful Gesen Bow)
  754.         Gem
  756.       Back into the passage, now take the southern door (x 2025 y 515).  I
  757.       found a Stone Golem in here.  Search the table:
  759.         3 Mithril Tokens (13 total)
  760.         Gold
  761.         Lots and lots of throwing darts and axes
  763.       And also search the pot to the left:
  765.         2 Mithril Tokens (15 total)
  766.         Gems
  767.         Throwing Items
  768.         Spell - Maze
  770.       Open the next door to the south to find the Vending Machine.  This is the
  771.       reason we are collecting Mithril Tokens.  Depending on how many tokens
  772.       are put in, you get a treasure:
  774.          5 Tokens - Boots of the North (50% cold resistance)
  775.         10 Tokens - Boots of Grounding (50% electrical resistance)
  776.         15 Tokens - Boots of Speed (Haste permanently on user)
  777.         20 Tokens - Jester's Chain +4 (AC 1)
  779.       Right now you should have 15 tokens.  There are more than can be found
  780.       throughout the level.  I found the Jester's Chain to be quite useless,
  781.       so I would get the Boots of Speed.  Then later come back and spend
  782.       whatever tokens you have on the Boots of the North. (If you plan to come
  783.       back, you should probably mark it on your map)
  785.     - THE ORB ROOM
  787.       Go back to the beginning, then back down the bottom passage to the
  788.       Minotaur room. (x 933 y 1667)  Open the door on the southeast wall.
  789.       This passage leads to another door, which opens up to the Orb Room.
  790.       There are 4 orbs in here that will cast a spell on whoever is standing
  791.       on the mosaic in the center of the room.  From left to right the Orbs
  792.       cast:
  794.         Slow           (x 1400 y 1575)
  795.         Heal           (x 1500 y 1500)
  796.         Haste          (x 1750 y 1525)
  797.         Lightning Bolt (x 1850 y 1600)
  799.       A great place to Heal people, but the Haste Orb is probably more useful.
  801.       Head up the next passage.
  805.       Within the next room is a giant minotaur statue, some vampires, and, oh,
  806.       Bodhi.  She has decided to kill you once and for all, well before you
  807.       were supposed to meet (at least that is what I got out of that
  808.       conversation).  A battle breaks out, but quickly, the main character
  809.       changes into the Slayer.  This rightly freaks Bodhi out and she flees
  810.       taking her vampire cronies with her.
  812.       Which leaves you as the Slayer, and you aren't entirely in control of
  813.       your power.  Keep everyone else in the party away from the Slayer else
  814.       they might get killed by it.  Your party members will rightly comment
  815.       on this when you revert to normal.  The Slayer is the Avatar form (mortal
  816.       form) of Bhaal and if you are turning into Bhaal...
  818.       The next time you rest after this, you turn in the Slayer again, and
  819.       chase someone in your party around (possibly the person you are in a
  820.       romance with).  You may even end out killing them.
  822.       The next time you sleep after that, you MAY get the Slayer Dream, where
  823.       you gain the ability to change into the Slayer.  The cost of turning into
  824.       the Slayer is a reputation loss of 2 points.  Also you cannot stay the
  825.       Slayer for too long else you will die. (It says "you feel yourself losing
  826.       control" when it gets close)
  830.       Open the door to your left (x 1965 y 1150).  There will probably be a
  831.       Minotaur here to kill.  Then search the pool near the door:
  833.         4 Mithril Tokens (19 total)
  834.         Gold
  835.         Spell - Chain Lightning
  837.       If you go further up this passage you will find a Gauth (small green
  838.       Beholder like creature, worth 9000 exp) and more Minotaurs.  No
  839.       treasure.  Back to the Statue room.
  841.       Now take the lower right passage. (x 2330 y 1425)  This leads to a small
  842.       room with yet more Minotaurs.  When they are dead, search the pot to
  843.       find:
  845.         Minotaur Horn (used on the statue)
  846.         2 Mithril Tokens (21 total)
  847.         Spell - Limited Wish
  848.         Gold
  849.         Arrows
  851.       You now have all the Mithril Tokens in the game, so you can go back to
  852.       the Vending Machine and get whatever you want from it.
  854.       Put the Horns on the Minotaur Statue (everyone gets 29,500 experience)
  855.       to open the exit.  Go out.
  857.     - THE CHALLENGES
  859.       Oh, but we aren't free yet!  You will be in a small circular room with
  860.       6 enemies, goblins and hobgoblins for you to kill.  Once they are dead,
  861.       the Tester Apparition appears to administer the test to you.  These
  862.       tests have right and wrong answers, a right answer makes your life
  863.       easier (sends you to an easier area) and a wrong answer makes your life
  864.       a little harder.  I will document only the easy path (although the hard
  865.       path has nothing special in it):
  867.         Agree to take the test and you will be teleported to a small room with
  868.         a Spore Colony.  Kill it.
  870.         Answer the next question with 'Splinter,' and be teleported to a room
  871.         with a table:
  873.           Cloak of Reflection (reflects electrical damage back to source)
  875.         Then talk to the Apparitions around the table and answer their riddles:
  877.           Rich have need of it, poor have it:  Nothing
  878.           Runs as it wills:                    A River
  879.           Dwell with weak, rarely brave:       Fear
  880.           Shines laughter or tears:            Memory
  882.           Note:  If you messed up the 'table riddlers' last question (memory)
  883.                  you will be teleported to a room with a machine.  The correct
  884.                  order of the machine is:
  886.                    1. Mithril 2. Ruby 3. Emerald 4. Sandalwood 5. Jade 6. Onyx
  888.                  This will get you a Bracers AC 5. [from Redd Barren]
  890.         This takes us to the Troll room.  Kill the three trolls you find and
  891.         take from one of them a Head.  Go up and the Apparition will appear and
  892.         mention that this room isn't part of the test.  Tell him you'd like to
  893.         stay.  Then put the Head in the Troll Altar.  This gets you the:
  895.           Bone Club +2, +3 vs. Undead
  897.         Talk to the Apparition to get out.
  899.       You will then be judged.  If you took the Easy Path (the one I just
  900.       described) then everyone in your party gets 51,250 experience points.  If
  901.       you took a harder path, then he teleports in a Mind Flayer for you to
  902.       fight.  (Everyone then gets 41,250 experience on the harder path)
  904.       There is one thing of Minor Treasure (x 970 y 380), but nothing
  905.       important.  Leave this area.
  908. -------------------------------------------------------------------------------
  909.     4.3     [SCPFRS]             Escape from Spellhold
  910. -------------------------------------------------------------------------------
  912.   Exposition:
  913.   -----------
  915.     Once you return to the Asylum, you will be met by Saemon (the captain who
  916.     brought you to Brynnlaw, if you forgot).  He offers you one sage bit of
  917.     advice, get the deviant mages to help you defeat Irenicus.
  919.   Walkthrough:
  920.   ------------
  924.       Avoid the big room in the middle of this area for the moment, if you go
  925.       in there you WILL be destroyed by Irenicus (it's not even a fight! He
  926.       just kills you!).  There are some minor treasures in a northern room
  927.       (x 1720 y 550).  Open the door at (x 1400 y 400) and go up the stairs.
  929.       You will immediately meet up with Lonk the Sane.  Convince him to free
  930.       the inmates (one way or another).  Then convince the Inmates that
  931.       Irenicus should be killed and they will teleport you into his room
  932.       downstairs.  Quickly a fight between you and him breaks out.  This battle
  933.       is one of the larger battles in the game, as not only do you have
  934.       Irenicus to face, but soon he summons forth a small army (of clones that
  935.       look like your party) to help him.  Plus you have allies in the Deviants
  936.       (so, if it says "Wanev casts Death Spell on Mazzy", it means that he
  937.       is casting that on your evil clone).  Defeat Irenicus and everyone in
  938.       your party gets 68,500 experience.
  940.       Irenicus flees, leaving you to face another group of "murderers".
  941.       (thieves mostly)
  943.         Tip: At this point, you could close the door, preventing the thieves
  944.              from entering. Then you could rest and prepare to face them.  You
  945.              could also trap the outside of the room first, so that they get
  946.              killed before attacking you.
  948.       If Yoshimo betrayed you, then he enters the scene after this and will
  949.       attack you.  Kill him and take his heart.  This heart will allow you to
  950.       undo the Geas on Yoshimo and give him peace in death.  To do that you
  951.       have to take the heart to a temple of Ilmater (there's one on top of
  952.       the Copper Coronet, and another in Waukeen's Promenade).
  956.       Go back upstairs.  Follow the passage up and left to find Saemon again.
  957.       He says that he wants to help you and that he knows a way out.  You have
  958.       three options here:  one, trust him and go with him; two, kill him; and
  959.       three don't kill him and enter the portal downstairs.  Do the first one,
  960.       trust him and he will teleport you outside.  He goes to town and tells
  961.       you to follow.  Don't, re-enter the Asylum.
  963.         Note:  If you take the Portal you will skip the Sahuagin City (and its
  964.                wonderful treasures).  No matter which you choose, you will end
  965.                out in the Underdark eventually.
  967.       Enter Irenicus' Office (x 1550 y 1000).  There was a Stone Golem here.
  968.       Search the dresser for:
  970.         Staff of Thunder and Lightning
  972.       Search the desk for:
  974.         The Complete Journal of Jon Irenicus (parts 1 and 2)
  976.       Go into the next room.  Search the cabinet on the wall:
  978.         Horn of Silence
  980.       Then search the drawers south of the bed for:
  982.         Rogue Stone
  983.         Jon's Key (if you took the portal in the basement, this would open the
  984.                    secret door, but don't do that)
  986.       Leave the Asylum and head back to Brynnlaw.
  990.       Go to the Vulgar Monkey Tavern and talk to Saemon again.  His ship was
  991.       destroyed by the pirate lord (who probably had good reasons for doing
  992.       that).  What he needs is for you to steal the Pirate Horn for him so
  993.       that you can steal one of the Pirate Lord's ships.  Without the horn you
  994.       will not make it out of the harbor.  He offers you the Vorpal Blade in
  995.       exchange for doing this.  You will find the Horn on the lord's mistress
  996.       Cayia at night.
  998.       Go to Cayia's house (x 615 y 1475) at night, enter.  After listening to
  999.       Cayia and her current lover's pillow talk, they call the guards and flee.
  1000.       Kill the pirates, then search her Table to find the Pirate Horn (and
  1001.       another Rogue Stone).  Leave her house.
  1003.       Head over to the Pirate Ship (x 1700 y 1900) where a group of pirates
  1004.       will attempt to enslave you as a rower.  Disabuse them of that notion.
  1006.       Continue east to find Saemon (x 2950 y 2500), and talk to him.  This gets
  1007.       you aboard the ship, but soon the Pirate Lord tracks you down.  There is
  1008.       a bit of a scene, and Desharik, the Pirate Lord, even kills his own
  1009.       mistress, Cayia.  Saemon, ever courageous asks you to kill Desharik for
  1010.       him.  Kill the pirates and Saemon rewards you with:
  1012.         Silver Blade (part of the Vorpal Sword)
  1014.       The ship casts off...
  1018.       Soon the ship is overrun by Giths looking for their sacred Blade.
  1019.       Although Saemon tries to get a non-violent solution to this, it isn't
  1020.       meant to be and a battle soon breaks out.  You have a very brief window
  1021.       to kill Saemon, if you want (18,000 experience).  Soon this battle is
  1022.       forced to a conclusion when the Sahuagin capsize the ship sending
  1023.       everyone overboard...
  1026. -------------------------------------------------------------------------------
  1027.     4.4     [SHGNCT]             Sahuagin City  (AR 2300)
  1028. -------------------------------------------------------------------------------
  1030.   Exposition:
  1031.   -----------
  1033.     Welcome to the underwater city.  At first you cannot understand what they
  1034.     are saying, but soon they cast a spell that allows you to hear them.  They
  1035.     don't seem hostile (for once).  They tell you that your coming was
  1036.     prophesized (they usually eat surfacers that they capture).  Their city
  1037.     will be destroyed lest you save them.
  1039.     Go willingly for the moment, as you are best served by listening.
  1041.     Paul Dickinson points out:
  1043.       In the Sahuagin City, I discovered that I was able to sell gems to
  1044.       the temple for 4/3 of the price at which they could be bought back.  For
  1045.       example, I could sell a rogue stone for 4000 gold, and buy it back for
  1046.       3000.  At this time I had 18 charisma and 20 reputation.  I could've had
  1047.       unlimited gold here, but that seemed to be cheating, so I just sold my
  1048.       rogue stone collection and left it at that.  This place also has a nice
  1049.       collection of spells to buy with all the money from gems.
  1051.     Gunslinger notes:
  1053.       You can pickpocket the key to the treasury of the Sahaugin city from the
  1054.       King, along with the rope needed to descend to the Underdark (Now you can
  1055.       leave without even caring about the issues of the Sahaugin people).
  1057.   Walkthrough:
  1058.   ------------
  1060.     - THE CHALLENGE
  1062.       You are brought before their King, who soon enough asks you whether you
  1063.       are the surfacers of prophecy.  It doesn't matter what you say as they
  1064.       think the same thing of you in any case.  Accept their challenge to
  1065.       fight one of their slaves.
  1067.       You are set to fight an Ettin, nothing that challenging.  Kill it (5000
  1068.       experience) to prove that you are indeed the prophesized one.  The losing
  1069.       priestess is sacrificed, and you are told about the Sahuagin Rebels.
  1070.       The King wishes the Rebels to be exterminated, while the priestess who
  1071.       sponsored you wishes them to be negotiated with.  Agree to the King's
  1072.       demands to bring back the heart of the Rebel Prince to him.  The
  1073.       Priestess wishes to speak with you before you leave to go do the deed.
  1075.       Head over to the temple (x 1335 y 225) and you can watch the losing
  1076.       priestess get sacrificed.  Then she gives you a couple of jobs to do,
  1077.       first retrieve a Tooth from a Drow temple.  This will allow you to leave
  1078.       the city later, and second to try to get the Rebels back in power within
  1079.       the city.  In other words, to do the opposite of what the King asked you
  1080.       to do.  Agree to do that as well and she gives you an orb that the Prince
  1081.       will recognize.  Now you have a choice of which plots to do, kill the
  1082.       Prince or kill the King.
  1084.     - THE DROW TEMPLE
  1086.       Head down then right (x 1350 y 1900).  You will be warned of Drow in the
  1087.       area.  Continue right, then down (careful to look for traps).  You will
  1088.       bump into some spiders.  Continue south and take out the Bone Golem
  1089.       (x 940 y 3470).
  1091.       Go left (careful to look for traps), then up.  Several Imps here have a
  1092.       game they want you to play in order to get the Drow treasure.  They will
  1093.       create images of 5 famous people of the realms in front of 5 chests.
  1094.       Each person has a treasure.  What you need to do is gather these
  1095.       treasures, then put them in the chest behind the person they belong to.
  1096.       Oh, and this entire platform needs to be deTRAPPED.
  1098.                        Needs:              Has:
  1099.         ------------------------------------------------------
  1100.         Alustriel -    Pendant             Elminster's Pipe
  1101.         Drizzt    -    Scimitar            Piergeiron's Helmet
  1102.         Elminster -    Pipe                Drizzt's Scimitar
  1103.         Khelben   -    Staff               Alustriel's Pendant
  1104.         Piergeiron -   Helmet              Khelben's Staff
  1106.       Once all the items are in their proper place, the Imps open the final
  1107.       chest.  For this everyone in your party gets 18,500 experience.  Within
  1108.       the chest you will find:
  1110.         Boots of Etherealness
  1111.         Cloak of Protection +2
  1113.       Continue up the passage until a Beholder named Spectator appears.  Talk
  1114.       to him.  He doesn't have a great existence as he was set to guard the
  1115.       treasure chest behind him for 99 years.  If you try to take the items
  1116.       in the chest, he will attack you.  But, you need the item.  So, ask him
  1117.       if there's no way that you could see the item.  With a bit of verbal
  1118.       wrangling (either you must have Cernd, Haer'Dalis, or Edwin in your party
  1119.       or have at least 13 Wisdom yourself) he agrees to let you check inside
  1120.       the chest.  Open it and grab the tooth.  Spectator seems disappointed in
  1121.       it, and leaves. (15,000 exp)
  1123.         Note:  Or you can have anyone with at least 13 Wisdom talk to the
  1124.                Spectator.
  1126.     - ENTER THE REBEL BASE
  1128.       Head all the way north (x 2680 y 50).  Then go right until you reach the
  1129.       stairs (x 4600 y 1200).  Don't worry about killing the rebels on the
  1130.       way there, they're insignificant.  Go down the stairs.  Go through this
  1131.       ambush to the doors (x 3700 y 2340).
  1133.       Here you find the Sahuagin Chieftain who will take you to see the Rebel
  1134.       Prince (if you have the Priestess' Orb, that is).
  1136.     - SIDE WITH THE PRINCE
  1138.       Now you have to make a choice which side to go with.  On the one hand you
  1139.       can go with the Prince's schemes, accept the Fake Heart and give that to
  1140.       the King. (if you want to do it the other way, see below)  If you have
  1141.       a Monk, I would recommend siding with the King.
  1143.       Take the Heart over to the King and give it to him.  He does fall for it
  1144.       and would reward you.  Then the Prince and his goons attack the city and
  1145.       you are forced into combat with the king.  Kill the king to get his
  1146.       items:
  1148.         The Impaler Spear +3, +10 piercing damage
  1149.         Key to Treasury
  1150.         (etc.)
  1152.       The Prince then enters and takes control of the city.  He then rewards
  1153.       you for your efforts:
  1155.         60,500 experience for each person
  1156.         Magical Rope
  1158.       Go over and open the treasury (x 460 y 670) to loot the contents:
  1160.         Rod of Lordly Might
  1161.         Magical Rope
  1162.         Spell - Protection from the Elements
  1164.       Of course, now you can also double cross the prince and kill him.  That
  1165.       way you can still get the Wave Blade (you could probably also pickpocket
  1166.       it off him, but Imoen has a horrible Pickpocket rating, so if you have
  1167.       her, you probably can't do that).
  1169.     - SIDE WITH THE KING
  1171.       Or, you can assault the rebel prince and take his real heart.  He also
  1172.       has some treasure on him:
  1174.         Wave Blade (part of the Wave Halberd)
  1175.         The Impaler Spear +3, +10 piercing damage
  1177.       Return to the King with the Heart and he will take you to the entrance
  1178.       to the underdark.  He also gives you a fairly generous reward:
  1180.         Gauntlets of Crushing (+4 to THAC0, DMG, for unarmed combat)
  1181.         Rod of Lordly Might (can change into different weapons)
  1182.         Magical Rope
  1183.         2000 gold
  1184.         58,500 experience for each character
  1186.       In case you are wondering, you get nothing for turning in the Priestess.
  1187.       Also, the King vanishes so you can neither talk to him again nor double
  1188.       cross him and kill him.
  1192.       Once you are done here, you will be shown to the exit.  Simply go down.
  1194.   Quests:
  1195.   -------
  1197.     OTHER:  The Cloak of Mirroring
  1199.             Fish Head - Sahuagin City (AR 2300, x 2350 y 1140)
  1201.             There are many rebels throughout the city, and one of them has the
  1202.             fabled Cloak of Mirroring on his person.  Head to the giant Fish
  1203.             Head, and stand in the center.  You will then be ambushed by
  1204.             several Sahuagin, one of which has the cloak.  The cloak reflects
  1205.             spells back to their source.
  1207.     OTHER:  Sea Zombie Lord
  1209.             Zombie Lord - Sahuagin City (AR 2300, x 2630 y 3120)
  1211.             One of the stranger sights to see in the city is a bloody pit
  1212.             filled with zombies and the Zombie Lord. (6000 exp)  Not worth much
  1213.             in terms of experience OR treasure, but it is interesting.
  1216. -------------------------------------------------------------------------------
  1217.   5.        [THNDRK]  Chapter 5: The Underdark  (AR 2100)
  1218. -------------------------------------------------------------------------------
  1220.   Exposition:
  1221.   -----------
  1223.     If you took the portal from Irenicus' basement, you will come straight
  1224.     here.  The other way here is from the Sahuagin City.
  1226.     You get to watch as Irenicus has sided with the Drow to defeat the surface
  1227.     elves.  An ... interesting alliance to say the least.
  1229.   Walkthrough:
  1230.   ------------
  1234.       Walk east and a little south (x 1600 y 3700) to find a group of Duergar.
  1235.       These are traders, and they have seen Irenicus and Bodhi hanging around
  1236.       the Drow city, but believe that you wouldn't be able to simply walk into
  1237.       the city (and trust me, you can't).  One of them thinks he has a
  1238.       better way.  Then you get to shop if you want.  (You can also do the
  1239.       Imprisoned Mage quest while here)
  1241.         Note:  The Duergar merchants to the south offer a selection of scrolls
  1242.                for you to buy... but they're holding out on you.  Go back to
  1243.                them sometime during your Ust Natha quests (when you are spelled
  1244.                to look like drow) and demand to see their wares.  The selection
  1245.                now includes a handful of high level scrolls that wasn't there
  1246.                the first time.  Nothing too special, but helpful if you need
  1247.                them. [from zambkptkn]
  1249.       Head north, through the Drow, then west, through the Myconids and north
  1250.       to get to the Svirfneblin city. (x 630 y 1135)  The Deep Gnomes want you
  1251.       to talk to their leader, and say you "could be useful."  Enter the city,
  1252.       go around the passage, south, then west.  There are two rooms here, and
  1253.       the leader is in the right room.  Go in and talk to him.
  1255.       He wants you to deal with an otherworldly creature that they accidentally
  1256.       dug up, and in exchange he agrees to help you get into the Drow city to
  1257.       hunt Irenicus.  Within a deep dark cave is a creature called Adalon, who
  1258.       can help you enter the city.  However, you can't get in her cave without
  1259.       getting a gem from the gnomes. (Svirfneblin is another name for "Deep
  1260.       Gnome")  Agree to help them with their demon problem for the gem. (Of
  1261.       course, if you were Evil, you could just kill him and take the gem... IF
  1262.       you were evil)
  1264.         Note:  Gunslinger mentions that you could just pick this gnome's pocket
  1265.                to get the gem... he won't like it, but then, you don't need his
  1266.                approval for anything.
  1270.       He tells you that the demon can be found in the new passage to the
  1271.       northeast.  You will find the passage at (x 3600 y 600).  Talk to the
  1272.       guard there to open the door.  When you are ready, click on the pit and
  1273.       the Balor will appear.  He requires about a +3 weapon to hit. (But if
  1274.       you followed this walkthrough, you should have several +3 or better
  1275.       weapons by this point)  Kill him to get 26,000 experience.  But we aren't
  1276.       done yet!  Oh no.  Put that scroll (that the gnome gave you) in someone's
  1277.       Quick Item slot, and use it.  That seals up the hole.
  1279.       Head back to the leader Gnome to get your reward:
  1281.         Mace +3, Skullcrusher (extra damage to Humanoids)
  1282.         Light Gem
  1283.         25,000 experience for each character
  1285.     - TALK TO ADALON
  1287.       Leave the city, then head eastwards.  You may have to fight through the
  1288.       Kuo-toa's, but possibly not.  Then you go north to get to the bridge
  1289.       (x 3950 y 1890).  When you cross this bridge, a Drow war party ambushes
  1290.       you.  Make sure that everyone who can, is wearing some of the spiffy
  1291.       Drow armor. (Spiffy)
  1293.       This path then splits into two groups, take the left path. (x 4100
  1294.       y 1200)  Enter the cave.
  1296.       This is the lair of the Silver Dragon Adalon. (If you are evil, and need
  1297.       Silver Dragon's Blood to make the "Human Leather Armor"... WAIT and do
  1298.       it later!)  Go down and talk to her.  She wants your help (of course).
  1299.       Her eggs were stolen by the Drow to keep her from interfering with them
  1300.       as they invaded the surface for Irenicus.  In exchange for this she will
  1301.       help you get out of the Underdark to chase Irenicus at your leisure.  To
  1302.       assist with that goal, she casts a powerful illusion on your party making
  1303.       them all appear to be Drow.
  1307.       Leave the cave, go down then take the other passage up to the Drow Gates.
  1308.       The gates will automatically open and a Drow guard confronts you.  Be
  1309.       confidant and tell them that you are "Veldrin from Ched Nassad".  You are
  1310.       told to be in the Males Fighters Society within three days.
  1312.       Enter Ust Natha.
  1314.   Quests:
  1315.   -------
  1317.     OTHER:  Mind Flayers
  1319.             Mind Flayers - Underdark (AR 2100, x 200 y 2650)
  1321.             Just north of where you first enter the area you will find some
  1322.             Mind Flayers.  These three goons make for good practice at fighting
  1323.             them, which you might need if you want to take on the Illithid
  1324.             city. (9000 exp each)
  1326.     OTHER:  First Drow Battle
  1328.             Drow - Underdark (AR 2100, x 1735 y 2170)
  1330.             The first real battle against the drow occurs just north of the
  1331.             point where you free Vithal (see the next quest below).  Drow fight
  1332.             well with magic, summoning creatures to help them defeat you and
  1333.             casting spells fairly intelligently.  The most notable thing about
  1334.             them is their Drow Armor, which you should definitely take.  Drow
  1335.             Full Plate +5 is the best armor in the game.  It will dissolve
  1336.             when taken to the surface, but that will still give you a lot of
  1337.             good use with it.
  1339.     QUEST:  The Imprisoned Mage
  1341.             Uder Mordin - Underdark (AR 2100, x 1770 y 3800)
  1342.             Mage - Underdark (AR 2100, x 1930 y 2090)
  1343.             Svirfneblin - Underdark (AR 2100, x 1633 y 750)
  1344.             Vithal (later) - Underdark (AR 2100, x 2375 y 3320)
  1346.             Talking with the last Duergar, Uder Mordin, he brings up the story
  1347.             of a mage who was imprisoned in the earth after a battle.  Seems
  1348.             this fellow was looking for some artifact of importance.  Talk to
  1349.             the seller Duergar and buy a Freedom Scroll.  Don't scribe this
  1350.             to your spellbook, simply cast the spell, then move north to find
  1351.             the mage. (10,000 experience)
  1353.             Talk with Vithal to learn that he was searching for a great
  1354.             treasure of some sort.  He asks for your help in completing his
  1355.             work.  Agree.  He wants you to fetch his Book of Rituals from the
  1356.             Svirfneblin.  The Svirfneblin city can be found at the top left of
  1357.             the area.  You will find the book on the Innkeeper in the left room
  1358.             of their city.  You can buy it off him for 300 gold.  If you are
  1359.             currently in Drow form (having already been to Adalon) then you get
  1360.             the book for free.
  1362.             You will find Vithal standing just northeast of the Duergar
  1363.             position near one of the three portals in the area.  Talk to him
  1364.             and give him the book of rituals.  Agree to help him out.  Then a
  1365.             Greater Earth Elemental (10,000 experience) appears.  Keep it from
  1366.             killing Vithal.  Then Vithal enters the portal.  Wait a moment,
  1367.             then he reappears and tells you to come to the Fire Gate, which is
  1368.             just above this gate.  Talk to him again.  A Greater Fire Elemental
  1369.             (10,000 experience) appears.  Same thing happens with Vithal
  1370.             entering the portal.  Then you go leftwards to the Air gate.
  1372.             Talk to Vithal again and the same thing happens with a Greater Air
  1373.             Elemental this time. (11,000 experience)
  1375.             When Vithal returns (everyone gets 20,000 experience) he offers you
  1376.             some treasure:
  1378.               Rod of Absorption
  1380.             If you complain, he will give you a couple of spells (Simulacrum
  1381.             and Abi Dalzim's Horrid Wilting).  If you complain further he will
  1382.             attack you.  Try to beat him quickly to avoid his Imprisonments.
  1384.               Vithal - 20,000 experience
  1385.                        Skull of Death (Helm, casts Death Spell)
  1386.                        Spells - Wail of the Banshee
  1387.                                 Incendiary Cloud
  1388.                                 Time Stop
  1389.                                 Infravision
  1391.     QUEST:  The Giant Soul Gem
  1393.             Gem - Underdark (AR 2100, x 1940 y 1860)
  1394.             Dagglefodd - Underdark (AR 2100, x 1770 y 610)
  1396.             Just left of center in this area is a giant soul gem.  This gem has
  1397.             6 facets, when each facet is manipulated a new monster is freed.
  1398.             These will then fight you.  From left to right:
  1400.               Facet 1 (x 1845 y 1862) - Madman Aganalo - 6000 experience
  1401.                                         Jhor the Bleeder (Bastard Sw +2)
  1402.               Facet 2 (x 1872 y 1901) - Raevilin Strathi - 20,000 experience
  1403.                                         Spells (summoning)
  1404.               Facet 3 (x 1920 y 1920) - Riti - 8000 experience
  1405.                                         Spear +3, Backbiter (Cursed)
  1406.                                         Spells - Improved Haste
  1407.               Facet 4 (x 1980 y 1920) - Alchra Diagott (Lich) - 22,000 exp
  1408.                                         Spells - Summon Nishruu
  1409.                                                  Delayed Blast Fireball
  1410.                                                  Spell Turning
  1411.               Facet 5 (x 2025 y 1885) - Bedlen Dagglefodd (don't attack him)
  1412.               Facet 6 (x 2035 y 1850) - Gont of Riatavin - 7000 experience
  1413.                                         (if you let him go, you get nothing but
  1414.                                         advice)
  1416.               Note:  In the Underdark Soul Machine, there is a mad wizard
  1417.                      called Raevilin Strathi, who attacks you. His head has
  1418.                      been stuffed up, and if you cast the cleric spell Heal on
  1419.                      him, he will come to his senses, and give you the sword
  1420.                      Albruin +1 as a reward. [from John Howard]
  1422.             Then talk to the elder Dagglefodd up in the Svirfneblin city to get
  1423.             an extra reward:
  1425.               Bracers AC 4
  1426.               10,000 experience
  1428.             He will also sell you items from then on (not that he has anything
  1429.             that good).
  1432. -------------------------------------------------------------------------------
  1433.     5.1     [STNTHA]             Ust Natha (Drow City)  (AR 2200)
  1434. -------------------------------------------------------------------------------
  1436.   Exposition:
  1437.   -----------
  1439.     When you enter the city you get to watch a little display between a Drow
  1440.     and his slave.  He kills the slave, and is in turn killed by his mother.
  1441.     This just emphasizes that Drow are evil.  Really evil.
  1443.     Do NOT reveal yourselves as "non-drow" or the entire city becomes hostile.
  1444.     Worse than that, they might seal you in.
  1446.   Walkthrough:
  1447.   ------------
  1451.       We are here to do one thing and one thing only, get the Silver Dragon
  1452.       eggs to give to Adalon.  In order to do that we need to keep our ears to
  1453.       the ground and search for information.  Also we need to ally ourselves
  1454.       with a Family.  Once we are allied then the quests become available
  1455.       (for instance, you can't "Free the Humans" until you have become allied).
  1457.       Head over to the Male Fighter's Society (x 3535 y 1650).  Here you will
  1458.       meet up with Solaufein.  He asks for your name, tell him that it doesn't
  1459.       matter what your name is and he will be amused and like you more for it.
  1460.       He tells you that you are going to be working for the Matron Mothers, and
  1461.       to meet up with her handmaiden on a platform near the entrance.  From
  1462.       this point you have three days to get to that platform and meet with the
  1463.       Handmaiden.
  1465.       On your way back to the entrance, you will see a meeting between some
  1466.       Mind Flayers (Ambassadors, no less) and Drow.  This isn't particularly
  1467.       important, but it is interesting.  Go to the platform. (x 1550 y 3300)
  1468.       Talk to Solaufein again.  He explains that some "devourers" have taken
  1469.       a priestess hostage.  He asks if you know what those are:
  1471.         Int 15+        - You can say "Illithid" and Solaufein likes you more
  1472.         Int 9 to 14    - You can say "Mind Flayers" and nothing happens
  1473.         Int 8 or less  - You say "Otyugh" and Solaufein likes you less
  1474.         "I don't know" - nothing happens
  1476.       You are to rescue that Drow from the Illithid before they take her to
  1477.       their city.  You have three days.
  1481.       So, exit the city, and head south.  I encountered an adventuring group,
  1482.       that naturally assumed that I was evil.  (x 3300 y 2225)  One of these
  1483.       goons has:
  1485.         Dragons Breath, Halberd +4 (+1 ice, fire, elec., poison & acid dmg)
  1487.       Continue south, then cross the bridge to find Solaufein (x 4715 y 3100).
  1488.       He asks if you have any questions.  If you apologize to him, he will like
  1489.       you more.  After which he tells you to get ready for battle.  Cast all
  1490.       your protective spells (Protection from Evil is very useful) and get
  1491.       ready for combat with some Mind Flayers.  You must fight 3 Mind Flayers
  1492.       as well as 2 Umber Hulks.  I would take out the Flayers first, one at a
  1493.       time, then the Hulks.  After the battle, Phaere (whom you just rescued)
  1494.       sort of thanks you. (20,000 experience)   Nothing you say to Phaere
  1495.       matters.  They both go back to the city.  You have three days to go back
  1496.       and talk with Solaufein again.
  1498.         Battle Tip:  Death Spell will annihilate your enemies here.  Don't
  1499.                      assume it will always work on Mind Flayers, it won't. It
  1500.                      works here because these Mind Flayers are considered by
  1501.                      the game to be "summoned."
  1505.       Enter the tavern and find Phaere and Solaufein.  Phaere automatically
  1506.       talks to you and asks you to join forces with her house.  Respond to this
  1507.       in the affirmative (say "yes")... you can also intimate that you would
  1508.       rather have her as a reward (if you know what I mean), but that has some
  1509.       bad consequences if you are currently in a romance with someone else.
  1510.       She wants you to meet her at the same platform as before... but not right
  1511.       now.  For now she wants you to enjoy yourself in the Tavern. (see the
  1512.       Quests below if you need something to do)  When she leaves the Tavern
  1513.       you have 3 days to get to the Platform.
  1515.       Get to the Platform and talk with Phaere.  She tells you that a Beholder
  1516.       is in the city smuggling Adamantite.  She wants you to go over there and
  1517.       kill it.  Solaufein and her will scout it out ahead of time.  You will
  1518.       find Phaere again in the Southeast part of the city (x 4200 y 3340).
  1519.       Talk with her to get the battle rolling.
  1521.       Kill the Beholder (14,000 exp) and Solaufein seems happy about things.
  1522.       Phaere mentions that the body is going to be collected for... other
  1523.       uses (20,000 exp).  Phaere tells you to visit her in the tavern within 3
  1524.       days.
  1526.     - DROW VS. SVIRFNEBLIN
  1528.       Phaere wants you and Solaufein to attack a Deep Gnome patrol to keep them
  1529.       properly fearful of the Drow.  Solaufein naturally hates being sent on
  1530.       such stupid missions, especially given how weak the Gnomes are.  You will
  1531.       meet up with Solaufein west of Ust Natha near the gnomish city. (x 890
  1532.       y 2225)
  1534.       Talk to Solaufein.  If Solaufein likes you, you can convince him to let
  1535.       you handle this on your own.  At that point he goes back to the city.
  1536.       (of course, if you have been cheesing him off, then he won't leave)  The
  1537.       Gnome Patrol arrives, tell them that you were sent to kill them, and that
  1538.       you won't.  Then ask for their helmets as a sign that the deed was done.
  1539.       Head back to the tavern.
  1541.     - PHAERE
  1543.       Phaere is pleased that you brought her the helmet, and asks that you meet
  1544.       her in her chambers at the Female Fighters guild within ONE HOUR.
  1545.       (everyone gets 28,000 experience)  Head over to the Female Fighters
  1546.       (x 2500 y 2050), enter and talk with Phaere.  She wants Solaufein dead.
  1547.       Why?  Lover's quarrel.  She wants you to enter his home in the Male
  1548.       Fighters guild, kill him, and take his Piwafwi Cloak as proof of his
  1549.       death.  Agree to her demands.  You now have 3 days to get to Solaufein.
  1550.       (x 3500 y 1575)
  1552.       Talk to Solaufein and tell him that you were sent to kill him, but that
  1553.       you don't want to do it.  Then ask him for his Piwafwi Cloak as proof
  1554.       that he is "dead."  Solaufein has a little speech, and he likes you more.
  1555.       You can then search his place, but there is nothing good here.
  1557.         Evil Alternative: [from Cyrille Artho]
  1559.           When you kill Solaufein, he obviously cannot give you his fake dragon
  1560.           eggs, which you normally use to trick Phaere.  However, not
  1561.           everything is lost.  When you give the real dragon eggs to Phaere,
  1562.           there are three possible outcomes:
  1564.           1) You interrupt the ritual (bad idea).  Matron Ardulace then casts a
  1565.              spell that reveals the true identity of the party, and you are
  1566.              chased out of the city.  It will be rather difficult to recover
  1567.              the eggs and kill all the drows.
  1568.           2) You let the ritual be completed.
  1569.              a) You prevent Phaere from handing over the eggs to the Demon Lord
  1570.                 (good idea).  The Demon Lord then attacks everybody.  He does
  1571.                 not have many hit points but you need a +5 weapon to hit --
  1572.                 which you probably don't have at that point (unless you have a
  1573.                 Paladin with the Holy Avenger).  A cleric with four Bolts of
  1574.                 Glory (10d6 damage to demons) works well enough, since that
  1575.                 spell ignores magic resistance (which is 95 or 100% for the
  1576.                 Demon Lord).  Killing the demon lord gives 26000 exp.  Pray
  1577.                 that his initial "Wail of the Banshee" does not kill anybody;
  1578.                 if it does, *hurry* and don't try to re-equip everything
  1579.                 perfectly -- just get your stuff and leave *quickly*!  If
  1580.                 nobody is killed, you actually even have time to sell Phaere's
  1581.                 gems to the drow before they all turn red and try to kill
  1582.                 you.  Incidentally, "Protection from Evil" will not prevent the
  1583.                 Demon Lord from casting his first attack spell, but he will not
  1584.                 attack you immediately.  Also, I could still get out of the
  1585.                 city just after the drow turned hostile -- probably it takes a
  1586.                 few seconds until the city gates are locked.
  1587.              b) You let Phaere give the eggs to the demon lord (bad idea).  He
  1588.                 (being a mean guy) reveals the true identity of the party.
  1589.                 Immediately, all drows turn hostile and attack the party.
  1590.                 Again, this way is not the best (you will also have to deal
  1591.                 with an angry silver dragon then).
  1593.           Note:  If you have recovered the eggs, don't talk to Adalon --
  1594.                  otherwise you can never kill her for her blood (because she'll
  1595.                  teleport you away). Instead, attack her right away. This gives
  1596.                  you less experience and no crossbow +3, only some gold and a
  1597.                  scroll that allows you to proceed to chapter 6 :-(
  1599.           Personal note: I found it a pity that evil parties cannot let the
  1600.           drow ritual take place as planned - a duel between the silver dragon
  1601.           and the demon lord would have been a grand sight.  Also, the story is
  1602.           not very logical in the sense that the drow attack still happens,
  1603.           despite the loss of their leaders (and a few powerful warriors due to
  1604.           duels in the tavern and mysterious murderers) and not having the
  1605.           demon on their side. No surprise, they lose.
  1607.         /End of the Evil Alternative
  1609.       Report back to Phaere. (everyone gets 30,000 experience)  If you are male
  1610.       then she wants to talk to you alone... for a little nooky.  If you refuse
  1611.       her, she will sound the alarm and the entire city turns hostile.  Of
  1612.       course, you could try to convince her that you "*really* can't", i.e. are
  1613.       impotent.  In order to pull off one of these deceptions you need either
  1614.       17 INT or 13 CHA (and in some cases 17 CHA).
  1616.       After that (whether you talked your way out of it, did it, or didn't get
  1617.       offered because you are female) she wants you to meet the Matron
  1618.       Ardulace Despana, who is currently in the Temple.  You have 3 days to get
  1619.       there (everything takes 3 days, for some reason).  Oh, and if you did
  1620.       sleep with Phaere, then anyone you had a romance with is upset with you.
  1622.     - MATRON ARDULACE
  1624.       Head down to the Temple of Lolth (x 4200 y 2350).  Enter, and walk
  1625.       forward until you find Phaere, who will automatically talk to you and
  1626.       introduce you to the Matron.  The Matron wants you to prove yourself to
  1627.       her, and in order to do that you must bring back the Blood of one of the
  1628.       "noble races", which are Beholders, Mind Flayers or Kuo-Toa's.  Oh, and
  1629.       it can't be any of them, it must be something special.
  1631.       So, depending on what you want to do:
  1633.         Beholders go to the next section "Beholder City"
  1634.         Mind Flayers go to the section after that "The Illithid Lair"
  1635.         or the easiest Kuo-Toa's "Exit from the Underdark"
  1637.       If you don't retrieve one of these items in a timely fashion, (three
  1638.       days) then Phaere will track you down (wherever you may be) and tell
  1639.       you that your disguise has failed, thus instigating a battle (and
  1640.       forevermore keeping you out of Ust Natha).  So don't waste time.
  1642.       Come back when you have one of these items and she will take them and
  1643.       reward you with 22,000 experience for each character.  Phaere then asks
  1644.       to see you in her rooms, within one hour. (she lives in the Female
  1645.       Fighter's Society, if you have forgotten)
  1647.     - THE DRAGON'S EGGS
  1649.       Phaere details her plans to overthrow the Matron Ardulace and set herself
  1650.       up as head of the house.  She wants your help in this, so agree to help
  1651.       her get rid of the Matron.  House Despana is going to use the Blood you
  1652.       collected along with the Silver Dragon's Eggs to summon a demon.  What
  1653.       Phaere wants to do is replace the Eggs with false ones so that Ardulace
  1654.       is destroyed when the demon is summoned.  She can then use the real eggs
  1655.       to gain control of the demon.  She gives you a key and a set of false
  1656.       eggs marked as "Phaere's".  Leave her house.
  1658.       Return to the Temple as that is where the eggs are kept.  If you did well
  1659.       by Solaufein, he will appear near the entrance with a further proposition
  1660.       for you.  He wants to give you a second set of false eggs that you can
  1661.       give to Phaere.  This way both the Matron and Phaere get killed by the
  1662.       Demon.  Agree to his plan and enter the temple.
  1664.       Brian Camley has an interesting strategy for the temple:
  1666.         While I was in Ust Natha, and was sent to retrieve and replace the
  1667.         dragon's eggs, I really didn't feel like fighting Drow and Golems, so I
  1668.         saw if SpookyScarecrow's trick for the Golems in the De'Arnise Hold
  1669.         would work in this case - I gave Aerie the Boots of Speed, and had her
  1670.         cast Sanctuary.  She got in and out quickly - this works for most
  1671.         encounters with guards of some sort - the exception being, of course,
  1672.         getting the Gesen Bow String - using this strategy will leave your
  1673.         cleric trapped in a room with some angry guardians.  Not a good idea.
  1675.       Once in the temple, take the passage immediately to your right, and take
  1676.       that up to the Egg Room (x 2067 y 780).  Kill the 2 guards and enter.
  1677.       There are 5 Golems in here, just waiting to pounce on you once you have
  1678.       taken the eggs.  Kill the Golems.  Take the Real Eggs and REPLACE THEM
  1679.       with PHAERE'S EGGS. (don't forget to do that!)
  1681.       Back to Phaere's.  Give her Solaufein's Eggs (20,000 experience) and she
  1682.       seems awfully pleased.  Well, that won't last.  Listen to the Imp when
  1683.       it appears, then get back to the Temple.  Phaere is right within the
  1684.       first passage and soon the Ritual of Summoning begins.  The Demon kills
  1685.       the two Drow women one by one, then will leave if you remain silent.
  1686.       (25,000 quest experience -- not verified) Be sure to search the two
  1687.       corpses for treasure:
  1689.         Ring of Spell Turning
  1690.         Gorgon Plate +4
  1691.         Lots of Gems
  1692.         4500 gold
  1694.         Evil Alternative: [from Daniel Pang]
  1696.           In the Drow City, if you give the Demon lord the real eggs after
  1697.           Phaere and Ardulace are gone you can ask him for a tithe in return.
  1698.           Asking him for a powerful magical item yields the Halberd +4:
  1699.           Blackmist, and asking him for safe exit from the Underdark will get
  1700.           you just that. Ask him for anything else however, and he attacks you.
  1702.       Now, QUICKLY, leave the Temple and get OUT of the city as fast as is
  1703.       humanly possible.  If you delay, you will be trapped in the city forever.
  1704.       (Actually, in that case, you simply have to kill everyone in the city,
  1705.       then you can leave)
  1707.       Return to Adalon and give her the real eggs.  She gives you an Item:
  1709.         Necaradan's Crossbow +3
  1710.         78,500 experience (for each character)
  1712.       And you are then teleported to the Exit from the Underdark.  The gate out
  1713.       is just to the left, but you can explore around if you didn't already.
  1714.       (see the "Exit from the Underdark" section for more details)
  1716.         Trick:  On the surface, Drow items are meant to turn to dust.  Want to
  1717.                 keep that nifty Drow stuff you got?  If you have NOT gotten the
  1718.                 Harper's Pin for Jaheira, you can give her all of your Drow
  1719.                 items, and kick her out of the party.  She should go out to
  1720.                 the Harper Hold in the Docks District. (If you have done all
  1721.                 the Harper quests already, then she just leaves for good)
  1722.                 Then when you pick her up again, all the Drow items are still
  1723.                 there and can be worn in the daylight!  As long as you never
  1724.                 take these items to the "Exit from the Underdark" area, you
  1725.                 can keep them forever. [from Gabriel]
  1727.         Alternate Trick: [from Chris Norman]
  1729.                 I noticed there was a trick to save the drow items
  1730.                 upon leaving the underdark.  I liked this idea, but did not
  1731.                 want to kick a member out of my party to do it.  Also, my main
  1732.                 character was in a romance with Jaheira so I didn't know what
  1733.                 kicking her out would do.  I decided to try to come up with an
  1734.                 alternate method of doing this.  What I came up with works, but
  1735.                 it is somewhat inconvenient to do if you're walking around with
  1736.                 full inventories due to having to trade the armor between many
  1737.                 people.  My trick works because the game only checks the items
  1738.                 every round or so and will not decay items on the ground.  Here
  1739.                 is what you do.  (When picking up items, use the inventory
  1740.                 screen instead of the overhead display method of picking stuff
  1741.                 up)
  1743.                 1. Immediately pause the game when you gain control of the
  1744.                    party after leaving the underdark, before the drow equipment
  1745.                    decays.  Transfer ALL the drow stuff you want to keep on to
  1746.                    one person and have that person drop it all into a pile on
  1747.                    the ground.  You can then unpause it.  Adamantine dust will
  1748.                    appear in your inventory just like if the items decayed, but
  1749.                    they will still be on the ground.  Also, opening the bag of
  1750.                    holding seems to decay items as well even if paused, so do
  1751.                    not put anything you want to keep in there.
  1753.                 2. Next, string your characters to the edge of the map, and
  1754.                    have one of them as close as you can get without trying to
  1755.                    exit the screen.  The trick here is to have the people
  1756.                    close enough together that they may pass items still.  Keep
  1757.                    the character that dropped the items in the same spot so
  1758.                    that he can pass them all to the next person.
  1760.                 3. Now, repause the game, and have the character over the
  1761.                    stack of items pick them up and pass them down the line of
  1762.                    characters until the person near the edge has them.  Have
  1763.                    that person drop them all in a pile on the ground again.
  1764.                    (Since the game is paused here, you are in effect, moving
  1765.                    the items to the edge of the map before any time can pass,
  1766.                    so they do not decay.)
  1768.                 4. Move your whole party close enough to the edge of the map so
  1769.                    that you can leave the area with just a single click and no
  1770.                    one will have to walk.  Leave the guy on the stack of items
  1771.                    again.
  1773.                 5. Pause again, and pick up all the equipment, passing some of
  1774.                    it to other people if you need to again.  Leave the
  1775.                    inventory screen, and click where the party will leave the
  1776.                    area.  Then unpause, and the party will leave before the
  1777.                    items decay.
  1779.                 Note:  I had to do this procedure again after the Drizzt
  1780.                        meeting.  I guess that the program checks for drow items
  1781.                        on that screen as well, so you will probably have to do
  1782.                        it again as well.  After leaving the Drizzt zone, items
  1783.                        stuck just fine though, just like with the Jaheira
  1784.                        trick.
  1786.                        Also note that normal Drow Longswords don't turn to
  1787.                        dust.
  1789.                 Yes, this is a somewhat complex method, but if you don't want
  1790.                 to kick out a party member, or have Jaheira's quest completed,
  1791.                 this will keep your drow armor intact.
  1793.                 Note:  Drow items aren't worth much, so unless you want to
  1794.                        wear them, don't bother keeping them.
  1796.                        Even if you keep the items perfectly, they can still
  1797.                        turn to dust later.
  1799.   Quests:
  1800.   -------
  1802.     QUEST:  The Duergar's Tank, the Aboleth
  1804.             Duergar - Ust Natha (AR 2200, x 1050 y 3150)
  1805.             Qilue - Ust Natha (AR 2200, x 2725 y 1890)
  1807.             Just after freeing Phaere from the clutches of the Mind Flayers,
  1808.             a Duergar near the entrance will tell you to talk to his "master"
  1809.             who is in a big tank just behind him.
  1811.             Talk to the Aboleth, the creature in the tank, and he wants an
  1812.             exchange.  You get him Qilue's brain and he won't reveal that you
  1813.             are not Drow.  Sounds good.  You can find Qilue's home right next
  1814.             to the Female Fighter's society.  Enter.
  1816.               Alternatively:  When talking to the Aboleth the first time, you
  1817.                               can refuse to do his quest.  Then when he asks
  1818.                               why, simply tell him that if he reveals you, then
  1819.                               you will reveal his treachery as well.  For this
  1820.                               you get 12,000 experience. [from Cyrille Artho]
  1822.             Once inside, kill everything that moves.  Besides Qilue, there are
  1823.             5 servants (mages mostly) to be killed.  You can find most of these
  1824.             to the right.  Search Qilue: (4000 exp)
  1826.               Boneblade Dagger +4
  1827.               Qilue's Brain
  1829.             There isn't really anything else here, so return to the Aboleth,
  1830.             who gives you 10,000 experience and promises not to tell anyone who
  1831.             you are.
  1833.     QUEST:  Free the Humans
  1835.             Slave Trader - Ust Natha (AR 2200, x 1111 y 1808)
  1837.             Just north of the tavern is the slave area, where humans are sold
  1838.             to Drow masters.  If you've been on the second floor of the Tavern
  1839.             you probably know that slaves don't have much to look forward to
  1840.             in Drow Culture.
  1842.             After you have talked to Matron Ardulace, talk to the Slave Trader
  1843.             and buy the slaves.  We want them armed, so pay him the full
  1844.             price of 2000 gold.  He will actually lower the cost to 1500 if you
  1845.             ask him.  The slaves will be teleported near you.  Tell them that
  1846.             they are now free, and that they should head to the surface.  For
  1847.             this you get Reputation +1 and 7500 experience.
  1849.     QUEST:  Defeat the Cultists
  1851.             Taso Kala - Ust Natha (AR 2200, x 2480 y 2100)
  1852.             Cult - Ust Natha (AR 2200, x 4200 y 3340)
  1854.             After accepting the quest from Matron Ardulace, you will find Taso
  1855.             Kala in front of Phaere's doorway.  She automatically talks to you
  1856.             and ORDERS you to find and destroy the Cult of Ghaunadaur.  Accept
  1857.             this (if you don't want your cover story blown).  You will find
  1858.             the "cultists" where the Beholder was earlier, in the southeastern
  1859.             part of the city.  You have one day to complete this quest.
  1861.             This battle consists of Drow, Otyughs and Oozes of all colors.
  1862.             Destroy them.  None of them have any significant treasure.  Go back
  1863.             to the Priestess to report your success.  Be subservient and she'll
  1864.             go away (you weren't expecting a reward were you?).
  1866.     QUEST:  The Trapped Djinn
  1868.             Dola Fadoon - Ust Natha (AR 2200, x 1930 y 3180)
  1870.             Just to the right of the entrance is a djinn being tortured for the
  1871.             fun of it (or whatever).  It begs for someone to destroy it.  I
  1872.             wouldn't do that until you have talked to Matron Ardulace.  Kill
  1873.             it.  Then the torturer will demand compensation.  She wants 4000
  1874.             gold as compensation and if you don't have it, you get a day to
  1875.             come up with it.  If you have talked to Matron Ardulace, then you
  1876.             can wheedle it down to a mere 2000 gold.
  1878.             This quest is best done just before you leave the Underdark
  1879.             forever.  That way you can kill Dola Fadoon, tell her that you
  1880.             don't have the money, and leave the Underdark before anything bad
  1881.             ever happens to you.  For all this you get a measly 5000 exp.
  1883.     QUEST:  Deirex the Lich and Jarlaxle the Mercenary
  1885.             Visaj - Ust Natha (AR 2200, x 3000 y 2275)
  1886.             Deirex's Tower - Ust Natha (AR 2200, x 3700 y 2850)
  1887.             House Jae'llat - Ust Natha (AR 2200, x 3260 y 1460)
  1889.             Just after meeting the Matron Ardulace for the first time, Visaj
  1890.             appears on the path just north of Deirex's Tower.  He approaches
  1891.             you and wants to sell you a Rope.  Not just any rope, but a magic
  1892.             lich-defense negating rope.  Useful, no doubt, for breaking into
  1893.             Deirex's Tower and stealing his items.  There is the small chance
  1894.             that the famed mercenary Jarlaxle will come looking for it, but
  1895.             how likely is that?  Buy the rope for 1000 gold. (If you don't have
  1896.             that much he'll sell it for 750 gold.  If your charisma is 15 or
  1897.             higher, you can talk him down to 500, OR you could just threaten
  1898.             him and take the rope from him)
  1900.             Now head down to Deirex's Tower and enter.  Deirex is right there,
  1901.             and although the Rope does seem to do what it was advertised to do,
  1902.             you are soon teleported to Jarlaxle's Pocket Dimension®.  There
  1903.             isn't really any way to change how things turn out in here.  He
  1904.             tells you that he wants some Gems from Deirex, as his men are
  1905.             imprisoned within them.  He gives you a day to accomplish this
  1906.             before teleporting you back to Deirex's Tower.
  1908.             Fight with Deirex.  He is a fairly standard Lich and fights as
  1909.             such. (Time Stop, Abi Dalzim, etc.)  By this point Liches shouldn't
  1910.             present too tough a challenge for you. (22,000 experience)  Be
  1911.             sure to search his body for the Lich's Tooth and the Jae'llat
  1912.             Wardstone.
  1914.             Then search the place for treasures: (4 containers, not all in this
  1915.             room, and some are trapped)
  1917.               Spells - Glitterdust
  1918.                        Wizard Eye
  1919.                        Deafness
  1920.                        Contagion
  1921.                        Remove Magic
  1922.                        Limited Wish
  1923.                        Melf's Minute Meteors
  1924.                        Spook
  1925.               Leather Armor of the Viper +5
  1926.               Jarlaxle's Gems
  1928.             Take the Gems and you will instantly be teleported back to his
  1929.             little Pocket Dimension.  Jarlaxle takes the Gems and thanks you
  1930.             for your efforts.  Now you can either accept his thanks (2500 gold
  1931.             and 10,000 experience) or you can attack and kill him and his
  1932.             mage (14,000 experience and 12,000 experience).  They don't have
  1933.             any good items for you to take.  In any case you will be teleported
  1934.             back to Deirex's Tower.
  1936.             Go up to the next door (x 3475 y 2730), and enter.  Search the lake
  1937.             for treasure:
  1939.               Gold
  1940.               Gems
  1941.               Spells - Cacofiend
  1942.                        Ruby Ray of Reversal
  1943.               Spear +3
  1944.               Wand of Frost & Wand of Magic Missiles
  1945.               Two Handed Sword +2
  1946.               Crossbow of Affliction +4 (-2 STR, +4 DMG & THAC0)
  1947.               Short Sword +2
  1948.               Ring of Folly (cursed)
  1950.             That's it for the Lich's treasure (the other door on the outside
  1951.             leads in here).  Leave the tower, go up and right to reach the
  1952.             House Jae'llat (it's marked on the map).  The Wardstone will allow
  1953.             you entrance. (x 3260 y 1460)
  1955.             This is, of course, a fairly large battle against many Drow
  1956.             warriors and priestesses.  It just wouldn't be a Drow House
  1957.             without those elements.  Each Jae'llat Guard is worth 6000
  1958.             experience.  This is the first battle, there is another one when
  1959.             you go over to the right.  This battle has Hindra Jae'llat in it
  1960.             (14,000 experience) as well as Istar Jae'llat (16,000 experience).
  1961.             Then search the place for treasure:
  1963.               2500 Gold
  1964.               And a LOT of Gems (about 50)
  1966.             If you are wondering about the other warded door out there, it also
  1967.             leads into the Jae'llat house.
  1969.     OTHER:  The Running Girl
  1971.             Near the female fighter's society you will see a human girl running
  1972.             for her life.  Later a couple of drow warriors ask you which way
  1973.             she went.  You can lie or tell the truth, I've seen no real
  1974.             consequences of it.
  1976.     OTHER:  The Tavern Duels
  1978.             Tavern - Ust Natha (AR 2200, x 1835 y 2550)
  1979.             Sondal - Tavern (AR 2202, x 580 y 1133)
  1981.             On the main level of the tavern, to the left near the stairs, you
  1982.             will find Sondal, the Duel master.  Agree to watch the first duel.
  1983.             One Drow easily defeats four others, comes out and asks for your
  1984.             opinion on the matter.  Tell him that he shouldn't gloat over
  1985.             children and he challenges you to a duel.  Accept.
  1987.               Note:  If you lose any duel, you will be permanently barred from
  1988.                      dueling.  Also, all the duels here are One-on-One (unlike
  1989.                      the Monster battles).
  1991.             When Lasonar is close to being defeated (30,000 experience) he
  1992.             yields the fight and gives you his sword.
  1994.               Blade of Searing +3 (Bastard Sword, with extra "searing" dmg)
  1996.             After the battle, Chalinthra challenges you to a duel. (She was
  1997.             involved with Lasonar, and found insult in you beating him)  When
  1998.             you are ready, talk to Sondal again to get the duel going.
  1999.             Chalinthra is a Cleric of no small ability.  However, she dies just
  2000.             the same. (12,000 experience)
  2002.             The next fight is against a Mage, and requires a Mage from your
  2003.             party to duel him.  So send a mage over and let the battle begin!
  2004.             (6000 experience)  The next battle is also a mage battle, but this
  2005.             one is slightly more difficult (8000 experience).  After that there
  2006.             is one final mage (11,000 experience).  I won these battles by
  2007.             summoning a Nishruu and using the Cloak of Mirroring.
  2009.     OTHER:  The Tavern Monster Battles
  2011.             Tavern - Ust Natha (AR 2200, x 1835 y 2550)
  2012.             Szordrin - Tavern (AR 2202, x 1450 y 840)
  2014.             On the main level of the Tavern is a man standing to the right,
  2015.             Szordrin.  Talk to him if you want to duel some animals.  He has
  2016.             several combats, which must be done in order: (return to him after
  2017.             the battle to get a reward and another battle)
  2019.               Umber Hulk - 4000 exp, 250 gold (from Szordrin)
  2020.               Nabassu    - 16,000 exp, 500 gold (from Szordrin)
  2021.               Sahuagin Prince - 2000 exp, 750 gold (from Szordrin)
  2022.               Beholder   - 14,000 exp, 1000 gold (from Szorddrin)
  2024.             He then claims that he will go to the pens to find more challenges
  2025.             for you to fight, but he never returned (for me at least).
  2028. -------------------------------------------------------------------------------
  2029.     5.2     [BHLDRC]             Beholder City  (AR 2101)
  2030. -------------------------------------------------------------------------------
  2032.   Walkthrough:
  2033.   ------------
  2035.     - BEHOLDER CITY
  2037.       You will find the entrance to the Beholder City in the Southeast part of
  2038.       the Underdark (x 4120 y 3700).  It is the passage that leads down. (The
  2039.       other one goes to the Illithid Lair)
  2041.       We are here to find a Beholder Eye Stalk, and conveniently enough, we
  2042.       can find it on one of the first Beholders here.  Kill the Elder Orb to
  2043.       find:
  2045.         Elder Orb Eye
  2046.         Blade of the Equalizer
  2047.         Amulet of Spell Warding
  2049.       Once you have the Eye, you can head back to Ust Natha and give it to the
  2050.       Matron Mother.  Or you can finish exploring in here and kill a LOT of
  2051.       Beholders.  If you have either the Shield of Balduran (from the
  2052.       Collector's Edition bonus shop) or the Cloak of Mirroring (from the
  2053.       Sahuagin City), then this place is a breeze.  Put those items on your
  2054.       two best fighters, and only send them out.  The Beholders won't be able
  2055.       to touch you.  Elder Orbs can still cast Imprisonment on you, so you are
  2056.       NOT invulnerable.  This just means that you should attack Elder Orbs
  2057.       first.
  2061.       Go up and right to find Drow battling a Beholder.  Explore the place at
  2062.       your leisure.  There are many Beholders, Gauths and a few Mind Flayers.
  2064.       Just above and to the left of the Drow (x 790 y 605) is a small nook of
  2065.       treasure: (all treasures here are hidden in "nooks")
  2067.         Minor Treasures
  2069.       Just to the right of the Drow (x 1213 y 770) is another nook o' treasure:
  2071.         Sling of Avoreen +4 (casts Sonic Boom once a day)
  2072.         Minor Treasure
  2074.       Along the path to the top of the map (x 2500 y 580) is some treasure:
  2076.         Greenstone Amulet (can protect user from Charm, Stun and Psionics,
  2077.                            useful against Mind Flayers, no doubt)
  2078.         Rainbow Obsidian Necklace
  2080.       There is treasure at the top of the map (x 2130 y 175):
  2082.         5200 gold
  2083.         Gems
  2085.       Just left of that one is another treasure (x 1815 y 195):
  2087.         Minor Treasures
  2089.       Well south of that (x 2450 y 1080) in a passage to the left is a larger
  2090.       thing of treasure (it's not a nook, I mean):
  2092.         Minor Treasures
  2094.       That is that for the Beholder City.  Once you have killed all the
  2095.       Beholders, you can take your leave and know that you have done good work
  2096.       here.
  2099. -------------------------------------------------------------------------------
  2100.     5.3     [THLLTH]             The Illithid Lair  (AR 2400)
  2101. -------------------------------------------------------------------------------
  2103.   Walkthrough:
  2104.   ------------
  2106.     - THE ILLITHID LAIR
  2108.         Note:  You WILL want to make an Archive Save before going in here!
  2109.                So, do a normal save, and call it "Illithid Lair", and don't
  2110.                save over it until the entire lair is finished.  That way, if
  2111.                you screw up, you can easily go back to the beginning.
  2113.       The most difficult, and potentially rewarding, of the three lairs is the
  2114.       Illithid Lair, which you can get to via the Underdark.  It is located in
  2115.       the Southeast corner of the map, and you go right (x 5070 y 3400).
  2117.       Once you have entered, you will be quickly captured by a group of Mind
  2118.       Flayers who then enslave you.
  2120.     - ENSLAVED
  2122.       You wake up in a very small cell.  Despite being slaves now, you still
  2123.       have all of your items.  After all, Illithids don't really fear physical
  2124.       attacks.
  2126.       A minute or so later, an Ogre will open your door and tell you that it is
  2127.       time for you to fight.  Remember the Gladiators back in the Copper
  2128.       Coronet?  Same idea, except now YOU are the gladiators.  Soon enough you
  2129.       are thrown into a pit to fight 3 Umber Hulks.  Beat them and you will be
  2130.       put back in your cell.  When you are back, you will be given Healing
  2131.       Potions.
  2133.       Open the side door and talk to the Gith, Simyaz, inside.  These Gith were
  2134.       here to recover the Silver Blade (which you now possess, assuming you
  2135.       went with Saemon) and ended out here instead.  He offers no solutions.
  2136.       Soon the Ogre comes again and this time takes the Gith out to fight.
  2138.       Soon the Gith return and tell you that they are to fight you in the next
  2139.       battle.  However, they have a better idea.  They will keep the Mind
  2140.       Flayers busy, while you try to find an escape from the Lair.  You will
  2141.       soon be taken into the battle.  Defeat the Kuo-Toa's and then escape out
  2142.       to the right while the Githyanki keep the Mind Flayers busy.
  2144.     - ESCAPE
  2146.       Kill the Ogre Jailor here (10,000 exp).  Then search the table:
  2148.         Hilt of the Equalizer (which means that you probably have all 3 pieces)
  2150.       Go right into the next half of the room.  There are four doors here.
  2151.       Open the bottom one first (x 3390 y 1760).  Kill the 2 Kuo-Toa's here.
  2152.       Then open the top right door (x 3270 y 1515) next to kill a couple of
  2153.       Sahuagins.  Next open the right door (x 3380 y 1620) and follow this
  2154.       passage right.  Kill the Mind Flayer here.  Then go to one of the Vats,
  2155.       and manipulate it until you get the Goo.
  2157.       Go back to the Ogre Jailer room, and open the southern door (x 3050
  2158.       y 1960).  Go down this passage, fight the 2 Mind Flayers, and then go
  2159.       right into a weird slave-control room.  Find one of the smaller machines
  2160.       and pour the goo into it (via clicking it twice).  This frees the slaves
  2161.       from their stasis.  They tell you of a way to make Control Collars, as
  2162.       well as ask you to find them a way out.
  2164.       Go up to the big machine in the room and Use it to make Collars.  Keep
  2165.       using it until it no longer works.  You will get 4 Collars.  Equip these
  2166.       in your Quick Item slot to use them.  Then when you find a Mind Flayer,
  2167.       use the item on him to control him permanently. (Control ends when you
  2168.       open a door with him)
  2170.         Note:  How to get extra Mind Flayers (to open doors for you). There is
  2171.                a room where you get the "Goo" which frees the slaves. In this
  2172.                room a lone Mind Flayer will spawn once every minute or so (if
  2173.                one is there, a new one won't spawn). There are at least two
  2174.                doors that require a mind flayer to open and for both doors I
  2175.                just went back to this room, controlled the mind flayer with one
  2176.                of the collars and marched him over to the door. I didn't have
  2177.                to turn into the Slayer once throughout the game (after the
  2178.                first time which you don't control).  [from Rakhiir]
  2180.       Return to the right portion of the jail, and open the northern door
  2181.       (x 3050 y 1450).  Go through the passage and into the room.  Search the
  2182.       grate on the northern wall to find:
  2184.         Methild's Harp (Bards can dispel Hold Person effects, 3x day)
  2186.       Now try to open the door to the right and you get a strange message.
  2187.       Only a great mind or a creature with godlike strength can open this door.
  2188.       Which means either you go capture a Mind Flayer with the collars... or
  2189.       you turn into the Slayer and force the door open.  Turn into the Slayer
  2190.       (unless you managed to keep a Mind Flayer alive), lose the 2 reputation
  2191.       points, and go through the LEFT door.  Once you are in the next room, go
  2192.       up through the north door until you reach the Brine Room.
  2194.       The Githyanki will now be freed and will come out to congratulate you.
  2195.       Oh, and they aren't going to help you get out of here.  (everyone gets
  2196.       25,000 experience)
  2198.       Once in the Brine Room, try to capture some Mind Flayers (don't use all
  2199.       your collars).  Click on the 8 vats to create 8 Brine Potions, which can
  2200.       be used to protect your party from Psionic Attacks.  Give these potions
  2201.       ONLY to front line fighters, and use them ONLY when you are near Mind
  2202.       Flayers, they have a very short effectiveness.
  2204.       Go back to the previous room and open the lower left door (opening these
  2205.       doors requires only that you have a Mind Flayer in the party, x 1690
  2206.       y 1235).  Have only your best fighters proceed, each having taken a swig
  2207.       of the Brine Potion.  (or using the Greenstone Amulet from the Beholder
  2208.       City)  Continue left to find a large group of Illithid and Umber Hulks.
  2210.       From this room there are 3 doors, one to the north, one to the south and
  2211.       a secret door to the northeast.  Since we are being thorough, take the
  2212.       south door first.  This leads to a room with three bizarre Pod-like
  2213.       things in it.  Open each of them to reveal an enemy.
  2215.         Kuo-Toa Priest - 2000 exp, Magic Bolts, etc.
  2216.         Insane Dwarf - 1750 exp, Ring of Fire Control (50% fire res., spells)
  2217.         Umber Hulk - 4000 exp
  2219.       Back to the other room.  Now open the Secret Door (x 1140 y 1300).  Go
  2220.       up this way to find 3 Mind Flayers and several Umber Hulks.  Once they
  2221.       are dead, search the table to find:
  2223.         Staff of Command +2 (casts Domination once)
  2225.       Back to the other room.  That leaves only the northern door to go
  2226.       through. (x 950 y 1280)  I'm not sure why, but I had to turn into the
  2227.       Slayer to open this door.  What then was the point of taking control of
  2228.       several Mind Flayers?  If you have a Mind Flayer in your party, you can
  2229.       then Lockpick the door as normal.  Anyway go through there to find the
  2230.       Big Evil Illithid Brain.  Kill that first (40,000 experience), then
  2231.       concentrate on the other Illithids in there, then the Umber Hulks and
  2232.       finally the Brain Golems.  When the Brain dies you automatically gain
  2233.       some of its blood to give to Matron Ardulace.
  2235.     - EXIT
  2237.       Head back and then right to (x 3730 y 1100) to find the slaves who are
  2238.       now escaping.  They thank you (45,000 experience and a Reputation +1)
  2239.       and leave.  You should do the same.
  2241.       You will find the Githyanki outside in the Underdark under the Tent.
  2242.       If you have the Silver Blade on you, then they want it back and are
  2243.       prepared to fight and die to get it.
  2246. -------------------------------------------------------------------------------
  2247.     5.4     [XTFRTU]             Exit from the Underdark  (AR 2402)
  2248. -------------------------------------------------------------------------------
  2250.   Walkthrough:
  2251.   ------------
  2253.     - KUO-TOA DUNGEON (for the Kuo-Toa blood for Matron Ardulace)
  2255.       This one is by far the hardest to spot.  From the Underdark head west.
  2256.       Go to just south of the Svirfneblin bridge.  Then continue west into the
  2257.       darkness.  You will find that you can travel at (x 150 y 1840).  It's not
  2258.       marked on the map, and if you didn't know it was there, you might go
  2259.       right by it.
  2261.       If you did the Silver Dragon Quest, then you will appear at the END of
  2262.       this particular level.  In that case you may want to backtrack to find
  2263.       all the spiffy items.
  2265.       Anyway, go right.  There are many strange symbols drawn on the ground.
  2266.       The spiral indicates "danger".  Go up the northern "spiraly" path to find
  2267.       some beholders. (well one Beholder and 2 Gauth)  These things are easily
  2268.       killed by anyone with the proper Cloak of Mirroring (or Shield of
  2269.       Balduran).  Go back.
  2271.       Now go up the northeastern passage (x 1230 y 1315).  There are a group of
  2272.       Kuo-toans here, including some wizards.  Finish them off.  Then search
  2273.       the nearby pool to get some Tainted Tadpoles.  Go back.
  2275.       This time we go right.  The path will split, one portion going north and
  2276.       another continuing right.  We want to keep going right, however, the
  2277.       way is dangerous as a Flame Strike will hit you.  Cross over and open the
  2278.       big door (x 2800 y 1670).
  2280.     - THE DEMOGORGON
  2282.       Within is an empty room with several statues.  At the top of the room is
  2283.       a gigantic statue of a Demogorgon.  It asks you to put a sacrifice in
  2284.       front of it to "awaken the five."  This is best done by casting "Animal
  2285.       Summoning" or a similar spell, and putting the animal in front of the
  2286.       statue.  The animals dies, and the five demon knights appear.
  2288.       Each of the Demon Knights is tough, does level drain and has some odd
  2289.       spell casting abilities (such as Horror).  Kill them.
  2291.         16,000 experience each
  2292.         Two Handed Swords +1
  2293.         Soul Reaver: Two handed Sword +4 (not usable by Good)
  2294.         Girdle of Frost Giant Strength (21 STR, part of the Crom Faeyr)
  2295.         Armor of the Hart: Full Plate +3
  2297.       Go back to the passage, and take the northern path.
  2299.     - BLOOD OF A KUO-TOA
  2301.       Just a little ways up the passage you will run into another large group
  2302.       of Kuo-Toa's.  Take these goons out.
  2304.       Continue northeast into a small round room.  It may have Kuo-Toa's in it,
  2305.       or they may be in its two side rooms.  In the right room you will find
  2306.       the Kuo-Toa Prince.  Kill him.
  2308.         Kuo-Toa Prince - 4000 experience
  2309.                          Blood
  2310.                          Gems
  2311.                          Gold
  2312.                          Bracers of Blinding Strike (casts improved Haste)
  2314.       Oh, and if you want to, you can put the Tainted Tadpoles in the pools in
  2315.       the right room. (If this is done before the battle, it weakens the
  2316.       Prince)
  2318.     - EXIT
  2320.       Now if you did the quest for Matron Ardulace, go back the way you came.
  2321.       However, if you need to, you can leave the Underdark completely to the
  2322.       left.  I wouldn't recommend that, but if you have to, why not. (Your
  2323.       disguise WILL fail if you attempt to leave, and then you can never
  2324.       return to Ust Natha)
  2326.       If you were merely teleported here by Adalon, then fight through the
  2327.       Drow guards (some have good EXP, but none have good items) to exit the
  2328.       area through the gates to the left.
  2330.     - TO THE SURFACE (AR 2401)
  2332.       This next series of passages leads to the surface.  You will first
  2333.       encounter a large Drow war party that needs to be taken out.  Go up to
  2334.       the next room to find Drow warring with surface Elves.  They tell you to
  2335.       get to the surface and talk to Captain Elhan.  There is another battle
  2336.       through the northwest doors.
  2338.       Open the southwest doors (x 800 y 520) and go through.  There is yet
  2339.       another battle with Drow here.  Continue through.  Open the last door and
  2340.       exit to the surface.
  2343. -------------------------------------------------------------------------------
  2344.   6.        [BCKTAT]  Chapter 6: Back to Athkatla
  2345. -------------------------------------------------------------------------------
  2347.   Exposition:
  2348.   -----------
  2350.     You exit and are confronted by Elves who at first think you are Drow, but
  2351.     even when they realize their error, still don't like you.  You are taken
  2352.     to see the Elven leaders, first a General, then Elhan...
  2354.   Walkthrough:
  2355.   ------------
  2357.     - ELHAN'S QUESTIONS
  2359.       Elhan now will grill you on your various adventures.  He has a sage
  2360.       behind him who will verify the veracity of your statements (sort of like
  2361.       a polygraph test).  Just answer truthfully and things will go better.
  2362.       For example, on the first question I told him that I left the Drow
  2363.       "bloodied and battered... I did not flee."  The conversation at first is
  2364.       an exchange of information... mostly from you to them.  Then once they
  2365.       know that you know more than they, they want you to help them.  They need
  2366.       the Lanthorn to re-enter the city, but it was stolen by Bodhi.  You must
  2367.       find her and retrieve the item.  Ask for their help in this matter and
  2368.       get Holy Water and Stakes off of them.
  2370.       If Viconia is in the party they force her to swear a Geas to serve you.
  2374.       Naturally the first thing you will want to do upon exiting the Underdark
  2375.       is to head over to Cromwell to make the Crom Faeyr, Long Sword of the
  2376.       Equalizer and Gesen Bow. (all of which we have now found all the pieces
  2377.       for)
  2379.       However, on your way anywhere, you will bump into Drizzt Do'Urden and
  2380.       his friends: Bruenor, Wulfgar, Regis and Catti-Brie (from the Salvatore
  2381.       novels).  If you happen to have killed Drizzt in the previous game (and
  2382.       imported a save-game) then Drizzt is fairly hostile to you.  If your
  2383.       imported character had any of Drizzt's items, then he starts out fairly
  2384.       hostile to you.  Otherwise he is fairly friendly to you.  He is, after
  2385.       all, a force for GOOD in the world.
  2387.       The point of Drizzt is to ask him to help you fight down the evil Vampire
  2388.       Bodhi, which he promises to do.  If you do that, then you can simply
  2389.       meet him in her crypt in the Graveyard.
  2391.       EVIL Parties:  I'm betting, however, that many of you are going to fight
  2392.                      Drizzt to try to steal his nifty items.  First off, this
  2393.                      makes you EVIL, as Drizzt is good.  Secondly, several
  2394.                      party members will leave your party (or attack you) if
  2395.                      you do this:
  2397.                        Jaheira (leaves, goes to Athkatla)
  2398.                        Keldorn (leaves your party and attacks you)
  2400.                      Others aren't happy about it, but don't complain.
  2402.                      When the fight begins, Drizzt immediately summons forth
  2403.                      his spectral panther, Guenwhyvar to help him.  I'd take
  2404.                      out Drizzt first, followed quickly by Catti-Brie.  They
  2405.                      are the two fiercest here.  Then concentrate on Wulfgar,
  2406.                      Guenhwyvar and Bruenor.  Save Regis for last.  This battle
  2407.                      shouldn't be too hard for you.
  2409.                      Catti-Brie - 12,000 experience
  2410.                                   Tansheron's Bow +3
  2411.                                   Long Sword +2
  2412.                                   Chainmail +2
  2414.                      Regis - 1500 experience
  2415.                              Leather Armor +1
  2416.                              Mace +2
  2417.                              Ruby Pendant (Dire Charm 1x/day)
  2419.                      Bruenor - 3500 experience
  2420.                                Battle Axe +3
  2421.                                Mithril Field Plate +2
  2423.                      Wulfgar - 3000 experience
  2424.                                Aegis Fang (War Hammer +3)
  2426.                      Guenhwyvar - 1400 experience
  2428.                      Drizzt - 12,000 experience
  2429.                               Scimitar +5, Defender
  2430.                               Scimitar +3, Frostbrand
  2431.                               Mithril Chainmail +4
  2433.                      If you DO kill them and steal their things, later Malchor
  2434.                      Harpell will appear and attempt to retrieve these items.
  2435.                      (This often leads to strange bugs, where he doesn't
  2436.                      actually do anything, but keeps hanging around).
  2438.     - GATHER MORE ALLIES
  2440.       If you didn't want Drizzt as an Ally, there are other places to look for
  2441.       friends. (You don't actually need any allies if you are confident enough
  2442.       in your battle abilities)
  2444.       The Shadow Thieves:  Talk to Aran Linvail (basement of the Shadow Thieves
  2445.       Guild) and ask him to back you up when you invade Bodhi's place and he
  2446.       will send his "best" assassins out to help you.
  2448.       Order of the Radiant Heart:  Head over to the Order and a Squire will
  2449.       meet with you.  Then talk to Prelate Wesselan in the side room and ask
  2450.       for his help in defeating Bodhi and he will send a contingent of Paladins
  2451.       out to the Tomb to help out. (Interestingly, one of the Paladins sent has
  2452.       the Two Handed Sword +3: Harbinger, that when it hits may hit with a
  2453.       Fireball as well)
  2455.       You may also be able to convince a Temple to help you IF that Temple is
  2456.       your Stronghold.
  2458.       You can recruit all of them to help, or none of them. Up to you.
  2460.       WARNING:  If you are in a romance with someone, remove their equipment
  2461.                 before heading to the graveyard.
  2463.     - BODHI FINALE
  2465.       Head over to the Graveyard to listen to Bodhi.  If you are currently in a
  2466.       Romance with someone, that person will be turned Cyan (such that you
  2467.       cannot talk to them) and a battle between your party and Bodhi's vampires
  2468.       breaks out.  Your romantic interest will then be spirited away.
  2470.       Head out to the entrance to the lower levels (x 590 y 980).  The other
  2471.       entrances are mostly barred to prevent entry.  Go down into the crypt.
  2472.       If you have allies down here, you will find them fighting away.  I will
  2473.       assume that you have no allies, so any allies you have will merely help
  2474.       you. (although you get no experience for anything the "allies" kill)
  2476.       Search the two nearby containers to find some spells (and some Stakes if
  2477.       you need them):
  2479.         Spells - Finger of Death
  2480.                  Symbol of Death
  2482.       We're on the same battle plan as the first time we came here, namely kill
  2483.       Vampires with names, and Stake them when they retreat to their coffins.
  2484.       Go up the passage to find Valen and Del.  Kill them, then enter the room
  2485.       to the left to Stake the two of them.
  2487.       Go up the northern passage (x 360 y 1080) to the blood bath room.
  2488.       Here you will find more vampires (Salia, Meredath) and a pool of blood.
  2489.       Kill the vampires.  Neither of them deserve staking.  Then go up to the
  2490.       Pool and click it twice to use the Holy Water on it.  This cleanses the
  2491.       pool and weakens the vampires.
  2493.       Go through the passage to the right.  There you will find a HORDE of
  2494.       vampires (hence why you wanted the allies, I would think).  Simply go
  2495.       forward until a couple vampires come your way, kill them, go a little
  2496.       further forward, do some more, and so on.  When the last of this room's
  2497.       many vampires are dead, go back to the Coffin room and Stake it.
  2499.         Tip:  Other ways to kill vampires would be to launch Cloudkills into
  2500.               the room, use Turn Undead (from an Evil priest you seize control
  2501.               of Vampires and can turn them on each other).
  2503.       Head into the next passage to the right to get to the Spiky Room.  Here
  2504.       you find a Guard Vampire, who casts spells on himself.  Nothing a good
  2505.       Breach spell can't remove. (x 2150 y 675)  Enter the spiky room.  There
  2506.       are many Vampiric Mists and Traps in here.  Search the center blood pool
  2507.       to find:
  2509.         Gauntlets of Weapon Expertise (+1 THAC0, +2 Damage)
  2510.         Stakes
  2512.       Back to the main room, and take the stairs to the lower level.
  2513.       (x 1575 y 550)
  2515.       If any of the three allies came with you (Drizzt, Eric the Paladin or
  2516.       Arkanis the Shadow Thief) then they will automatically appear with you
  2517.       (even if it didn't look like they understood what stairs are).  This
  2518.       first passage has 2 traps in it before you reach the door.  Arkanis will
  2519.       detrap these if he is with you.
  2521.         Michael Schneider has a battle plan:
  2523.           I recommend the following course of action if you have the
  2524.           Mace of Destruction +2: Allow NO ONE to fight in the final Bodhi
  2525.           battle save your strongest fighter with this weapon and some good
  2526.           armor equipped (you won't take much *physical* damage in this battle
  2527.           if your AC is -7 or lower), and a Cloak of Spell-turning (or Shield
  2528.           of Balduran). The Mace of Destruction renders him immune to
  2529.           level-drain (and the level-drain ability of the vampires and even
  2530.           fledgling-vampires are enhanced for this battle; presumably this is
  2531.           what the Holy Water weakens), which means that all of your party
  2532.           (being unaffected) will be eligible for the big XP payoff at the
  2533.           conclusion. Otherwise you'll need to cast a lot of Restorations
  2534.           before staking her.
  2536.       Open the door to find Bodhi.  She gives her final Evil Rant and attacks.
  2537.       If your lover was turned, you will find them here and they will attack
  2538.       you forcing you to kill them.  Make sure to loot them if you didn't
  2539.       remove their equipment earlier.  Go up to the Pool (any of them) and use
  2540.       a Holy Water on it to weaken the vampires further.  Kill Bodhi (91,000
  2541.       experience) and she will flee to her coffin in the top right room.  Go
  2542.       up there and Stake her. (x 1700 y 100)  This gets you:
  2544.         55,000 + 48,500 experience for each character
  2545.         Rhynn Lanthorn (needed to enter the elven city)
  2547.       Before leaving be sure to get:
  2549.         Bodhi's Black Heart
  2550.         Body of your Lover (if applicable)
  2551.         The Vapiricus Omnibus: Unabridged (from the top left room)
  2553.     - RESTORE YOUR LOVER
  2555.       Well, before we go to Chapter Seven we have to undo the rest of what
  2556.       Bodhi did, namely we have to reverse the vampirism.  The Vapiricus
  2557.       Omnibus mentions the god Amaunator, whose temple we restored when we
  2558.       defeated the Shade Lord (or, if you didn't do that, check out the Umar
  2559.       Hills section).  Go to the Temple Ruins area.
  2561.       Enter the temple ruins.  Make your way to the lettered-floor room
  2562.       (where you can only cross safely by stepping on the letters AMAUNATOR)
  2563.       cross and enter the left room with the giant statue.  Place the Body and
  2564.       Bodhi's Heart in the arms of the statue (x 2615 y 1620).  Your lover will
  2565.       be restored back to life and will be very thankful.
  2569.       Go back to the 'exit from the underdark' area and talk to Elhan again.
  2570.       Everything he says just reveals more and more that the elves knew
  2571.       Irenicus and Bodhi from before.  However, he does not wish to tell you
  2572.       the entire story, and says that if you can rescue the Priestess Demin
  2573.       from the city, Suldanessellar, then she will reveal all to you. (everyone
  2574.       gets 74,500 experience)  This is continued in the section titled
  2575.       'Suldanessellar.'
  2577.   Quests:
  2578.   -------
  2580.     QUEST:  Restore Yoshimo's Soul
  2582.             If you still have Yoshimo's (black) heart, you can try to remove
  2583.             the Geas that holds his soul.  Take it to any Priest of Ilmater
  2584.             (for example, the Temple that is on the Roof of the Copper Coronet)
  2585.             and ask that they help him.  For this you gain 200,000 experience.
  2587.             And no, Yoshimo cannot be resurrected after this.  But hey, you did
  2588.             save his soul!
  2590.     OTHER:  Find the Silver Hilt for the Vorpal Sword
  2592.             You've had the Silver Blade forever now (assuming you went with
  2593.             Saemon) and are probably wondering just when you are going to get
  2594.             that pesky hilt for it.  Well, when wandering near the Adventurer's
  2595.             Mart in Waukeen's Promenade I encountered Kruin, a mean Gith who
  2596.             needs the Sword to re-enter Limbo.
  2598.             Refuse to hand over the sword and he starts casting spells like
  2599.             crazy.  Did I mention that he has several Gith buddies around?
  2600.             Kill them to get the Silver Hilt, used to finish the Vorpal Sword.
  2601.             (Rhetorical question, why didn't the Cowled Wizards show up when
  2602.             the Gith started casting spells?)
  2604.     OTHER:  The Doppleganger Brigands
  2606.             While traveling between areas you will be "waylaid" by a group of
  2607.             what appears to be peasants.  They ask if you are the famous
  2608.             adventurer, renowned throughout the Sword Coast.  Say yes and they
  2609.             suddenly turn themselves into cloned versions of your party!  Who
  2610.             knows what diabolical scheme they have concocted to use with a
  2611.             cloned version of your party.  Kill them.  I didn't really find
  2612.             anything else remarkable about them.
  2615. -------------------------------------------------------------------------------
  2616.     6.1     [3NWARS]             Three New Areas
  2617. -------------------------------------------------------------------------------
  2619.   Walkthrough:
  2620.   ------------
  2622.     - AREA ONE: SMALL TEETH PASS (AR 1700)
  2624.       You probably couldn't help but notice that when you emerged from the
  2625.       Underdark there were 3 new areas on your map.  From left to right these
  2626.       are:  Small Teeth Pass, North Forest and the Forest of Tethir.  We'll
  2627.       hit them in that order starting with the Small Teeth Pass.  There is
  2628.       nothing in the Small Teeth Pass.  Sure, you can fight some Wolfwere's,
  2629.       or Vampiric Mists or even Gnolls, but other than that you won't find a
  2630.       single thing of significance here.  On to the next area.
  2632.     - AREA TWO: NORTH FOREST (AR 1800)
  2634.       This area is very small, but actually does have more significant things
  2635.       in it.  There is a grave (x 1550 y 525) near the top of the map that has
  2636.       some random treasures in it.  Yes, you heard me, random.  Nothing great,
  2637.       possibly some spells, potions or gems.  At night this grave is guarded
  2638.       by some Genies (a Djinn and an Efreet).
  2640.       Further down from that you will find another set of graves, this one
  2641.       defended by a Mage, a Priest and their goons.  I would take out the mage
  2642.       first to prevent him from casting his Time Stop and other spells.  You
  2643.       can search them, but they don't have any great treasures.
  2645.     - AREA THREE: FOREST OF TETHIR (AR 2600)
  2647.       Unlike the previous two areas, this one actually has something in it!  A
  2648.       Quest even!  With murder and intrigue!  You will likely start out at the
  2649.       top of the map.  Immediately to your right you will see a cage hanging
  2650.       from a tree (x 2320 y 225).  This is the Wolfwere camp and becomes
  2651.       significant later.  From there go south to the branch (x 2430 y 1630)
  2652.       go left onto the branch and from there onto the really big fallen tree.
  2653.       Go north up this tree to the next branch (x 1600 y 1180).  Go left on
  2654.       this branch to reach the Cabin.
  2656.       Here you will meet up with Coran (x 580 y 1130) who tells you that he
  2657.       wandered out here with Safana but now she has been kidnapped by
  2658.       Wolfweres.  Agree to help him out.  (Also you can search the left side
  2659.       of the cabin to find a minor treasure, it's on the wall)  If you enter
  2660.       his cabin you will find it overrun by Vampiric Mists and similar
  2661.       creatures.  There are also some +1 and +2 items in here, but by this
  2662.       point in the game that isn't very noteworthy!
  2664.       Leave the cabin and return to the Wolfwere camp to find Coran.  Lanfear
  2665.       has been "holding" Safana captive, but it turns out that they are in
  2666.       cahoots and are out to get you for some bounty or another.  Treachery!
  2667.       And you thought Yoshimo hurt! (Safana and Coran were with you in Baldur's
  2668.       Gate)  However, Lanfear has her own plot to steal Coran away, and kills
  2669.       Safana once he is there.  A battle soon breaks out.  Try to keep Coran
  2670.       alive if you want (isn't important).  If your main character was Female
  2671.       then Lanfear simply kills Coran before the battle. (such is life, I
  2672.       suppose)  And that is that for Coran.
  2674.       Back onto the left log (x 2020 y 1620).  This time take it south to where
  2675.       it intersects with another log (x 3040 y 2800).  Now there is a branch
  2676.       just to the south (and a little east) that leads south off of this
  2677.       log (x 3240 y 2960).  This leads to another branch that goes east.
  2679.       Go north once you are off the branch until you reach the Door (x 4500
  2680.       y 2220).  Enter.  Search the lake:
  2682.         Mana Bow +4 (20% magic resistance)
  2683.         minor treasures
  2685.       There's nothing else worth looking at in here, so leave. (If you did go
  2686.       into the back room, be sure to check for traps first)  We're also done
  2687.       with this area, so you can leave.
  2690. -------------------------------------------------------------------------------
  2691.   7.        [SLDNSS]  Chapter 7: Suldanessellar  (AR 2800)
  2692. -------------------------------------------------------------------------------
  2694.   Exposition:
  2695.   -----------
  2697.     Elhan uses the Lanthorn to open a hole in the tree to the Elven City of
  2698.     Suldanessellar (everyone in the party gets another 74,500 experience).
  2699.     The elves then re-enter their city and bid you to follow them...
  2701.   Walkthrough:
  2702.   ------------
  2704.     - SULDANESSELLAR
  2706.       In case you are wondering, you are in the Forest of Tethir to start with
  2707.       (see the above section 'Three New Areas' if you haven't been here
  2708.       already).  Enter the city.  The elves move out to look for survivors, and
  2709.       Elhan tells you to be careful and look for Ellesime.
  2711.       We are currently in the bottom right portion of the map.  Go north to
  2712.       find the first building (x 4640 y 2500).  Enter.  Kill the three Golems
  2713.       in here to save the two elves.  They reveal that you will find Priestess
  2714.       Demin in a house in the Southwestern part of the city, then leave.
  2715.       Search the large bookcase on the right (x 680 y 270) to find the:
  2717.         Stone Horn (needed)
  2718.         Darts
  2720.       The container just north of that bookcase holds a:
  2722.         Cloak of Elvenkind (Hide in Shadows +50%)
  2724.       The rest of the containers hold merely minor treasures.  Exit the
  2725.       building.
  2727.       Head up the northwestern path (x 4515 y 2450).  Beware Golems that may
  2728.       lurk around here.  There was a group of Rakshasa's (x 4060 y 1950) just
  2729.       outside the next building.  Be ready for a large battle, and enter the
  2730.       building.  If you cast Protection from Evil 10' on your party, then the
  2731.       Glabrezu will not attack you.  Once inside take out the mage first and
  2732.       the rest will be easy.  There is nothing else to be done here for the
  2733.       moment, but remember this place (Temple of Rillifane), we will be back.
  2734.       Exit.
  2736.         Note:  If you have the artifacts of Rillifane before coming here the
  2737.                first time, and quickly placed them in the Altar, you could let
  2738.                the Avatar of Rillifane fight this battle for you. (Rolander)
  2740.       Head down the southwest path to the unmarked building (x 3160 y 2730).
  2741.       There will probably be more Golems here to fight.  Go up the stairs on
  2742.       the building to rescue some elves.  Tell them to get to the gates.  South
  2743.       of this building is a platform where some elves and trolls are fighting.
  2744.       Once the trolls are defeated the elves "move out" to help out other
  2745.       sections of the city.
  2749.       Go down the next southwest passage to the next building (x 2080 y 3240).
  2750.       Enter the TOP room first, and search it until you find the Wardstone.
  2751.       Then leave that room and enter the lower room.  You can find the Meteor
  2752.       Swarm spell on the fireplace mantle.  To the right you will see three
  2753.       dead elves around an odd piece of furniture.  The answers to this thing's
  2754.       questions can be found on the wardstone.  Go up and use the thing:
  2756.         First:  Press the Rune of Corellan Lotharian
  2757.         2nd:    Press the Symbol of Rillifane
  2758.         3rd:    Press the elven Symbol of Water
  2759.         4th:    Press the Rune that denotes the Tree of Life
  2761.       Do that correctly to get the Symbol of Rillifane.  Leave this room.
  2765.       Go west (where you will see Elves battling skeletal warriors), then
  2766.       northwest to get to Demin's House (x 780 y 2140), which is guarded by a
  2767.       Drow and a Demon.  Go up the stairs and enter the building.  Inside you
  2768.       will find Demin fighting three Rakshasa's:
  2770.         Girdle of Stone Giant Strength (20 STR)
  2772.       On the shelf behind her you will find:
  2774.         Spell - Absolute Immunity
  2776.       Afterwards talk to Demin to learn all about Irenicus' past and why he has
  2777.       invaded the elven city.  She also has an idea to help clear the city of
  2778.       its current pest problem, to restore the Guardians of the forest.  What
  2779.       you need is to find the three artifacts of Rillifane:  The Cup, the
  2780.       Symbol and the Moonblade.  We already got the Symbol, all we need is the
  2781.       Cup, which is on the Dragon to the northwest and the Moonblade, which is
  2782.       in the Temple of the Moon to the east.
  2784.       Leave her house.
  2788.       Go up the northern path to the Harpist's House (x 1060 y 625).  Outside
  2789.       the house a group of elves are fighting some golems.  If you manage to
  2790.       save the elves they give you 13,000 experience.  Enter the building.
  2791.       Search the desk in the top left to find:
  2793.         Stone Harp (companion to the Stone Horn)
  2795.       Leave the building.
  2797.       Go up to the northwest passage (x 500 y 725).  This path leads to a new
  2798.       area with the Black Dragon that we must defeat to get the Golden Cup of
  2799.       Rillifane.  Take the passage.  Once at the new area, cast whatever
  2800.       protective spells you wish (I used Haste, Protection from Evil and
  2801.       Mazzy's Protection from Fear), then go southwest and fight the dragon.
  2803.       You can try to reason with him, but he won't fall for it, and a battle is
  2804.       inevitable.  Just keep his spell defenses down and attack.  By this point
  2805.       in the game you should be mighty enough to easily whack this pest.
  2807.         Nizidramanii'yt - 52,000 experience
  2808.                           Golden Goblet of Life (fancier name)
  2809.                           Bladesinger Chain +4 (elven chainmail, AC 1)
  2810.                           Minor Treasures
  2812.         Note: You can also trade all your possessions for the Goblet if you
  2813.               would rather. You could drop all your items on the ground before
  2814.               talking to the dragon, then he just takes all your gold.
  2816.               I wonder what the Dragon would do with Boo, anyway...
  2818.       Once the Dragon is dead, head back the way you came.
  2820.         Alternatively:  You can give the Dragon everything you have (gold and
  2821.                         items) for the Goblet.  Naturally, you'll want to drop
  2822.                         all your items before doing this.
  2824.       Go southeast, past the Harpist's House, southeast down the next passage
  2825.       to get to the House of the Moon (x 1830 y 1450) and site of the final
  2826.       artifact of Rillifane.  Enter.
  2828.       Within the house you get to watch as an elf kills a Balor, but is
  2829.       destroyed himself in the process.  Search the elf's remains to find the
  2830.       Moonblade.  Then search the rest of the room to find:
  2832.         Boots of Elvenkind
  2833.         Spells - Gate
  2835.       Return to the Temple of Rillifane and place the three sacred objects
  2836.       (Cup, Moonblade and Amulet) in the Altar in the center.  This will
  2837.       create the Avatar of Rillifane who is irritated that his temple has been
  2838.       defiled by Irenicus. (everyone gets 65,000 experience)  After talking
  2839.       with you he summons forth the Guardians of the Forest, who clear out the
  2840.       city and unseal the Palace for you to enter.  You also get:
  2842.         Staff of the Woodlands +4 (+3 AC, best weapon for Druids)
  2844.       Leave the temple.  Just outside the temple will be a new elf, Reirra, who
  2845.       offers to sell you things.  When you are ready head up to the Palace
  2846.       (x 3450 y 600).  Near the House of the Moon you will find some elves in
  2847.       conflict with some monsters.  Help out (although the elves seem to get
  2848.       dominated).
  2850.     - THE PALACE
  2852.       Go up to the tree and keep using it until you get all the nuts (the
  2853.       screen will fade to black).  There is now only one door to go through,
  2854.       so go through it.  This leads to a pleasant garden with a waterfall in
  2855.       the center.  To the left are two statues, use the statues to put the
  2856.       Stone Horn and Stone Harp on them. (3000 exp each)  This removes the
  2857.       waterfall and replaces it with a staircase.  Go down the stairs. (after
  2858.       first talking to your party members about the upcoming battle)
  2860.     - THE TREE OF LIFE
  2862.       When you first enter this area, Ellesime talks to you.  She tells you
  2863.       that you need to slay 3 parasites on the tree in order to weaken Irenicus
  2864.       to the point where he can be defeated.
  2866.       From where you start, go all the way left (x 1970 y 450) and one of your
  2867.       Seeds will grow into a new branch that continues left.  Go left to find
  2868.       the first parasite (x 1430 y 140).  Click on it to try to kill it,
  2869.       however it has a defender that leaps out to attack you. (for me it was
  2870.       2 Earth Elementals)  Once they are dead, click on the parasite to kill
  2871.       it.  One down, two to go.
  2873.       Go a little left and down from the first parasite and a new branch will
  2874.       grow in.  Cross it and go down. (x 877 y 1070)  Follow this path down to
  2875.       find the second parasite (x 1180 y 1480).  Click on it until its
  2876.       guardians attack you (air elementals).  Once they are dead, kill the
  2877.       second Parasite and Ellesime will contact you again.  She is very excited
  2878.       now and thinks there is a good chance that you could kill Irenicus. (or
  2879.       as she calls him, Joneleth)  One more Parasite to go.
  2881.       Go down.  You will pass right by Irenicus (x 1800 y 2035), go past him
  2882.       on the path that leads eastwards. (x 2340 y 2400)  Another branch will
  2883.       grow in, cross it.  Keep going right until you find the final parasite
  2884.       (x 2875 2025).  Do the same thing to kill it.  When the last parasite
  2885.       dies you are automatically teleported over to Irenicus.
  2889.       There are many ways to fight Irenicus.  Some might suggest summoning a
  2890.       Nishruu or Hakeashar to deal with him.  Others would recommend using
  2891.       Protection from Magic scrolls.  An easy strategy that often works is to
  2892.       let him cast some spells, then just wander off for awhile.  Most mages
  2893.       don't follow you, and it can easily allow you to do what you will
  2894.       (protective magics, healing, etc.).  But perhaps the easiest strategy
  2895.       for dealing with Irenicus comes from Xar:  Since you can reach Irenicus
  2896.       before killing the parasites, fill his areas with the nastiest traps you
  2897.       have (either you need to be a thief or have Jan along – Imoen/Nalia’s
  2898.       trap skill is too poor).  The traps won’t activate until you get the
  2899.       arch-villain speech.  Seven traps (with some special snare or advanced)
  2900.       will kill him before he can raise a single barrier.  Next.
  2902.       When Irenicus is dead, everyone is sucked into hell with him. If anyone
  2903.       died, don't worry about their possessions, they will appear in hell
  2904.       with you.
  2907. -------------------------------------------------------------------------------
  2908.     7.1     [TH9HLS]             The Nine Hells  (AR 2900)
  2909. -------------------------------------------------------------------------------
  2911.   Exposition:
  2912.   -----------
  2914.     When Irenicus died, your stolen soul did not return to you and as a result
  2915.     you followed Irenicus into hell.  Imoen has a theory as to why the same
  2916.     didn't happen with her, that Bodhi's vampirism made the soul transfer
  2917.     easier.  In any case, you must find Irenicus and finish things, once and
  2918.     for all.
  2920.   Walkthrough:
  2921.   ------------
  2923.     - BHAAL'S TEARS: SAREVOK
  2925.       Well that big giant door to the north seems like a likely place to have
  2926.       to end out eventually, if only you could open it.  Go over to the left
  2927.       (x 575 y 840) and down the stairs.
  2929.         Note:  Each of these "tests" has a GOOD and an EVIL way to accomplish
  2930.                them.  Which you do has some fairly drastic effects when you
  2931.                get around to opening the final doors.
  2933.         Alternate Route: [from Henning Roes]
  2935.           In your walkthrough you walked left and started with the Wraith of
  2936.           Sarevok. If you walk right instead it seems that whatever you do you
  2937.           will stay good.  In my first game I went left and everything was like
  2938.           you described. In my second and third game I went right and wasn't
  2939.           able to get the evil reward or become evil. I sacrificed a peasent
  2940.           for example by choosing the evil path to avoid the loss of DEX. When
  2941.           I placed the Tear my alignment didn't change and I got the 'good'
  2942.           reward. Same in every other cave.
  2944.           The exception is the Wraith of Sarevok. When I showed him my wrath I
  2945.           got the evil reward and my alignment changed.
  2947.           There is even a small benefit by going right beside the benefits
  2948.           mentioned above. Sarevok's Wraith is not able to hurt you when you're
  2949.           immune to 0/+1-weapons. You can kill him with a dagger or your fists.
  2951.       Walk forward a little to find Wraith Sarevok (he was the final bad-guy in
  2952.       the first Baldur's Gate, if you didn't play it).  Talk to him.  He tells
  2953.       you just about everything you will need to know about this hell you are
  2954.       in.  How you need to collect the Tears of Bhaal to open that door, and
  2955.       to confront Irenicus for your soul.  If you get really mad at Sarevok and
  2956.       yell at him and so forth, then your stats will be increased. (It's along
  2957.       the lines of you deserving the power of the Slayer)  My Barbarian gained
  2958.       +1 STR.  That, however, is the EVIL path.
  2960.         Note:  Choosing the evil path when fighting Sarevok's Wraith gives you
  2961.                +1 STR. This is permanently added to your STR. The +2 reward is
  2962.                added to your actual equipment. For example: You have STR19,
  2963.                gain the +1 then you have 20. Adding the +2 gives you 21. If
  2964.                you're wearing a girdle of STR21 then your STR is increased to
  2965.                21+2=23. (Henning Roes)
  2967.       Go back up.  Then go down, and left to the next staircase (x 830 y 1830).
  2969.     - BHAAL'S TEARS: GREED
  2971.       You will immediately confront a demon by the name of Greed.  He greets
  2972.       you and gives you the Blackrazor longsword (a +3 weapon with many good
  2973.       effects).
  2975.       Walk forward to find the trapped Genie.  He gives you a little riddle.
  2976.       The gist of which is that to free him and gain the Tear of Bhaal that you
  2977.       need requires the use of the Blackrazor.  You can either give him the
  2978.       sword (20,000 exp) or you can kill him with it. (11,000 exp)  In any case
  2979.       once you have the tear go back up.  Giving him the sword is the GOOD
  2980.       path, killing him the EVIL path.
  2982.         Note: I've heard you can pickpocket the tear off him, but haven't
  2983.               confirmed it.
  2985.       Go right, then down the center stairs (x 2100 y 2200).
  2987.     - BHAAL'S TEARS: SELFISH
  2989.       Walk forward to find the demon Selfish.  It tells you that it has a Tear
  2990.       but that you have to prove yourself worthy.  It then steals one of your
  2991.       companions (and if you happen to HAVE no companions, then it steals a
  2992.       mortal from some random place... I have also heard that you can simply
  2993.       dismiss an NPC before going here and he will still summon the peasant).
  2994.       Then the choice becomes thus, if you go on the left path you must
  2995.       sacrifice to save this person, if you go right you sacrifice nothing
  2996.       (but the person being held is killed).
  2998.       If you take the Left path, you will lose:
  3000.         First Door:  2 HP from maximum
  3001.         Second Door: 1 point of Dexterity
  3002.         Third Door:  Experience
  3004.       Ard has an interesting alternative:
  3006.         I have found a way around it.  I came in with my main char and Imoen (I
  3007.         did the whole game with one but kept Imoen when she returned) so Imoen
  3008.         was taken hostage. She wore the boots of speed (perhaps haste works
  3009.         too).  I paused immediately when she appeared below and cued her to run
  3010.         to the bottom left door and open it *from the inside*.  Imoen could
  3011.         just reach this before being held.
  3013.         The demon was satisfied, gave up the tear and buzzed off without any of
  3014.         the damage described.
  3016.       Andrew Scarvell has another interesting alternative:
  3018.         I found this out quite by accident.  One of my multiplayer characters,
  3019.         a female gnome illusionist/thief (aka Wierdo), had a Dispel Magic spell
  3020.         stored away in a Contingency, set to go off if the character became
  3021.         "helpless". Anyway, Wierdo was spirited away by Selfish, and had the
  3022.         Hold spell put on her, thus rendering her helpless.  The Contingency
  3023.         spell therefore kicked in, and the dispel magic freed her.
  3025.         Now, with Wierdo free in the demon's domain, she could simply talk to
  3026.         the demon and the GOOD path was automatically chosen.  She was then
  3027.         able to open the final left door at her leisure, which caused the main
  3028.         character to lose some experience, but this was the only penalty I
  3029.         suffered as the other doors are now inactive.  No loss of DEX or HP.
  3030.         And I didn't cheat in any way - in fact it was positively in spirit
  3031.         with the game, as a very innovative (or lucky) application of the
  3032.         contingency/dispel magic combo.  This is quite similar to Ard's cheat
  3033.         involving the boots of speed, except that it isn't a cheat.
  3035.       If you take the right path, YOU lose nothing, but the person held dies.
  3036.       This is a permanent death (unless you have the Rules set to the easier
  3037.       levels).  Also if you are a Paladin or a Ranger you will become Fallen.
  3038.       Naturally making the sacrifice is GOOD, and getting them killed is EVIL.
  3040.       There is also some minor treasure by where your companion is held.  Time
  3041.       to leave this area, go back and get to the next set of stairs to the
  3042.       right.
  3044.     - BHAAL'S TEARS: FEAR
  3046.       You will immediately encounter the Fear Demon.  He tells you that there
  3047.       are horrible fiends beyond him that will devour you alive.  Your only
  3048.       hope is a magical Nymph-skin cloak that he has.  Don't take the cloak as
  3049.       you don't need it.  Taking the cloak is the EVIL path, not taking it is
  3050.       the GOOD path.
  3052.         Tip:  Cast Remove Fear on your party ahead of time.
  3054.       Past this demon there are two paths, a northern one that leads to
  3055.       Beholders and a southern one that has a Fear aura on it.  Take the
  3056.       southern passage to the right, skip by the treasure chest.  At the end
  3057.       of the path is a bright red crystal.  Click it to get the Tear of Bhaal.
  3059.       Go back out, and there is only one last set of stairs to hit. (x 3385
  3060.       y 1000)
  3062.     - BHAAL'S TEARS: PRIDE
  3064.       Here you will meet with the final demon, Pride.  He has a big long speech
  3065.       since he is the last demon (actually any of them will give you this
  3066.       speech if you do them last).  Then he tells you that to get the last tear
  3067.       you must defeat a big evil monster.  Ask him what KIND of monster it is.
  3068.       Then keep bugging him about the creature.  Why does it deserve death?
  3069.       Keep bugging him until he admits that the creature might just give you
  3070.       the tear anyway.
  3072.       Go forward to find the Dragon and it will give you the tear.  That was
  3073.       easy, wasn't it.  Doing it that way is the GOOD path, fighting the dragon
  3074.       anyway is the EVIL path.
  3076.       There are some potions in a hidden container to the left by the red
  3077.       glowing crystals.
  3079.       If you chose to fight whatever was in there, it will be a Red Dragon and
  3080.       it will have some interesting treasures, but at this point in the game,
  3081.       it isn't really worthwhile.
  3083.       Go back out.
  3085.     - IRENICUS FINALE
  3087.       I bet you're just saying to yourself, just how many times must I kill
  3088.       Irenicus before he finally dies!?  Well just this one more time, honest.
  3090.       Head up to the Big Door (x 2050 y 400) and click it.  Click it again to
  3091.       remove the seals. (and again...)  Depending on whether you did the
  3092.       tests as "Good" or "Evil" you get these bonuses: (bonuses from ANDY)
  3094.         FEAR TEAR (the Nymph cloak)
  3095.           Good:  Immunity to +1 weapons or less
  3096.           Evil:  +2 CON
  3098.         SELFISHNESS TEAR (sacrifice for companion)
  3099.           Good:  +10 resistance to magic
  3100.           Evil:  +2 to your AC
  3102.         GREED TEAR (the Blackrazor sword)
  3103.           Good:  +2 to all saving throws
  3104.           Evil:  +15 to HP
  3106.         PRIDE TEAR (the dragon)
  3107.           Good:  +20% resistances to fire, cold and electricity
  3108.           Evil:  Gain 200,000 experience
  3110.         WRATH TEAR (Sarevok)
  3111.           Good:  +1 to WIS and CHA
  3112.           Evil:  +2 to STR
  3114.       IMPORTANT NOTE:  If in any of the above tests you choose the Evil Path,
  3115.                        you lose one reputation point and also have the
  3116.                        alignment changed over to evil (if you were good or
  3117.                        neutral).
  3119.       When the door opens, Irenicus blasts out to face you one last time.  This
  3120.       time, it's personal.
  3122.       This time Irenicus summons forth 4 demons and then becomes the Slayer.
  3123.       I ignored Irenicus and killed the demons first, then I concentrated all
  3124.       firepower on Irenicus.  I found this battle to be easier than the earlier
  3125.       battle with him, but that is just me.  He also will teleport around the
  3126.       area.  When he dies, he dies rather spectacularly.
  3128.       And so the game ends...
  3131. -------------------------------------------------------------------------------
  3132.  X1.        [STRNGH]  STRONGHOLD Walkthroughs
  3133. -------------------------------------------------------------------------------
  3135.   These do not tell you how to get the Hold, (though they do tell you where to
  3136.   start) these are intended to tell you what to do with the Hold when you get
  3137.   it.  Only the main character gets a stronghold.  That means if your main
  3138.   character is a Fighter, Monk or Barbarian, you get the Warrior Stronghold.
  3139.   Sorcerers get the Mage Stronghold.
  3141.   Warrior -->  De'Arnise Hold
  3143.                Talk to Nalia in the Copper Coronet in the Slums to get this
  3144.                quest started.  Then at the successful completion of the quest,
  3145.                Nalia gives you the fortress as thanks.  You MUST accept the
  3146.                Stronghold when she first offers it!  If you do not, it will
  3147.                be seized by her enemies.
  3149.                This stronghold's primary ability is to raise money, which it
  3150.                does at a rate of 500 gp per week.  This gold is collected in
  3151.                the library on the second floor.  You can also sleep anywhere in
  3152.                the Keep.  Also you can "raise the tax rate," which results in
  3153.                an instant 1000 gp gain, but makes the people less happy.  You
  3154.                want to keep your people happy since when they get too unhappy
  3155.                they will revolt.  And if they revolt you lose control of the
  3156.                Keep.
  3158.                Plus about once a week someone will come to visit you at the
  3159.                hold.  These are "mini-quests" and usually involve a choice on
  3160.                your part.  Most of these are worth only experience.  The best
  3161.                time to know when to return to your keep is when you get the
  3162.                message saying that "Gold has been placed in your Keep".
  3164.                Event 1:  Angry Merchant.  Tolmas Bendelia is here and he is
  3165.                          quite upset.  His caravan was waylaid by bandits in
  3166.                          your land and he wants restitution.  From you.  If you
  3167.                          do NOT pay him, he threatens to make life miserable
  3168.                          for your people.  The caravan was worth 1000 gold.
  3169.                          You can either pay him the money, buy the debts of the
  3170.                          farmers, or laugh him out of your sight.  Once that
  3171.                          is done you must decide what to do about the bandits.
  3172.                          You can hire mercenaries for 500 gold, 250 gold or
  3173.                          ignore them.  Depending on your answers you get exp:
  3175.                            Buy debts for 1000 and 500 for mercenaries: 15,000
  3176.                            Pay him 1000 and 500 for mercenaries:       15,000
  3177.                            Pay him 1000 and 250 for mercenaries:       0
  3178.                            Pay him 500 (CHA of 15+) and 500 for mercs: 15,000
  3180.                Event 2:  The Guard Thief.  Captain Cernick has caught one of
  3181.                          your guards stealing.  Cernick, if asked, would have
  3182.                          the man executed immediately, but that won't gain you
  3183.                          anything.  Talk to the thief and learn his side of the
  3184.                          story.  Turns out he has a very good excuse (medicine
  3185.                          for wife).  You can execute him, expel him from the
  3186.                          guard or help him out.  The medicine costs 500 gold.
  3188.                            Forgive him:  15,500 exp
  3189.                            Expel him:    11,500 exp
  3190.                            Execute:      nothing
  3192.                          Buying the medicine makes the people like you more,
  3193.                          and less likely to revolt.
  3195.                Event 3:  The Cleric of Tempus (Tempos).  A priest of Tempus
  3196.                          wants to set up shop in your Keep.  He's a very odd
  3197.                          character, and not someone that you will like.
  3198.                          Keldorn will recommend him, while Anomen doesn't like
  3199.                          him.
  3201.                            Let him stay:                  15,500 exp
  3202.                            Don't take stranger into keep: 11,500 exp
  3203.                            Tell him to beat it:           nothing
  3205.                          If you do keep him, you can find him upstairs in the
  3206.                          Golem area.  It requires going through some secret
  3207.                          doors but it is your own temple.
  3209.                          Also letting him stay makes the people like you more.
  3211.                Event 4:  Somewhere around 2 weeks later (for me it was 16 days)
  3212.                          a messenger appears and tells you to get back to the
  3213.                          Hold within the next week OR ELSE.
  3215.                          Once you are there you meet with Lord Farthington
  3216.                          Roenall who wants you to give up the Keep.  I suggest
  3217.                          you NOT do that.
  3219.                Event 5:  Chanelle the Maid.  She has two men who wish to marry
  3220.                          her and only you can decide which she is to marry.
  3221.                          The first, Jessup, is poor but she loves him.  The
  3222.                          second, Malvolio, is rich but she doesn't love him.
  3224.                            Marry Jessup: 15,500 exp
  3225.                            Marry Malvolio: 11,500 exp
  3227.                          If you let her marry Jessup then you have the option
  3228.                          of providing a dowry.  A 500 gold dowry makes the
  3229.                          people like you more.
  3231.                          If you let her marry Malvolio, the people like you
  3232.                          less.  However, if you refuse his 500 gp, then they
  3233.                          like you more (however, the two cancel each other out
  3234.                          so you end out where you started).
  3236.                Event 6:  The two moneylenders.  They claim that the previous
  3237.                          Lord De'Arnise borrowed money from them and that you
  3238.                          are responsible for paying it.  The Major Domo says
  3239.                          that there was no such debt, and that they could have
  3240.                          forged the documents themselves.  You can pay them
  3241.                          their money if you wish, but you get no experience
  3242.                          from it.  Either threaten them with executions or have
  3243.                          them executed.
  3245.                          Turns out they are blackmailers, but they might have
  3246.                          a hold over your people.  If you didn't buy off the
  3247.                          blackmailers, you have to pay your people.
  3249.                            500 gold:   11,500 exp
  3250.                            1000 gold:  15,500 exp (and people like you more)
  3252.                          And not paying makes the people angry with you.
  3254.                Event 7:  Flooding.  The old dikes have broken flooding the
  3255.                          land.  Several angry farmers demand satisfaction from
  3256.                          you.  You need to spend money to repair the farms:
  3258.                            5000 gold:  15,500 exp
  3259.                            partial: 4500 exp
  3260.                            none: nothing (and this makes a revolt more likely)
  3262.                          If you do a partial amount, you get experience based
  3263.                          on how much you shell out:
  3265.                            4000 gold:  6500 exp
  3266.                            3000 gold:  4500 exp
  3267.                            2000 gold:  2500 exp
  3268.                            1000 gold:  nothing
  3270.                          And the less you pay, the more angry at you they
  3271.                          become.
  3273.                          Then you need to spend money to repair the dike:
  3275.                            2000 gold:  the people like you more
  3276.                            none: nothing (possible bad effects with Roenall)
  3278.                          Listen to what the farmers say when they leave.  If
  3279.                          they compliment you, then the people like you, if
  3280.                          they say... not so nice things, beware.
  3282.                Event 8:  Invasion.  Lord Roenall now intends to take this Keep
  3283.                          by force and has invaded your lands.  Your forces will
  3284.                          not hold up long.  What you are asked to do is go out
  3285.                          to the battle and kill Lord Roenall, thus ending the
  3286.                          invasion.  Captain Cernick asks that you go out to
  3287.                          help with the battle.
  3289.                          Just past the drawbridge you'll find the two opposing
  3290.                          forces.  After Roenall taunts you, attack him with
  3291.                          everything you have.  All you have to do is kill him
  3292.                          and the battle ends.
  3294.                            Roenall - 12,000 exp
  3295.                                      Full Plate Mail +1
  3296.                                      Bastard Sword +1
  3298.                          Back inside you are told the Keep is yours forever
  3299.                          more (assuming you don't tax yourself into a revolt)
  3300.                          and you get 50,000 exp.  Be sure to search Roenall
  3301.                          afterwards.
  3303.                The Keep is now yours forever, to generate an income, and be
  3304.                a base of operations.
  3307.   Priest  -->  Cult at the Temple District
  3309.                Normally when you go to the Temple District you see a cult form,
  3310.                and a Priest of Helm talks to you.  Well when you go here as a
  3311.                Priest, a representative from your Temple (ie Lathander) tells
  3312.                you to come with him.
  3314.                Return to whomever gave you the quest to accept your reward
  3315.                (I got 8000 gold from Lathander as well as a Reputation +1).
  3316.                They then give you a room in the temple and you are part of the
  3317.                temple now.  Then talk to their Acolyte to learn what you need
  3318.                to be doing now.
  3320.                  Lathander - Acolyte Lara
  3321.                  Helm      - Acolyte Byron
  3322.                  Talos     - Acolyte Vilon
  3324.                You then have to meet with some people and help them out.  Talk
  3325.                to the person, decide on a course of action.  Then wait until
  3326.                they return to tell you the results.  After 24 hours or so, the
  3327.                Acolyte will return to grade your performance.  (The people are
  3328.                the same in all temples, however the reward for what you have
  3329.                them do changes)
  3331.                  Note:  If you do something that the church you are a member of
  3332.                         doesn't like (such as a Priest of Lathander telling
  3333.                         someone to "kill all the witnesses") then you will be
  3334.                         stripped of your title.
  3336.                Lathander: (best choices)
  3338.                  Glinden - Wife is unfaithful.  Tell him to forgive her and let
  3339.                            her do as she will.  Later the Acolyte comes and
  3340.                            evaluates your performance. (20,000 exp)
  3341.                  Ti'Vael - Killed a man.  Have him pay restitution to the man's
  3342.                            family.  48 hours he returns. (20,000 exp)
  3343.                  Rania   - Lost her faith.  Give her time to think about
  3344.                            things.  48 hours later Acolyte Lara reappears and
  3345.                            gives you 20,000 exp.
  3346.                  Cortirso - You were instantly promoted over this gentleman in
  3347.                            the church, and he demands satisfaction (a duel).
  3348.                            Don't fight him and Lara will give you 20,000 exp.
  3350.                  Lara then gives you the task to assassinate the
  3351.                  Weathermistress Ada, chief of the Talos Temple.  Every
  3352.                  follower of Talos is now your enemy.  Head over to the Temple
  3353.                  and kill Ada.  Return to Lara for your reward: 1000 gold and
  3354.                  35,000 experience.
  3356.                Helm: (best choices)
  3358.                  Glinden - Wife is unfaithful.  Tell him to remind his wife of
  3359.                            their vows.  Byron will return later and give you
  3360.                            20,000 exp.
  3361.                  Ti'Vael - Killed a man.  Tell him to turn himself in to the
  3362.                            authorities.  Byron gives you 20,000 exp.
  3363.                  Rania   - Lost her faith.  Stress the importance of duty and
  3364.                            following.  She doesn't like it that much, but
  3365.                            Helm does.  Byron returns later to give you 20,000
  3366.                            experience.
  3367.                  Cortirso - You were instantly promoted over this gentleman in
  3368.                            the church, and he demands satisfaction (a duel).
  3369.                            Accept his challenge and kill him.  Byron then gives
  3370.                            you 20,000 experience for following Helm.
  3372.                  You are then given the task of protecting the Temple of
  3373.                  Lathander from an attack of Talos.  Also you must prevent the
  3374.                  Lathandites from gaining revenge on Talos after the attack.
  3375.                  Head over to the Temple of Lathander and prevent the assault
  3376.                  from going through.  Then talk to Lara and talk her out of
  3377.                  assassinating Ada. (2,1)  Return to Byron to get 1000 gold and
  3378.                  35,000 experience.
  3380.                Talos: (best choices)
  3382.                  Glinden - Wife is unfaithful.  Tell him to murder his wife AND
  3383.                            her lover, then when the Inspector shows up turn
  3384.                            Glinden in for a reward.  You get 200 gold and
  3385.                            20,000 experience when Vilon returns.
  3386.                  Ti'Vael - Killed a man.  Tell him to kill all the witnesses to
  3387.                            his crime.  Then when he returns to you, kill him.
  3388.                            Then take his head to the government district and
  3389.                            give it to the inspector.  Return to the temple.
  3390.                            When Vilon returns you get 500 gold and 20,000 exp.
  3391.                  Rania   - Crisis of faith.  Kill her for her lack of faith
  3392.                            (oh, and keep her head around).
  3393.                  Cortirso - You were instantly promoted over this gentleman in
  3394.                            the church, and he demands satisfaction (a duel).
  3395.                            Now take Rania's head to the Inspector and frame
  3396.                            Cortirso for the murder.  Vilon will give you 30,000
  3397.                            experience for this clever action.
  3399.                  Now you are told to go assassinate Dawnmaster Kreel of the
  3400.                  Lathander temple.  Go do so, and you have to attack every
  3401.                  follower of Lathander on your way there.  Return to get your
  3402.                  reward of 35,000 experience and 2000 gold.
  3405.   Paladin -->  Order of the Radiant Heart
  3407.                Talk to Lord Jierdan in the Copper Coronet (Slums) to get this
  3408.                ball rolling.  Finish the quest and return to Garren, who now
  3409.                offers to help you enter the Order of the Radiant Heart.  Your
  3410.                Paladin special abilities will also be increased.  Do NOT kill
  3411.                Firkraag until you are asked to.
  3413.                  Note:  Although it says that your abilities are increased,
  3414.                         nothing appears to happen.
  3416.                Go to the Radiant Heart and talk to Prelate Wesselan in the top
  3417.                left side room.  Agree to what he says, then go talk to William
  3418.                Reirrac.  You are given a small room in the Order and started
  3419.                out doing quests:
  3421.                Event 1:  Go to Umar Hills and rescue Knights from an attack.
  3422.                          When you arrive at the Umar Hills, a runner
  3423.                          immediately takes you to the site of the battle.
  3424.                          There are Orgs, Ogre Mages and Ettins around.  Kill
  3425.                          them and try to keep the other Knights alive.  Return
  3426.                          to Reirrac to get your reward: 10,000 exp.
  3428.                Event 2:  Reirrac now wants you to go back to Umar Hills to meet
  3429.                          a Baron in the Inn.  This Baron wants you to remove
  3430.                          some Squatters from his land.  Talk to Brunson, Pardo
  3431.                          and Moreno outside of the Inn before going inside and
  3432.                          speaking with the Baron.  When speaking with the Baron
  3433.                          tell him everything you have learned from outside, and
  3434.                          Lanka will turn against him.  A fight breaks out, kill
  3435.                          the Baron.  Him and his goons range in experience from
  3436.                          3400 to 8000 and have some very minor treasures.  Go
  3437.                          outside and the farmers will thank you.  Return to the
  3438.                          Radiant Heart.  Tell Reirrac what occurred to get
  3439.                          25,500 experience. (If you didn't talk to the farmers
  3440.                          and help the Baron remove them then you get a mere
  3441.                          10,000 experience, if you DID talk to the farmers but
  3442.                          removed them anyway you get 15,000 exp)
  3444.                Event 3:  The Morningales are being slaughtered for opposing the
  3445.                          slave trade.  Only one member of this family has
  3446.                          survived, Tyrianna.  Head out to the Docks district.
  3447.                          Enter the house just to the right of the Temple of
  3448.                          Oghma.  Once inside you get to meet the "pleasant"
  3449.                          Tyrianna.  Soon you will be attacked by assassins,
  3450.                          which can be easily dispatched.  Then Tyrianna's
  3451.                          godfather, Hurgis arrives.  There are two possibilities
  3452.                          here, 1) he may be an evil assassin, or 2) he has
  3453.                          no proof of his identity, but doesn't detect as evil.
  3454.                          So, cast Detect Evil to see which he is.  If he
  3455.                          detects as evil he is an assassin that must be killed,
  3456.                          otherwise hand her over to him and return to the
  3457.                          Order.  Talk to Reirrac to get a reward:  Pride of the
  3458.                          Legion +2 (Plate Mail with AC of -1) and a Large
  3459.                          Shield +2.  If you had "Fallen" then your Paladin
  3460.                          abilities will be regained.
  3462.                Event 4:  The final event is to retrieve the Avenger from the
  3463.                          Red Dragon Firkraag.  Return to the dragon's lair and
  3464.                          go up to the dragon.  Make your battle preparations.
  3465.                          Now pause it, click on the dragon as though you were
  3466.                          going to talk to it, then switch over and have
  3467.                          everyone attack it instead.  If it works right, he'll
  3468.                          wait for you to talk to it, while you are busy
  3469.                          pummeling him!
  3471.                            Firkraag - 64,000 exp
  3472.                                       Red Dragon Scales
  3473.                                       Holy Avenger +5
  3474.                                       Cloak of the Shield
  3475.                                       1500 gold
  3476.                                       Spells - Invisible Stalker (Mage)
  3478.                          Return to Reirrac to get some experience (35,000).
  3479.                          Take the Scales to the Docks area and have Cromwell
  3480.                          make it into the Red Scale Armor. (AC of -1)
  3483.   Thief   -->  Shadow Thieves Guild (at the Docks)
  3485.                Go over to the Shadow Thieves Guild at the Docks (they'll let
  3486.                you in since you know Gaelan).  Go to the back of the Guild, and
  3487.                up the stairs. (or you could just go in the side door) Talk to
  3488.                Renal Bloodscalp and finish up his quests.  At the end of which,
  3489.                Renal gives you control of Mae'Var's former guild as well as
  3490.                10,500 gold to get it up and running.  When he says he wants a
  3491.                profit out of you, he means it!  Everyone in your party also
  3492.                gets 45,500 experience.
  3494.                Go to your new Thieves Guild.  You now have a new guard outside,
  3495.                Brannel (whom you can chastise if you feel like it).  Go inside,
  3496.                and then open the top door to talk to Jariel.  Jariel explains
  3497.                the workings of your guild, that you direct your thieves
  3498.                activities (high risk or low risk), bail them out of jail, etc.
  3500.                At the beginning the thieves are at the Low Risk level, just
  3501.                covering the quota.  You are also offered the chance to change
  3502.                your 5 thieving groups level of risks (one option at a time).
  3503.                The more risk involved, the more money you can collect.  Once
  3504.                that is done, come back in 5 days.  Collect your money from
  3505.                Jariel, and possibly bail someone out of a jam.  Then wait for
  3506.                Joster to arrive and pay him your dues. (You will receive a
  3507.                message above your head saying that he has arrived.  When you
  3508.                get that he appears next to Jariel)
  3510.                Thieving Probabilities: (based on what you assign them in
  3511.                                         conversation with Jariel)
  3513.                                                             Gold Gained
  3514.                                   % success  % jailed   Hz:  Gh:  Kr:  Ma:  Va:
  3516.                  Thread: (2,1,2):    90%        10%     200  200  250  100  150
  3517.                  Thread: (2,1,1):    80%        20%     400  300  500  250  300
  3518.                  Thread: (2,2,2):    80%        20%     400  300  500  250  300
  3519.                  Thread: (1,1,2):    80%        20%     400  300  500  250  300
  3520.                  Thread: (1,1,1):    65%        35%     600  500  750  500  500
  3521.                  Thread: (1,2,2):    65%        35%     600  500  750  500  500
  3522.                  Thread: (2,2,1):    65%        35%     600  500  750  500  500
  3523.                  Thread: (1,2,1):    50%        50%     900  750 1000  750  800
  3525.                  Cost to bail out:   ................   100  200   50  250  300
  3527.                Quotas:  1:   500 gold
  3528.                         2:   500 gold
  3529.                         3:  1000 gold
  3530.                         4:  1000 gold
  3531.                         5:   350 gold
  3533.                    Every time after is random:
  3535.                       50% -  500 gold
  3536.                       20% -  900
  3537.                       20% -  300
  3538.                       10% - 1000
  3540.                If you fail to pay your Quota, then you lose your Thieves Guild.
  3541.                To max out your returns, have all your first three thieves go
  3542.                for the highest risk (1,2,1).  If you want to see some more
  3543.                Money Charts to support this, check out the Appendix.
  3545.                  Note:  You can charm the person give the Shadow Thieves'
  3546.                         tribute to if you have the thief stronghold.  Then take
  3547.                         him out of your guild (using charm) and away from any
  3548.                         out of the sight of any of your guildmembers.  Then
  3549.                         attack him with no reputation loss.  As long as none
  3550.                         of your thieves see him die, you're fine. [from
  3551.                         Nathaniel Ragatz]
  3553.                Beyond that there are also events to deal with:
  3555.                Event 1 - Talk to Lathan (the other thief by Jariel) and he
  3556.                          mentions that he is your "eyes and ears".  He has
  3557.                          nothing to report, but soon another thief, named Ama,
  3558.                          appears.  She wants you to help take out a government
  3559.                          official.  Simply meet her any night after this in
  3560.                          Waukeen's Promenade.  If you saved Kamuzu from the
  3561.                          cells that Mae'Var kept, then he will warn you NOT to
  3562.                          trust her.  Gee, someone betraying you?  Haven't seen
  3563.                          THAT before!
  3565.                          Anyway, at night, wander over to Waukeen's Promenade.
  3566.                          She'll appear and ask that you put your weapons away,
  3567.                          supposedly to not scare someone.  Yeah, her.  Soon,
  3568.                          you will be attacked by 6 assassins.  They have some
  3569.                          minor treasures.
  3571.                Event 2 - Talk to Lathan again, and tell him to never let such
  3572.                          things happen again.  Then he has a bit of a problem,
  3573.                          a pickpocket is keeping profits from you.  The
  3574.                          pickpockets know who is stealing but won't tell you.
  3575.                          You have four options here:  Kill them all, kill one
  3576.                          of them (your choice), dock their pay or let their
  3577.                          supervisor, Kretor, fix it.  It takes 5 days to get
  3578.                          results. (The thief is Darronal Gwin II)
  3580.                          If you dock their pay, the thieves will "fix" this
  3581.                          problem on their own, by killing the thief.
  3583.                          If you choose to do nothing or kill all the thieves,
  3584.                          Kretor will quit and you lose one of your thieving
  3585.                          divisions.  This will make getting your quota that
  3586.                          much harder.
  3588.                          If you kill the wrong thief, then Kretor will quit.
  3590.                          If you choose to kill Darronal Gwin then the profit
  3591.                          skimming ends.
  3593.                And that is that for the Thieves Guild.
  3596.   Ranger  -->  Umar Hills Quest (start at Government District)
  3598.                Talk to Delon in the Government District (near the statue) to
  3599.                get the ball rolling on this one, then go to Umar Hills and
  3600.                complete the quests there to gain control of the Ranger Cabin.
  3601.                When you beat the Shade Lord talk to Minister Lloid and he'll
  3602.                give you the cabin.
  3604.                  Note:  Do NOT give the kids in Imnesvale beer or swords, or
  3605.                         you could get kicked out of your stronghold!
  3607.                Search the cabin again to find new magical items, some gold and
  3608.                a scroll from the townspeople.  If you fail to make it back
  3609.                after you are told of an event here, they will board up your
  3610.                cabin and you won't be the Ranger Protector anymore.
  3612.                Event 1:  After three days you can find Mairyn in your cabin.
  3613.                          Mairyn is a spirit of the forest and needs your help.
  3614.                          Humans are tearing down her forest in the Temple Ruins
  3615.                          area.  I found the "humans" in the south center of the
  3616.                          area.  Talk to Lord Igen Tomblethen.  Then search to
  3617.                          the east of him (x 3875 y 2315) to find a mithril
  3618.                          medallion and a note from his ancestor.  Give him the
  3619.                          medallion and don't accept a reward of gold to get
  3620.                          10,000 exp.  Return to your cabin, talk to Mairyn
  3621.                          again to get another 21,500 experience.
  3623.                Event 2:  Three days later Delon comes up to you again and asks
  3624.                          you to come back to Imnesvale to deal with some Orcs.
  3625.                          You have three days from the time you get the message
  3626.                          to get back, else they strip you of your cabin.  Talk
  3627.                          to Minister Lloid who will apprise you on the
  3628.                          situation.  Head out to the cave (x 1600 y 1300).  At
  3629.                          the outside of the cave you will find Orogs.  Go
  3630.                          into the cave.  Talk to Madulf inside to get 21,750
  3631.                          experience.  Talk to Minister Lloid again to get
  3632.                          another 25,000 exp. (this works out a little
  3633.                          differently if you killed Madulf before, of course,
  3634.                          you only get 20,000 exp when talking to Lloid)
  3636.                Event 3:  About 5 days later Delon comes to you and asks you to
  3637.                          return.  It seems that the Umar Witch has returned.
  3638.                          Go talk to Minister Lloid again.  Now go to the Temple
  3639.                          Ruins again.  Before you enter the ruins, Mairyn
  3640.                          appears and asks the same thing.  Enter.  There are
  3641.                          many undead in here, as well as a Glabrezu (demon).
  3642.                          You will find Umar at the Crystal (x 760 y 1250).
  3643.                          Talk to her, but be ready for a fight.  Turns out she
  3644.                          is just some minor mageling.  Kill her and return to
  3645.                          the surface.  Mairyn will then reward you with a
  3646.                          Moon Dog figurine, Reputation +1 and 26,750 exp.  If
  3647.                          you were a Fallen Ranger this will also restore your
  3648.                          Rangerhood.  Minister Lloid offers no reward this
  3649.                          time.
  3651.                          Moon Dog -- Cerebus
  3653.                            STR  DEX  CON  INT  WIS  CHA
  3654.                             17   17   9    9    9    9
  3655.                            THAC0  HP  AC  Attacks  Weapon
  3656.                             11    74   0     1      3d4 (strikes as +1)
  3657.                            Saves:  Death - 6, Wand - 8, Polymorph - 7,
  3658.                                    Breath - 7, Spells - 9
  3659.                            Resistances:        All Physical Damage - 25%
  3660.                                                Magic               - 25%
  3661.                            Immunities:         Charm, Fear, Poison,
  3662.                                                Normal Weapons
  3663.                            Special Abilities:  Healing Lick                3
  3664.                                                Moon Dog Howl               1
  3665.                                                Moon Dog Sight (True Sight) 1
  3666.                                                Improved Invisibility       1
  3667.                                                Mirror Image                1
  3670.                And that is that.
  3673.   Wizard  -->  The Planar Sphere
  3675.                Talk to the Cowled Wizard in the main government building and
  3676.                agree to track Valygar.  Complete this quest as normal (oh, and
  3677.                keep the Solamnic Knights alive).  Once the Sphere quest is
  3678.                completely finished, go back inside and talk to the Knights.
  3679.                They want you to find them their way home (naturally), although
  3680.                the Planar Sphere is no longer capable of such an action.  Then
  3681.                the wizard Teos appears with an offer.  He proposes an alliance
  3682.                between you and the Cowled Wizards.  Accept.  Then ask for his
  3683.                help in returning the Knights to their home and he refers you to
  3684.                Ribald at the Adventurer's Mart.
  3686.                Event 1:  Return the Solamnic Knights to their home.  Go to the
  3687.                          adventurer's mart and talk to Ribald there.  For the
  3688.                          price of 9000 gold he will send a mage out to your
  3689.                          Sphere tomorrow.  Exactly 24 hours later, the mage
  3690.                          teleports herself directly into the room where the
  3691.                          Knights are.  Talk with her and send the Knights home.
  3692.                          You get 45,000 exp and a Golden Girdle as reward.
  3694.                          Exploit:  There is a way to get experience for this
  3695.                                    one repeatedly.  After talking to her once,
  3696.                                    before she is completely teleported away,
  3697.                                    simply talk to her again.  As many times as
  3698.                                    you can talk to her you get experience and a
  3699.                                    Girdle.
  3701.                          Alternatively you can talk to Prelate Wessalan at the
  3702.                          Radiant Heart and ask him to let the Knights live
  3703.                          there.  Tell the knights and you get 45,000 exp.
  3704.                          (Therefore the Mage is better, not only do you get a
  3705.                          Girdle, but there's a chance for multiple experience!)
  3707.                Training Apprentices:
  3709.                          16 hours after getting the Sphere (give or take), Teos
  3710.                          will appear in the Sphere with three apprentices for
  3711.                          you to train, Morul, Larz and Nara.  Teos leaves but
  3712.                          promises to return several times over the next few
  3713.                          weeks.
  3715.                          You now have to decide what to have your Apprentices
  3716.                          make:
  3717.                                                     cost       time to complete
  3719.                            Wand of the Apprenti  -- 1000 gold  --   4 days
  3720.                            Dagger of <yourname>  -- 250 gold   --   4 days
  3721.                            Ring of Protection    -- 2000 gold  --   4 to 5 days
  3723.                          There is a random chance that they will fail to make
  3724.                          whatever they are working on, no matter how easy.
  3725.                          When they make the Ring of Protection, Larz gets
  3726.                          vaporized (whether they succeed in making the ring or
  3727.                          not).
  3729.                          Note:  You can tell if they are going to succeed in
  3730.                                 their tasks, if when they tell you how long it
  3731.                                 will take they say it will take a "few days".
  3732.                                 If they say "few days" then they will succeed,
  3733.                                 if they say "4 days" then they will fail. (this
  3734.                                 works for the final choice as well)
  3736.                          Next they want to know which spell to transcribe:
  3738.                            Mislead               -- 250 gold  --   4 days
  3739.                            Abi Dalzim's ...      -- 1000 gold --   4 to 5 days
  3740.                            Meteor Swarm          -- 2500 gold --   4 to 5 days
  3742.                          They will then give you a scroll of whichever spell
  3743.                          you assigned.  If learning Meteor Swarm, Nara will be
  3744.                          exploded.
  3746.                          Finally there is one last artifact they want to try:
  3748.                            Robe of the Apprenti  -- 250 gold   --  4 days
  3749.                            Ring of Wizardry      -- 3000 gold  --  4 days
  3750.                            Staff of Power        -- 10000 gold --  4 days
  3751.                            Nothing (the only way they'll all live to graduate)
  3753.                          Whether these objects are completed depends on how
  3754.                          many Apprenti have survived: the more, the better the
  3755.                          odds.  But still whether the objects are completed is
  3756.                          random.  The Robe of the Apprenti kills Larz.
  3757.                          The Ring of Wizardry requires that all Apprenti be
  3758.                          alive, and it will kill Nara and Larz to make it.
  3759.                          The Staff of Power requires all Apprenti to be alive
  3760.                          to make. (else it results in a bug while creating)
  3761.                          Then it kills all three Apprenti, but you MAY get the
  3762.                          Staff! (random chance and all) A day after killing
  3763.                          them all, Teos returns to chide you (though he doesn't
  3764.                          seem to care).
  3766.                          If any of your Apprenti survived your training, then
  3767.                          Teos will hold the Graduation Ceremony in the Sphere,
  3768.                          about 5 minutes after appearing.
  3770.                          If all survived, then Graduation happens, but is quite
  3771.                          a bit more heartwarming.  Funny too.  For your trouble
  3772.                          you get 50,000 exp. (you only get Exp if you kept them
  3773.                          all alive, if only 2 survive you get nothing, if 1
  3774.                          survive you get nothing)
  3776.                          If Morul survives, he will return again after you
  3777.                          complete the rest of the Stronghold as an Apprentice
  3778.                          and every week he will make you potions.  I hear that
  3779.                          he won't appear if you have fought Cowled Wizards (the
  3780.                          ones who appear in the streets when you cast a spell).
  3782.                Event 3 - Two days later a messenger tells you to return to the
  3783.                          Sphere (therefore if you are IN the sphere after two
  3784.                          days, you'll need to leave it).  Return to the
  3785.                          Sphere.  Teos appears, but he seems to be as confused
  3786.                          about this as you are.
  3788.                          Soon it becomes clear that you have both been set up
  3789.                          for an ambush as the messenger reappears with a lot
  3790.                          of backup.  Teos manages to hide during the battle,
  3791.                          and reappears when you have won.  This attack was
  3792.                          precipitated by an anti-magic fanatic, Lord Argrim.
  3793.                          Teos wants you to take him out, not kill, but remove
  3794.                          him from existence with a Rune that he gives you.  You
  3795.                          can find Argrim in the Inn at the City Gates,
  3796.                          upstairs.  Have someone use the Rune on him (put it in
  3797.                          the Quick Item slot), then kill his guards.
  3799.                          Return to the Sphere and talk to Teos.  Whether you
  3800.                          killed Argrim or Mazed him makes no difference, you
  3801.                          get 7500 experience either way.  Then he tells you
  3802.                          what happened to Imoen.
  3804.                          After that, Morul reappears and offers to join you
  3805.                          as an apprentice again.  He makes potions every week.
  3806.                          There are four random sets of potions that he can give
  3807.                          you, each has 5 potions in it:
  3809.                          Set One:                    Set Two:
  3810.                            2 Potions of Genius         Empty Potion Bottle
  3811.                            Oil of Speed                Potion of Firebreath
  3812.                            Elixir of Health            Potion of Agility
  3813.                            Potion of Fire Resistance   Potion of Defense
  3814.                                                        Potion of Cold Resist
  3816.                          Set Three:                  Set Four:
  3817.                            Potion of Extra Healing     Potion of Genius
  3818.                            *Potion of Invulnerability  Potion of Regeneration
  3819.                            Potion of Insight           Potion of Stone Form
  3820.                            Potion of Perception        Potion/Frost Giant STR
  3821.                            Potion of Master Thievery   Potion/Invulnerability
  3823.                          * Set Three's Potion of Invulnerability is Cursed
  3825.                          Note:  If you killed Agrim in the final Event, instead
  3826.                                 of imprisoning him, then Morul will NOT appear.
  3827.                                 (Henning Roes)
  3829.                And that is that for the Mage Stronghold.
  3832.   Bard    -->  Theatre beneath Five Flagons
  3834.                Go to the Bridge District and into the Five Flagons.  There you
  3835.                will find a Theatre in the basement.  Watch the horrible show
  3836.                and listen to Raelis Shai's plea for help.  Complete this quest
  3837.                and you will get control of the theatre.
  3839.                Once you are back in the theatre, the owner of the Five Flagons,
  3840.                Samuel Thunderburp asks what is going on.  You can tell him that
  3841.                you were given the Deed to the Theatre by Raelis before she left
  3842.                for Sigil.  He also sends Higgold the famous director to talk to
  3843.                you.  He tells you to bring money in half a week.
  3845.                Whenever you are needed, Higgold sends a boy out to bring you
  3846.                back in.  Each event is about 4 to 6 days apart.  Do NOT delay
  3847.                in getting there once the messenger talks to you, else the play
  3848.                quality will suffer.  You get THREE DAYS from the time you are
  3849.                given the message until the play suffers from your absence.  The
  3850.                Play Quality determines how well the play does in the end, and
  3851.                how much money you will earn from it later.
  3853.                To determine your Play Quality, talk to the actors in the back.
  3854.                The more confidant they sound, the better the play.  They have
  3855.                three separate comments: one is really depressed, the other is
  3856.                unsure of themselves and the last they are super happy about
  3857.                life.
  3859.                Here are the events:
  3861.                Event 1:  Choose who to star: Naive Jenna or Actress Iltheia.
  3862.                          Sure, Jenna might be the sympathetic favorite, but
  3863.                          Iltheia will net you a better play in the end.
  3864.                          How much money to invest: the minimum is 1000gp, but
  3865.                          you can spend up to 10,000 gp.  Naturally the more
  3866.                          you spend the better.
  3868.                Event 2:  Solve the jealousy between Jenna and Iltheia.  If
  3869.                          Iltheia is playing the small role and you put her in
  3870.                          the larger one you improve the quality of the play and
  3871.                          get 6750 exp.  Force Iltheia to accept her small role
  3872.                          for 15,750 exp and improve the Play Quality.  Expand
  3873.                          her role for a mere 6750 exp, however the Play Quality
  3874.                          will suffer.  If Jenna is in the small role and you
  3875.                          put her in the larger one, you get 6750 experience
  3876.                          but hurt the quality of the play.  Letting them solve
  3877.                          things on their own cuts the quality and nets you no
  3878.                          experience.  If Iltheia is in the lead, don't threaten
  3879.                          her or the play quality will dip.  Compliment her for
  3880.                          11,500 experience.  Then you have to give her 500 gp,
  3881.                          but it further improves the Play.
  3883.                Event 3:  Zeran is improvising.  Allow him to rewrite the play
  3884.                          for 15,750 exp and improve the Quality of the Play a
  3885.                          lot.  Allow him to keep improvising for 11,500 exp and
  3886.                          improve the quality of the play slightly.  Stop his
  3887.                          improvisation and you get NO experience and the Play
  3888.                          Quality slips a little.
  3890.                Event 4:  Everyone is rewriting their characters.  Have faith in
  3891.                          Zeran's changes, with a charisma of 17 or better and
  3892.                          the quality of the play improves.  Stop all
  3893.                          changes for 11,500 exp.  Stop the changes and pay them
  3894.                          500 gp as a bonus gets you 11,500 exp as well, this
  3895.                          also improves the quality of the Play.  Threaten to
  3896.                          "let them walk out" and you get no exp and the Quality
  3897.                          of the Play drops.  You can also take control of the
  3898.                          rewrites yourself, and if your Charisma is 17 or
  3899.                          better then you will also improve the quality of the
  3900.                          play and get 11,500 exp.
  3902.                Event 5:  The curse?  Lots of weird things are going on, and a
  3903.                          Priest offers to cleanse the theatre for 1000 gp.
  3904.                          Give him the gold and get 11,500 exp and improve the
  3905.                          play quality.  If you have a high charisma you can get
  3906.                          away with giving her 500 gp for 11,500 exp, but no
  3907.                          change in Play Quality.  If you can't afford to pay
  3908.                          and have a high charisma you can give her nothing and
  3909.                          still improve the Play Quality.  If you send her
  3910.                          packing, or have a low charisma you will hurt the play
  3911.                          quality quite a bit.
  3913.                Event 6:  Problems with the music.  Your musician has vanished.
  3914.                          Hiring Balmitance (the famous musician) has a great
  3915.                          effect on the Play Quality and nets you 15,500 exp at
  3916.                          a cost of only 500 gold.  Making Marcus write the
  3917.                          score hurts the Play Quality quite a bit.  If your
  3918.                          Intelligence is 15 or less then letting Marcus play
  3919.                          while you write really hurts the play and gets you no
  3920.                          experience.  If your INT is 16 or 17 you get 6750 exp
  3921.                          and a slight improvement to Quality.  At 18 INT
  3922.                          letting Marcus play the Harp while you rewrite the
  3923.                          music for 11,500 exp.  19 or better INT gets you the
  3924.                          best experience 15,500 and a better improvement to
  3925.                          play quality (thought not so good as hiring the famous
  3926.                          musician!).
  3928.                30 or so days later...
  3930.                Event 7:  Barbarians have invaded the Theatre.  You meet Higgold
  3931.                          on the main level of the Five Flagons this time and
  3932.                          he begs for you to get rid of the barbarians who have
  3933.                          taken control.  Go downstairs, clean out the five
  3934.                          goons here (including one mage) and get 15,500 exp.
  3936.                Event 8:  A day later you can watch the dress rehearsal.  (You
  3937.                          could take notes on what is being said... it's kinda
  3938.                          important! Or you could just continue using this FAQ)
  3940.                Event 9:  Within three days (rather than the week you were
  3941.                          promised) you are summoned again.  And again he is on
  3942.                          the main floor.  Seems a major player at the City
  3943.                          Council is going to attend and Zeran is ill.  You
  3944.                          must take up the role of the wizard (whether you are
  3945.                          male or female it doesn't matter).
  3947.                The Play:  Since you are now in the role of the wizard, that
  3948.                           means you have LINES to perform.  Weren't paying
  3949.                           attention in the dress rehearsal?  Your lines are:
  3951.                             2, 1, 1, 1, 2, 1, 2, 1, 2, 1
  3953.                           The City Council person speaks, and depending on how
  3954.                           YOU personally did you get experience:
  3956.                             49,500 experience (near flawless)
  3957.                             35,500 exp (several mistakes)
  3958.                             19,500 exp (many mistakes)
  3960.                           If you get the "near flawless", you also are given
  3961.                           a gift, the Aslaer's Harp.
  3963.                           Next the overall quality of the play is judged:
  3965.                             50,000 experience (near perfection)
  3966.                             29,500 experience (not quite perfect)
  3967.                             19,500 experience (not even close to perfect)
  3969.                           Finally Higgold offers to buy the theatre off of you
  3970.                           for 10,000 gold. (If you got the "near perfection"
  3971.                           score, anyway)  This is totally up to you.
  3973.                           How much money the Theatre generates during a week
  3974.                           depends entirely upon how much you invested at the
  3975.                           start and the quality of the play.  The more you
  3976.                           invest, the better the return.  If you invested the
  3977.                           maximum of 10,000 and had a phenomenal play, the max
  3978.                           amount per week is 1800 gp/week.  Every week past the
  3979.                           first, the gold/week drops by 100 gold until it hits
  3980.                           500 gold/week where it will remain.
  3982.                And that is that for the Bard's Theatre.
  3985.   Druid   -->  Druid Grove (start at City Gate)
  3987.                Talk to the man at the city gate to learn of the problems at
  3988.                Trademeet.  Complete that quest to gain access to the Druid
  3989.                Grove.  Your Druid MUST be at least level 14 to take control of
  3990.                the Grove (but it isn't necessary to clear the Trademeet quest).
  3991.                At the normal completion of clearing the grove you get the
  3992.                Staff of Thunder and Lighting.
  3994.                  Note:  If you complete the Druid Grove Quest, but are lower
  3995.                         than level 14 you can't take control of the Grove.
  3996.                         However, once you hit level 14 a Druid will arrive to
  3997.                         tell you to go to the Grove.
  3999.                Challenge the Druid to a duel to assume control of the Grove.
  4000.                For beating the Druid you get 10,000 exp.  For becoming the
  4001.                Great Druid you get another 20,000 exp and 10,000 gold as well
  4002.                as a Cleric's Staff +3 and a Ring of Protection +2.
  4004.                Event 1:  Within 8 hours the Spirit of the Grove will come to
  4005.                          you and ask if you accept your responsibilities.  By
  4006.                          all means, accept!  She then challenges you to take
  4007.                          out the new leader of the Trolls, Nilthiri.  To help
  4008.                          you with this task she gives you a club, The Root of
  4009.                          the Problem, which has special powers vs. unnatural
  4010.                          creatures (like trolls).  If you didn't go by there
  4011.                          earlier, the Troll Mound is almost exactly south of
  4012.                          the Druid Grove. (though you have to go around to get
  4013.                          there)
  4015.                          Don't bother with going inside the Mound.  Make sure
  4016.                          you have some method of killing Trolls, Fire or Acid.
  4017.                          (arrows, spells, weapons that do fire or acid
  4018.                          damage)  From the Mound go right until you find
  4019.                          Nilthiri, the Troll Shaman.  Kill Nilthiri and her
  4020.                          trolls (10,000 exp for Nil.) and the Spirit will
  4021.                          return and say "good job." (she also gives everyone
  4022.                          in your party 18,500 Quest Experience points) That's
  4023.                          it for now. (oddly, after this I went back to the
  4024.                          Grove and talked to the Challenge Master again, and he
  4025.                          gave me the reward for becoming the Great Druid again!
  4026.                          Very odd, but nice!)
  4028.                Event 2:  About 9 days later (maybe 10) sleep within the Grove
  4029.                          again and the Spirit will ask you to do another task.
  4030.                          This time the descendent of a great druid is in
  4031.                          danger, the child Loren.  You must go to Trademeet to
  4032.                          protect this child.  Loren is found outside of the
  4033.                          city walls, just to the right of the Yellow Tent.
  4034.                          Ask the child about the voices he hears, and then tell
  4035.                          him to fight the voices so that you can face them.
  4036.                          (3,1,1,1,1)  Loren falls unconscious and Chaos
  4037.                          appears.  Chaos turns into an odd phased-Beholder like
  4038.                          creature and attacks. (12,000 exp)  When it is dead,
  4039.                          the Spirit returns and rewards you with a Golden Lion
  4040.                          Figurine (summons a Lion for 5 min, just like the Moon
  4041.                          Dog figurine).  Also every character is given 20,500
  4042.                          Quest Experience points.
  4044.                          Golden Lion Figurine -- Joolon
  4046.                            STR  DEX  CON  INT  WIS  CHA
  4047.                             18   9    9    9    9    9
  4048.                            THAC0  HP  AC  Attacks  Weapon
  4049.                             15    45   6     3      1d12 (strikes as +1)
  4050.                            Saves:  Death - 13, Wand - 15, Polymorph - 14,
  4051.                                    Breath - 16, Spells - 16
  4052.                            Resistances:        --
  4053.                            Immunities:         Charm, Fear, Poison,
  4054.                                                Normal Weapons
  4055.                            Special Abilities:  Cloak of Fear - 1
  4056.                                                Blur          - 1
  4058.                Although the Spirit mentions a ceremony of Ascendancy (for
  4059.                Archdruids), that appears to be all you can do in the Druid
  4060.                Grove.
  4063.   Vash (on the GameFAQs Message Board) found a way to get two Strongholds:
  4065.     I took a break from my main game to experiment with the much heralded
  4066.     dualled Kensai/Mage. Very powerful, and I can only imagine how powerful
  4067.     he'd be with his defenses after Tenser's Transformation kicks in.
  4069.     Anyway, part of the experimenting was to see if he can get a stronghold for
  4070.     each class and I found he can. He cleared out the de'Arnise keep first with
  4071.     Nalia in the group, but initially refused to take over (I believe the
  4072.     response used was something along the lines of ''I don't think I'm the
  4073.     right person for this'').
  4075.       Note:  You could also simply not talk to her after clearing out the
  4076.              Stronghold. (Robert Pay)
  4078.     Then he went and cleared the Planar Sphere immediately after. At the end,
  4079.     he was granted the Sphere by Lavok and it became the character's
  4080.     stronghold. I found that if I accepted the keep from Nalia first, Lavok did
  4081.     not grant the Sphere.
  4083.     Then, I went back to the de'Arnise keep and told Nalia I would agree to her
  4084.     proposition to lend his name to the keep and the keep became his stronghold
  4085.     as well.
  4087.     So in the end, I ended up with two strongholds.
  4089.   Rabbit on the Shadowkeeper Message board has a cheating way to get all
  4090.   Strongholds:
  4092.     To get all 8 strongholds you must do the following:
  4093.     1.  When talking to the person who gives the stronghold quest, and when
  4094.         talking to the person who ends the quest, use Shadow Keeper to give
  4095.         yourself the appropriate class.
  4096.     2.  After getting each stronghold, you must set the stronghold flag back
  4097.         to zero by typing the following into the debug console:
  4099.         CLUAConsole:SetGlobal("PlayerHasStronghold","GLOBAL",0)
  4102. -------------------------------------------------------------------------------
  4103.  X2.        [THLMTD]  The Limited Wish Adventure
  4104. -------------------------------------------------------------------------------
  4106.   Exposition:
  4107.   -----------
  4109.     This quest can be done whenever you feel like it, in either chapters 2, 3
  4110.     or 6.  You must have the Mercenaries of Riatavin still alive in Delosar's
  4111.     Inn.  Then cast Limited Wish, ask for a One-Time wish and select the
  4112.     Adventure like you've never had before (it does require 10 or better WIS
  4113.     to cast).  A scroll appears at your feet.
  4115.   Walkthrough:
  4116.   ------------
  4118.     - THE SCROLL
  4120.       Reading the scroll reveals several things about this quest:  One, it is
  4121.       about a gong, two, you should talk to the mercenaries of Riatavin at the
  4122.       Delosar's Inn (Bridge) and three, there is someone named Captain Dennis
  4123.       who should have the Gong.
  4125.       Head out to the Bridge District and go near the Delosar's Inn. (x 1830
  4126.       y 2880)  Just outside you will meet with a man named Vittorio who asks
  4127.       for your help in collecting money off of Dennis, who is inside.  Agree to
  4128.       help him and follow him inside.
  4130.     - DENNIS
  4132.       Captain Dennis and Vittorio are having a shouting match when you enter.
  4133.       Listen to what they say.  Seems that Vittorio stole and sold Dennis'
  4134.       mother's gong in order to buy ale.  That sounds bad.  Agree to help
  4135.       Vittorio find the gong.  He says that he sold it to one Roger the Fence,
  4136.       who you will find in the sewers beneath the Temple District.
  4138.     - ROGER THE FENCE
  4140.       Go to the Temple District and enter the sewers.  You will find Roger in
  4141.       the southern part of the sewers (x 1680 y 2300).  Ask for a Gong and
  4142.       say that you want Vittorio's gong.  He doesn't have it, and won't tell
  4143.       you where it is until you take care of a small problem he has.  He wants
  4144.       you to kill a local Sea Troll before he'll tell you anything.  This troll
  4145.       can be found by going left from Roger (x 400 y 2366).  When it is good
  4146.       and dead, return to Roger.  Aside from whatever rewards you get for
  4147.       killing the Troll (see the Sewers section above) he will also tell you
  4148.       that he sold the gong to a Troll Shaman in the Troll Mound out by
  4149.       Trademeet (you will probably have to talk to him again to get him to
  4150.       reveal that).
  4152.       Head out of the city and over to the Druid Grove (which may require
  4153.       going through Trademeet).
  4155.     - THE TROLL SHAMAN
  4157.       At the Druid Grove, head left to find the Troll Mound (x 1330 y 2210).
  4158.       Grae, the shaman, will be just outside of the mound.  When asked about
  4159.       the Gong she attacks you instead of giving it to you.  When it gets close
  4160.       to being defeated it tells you where the Gong is in exchange for its
  4161.       life. (you can always kill it anyway)  She says that she sold it to an
  4162.       Ogre Mage in a tower to the northeast of here.
  4164.     - OGRE MAGE
  4166.       Wander north, then east, across the bridge to find the big house.  We
  4167.       don't want to enter the house, we want the tower that is south of it.
  4168.       (x 4840 y 1270)  (There is a little path leading southwards just past the
  4169.       bridge)  Enter the tower.  This Ogre Mage is quite the peaceable
  4170.       sort and is quite willing to trade the Gong for a Wand of Frost.  If you
  4171.       have a Wand of Frost, then you can trade for the gong. (12,250 exp)
  4172.       Oh and don't mind the smell.  Also in here you can find:
  4174.         Scimitar +2: Belm (+1 attack per round)
  4176.         Tip:  Belm makes a great off-hand weapon, especially for Thieves (and
  4177.               other characters who don't normally get multiple attacks).
  4179.       Return to the Bridge District and give the gong back to Vittorio.
  4180.       Everyone is happy and you get your reward:
  4182.         1500 gold
  4183.         16,500 experience for each character
  4184.         Boomerang Dagger +2
  4187. ===============================================================================
  4188.             < < < <  [THRNFB]  Throne of Bhaal Walkthrough   > > > >
  4189. ===============================================================================
  4191.   Note:  Throughout the game, Imoen will be developing powers like you did in
  4192.          the original Baldur's Gate.  These are small things, like Cure Light
  4193.          Wounds, but it is interesting to note.
  4195.   Bugs Note:  Due to a wide number of bugs in the game, it is HIGHLY
  4196.               recommended that you NOT use the Quick Save feature, and simply
  4197.               create new save slots as you go (from the options menu).
  4199.   TAB Note:  Remember to use your new TAB function.  It will highlight all
  4200.              doors, containers and items around.  Very helpful.
  4202.   Duplication Bug:  I mention this here, because it can be very interesting.
  4203.                     Now, when you are in battle, then flee to another area,
  4204.                     not only will the enemies follow you (which they did in
  4205.                     BG2:SoA), but now the original enemies will remain in the
  4206.                     old area.  Result?  Two enemies of the same kind!
  4207.                     Therefore if you want to kill the City Gates Lich over and
  4208.                     over and over... you can.  Or if you want to get 2
  4209.                     Celestial Furies, you can do that too.  Just draw the
  4210.                     enemies to you, flee to the previous area and wait for them
  4211.                     to join you.
  4213.                     This was removed in the patch.
  4215.   I wrote this using my Barbarian.  Luckily for me (I'll explain why) I had
  4216.   kept a save at the VERY end of the game (just before you open up hell and
  4217.   fight the final battle).  So I just loaded this up, beat SoA and took that
  4218.   into the expansion.  If you simply start an expansion game, or even import
  4219.   a game into the expansion YOU WON'T GET ALL THE BONUSES from the end of the
  4220.   game.  Therefore I suggest you do what I did.  You should have a "Final Save"
  4221.   created when you beat the game the first time. (Although your alignment might
  4222.   be altered depending on how you beat the first game)
  4224.   If you start an Expansion Only game you begin down in section 2. The Grove of
  4225.   the Ancients.
  4228. -------------------------------------------------------------------------------
  4229.   1.        [WTCHRK]  Watcher's Keep  (AR 3000)
  4230. -------------------------------------------------------------------------------
  4232.   Note:  Most of the good items found in Throne of Bhaal are located right here
  4233.          in the Watcher's Keep. (and many can be made even better by your
  4234.          abyssal butler, Cespenar)
  4236.          Also, if you start the expansion right away, you'll be taken to the
  4237.          next section, the Forest.  Watcher's Keep is listed first since it
  4238.          can be accessed from the regular game as well.
  4240.   Walkthrough:
  4241.   ------------
  4243.     - A MYSTERIOUS KEEP
  4245.       Go up and talk to "Brother" Ordren, who explains the whole sticky
  4246.       situation to you.  Helm has sealed some great and powerful evil in the
  4247.       Watcher's Keep, that is gradually getting free.  It is your job to enter
  4248.       the Keep and prevent the Evil from getting out.  Oh, and they tell you
  4249.       specifically NOT to kill it, as Helm has forbidden it.  Agree to help
  4250.       them and they'll take you to the top (Level 1).  They give you what
  4251.       you will need, and bid you good luck.
  4253.       Talk to Brother Pol to get the Holy Symbol and the Scroll.  These items
  4254.       are needed.  When you reach the evil, you are to perform a ritual to
  4255.       deal with it.  You don't kill it.
  4257.       At this point, you can talk to them again and ask questions, or talk to
  4258.       the Sister to buy items and so forth.
  4260.         Note:  Two of the items that she sells, Firetooth +4 and the Short
  4261.                Sword of the Mask are items that can be upgraded by your
  4262.                abyssal servant Cespenar (if you haven't gotten your Pocket
  4263.                Plane, the Abyssal Fortress, then you won't know what I'm
  4264.                talking about).
  4266.       When you're ready, enter the Keep.
  4268.     - LEVEL ONE (AR 3001)
  4270.       The difficulty of the keep depends on several things, your preset
  4271.       difficulty level, the number of people in your party, your level, and
  4272.       your experience.  The puzzles don't get any easier on the other
  4273.       difficulty modes... if you're wondering.
  4275.       The entrance to the next level is the Mirror Portal (x 1450 y 1150),
  4276.       however there are quite a number of things that must be done first.
  4278.         Note:  There are many traps on this level, most are attached to the
  4279.                various containers, although there are 2 traps on the ground.
  4281.       Open the left door to find the ghost Archivist. (x 1925 y 1860)  Talk to
  4282.       him, but he is simply Cold.  We'll have to remedy that.  There are 4
  4283.       containers in this room, 2 are trapped.  Take whatever treasure you want,
  4284.       but be sure to get the:
  4286.         Paladin's Bracers (+10 HP, paladins only, upgradeable by Cespenar)
  4288.       The next room had a Stone Golem in it.  Not too tough.  Open the next
  4289.       door (x 1530 y 2010) and enter a library type room.  There will be some
  4290.       monsters here.  The shelves on the right side have some Notes with Clues.
  4291.       Also note Elminster's Ecologies (there's one in the next room as well),
  4292.       which explain some of the properties of the new Monsters.  Be sure to
  4293.       check the shelf at (x 1330 y 1590) for the wonderful:
  4295.         Golem Manual (creates Flesh Golems, upgradeable by Cespenar)
  4297.       Also check the Treasure chest near the end of this room for more treasure
  4298.       and another note.  Open the next door (x 888 y 1574) and proceed.
  4300.       Yes, that statue is watching you.  There are 3 containers in here, and
  4301.       the one at (x 625 y 1140) is trapped:
  4303.         Case of Plenty +1 (unlimited +1 bolts, upgradeable by Cespenar)
  4305.       You need to get the Bell at (x 450 y 1250).
  4307.       The final container in this room, a trapped chest (x 775 y 1200)
  4308.       contains:
  4310.         Crimson Dart +3 (returns to owner)
  4311.         History of the Imprisoned One (in case you're curious)
  4312.         Potion of Superior Healing
  4313.         Chainmail +2
  4314.         more treasures...
  4316.       Open the door to the right (x 840 y 1220) and go through.  Depending on
  4317.       your level, there will be all sorts of statues in this, the central
  4318.       hall.  Worry about it later, go up to the door on the left side (x 670
  4319.       y 900).
  4321.       Get the Candle in the chest by the fireplace (x 340 y 1050).  There are
  4322.       other minor treasures in here, and a fireplace.  Go back.
  4324.       Across the hall, enter the middle door (x 1620 y 865).  This room has
  4325.       several traps on the floor, so beware.  Also, of the 4 containers in here
  4326.       2 are trapped.
  4328.       Get the Slippers from the left shelf (x 1550 y 750).
  4330.       The trapped armoire (x 1840 y 600) has:
  4332.         Quiver of Plenty +1 (unlimited +1 arrows, upgradeable by Cespenar)
  4333.         Handwritten Note
  4335.       The trapped alcove (x 1980 y 580) has:
  4337.         Ammo Belt (actually a container that holds arrows, bolts, etc.)
  4338.         Tinderbox (if only we had a fireplace... wait a second!)
  4340.       Open the lower door and enter another library.  Kill anything moving in
  4341.       here (I got spiders).  Search the shelf at (x 2240 y 920) to find:
  4343.         Wardstone
  4345.       The other shelf in here has a Potion of Superior Healing.  Open the next
  4346.       door and hit the almost-final room.
  4348.       Search the Armoire (x 2775 y 1210) to find:
  4350.         Wardstone
  4351.         Potion of Superior Healing
  4353.       The other container, a shelf, has the final Tattered Parchment, if you're
  4354.       curious.  Open the door to the left and hit the final room.
  4356.       Search the armoire by the door (x 2610 y 1485) for:
  4358.         Key
  4359.         4 Potions Extra Healing
  4360.         King's Tears
  4362.       The table has a Handwritten Note.  Go back to the large hallway.
  4364.       Almost ready to do the ritual.  Go back to the Fireplace room, and click
  4365.       on the fireplace to light it (Tinderbox...).  This summons the Archivist
  4366.       who is now quite conversant.  He'll tell you about the old Priest, and
  4367.       a little about how to reach the next level.
  4369.       Open up the large door on the top of the right side (x 1375 y 730).
  4370.       Enter.  This is the burial place of the High Priest, complete with
  4371.       Guardian Golems.  The alcove over to the left (x 1040 y 430) has the
  4372.       final Handwritten Note.  When you're ready, click the Sarcophagus to
  4373.       open it.  The golems come alive, and attack you.  They're each worth
  4374.       13,000 experience.  Open the Sarcophagus.
  4376.       This causes the resident of the tomb to arrive and chide you for waking
  4377.       him up.  He notices that you have his slippers, and asks for them.  Give
  4378.       them up.  This is worth 20,000 quest experience, and he leaves you alone
  4379.       to your graverobbing.  Click the Sarcophagus one last time to get the
  4380.       Mental Note.  This is worth 8,000 quest experience.
  4382.         Note:  If the guardians DON'T come alive, you can always force-attack
  4383.                them later.
  4385.       Back to the main hallway.  Go up to the altar at the top of the room,
  4386.       open it and place the Bell and Candle in it.  When that is done, the
  4387.       statues come alive and attack you.  Destroy them.  When the statues that
  4388.       came alive are dead, the giant statue talks to you and asks for the
  4389.       ritual:
  4391.         Ring the Bell
  4392.         Ring the Bell
  4393.         Light the Candle
  4394.         Open the Book (only works if you opened the Sarcophagus)
  4395.         Ring the Bell
  4397.       That completes the ritual, and opens the Mirrored Portal to the next
  4398.       level.  This is worth 25,000 quest experience.  At this point, the rest
  4399.       of the statues came alive and attacked me.  This was a much more
  4400.       difficult battle, and you should definitely take care of the mages first.
  4401.       Also they had some interesting equipment:
  4403.         Usuno's Blade +4 (scimitar)
  4404.         Foebane +3 (Bastard Sword, upgradeable by Cespenar)
  4406.       Whenever you are ready, go on down.  This requires that you got the Vigil
  4407.       Stone from Pol.  If you don't have it, exit and talk to Pol to get it.
  4409.         Note:  If you want to rest (and this would be a good time), go to the
  4410.                Protected Room in the right corner.
  4412.     - LEVEL TWO (AR 3016)
  4414.       As you appear, a Chromatic Demon talks to you.  He is the only thing that
  4415.       can get you to the next level, but he won't do that until you do a little
  4416.       something for him.  He has been trapped in this place for a thousand
  4417.       years and it isn't where he thought his life was heading.  Naturally he
  4418.       wants your help in getting out.  Sounds fair.  He needs you to get him
  4419.       out of his cage.  Agree to it.  You need to find the Four Scepters and
  4420.       place them in the slots around his cage.  Only then will he allow you
  4421.       entrance to the next level.
  4423.         Note:  If you want to go back, use the Portal to the Left.
  4425.                Also, beware of Traps!  They're everywhere.
  4427.       Enter the room to the southwest (x 1670 y 1850).  Careful in here, there
  4428.       are many traps on the floor and containers.  Detrap the room.  Time to
  4429.       search for treasure, and clues.
  4431.       The top right shelf (x 1600 y 2130) has a Handwritten Note.
  4433.       The top left shelf (x 1325 y 1925) has:
  4435.         Wand of Spell Striking
  4436.         Star Sapphire
  4438.       The small shelf (x 1000 y 2110) has some good stuff:
  4440.         Right Horn (used by Cespenar)
  4441.         Ice Library Note (a Clue!)
  4443.       Read the Ice Library Note to learn how to clear out the Fire room.
  4444.       Essentially you need to deal with the Fire Elementals first, but you
  4445.       can't just kill them or they'd respawn, they must be lured into the Ice
  4446.       Room and frozen there forever.
  4448.       There are other minor treasures in here as well.
  4450.       Back to the center room, now take the upper left (northwest) door (x 1700
  4451.       y 1350).  There are some Fire Giants in here that need killing.  This
  4452.       place also has many traps to be dealt with.  Enter the room.  You'll find
  4453.       an imp in the upper passage here.  He'll tell you that the Fan is the
  4454.       key to everything before leaving.  Time to search the room.
  4456.       You'll find a Handwritten note on a table (x 1130 y 860).
  4458.       The top of the pillar (x 1260 y 760) has:
  4460.         Wand of Cursing
  4461.         5 Potions of Superior Healing
  4462.         more treasures...
  4464.       Search the small shelf (x 1370 y 870) to find:
  4466.         Fire Library Note (another Clue!)
  4468.       There are other minor treasures in here.  On to the next room (x 2420
  4469.       y 1350).
  4471.       This room is filled with various types of Golems.  It is again trapped
  4472.       quite thoroughly.
  4474.       The Handwritten Note is at (x 3210 y 1000).
  4476.       The Air Library Note is at (x 3000 y 900).  This note mentions how you
  4477.       might clear out the poison room, and the usefulness of lightning when
  4478.       dealing with the new slimes found therein.
  4480.       Nothing much else here, go down to the final room (x 2425 y 1840).  Here
  4481.       you must deal with some Mutated Spiders.
  4483.       Search the shelf to the right (x 2900 y 1900) to find:
  4485.         Key
  4486.         other treasures
  4488.       Search the far right shelf (x 3225 y 2120) to find:
  4490.         Slime Library Note (the last Clue!)
  4491.         5 Potions of Extra Healing
  4493.       Read the final note to learn that the demon's Air form is weak against
  4494.       poison and acid.  Also you'll learn how to set the fan to blow poison
  4495.       from the Slime Room into the Air room to kill weaken the creatures there.
  4497.       We have everything we need, time to make the most of it.
  4501.       To get to the Fan Room, go into the Red Room (upper left), and up to the
  4502.       door (x 1800 y 675) where the Imp was.  Go in and turn the fan.  This
  4503.       will get you attacked by several Air Elementals.  Kill them to get the:
  4505.         Air Scepter
  4507.       Go up to the fan and click it again to get more air going.  This allows
  4508.       you to open the door to the right, into the Slime Library.  From there
  4509.       continue going down-right and open the next door into the Slime Room.
  4510.       This room is filled with noxious vapors, and lots of slime/poison related
  4511.       monsters.  Quickly open the bottom door in this room to clear it of all
  4512.       its poison.  Kill the snake to get:
  4514.         Slime Scepter
  4516.       Also, search the pool of slime to get:
  4518.         Flail Head (Poison, Cespenar can upgrade the Flail of Ages with this)
  4520.         Note:  Getting too close to any of the "pools" results in damage taken.
  4521.                In the slime room you get Acid Damage, for instance.
  4523.       Head down to the next, icier door (x 2350 y 2500) and open it.  Now,
  4524.       run back to the Fan Room, click the Fan control once to reset it, and
  4525.       click it again to shoot the poison from the poison room into the Ice
  4526.       Room.  Sweet.
  4528.       Go back to the Ice Room and kill the monsters there.  The poison didn't
  4529.       bother me too much, but you could just stand at the edge of it and attack
  4530.       from there.  When the Ice Golem dies you get the:
  4532.         Ice Scepter
  4533.         Left Horn (used by Cespenar)
  4535.         Note:  To clear the room of poison, just click the Fan again.  Also,
  4536.                the Ice Room has a slowing effect.
  4538.                I'd leave all of your party (save one) in the Ice Room.
  4540.       Open the door to the left, go through the library and up to the next
  4541.       door.  Open that.  Enter the room, avoid the giant.  Wait for a Fire
  4542.       Elemental to appear, then lead it back into the Ice Room, for your
  4543.       waiting party to kill.  Wait for the Elemental to FREEZE (there will even
  4544.       be some text to this effect), then attack.  The elemental shatters,
  4545.       letting you know you've succeeded.  Do this for 4 elementals (it doesn't
  4546.       have to be all at once, or one at a time, just lure as many as you can).
  4547.       Doing that gets you 22,000 experience.
  4549.       When that is done, go up and kill the Fire Giant:
  4551.         Fire Scepter
  4552.         Helm of the Rock (+25% fire, ice, elec. res., upgradeable by Cespenar)
  4553.         100 gold
  4555.       You now have all 5 scepters.  I'd rest, save, then go talk to the Demon.
  4556.       Everyone gets 20,000 experience, and he, of course, attacks you.  Who
  4557.       saw that coming?
  4559.         Chromatic Demon  -5 AC  140 HP  -5 THAC0  4 Attacks  95% weapon res.
  4561.       Your weapons will damage him, but they just won't do much damage.  As he
  4562.       is damaged, he will switch forms.  Just remember what each form is weak
  4563.       against...
  4565.         Red Demon        >  Ice
  4566.         Ice Golem        >  Fire
  4567.         Shambling Mound  >  Lightning
  4568.         Air Elemental    >  Poison
  4570.       If you're in ToB, this is an easy enough fight, buff-up beforehand,
  4571.       keep the fighters in the front and use whirlwinds. Three or four fighter
  4572.       types doing 10 hits/round at 4 damage a hit should knock it down fast.
  4574.         Tip:  After you have all 4 scepters, but before you free the Chromatic
  4575.               Demon, close the lower door in the poison lab. Then turn off the
  4576.               fan in the air lab so the poison lab is full of gas. Move all but
  4577.               one of your party members out of the way (the fire library works
  4578.               nicely). Then have your remaining character (preferably having
  4579.               them hasted first) release the Chromatic Demon. Lure the
  4580.               Chromatic Demon into the poison lab (via the air library), then
  4581.               exit the poison lab into the air library, closing the door behind
  4582.               you and trapping the Chromatic Demon in the poison lab. Then just
  4583.               sit back and wait for the Chromatic Demon to die. It doesn't take
  4584.               long. (Jeremy Hanson)
  4586.       When he is dead...
  4588.         55,000 experience
  4589.         Circlet of Netheril (Cespenar can upgrade)
  4590.         Portal Key
  4591.         Ixil's Spike (+2 dagger, Cespenar can upgrade)
  4593.       Whenever you're ready, enter the right portal to the Next Level.
  4595.     - LEVEL THREE (AR 3003)
  4597.        N    E
  4598.         \  /      Ooh, Isometric!
  4600.         /  \
  4601.        W    S
  4603.       Our informer on this level is a crazy elf named Yakman.  When you talk to
  4604.       him he becomes convinced that you are some demonic illusion out to kill
  4605.       him, causing him to run away.  Follow him through the portal (x 1350
  4606.       y 1100) and try talking to him again.
  4608.       (AR 3011)
  4610.       There is a pile of stuff (x 615 y 630) in the middle of the room:
  4612.         Bard's Gloves (Cespenar can upgrade)
  4614.       There is more treasure up in his tent (x 860 y 360, TRAPPED):
  4616.         Madman's Journal (a Clue!)
  4617.         Diamond
  4618.         Long Sword (you may want to take this... seriously)
  4619.         Scepter of Radiance (you definitely need to take this)
  4620.         other treasures...
  4622.       Once you're done looting, talk to Yakman.  You need someone with 16 or
  4623.       more Charisma, or an Elf to get him to trust that you aren't an
  4624.       illusionary demon.  Ask all the questions you can, about the Demons,
  4625.       why they fight each other, the level, the way out, the rod and its
  4626.       gems, etc.  Next tell him he needs some sleep, to learn that he never
  4627.       sleeps.  Offer to heal him, and the conversation ends. (the character
  4628.       who spoke to him MUST be a cleric for this offer to come up)
  4630.       Cast Heal on him and he is back to normal... although you might prefer
  4631.       the insane version (he's quite arrogant).  This gets you 5,000 quest
  4632.       experience points.  With that he exits the Watcher's Keep to find out if
  4633.       he can restore his old life.
  4635.       Enter the top portal (x 380 y 350) to return to the previous area (the
  4636.       other portal takes you back to the beginning).
  4638.         Note:  Resting anywhere in this maze will get you attacked by Succubi
  4639.                (er...), Glabrezu or other types of demons, which makes this a
  4640.                great place to get experience, as they give between 6000 exp and
  4641.                24,000 exp each. (Later you fight devils, but they're not as
  4642.                much fun)
  4644.       (AR 3003)
  4646.       Head into the East Portal.
  4648.       (AR 3008)
  4650.       There will be various demons fighting amongst themselves here.  They
  4651.       mention the Blood War (see: Planescape: Torment).  Kill the demons here.
  4652.       (pretty easy to do since they're fighting each other)
  4654.       Have someone of a lawful good alignment click on the Pillar to get: (evil
  4655.       people get Horridly Wilted)
  4657.         Purifier +4 (Bastard Sword, Upgradeable by Cespenar)
  4659.       Go "east" again (x 1070 y 150).
  4661.       (AR 3012)
  4663.       Here you are confronted by a Tanar'ri.  If you are evil, you can side
  4664.       with it.  It will want you to kill its enemy Ka'rashur.  If you are Good
  4665.       you will have no choice but to kill it.  From its body, take the Scepter
  4666.       Gem.
  4668.         Note:  When you return with the Heart of Ka'rashur he gives you the
  4669.                mighty Thieves Hood (useless until Cespenar upgrades it). This is
  4670.                the ONLY way to get this item, he won't have it on him if you
  4671.                kill him.
  4673.       There is a trapped alcove (x 650 y 320) with some treasure.
  4675.       Head on down "south" to the portal at (x 880 y 720).
  4677.       (AR 3004)
  4679.       This is a "no magic" zone.  Kill off the demons in the area.  Also there
  4680.       are traps on the ground where the 4 hallways meet the center room. You'll
  4681.       have to pass one to fight the monsters.
  4683.       Go "south" again (x 1350 y 1100).
  4685.       (AR 3006)
  4687.       Welcome to the Succubus area.  Whee.  They'll attempt to tempt you, but
  4688.       don't bother with them.  Of course, if you turn them down, they attack
  4689.       you.  Ah well, demons just can't be reasoned with, I guess.
  4691.       Head through the south gate.
  4693.       (AR 3013)
  4695.       Here you'll find the Baatezu (the very same ones that you were asked to
  4696.       kill by the Tanar'ri earlier).  If you're evil you can side with them,
  4697.       otherwise prepare for a fight.
  4699.       Be sure to search the corpses for the second Scepter Gem.
  4701.       There is a small container (TRAPPED, x 960 y 360) above.  It has some
  4702.       minor treasures.
  4704.       Again, use the lower portal.
  4706.       (AR 3010)
  4708.       There are some Glabrezu lurking around here.  Also, if you go back
  4709.       through the portals you entered from, you'll get back to the beginning.
  4710.       We want to take the "western" portal, so head down and left to (x 150
  4711.       y 785).
  4713.       (AR 3005)
  4715.       We experienced a "no-magic" room earlier, now we have entered a
  4716.       "wild-magic" room.  Here, magic just doesn't work as you might expect,
  4717.       much like the "wild surge" effect you get if you play as a Wild Mage.
  4719.       There are some Tieflings in here, but they aren't important.
  4721.       Here's a twist, re-enter the portal you just came from (the "north"
  4722.       portal).
  4724.       (AR 3007)
  4726.       There's a Cambion in here, but you don't have to deal with him.  If you
  4727.       do fight him, he'll summon several demon knights to help out.
  4729.       Again, like the last area, re-enter the portal you entered from (the
  4730.       "north" portal).
  4732.       (AR 3014)
  4734.       Right out of the portal are some really deadly traps.  Try to disarm them
  4735.       before engaging in battle.
  4737.       Here you must fight a Demon Wraith and his armies of the undead.  Kill
  4738.       him.
  4740.       There are lots of minor treasures in here.  There is also a really
  4741.       good item as well:
  4743.         (x 340 y 640) - White Dragon Scales (Cespenar can make armor of these)
  4745.       Again, take the portal you came out of (the "north" portal).
  4747.       (AR 3015, the "Exit")
  4749.       This is more or less where you would have been taken if you got abducted
  4750.       by a Succubus.
  4752.       Just for arriving here, you get 10,000 quest experience.
  4754.       When you first appear here, you'll find Aesgareth confronting you.  He's
  4755.       not from around here.  He also has the necessary Scepter Gem in order
  4756.       for you to move to the next level.  That is not of the moment.  Be civil
  4757.       to him, but don't reveal that you have a possible way out.  He wants to
  4758.       play cards with you, the stakes being the Scepter (essentially).  Agree
  4759.       to it.  The conversation ends so you can "prepare."
  4761.         Note:  Sounds like your cue to SAVE THE GAME.  If you lose the game,
  4762.                reload.  After winning, save it again.
  4764.                Also... You can pick-pocket Aesgarth for the deck of many
  4765.                things during the "Let me think about it" time. Your pick-
  4766.                pocketing skill should be at least 150+ though. (Xander77)
  4768.       Talk to him again.  The game involves attempting to survive whatever the
  4769.       Deck of Many Things hurls at you.  The stakes are, for him the Scepter
  4770.       Gem, a Wish Scroll or a Spectral Brand, and you get to pick:
  4772.           Note:  The Spectral Brand (Long Sword +4) is upgradeable by Cespenar.
  4774.         The Way Out (The Vigil Stone)... wager this!
  4775.         Experience
  4776.         Vitality
  4778.           Note:  If you get the strength card and lose your Strength, use a
  4779.                  Remove Curse spell to dispel it. (thanks to Doug Scheurich)
  4781.                  In general, Remove Curse will dispel the negative effects,
  4782.                  should you get one.
  4784.       You win by picking the "higher" card, which usually means the "worse"
  4785.       card!  Winning a game is worth 25,000 quest experience.  If you win the
  4786.       first two games (for the Spectral Brand and Wish scroll), talk to him
  4787.       again and get an instant 20,000 quest experience.
  4789.       Try to get the Spectral Brand if you can.  Even if you lose the draw,
  4790.       Aesgareth will return the Vigil Stone to you (so you don't lose anything)
  4791.       and even give you the Scepter Gem to boot!  What a nice demon.
  4793.       For completing this you get 25,000 quest experience.
  4795.         Note:  The maximum experience playing the game is 95,000 quest
  4796.                experience.  Remember quest experience is NOT divided among
  4797.                the party, everyone gets that exact amount. (when you kill a
  4798.                1000 exp monster, on the other hand, it is divided amongst
  4799.                everyone in the party)
  4801.         Alternatively:  You could be hostile and attack him.
  4803.                         Aesgareth - 21,000 experience
  4804.                                     Deck of Many Things
  4805.                                     Scepter Gem
  4806.                         Tiefling  - 14,000 experience
  4807.                         Tiefling (2) - 18,000 experience
  4808.                         Tiefling  - 16,000 experience
  4809.                         Fell Cat (2) - 9,000 experience
  4811.                         As well as many small treasures...
  4813.                         Total experience 105,000. (divided among your party,
  4814.                         so if you have 6 people, each person gets 17,500 exp)
  4816.                         Also, it is possible to win the first two games, then
  4817.                         lose the last game, and fight him then.  You still get
  4818.                         less Exp for killing him than letting him go.
  4820.         The Deck of Many Things (if you killed Aesgareth and got it):
  4822.           Card Drawn      Effect
  4823.           Donjon          Imprisoned
  4824.           Ruin            Lose 100,000 gold
  4825.           Void            Disintegrated
  4826.           Magician        Transformed into a rabbit, Remove Curse to undo
  4827.           Skull           Summons a hostile death shade, harmed by +5 or higher
  4828.           Key             Random magic item
  4829.           Star            If you are a warrior then +1 to strength; if you are
  4830.                           a Priest, +1 to wisdom; if you are a wizard, +1 to
  4831.                           intelligence, if you are a rogue, +1 to dexterity
  4832.           Throne          Party gets 1,000,000 experience
  4833.           Moon            Character gets +10 to max hit points
  4834.           Euryale         Character loses 1 to all saving throws
  4835.           Flames          Summons a hostile Baalor and some fire elementals
  4836.           Knight          Summons in four demon knights
  4837.           Rogue           Charms the character (they become Red and hostile)
  4838.           Talons          Blinds character.  Remove curse to undo
  4839.           Fool            Lowers Wisdom to 3 and Confuses; remove curse spell
  4840.           Comet           Character gets +5 fire resistance
  4841.           The fates       Temporarily boosts +1 to all stats, lasts one day
  4842.           Gem             Get a rogue stone, king's tear, sapphire, diamond,
  4843.                           ruby, and emerald
  4844.           Vizier          Mantle spell for one day
  4845.           Jester          Character gains 50,000 experience
  4846.           Sun             Entire party gains 300,000 experience
  4847.           Balance         Deck vanishes
  4849.       Time to get out of this maze.  Before leaving this level, prepare for a
  4850.       battle with Mind Flayers.  Cast some protective magics on sensitive
  4851.       players, Haste, etc.  Enter the right portal.
  4853.     - LEVEL FOUR (AR 3017)
  4855.       Watch as a mage (MAD mage) forces some giths and illithids to fight a
  4856.       battle.  Then you get to talk to him, but this proves to be quite
  4857.       unfruitful as he simply sends some goons to attack you. (In my case, it
  4858.       was Illithids)
  4860.         Note:  When I encountered Carston on the fourth floor of Watcher's Keep
  4861.                I asked him what happened to all his apprentices.  He got huffy
  4862.                and he me with a lightning bolt (maybe chain lightning?) and
  4863.                then left me alone.  Not so bad when the other option is having
  4864.                him summon a bunch of Mind Flayers. [from Kevin Horan]
  4866.       Up above the machine, there are four large containers (x 3300 y 1550).
  4867.       Besides having the normal assortment of minor magical items, they also
  4868.       carry NON-magical items.  You might want to take some, you're going to
  4869.       need them.
  4871.       Open the door near here (x 3600 y 1660) and enter this room.  There are
  4872.       2 containers upwards, both are locked, the one on the left is trapped.
  4873.       They have only minor treasures.  There's another locked chest at the
  4874.       lower end of this room with more minor treasures.
  4876.       Open the next door (x 4100 y 1300) to find the Magical Golems.  These
  4877.       guys can be hurt ONLY by non-magical weaponry (hence the shelf full of
  4878.       that stuff), so be sure that everyone is equipped with something mundane.
  4879.       However, once you have normal weapons equipped, these golems are
  4880.       pushovers.
  4882.       Enter their room, and search the giant Pool to get some Blue Oil.
  4884.       The three containers (the middle one is trapped) at the top of this room
  4885.       have more minor treasures.
  4887.       Back to Carston's Room.  This time, take the door to the south (x 2600
  4888.       y 2300)
  4890.       The container just to your south (x 2850 y 2600) has a large variety of
  4891.       healing potions.
  4893.       The treasure chests at the top of the room are not treasure chests at
  4894.       all, but Killer Mimics that attack you.  Once the mimics are dead, you
  4895.       can search the containers for more minor treasures.
  4897.       The final door (x 2130 y 2670) leads to several torches, which you can't
  4898.       light just yet.  Back to Carston's room.  Head up to the top stairs
  4899.       (x 2400 y 1500).  You'll be fighting more Mind Flayers, so be ready.
  4900.       Go down.
  4902.       (AR 3021)
  4904.       Once here, I summoned a Mordenkainen's Sword, and sent it down.  The
  4905.       enemies all attacked that (quite uselessly) allowing me to swoop in
  4906.       behind them and slaughter them.
  4908.       Open the door to the left, and go down the passage to a small circular
  4909.       room.  There were some Umber Hulks here that wanted to be killed.  Once
  4910.       they're dead, search the circular thing in the center for:
  4912.         Illithid Rod
  4913.         Wand of Cursing
  4914.         other treasures...
  4916.       Go back, then open the lower door and enter that room.  There are more
  4917.       Hulks and Illithids in here to be killed.
  4919.       Search the table at (x 1600 y 915) for:
  4921.         5 Potions of Extra Healing
  4922.         Handwritten Note
  4923.         other treasures...
  4925.       Open the cell door, and search the table in there for more small
  4926.       treasures.  Also the table to the right has more treasures, healing
  4927.       potions, etc.
  4929.       Enter the right cell and talk to the dying Apprentice.  Ask him about
  4930.       Carston and the exit to the next level.  The key is the Machine, of
  4931.       course.  He dies, and you can then search the table behind him for more
  4932.       small treasures.  For helping him die (I guess) you get 1000 quest
  4933.       experience.
  4935.       Open the southern door, and go down the passage to another circular
  4936.       room.  There are 3 illithids in here and some Umber Hulks.  Kill them.
  4937.       One of the illithids has the second part of the Illithid Rod key, once
  4938.       you get it you get 4000 experience and the completed key.  The container
  4939.       in the center of the room here is TRAPPED and has minor treasures.
  4941.       Go back up to the cell room, then left (x 1200 y 1000).
  4943.       This is the Red Oil Room.  When you take the red oil from the vat you
  4944.       will be attacked by a couple of Vampiric Illithids (the best of BOTH
  4945.       worlds there).  They're each worth 14,000 experience.
  4947.       Head back up to Carston's level.
  4949.       (AR 3017)
  4951.       Drop down to the lower stairway (x 4000 y 2600) and go down.
  4953.       (AR 3022)
  4955.       If you thought that the Gith might be more reasonable than the Illithid
  4956.       were, well you're wrong.  They're not.
  4958.         Note:  Some of these Gith are considered to be Anti-Paladins.  Don't
  4959.                you wish that you could be an Anti-Paladin?
  4961.       There are 3 chests in this first room, and the "middle" one is trapped.
  4962.       They mostly have minor treasures with one exception...
  4964.       Be sure to get the Flint and Tinder from the lower chest (x 880 y 550).
  4966.       The door to the right has more Giths and some minor treasures.
  4968.       Open the lower-left door and go through (x 900 y 800).
  4970.       Fight off the Giths in this room, then search it for treasure.  There is
  4971.       another Handwritten Note here at (x 400 y 950).
  4973.       Open the door in the lower right (x 900 y 1200) to go to the next room.
  4974.       You'll have to fight through a wave of Gith, but if you can take on the
  4975.       Illithids, the Gith should present no problems at all.  When they're
  4976.       dispatched, go further to the right to find the captain.  You can't talk
  4977.       him out of a fight, so don't bother trying.
  4979.         Captain - 7500 experience
  4980.                   Diary of Carston's Apprentice (a Clue!)
  4981.                   Angurvadal (Long Sword +4, upgradeable by Cespenar)
  4983.       Search the "teeth" of their ship (x 1350 y 1550) to find:
  4985.         Montolio's Clasp (part of Montolio's Cloak, upgradeable by Cespenar)
  4986.         other treasures...
  4988.       Search the purple pool (x 1550 y 1700) to get:
  4990.         Purple Oil
  4992.       Open the door in the bottom right corner here (x 1830 y 1960) and
  4993.       descend.
  4995.       (AR 3018)
  4997.       Follow this down to find a great red Dragon, Saladrex.  In case you're
  4998.       planning on attacking him (don't yet), here are his general stats:
  5000.         244 HP  -12 AC  -6 THAC0  3 Attacks  30% all weapon res.  64,000 exp
  5002.           Staff of the Ram +4 (Upgradeable by Cespenar)
  5003.           Rogue Stone
  5004.           1500 gold
  5005.           other treasures...
  5007.       Anyway, let's just have a pleasant chat with him for a bit.  You can
  5008.       attack later if you want.  Try to use the "flattering" answers whenever
  5009.       possible ("oh mighty Saladrex") as he is a very vain dragon.  Ask him
  5010.       what he's doing here, and he'll tell you that he was summoned by the
  5011.       Mad Mage Carston like everyone else, but he found that he liked it here.
  5012.       Depending on how flattering you were, you'll be able to ask him some
  5013.       questions.  Ask him everything that you want...
  5015.       Then, if you so desire, you can attack.  Most of the "trick" strategies
  5016.       for killing dragons that worked in BG2, no longer work (Fake Talk,
  5017.       tossing out Cloudkills, etc.), so you might actually have to prepare for
  5018.       a real fight.  I'd make sure to cast Resist Fear on everyone, as Dragons
  5019.       tend to be frightening.
  5021.         Tips:  Killed the dragon by using one of the many spell striking
  5022.                wands to lower its resistance (cast about 3 times), then
  5023.                used wand of lightning a bunch of times.  Used cleric to
  5024.                heal/cast resist fire/resurrect.  Important to note that the
  5025.                dragon in watcher's keep cannot fit through its big doorway,
  5026.                allowing you to stay out of range of all but it's fire
  5027.                breath.  Fun stuff.  If you're really crafty, you can grab
  5028.                some additional fire protections, and nix the cleric.  This
  5029.                method is mainly for those who go straight from Irenicus'
  5030.                Dungeon to Watcher's Keep.  [from Braden]
  5032.       Once you're done here, go back up.
  5034.       (AR 3022)
  5036.       Want to fight a Demi-Lich?  Whenever you've prepared, head over to the
  5037.       left, open the door (x 750 y 1850) and descend.
  5039.       (AR 3027)
  5041.       Nothing here, but a Demi-Lich!  I'd send in only one character and
  5042.       attempt to draw him out of his little hidey-hole.  I'd keep your mages
  5043.       WELL away from this battle so they can cast Freedom on anyone who happens
  5044.       to get imprisoned by him.  So, what I did was cast Simulacrum, and had
  5045.       that stay in the battle with me, and had my real mage go hide somewhere.
  5046.       I'd also send your main character away as well, this prevents him/her
  5047.       from getting imprisoned and ending your game.  Of course, if you have a
  5048.       Berserker in your party, just Berserk and hit him hard and fast.
  5049.       Berserking makes you immune to imprison.
  5051.         Note: There are all kinds of ways to kill a Demi-Lich, and the monster
  5052.               strategies section above on Undead has them all.
  5054.         Demi-Lich - 55,000 experience
  5055.                     Star Dagger +4 (upgradeable by Cespenar)
  5056.                     20,000 gold
  5057.                     other treasures...
  5059.       Be sure to check his coffin for more treasures.
  5061.       Go back to the Gith level, and from there back to the main Mad Mage
  5062.       level.
  5064.       (AR 3017)
  5066.       Head left to the torches (x 1680 y 2860).  There are 6 torches, 3 on the
  5067.       left and 3 on the right.  Here's the color coding...
  5069.         Red       Blue
  5070.         Red       Purple
  5071.         Purple    Red
  5073.       Click on each torch and light them according to the pattern. (You get
  5074.       the pattern from the tiles in the two side rooms, if you're curious...
  5075.       it's easier to see if you look at the mini-map)  When all the torches
  5076.       light, the door opens and everyone gets 10,000 quest experience points.
  5078.       Enter the last room.
  5080.       Here you must fight two Minotaurs, Rock and Garock.  Somehow they also
  5081.       summon other monsters to help them.  But after clearing out a dragon and
  5082.       demi-lich, what are 2 minotaurs?
  5084.         Rock - 15,000 experience
  5085.                Axe of the Unyielding +3 (Upgradeable by Cespenar)
  5086.                2 Potions of Superior Healing
  5087.                Battle Axe +3
  5089.         Garock - 10,000 experience
  5090.                  2 Potions of Superior Healing
  5091.                  Battle Axe +3
  5093.       Time to search the Vaults.  The left one is trapped, the right one is
  5094.       locked.
  5096.       Get the Crystal Mallet from the left vault.
  5098.       Be sure to get the Clay Golem page from the right vault.  The other
  5099.       treasure is decidedly minor.
  5101.       Head back to the great machine, and click on it.  You need to hit the
  5102.       thing SIX times in order to get Carsten out of it.  Once he is removed
  5103.       from his cocoon, he isn't quite as arrogant.  Let him live and he'll
  5104.       give you his journal.  You get 10,000 experience for letting him live.
  5105.       (He's worth only 6000 to kill)  Read his journal to learn how to activate
  5106.       the portal to the next level.  However, we have a machine to play with
  5107.       first...
  5109.       Save it first, then use the machine.  All the handwritten notes you have
  5110.       been gathering are the formulas for what you can do with it.  Each
  5111.       valid combination requires 3 switches/buttons/whatever to be pressed.
  5112.       They can be done in any order.  The bonuses work on whoever used the
  5113.       machine, not just the main character.  So, if you need your priest to
  5114.       gain some wisdom...
  5116.       Here is a complete list of the valid combinations:
  5118.          Triangle  Green   Medium    > Storm Star +3 (Cespenar can upgrade)
  5119.          Blue      Green   Long      > Gain Magic Res.
  5120.          Circle    Blue    Long      > +1 INT
  5121.          Square    Blue    Short     > +1 DEX
  5122.          Red       Green   Short     > +1 CHA
  5123.          Circle    Square  Triangle  > +1 WIS
  5124.          Circle    Red     Long      > +1 CON
  5125.          Square    Short   Medium    > +1 STR
  5126.          Triangle  Red     Medium    > Exit to next level
  5128.          Note:  You can only do the Stat bonuses ONCE.
  5130.       If you enter in an INVALID combination, you get some really bad random
  5131.       effects (well, mostly bad):
  5133.         10% chance to gain a Potion of Superior Healing.
  5134.         10% chance to get 100,000 experience (only for whoever used it)
  5135.         10% chance to become Imprisoned (bad if it's your main character)
  5136.         10% chance for 50 fire damage
  5137.         10% chance turned to stone (bad if it's your main character)
  5138.         10% chance to lose 1 INT
  5139.         10% chance for 75 lightning damage
  5140.         10% chance to be poisoned
  5141.         10% chance to lose 15 levels
  5142.         10% chance to lose 1 DEX
  5144.       Anyway, use the machine's Triangle, Red, Medium combination to open up
  5145.       the portal to the next level.  This is worth 25,000 quest experience.
  5146.       The portal you want to enter is the Right Portal (x 2800 y 1400).
  5148.     - LEVEL FIVE (AR 3019)
  5150.       Well here we are on the final level.  In fact, you can see the Final
  5151.       Seal just ahead.  All you have to do is figure a way to open it.  The
  5152.       other portal here takes you out of the dungeon.
  5154.       There are 3 doors around this area, one below, one to the left and one
  5155.       to the right.  Open the lower door (x 2460 y 2460) and talk to the
  5156.       Helmite Ghost.  Be confident and tell him that you are ready for anything
  5157.       that might be ahead.  Tell him that you are ready for the challenge and
  5158.       he tells you to enter the 3 doors behind him.
  5160.       Enter the left door first (x 2300 y 2950).
  5162.       (AR 3025)
  5164.       You will be fighting orcs in here.  Lots and lots of orcs.  This area is
  5165.       on a timer.  As long as the timer is going, there will be a constant
  5166.       supply of orcs for you to fight.  So, until the end, there will be 10
  5167.       orcs in the room.
  5169.       After a short while, the spirit appears, congratulates you and gives you
  5170.       21,000 quest experience.
  5172.       Search the pool for:
  5174.         Ixil's Nail (Cespenar can upgrade)
  5175.         5 Potions of Extra Healing
  5176.         minor treasures...
  5178.       Go back up.
  5180.       (AR 3019)
  5182.       Now open the middle door (x 2640 y 3000) and go down.  You will be
  5183.       fighting a Dragon, so be warned.
  5185.       (AR 3024)
  5187.       This challenge is much more interesting, you get to fight a Green Dragon!
  5188.       I found this dragon quite a bit easier than the Red one earlier.  Anyway
  5189.       I simply summoned up some Mordenkainen's Swords (2), a Fire Elemental.
  5190.       Then I cast a few protection spells and hacked at the dragon till he
  5191.       died.
  5193.         Dragon - 62,000 experience
  5194.                  Warrior's Skull
  5195.                  Hindo's Doom +3 (upgradeable by Cespenar)
  5196.                  1500 gold
  5197.                  other treasures...
  5199.       With the dragon dead, you get congratulated by the ghost and another
  5200.       21,000 quest experience.
  5202.       Exit.
  5204.       (AR 3019)
  5206.       Time for the last door (x 2900 y 2900).
  5208.       (AR 3026)
  5210.       Here you meet up with a gaming imp.  No way out, you'll just have to
  5211.       answer her questions.  Oh, and if you fail, she Imprisons your entire
  5212.       party.
  5214.       First, here is her riddle:
  5216.         "I have as many brothers as sisters, but my brothers have twice the
  5217.         number of sisters as brothers. How many children do my parents have?"
  5219.         Answer:  Seven
  5221.       This is worth 10,000 quest experience.
  5223.       Next you play the Game of Coins.  Here is the way to win at this:
  5225.         You take:
  5227.         2 coins (he'll take 1 coin)
  5228.         3 coins (he takes 3 coins)
  5229.         1 coin (leaving him the last coin, so he loses!)
  5231.       Beating the Imp again is worth another 10,000 experience.  The Spirit
  5232.       appears again, congratulates you and gives you another 21,000 quest
  5233.       experience.
  5235.       There are 3 containers in here with various minor treasures.  Also, the
  5236.       chest against the wall is TRAPPED.  When you're done looting, exit.
  5238.       (AR 3019)
  5240.       When you appear, the Spirit talks to you, and gives you the Heart Key.
  5241.       (actually, for me, he gave it to Jaheira)
  5243.       1 key down, 2 to go.
  5245.       Go up and to the left, and open that door (x 1240 y 1580).  Kill off any
  5246.       monsters in here.  This is the Orb Room, where colored balls shoot out of
  5247.       a machine to be deposited in large pillars.  Why, you ask?  For a key.
  5249.       Go up and examine the machine.  You'll have to go through the Notes
  5250.       before it actually lets you play with the machine.  You're going to have
  5251.       to press each of the 4 buttons 4 times.  Each time you press a button you
  5252.       get a new Orb of the same color as the button.  After you get an orb,
  5253.       place it into the same colored Pillar.  There are some side effects to be
  5254.       aware of:
  5256.         Note:  Despite what the machine says, you only have to put ANY ONE of
  5257.                the colored globes into their proper Pillar.  That means you can
  5258.                get away with pushing only 4 buttons total, rather than 16.
  5260.         Red 1:    Summons Hobgoblins
  5261.         Red 2:    Summons Kuo-Toas
  5262.         Red 3:    Summons Trolls
  5263.         Red 4:    Summons Greater Wolfweres
  5265.         Blue 1:   Summons a Mage (11,000 exp)
  5266.         Blue 2:   Summons a Mage (14,000 exp)
  5267.         Blue 3:   Summons a Mage (20,000 exp)
  5268.         Blue 4:   Summons a Mage (6000 exp)
  5270.         Purple 1: Summons Skeletal Warriors
  5271.         Purple 2: Summons Shadows
  5272.         Purple 3: Summons Vampires
  5273.         Purple 4: Summons Liches
  5275.         Green 1:  Summons Mutated Spiders
  5276.         Green 2:  Summons Umber Hulks
  5277.         Green 3:  Summons Earth Elementals
  5278.         Green 4:  Summons Beholders
  5280.         Note:  Each button pressed gives you 1000 quest experience for a total
  5281.                of 16,000 quest experience.
  5283.         Tip:  With the "purple" undead monsters, I turned the script off of my
  5284.               Cleric, and had her stand near where the monsters appear.  Then,
  5285.               because of being at a high level, every undead was blown to bits.
  5287.       Here's a list of what the first 3 orbs do for each color: (Dave Loveland)
  5289.         Green - Summon Shambling Mound
  5290.         Green - Melf's Acid Arrow
  5291.         Green - Temporary +5% magic resistance (on caster)
  5292.         Blue - Cone of Cold
  5293.         Blue - Greater Restoration
  5294.         Blue - Protection from Normal Missiles
  5295.         Purple - Invisibility
  5296.         Purple - Mass Cure
  5297.         Purple - Cloud Giant Strength (on caster)
  5298.         Red - Fireball
  5299.         Red - Good Luck (temporary +1 to saves for each member of your party)
  5300.         Red - Heals 64 hit points
  5302.       When you're done, you get the Mind Key, which is worth 10,000 quest
  5303.       experience.  2 down, 1 to go.
  5305.       Go over to the right door (x 2900 y 1300) and go in.  You'll have to
  5306.       fight through some enemies, but nothing you can't handle.  Go up to the
  5307.       pedestal and click it to place the Skull you got from the dragon on it.
  5308.       This teleports you to a hidden realm ...
  5310.       (AR 3023)
  5312.       You cannot move.  In fact, all you can do is control the Spirit Warrior
  5313.       and tell him where to go.  This dungeon has been reduced to almost a
  5314.       Text Adventure level.  Your Spirit Warrior has 50 HP, 7 AC, 10 THAC0.
  5316.       Map: (start in Room 1)
  5318.         Room 12     --  Room 11      --  Room 10
  5319.         Mummy           Chest > Heal     Gibberling (use scroll)
  5320.                         (Req. Key)         |
  5321.                                            |
  5322.                                            |
  5323.         Room 7       --  Room 8      --  Room 9
  5324.         Ghost              |             Desk (Bracers +1 THAC0)
  5325.         Chest (Helm)       |             chance to be poisoned when opened
  5326.           |                |
  5327.           |                |
  5328.         Room 4       --  Room 5      --  Room 6
  5329.         Poison           Scroll          War Dog
  5330.         Fountain                         Search for Potion (Heal) & Key
  5331.           |                                |
  5332.           |                                |
  5333.         Room 1       --  Room 2      --  Room 3
  5334.                          Goblin          Treasure Chest (Wand)
  5335.                                          Skeleton attacks when opened
  5337.           Wand Note:  If you don't use your wand beforehand, it will be more
  5338.                       powerful when you fight the Mummy later.
  5340.           Fleeing Note:  If you flee the goblin you take 2 damage.
  5341.                          If you flee the skeleton or War Dog you take 5 damage.
  5342.                          If you flee the ghost you take 7 damage.
  5344.           Experiences:  You get 4000 quest experience for getting the Helm.
  5345.                         4000 QExp for getting the Potion & Key.
  5346.                         4000 QExp for getting the Scroll
  5347.                         4000 QExp for getting the Bracers
  5348.                         3000 QExp for using the Scroll on the Gibberling
  5349.                         4000 QExp for using the key and opening the chest
  5351.       As you can see from the map, there are many ways to do this one.  The
  5352.       route I favor is this:
  5354.         Room 1:  Go North to 4.
  5355.         Room 4:  Go North to 7.
  5356.         Room 7:  Kill ghost, open chest to get the +1 AC Helm.  Go south.
  5357.         Room 4:  Go south to 1.
  5358.         Room 1:  Go east to 2.
  5359.         Room 2:  Fight goblin.  East to 3.
  5360.         Room 3:  Open chest, fight skeleton, get Wand.  Go up to 6.
  5361.         Room 6:  Fight War Dog, search for Potion (Heal) & Key.  West to 5.
  5362.         Room 5:  Search for Scroll.  Up to 8.
  5363.         Room 8:  East to 9.
  5364.         Room 9:  There is a 33% chance to get poisoned if you open the desk.
  5365.                  The Bracers +1 THAC0 are nice, however.  North to 10.
  5366.         Room 10: Use Scroll to kill Gibberling.  West to 11.
  5367.         Room 11: Open Chest (needs the Key from room 6) to get healed.  Go
  5368.                  through the Arch to 12.
  5369.         Room 12: Fight the mummy.  Use the Wand first, then attack.
  5371.       If you don't want any of the items, the non-violent (at least until you
  5372.       get to the Mummy) route is:
  5374.         Room 1:  Go north to 4.
  5375.         Room 4:  Go east to 5.
  5376.         Room 5:  Search for scroll.  North to 8.
  5377.         Room 8:  East to 9.
  5378.         Room 9:  North to 10.
  5379.         Room 10: Use Scroll to kill Gibberling.  West to 11.
  5380.         Room 11: Go through Archway to 12.
  5381.         Room 12: Fight Mummy.  I believe the mummy is stronger if you don't
  5382.                  have the Helm and Bracers.
  5384.       Thus you are released from the Spirit Warrior, having succeeded in
  5385.       getting the final key.  For this you get 21,000 quest experience.
  5387.       (AR 3019)
  5389.       Go over to the great Seal on the floor.  There are 3 pedestals around it,
  5390.       click on each of these.  Each key used gets you 20,000 quest experience
  5391.       (for 60,000 total).  Now that we've stuck the keys in, we still have
  5392.       to turn them.  And when you turn the keys, monsters appear.  As soon as
  5393.       you turn the key, I'd pause it and survey your enemies.  If you have any
  5394.       mages, take them out quickly to avoid getting Time Stopped.
  5396.         Upper Right - Spirits of Priests (and one mage)
  5397.                       Items:  Club of Detonation +3
  5398.         Lower       - Lich (25,000 experience), Flaming Skulls
  5399.                       Items:  Erinne Sling +4 (upgradeable by Cespenar)
  5400.                               Serpent Shaft (upgradeable by Cespenar)
  5401.         Upper Left  - Final Guardians
  5403.       The Final Guardians are meant to be very tough, and so they are.  They
  5404.       consist of:
  5406.         Nalmissra - Tanar'ri
  5407.                     25,000 experience
  5408.                     Scroll:  Wish
  5409.         The Huntress - Demonic
  5410.                     20,000 experience
  5411.                     Taralash Bow +4 (increases movement rate, Upgradeable)
  5412.         Y'tossi - Demonic
  5413.                     23,000 experience
  5414.                     Gauntlets of Extraordinary Specialization (+1 THAC0, +2 dmg
  5415.                       + 1/2 attack per round)
  5416.         Amerilis Zauviir - Cleric
  5417.                     20,000 experience
  5418.         Hive Mother - Beholder
  5419.                     50,000 experience
  5420.         Xei Win Toh - Fighter
  5421.                     28,000 experience
  5423.                     There are also lots of minor treasures too.
  5425.       To prepare for the final battle, I summoned up some Mordenkainen's Swords
  5426.       and placed them around the portal.  I then moved my party well over to
  5427.       the left, cast protective magics on them (and a Simulacrum as well).
  5428.       If you have the Cloak of Reflection or the Shield of Balduran, be sure
  5429.       to have those equipped on someone, and have them rush the Beholder.
  5430.       I had the Swords attack Y'tossi as she is very tough and requires high
  5431.       enchantments (the Swords are +5) to even hit.  I then hit Nalmissra
  5432.       (after doing a Remove Magic on her) since she was close before
  5433.       concentrating more fully on the Beholder.  Once those monsters are gone
  5434.       it's practically smooth sailing.
  5436.         Note:  Getting killed by Instant-Death attacks?  Try using the Death
  5437.                Ward (cleric) before hand.
  5439.                Saving after the battle is a GOOD idea.
  5441.       Alan Cherry has a good idea:  Keep everyone near the exit portal.  Take
  5442.       out one or two of the opponents, then use the portal and leave as soon as
  5443.       someone's hurt bad. Heal up and recharge spells, and come back in. As
  5444.       long as nobody's too far from the portal, you can exit anytime. Cast
  5445.       Resist Fear before entering, since you can't control a character who
  5446.       panics.
  5448.       Konstantin has a more magical strategy:  All it requires is a Mage or a
  5449.       Sorcerer and the skull trap spell.  I call this the chain reaction.
  5450.       Anyway, the best kind of fight is when you get the XP for free.  So I had
  5451.       my thief set snares around the room and then using project image I had my
  5452.       Sorcerer pump the room full of skull traps about 12 in each of the places
  5453.       where the monsters would appear.  This of course took a few minutes.
  5454.       Then I took a rest and cast all of my protective spells, and got ready
  5455.       for a fight.  I carefully came up to the key thing (whatever it is) and
  5456.       turned the key.  There was a laugh, then my screen froze for a few
  5457.       seconds as the skull traps were going off, when everything was finished
  5458.       all the guardians were dead.  They did not touch me once.
  5460.       Xander77 offers the following strategies:
  5462.         To begin with. it may be a good idea to kill all the monsters at the
  5463.         monster machine except for the purple (undead) ones. Then start turning
  5464.         undead with a sanctuaried cleric and recruit a bunch of Vampires,
  5465.         Skeleton Warriors and Liches to your cause before going after the
  5466.         guardians.
  5468.         Finish the other seal guardians, rest-up and buff-up (For this battle I
  5469.         suggest summoning 1 planetar 2-3 skeleton warriors/hashekars and 1-2
  5470.         Mordenkainen's Swords. Cast a storm of venegance over the area if you
  5471.         feel like it. Now. arrange everyone according to the strategy of your
  5472.         choice and - open the last seal.
  5474.         Strategy 1 - General pile-up.
  5476.         Simple enough - send all the summoned creatures into battle. Let your
  5477.         characters stand back and use every area-damage spell they know
  5478.         (preferably summon-friendly ones). Chain-contingency + horrid wiltings
  5479.         might work here (it might work in any big combat). Timestop + Improved
  5480.         Alacricity is also nice.
  5482.         Strictly according to the rules. A bit-touch-and-go, but doable
  5483.         (especially if your level is 20+)
  5485.         OTOH - It does seem somewhat impersonal, doesn't it? Going on to:
  5487.         Strategy 2 - divide and conquer.
  5489.         Make sure that all your guys and summons take their assigned places
  5490.         (see below) except for one mage that opens the final seal. At this
  5491.         point we handle 3 of the guardians on a party-monster basis, while the
  5492.         summons distract the other 3. Simple enough.
  5494.         Nimarha - Send a guy with negative plain protection (IMOD for example)
  5495.         and charm protection against her.  All her attacks are ignored, while
  5496.         the guy uses a ranged weapon to help his friends. If you can find a
  5497.         mage with the above specifications - even better. We need all the
  5498.         fighters we can get taking down Ytossi and the Hive mother - the mage
  5499.         can just stoneskin, and sit there doing his thing.
  5501.         Ytossi - a fighter or 2. Breach her protection from magic weapons (a
  5502.         mage should alternate between breaching her, breaching the hive mother
  5503.         and magic missiling anyone who seems to be up to something).
  5505.         Hive mother - one guy with Cloak of reflection. An enraged Korgan is
  5506.         good - maze and imprisonment won't work. Possibly another guy with high
  5507.         MR\Cloak of Balduran to help him send her on her way before she starts
  5508.         targeting the other party members.
  5510.         BTW - If your main char is a fighter, you can distract them all the 3
  5511.         on the right by yourself, and let the summons help your party. Both the
  5512.         kensai and the archer have +1 weapons (the archer has a +2/ or maybe
  5513.         +3 sword, but she only uses it once she runs out of arrows) so they
  5514.         can't hurt you. You should carve the drow up bad enough that she won't
  5515.         have time to fire of a spell.
  5517.         Vice versa - you can handle the 3 on the right with your party (just
  5518.         run on in and keep hitting them. Keep a mage free to keep the 3 on the
  5519.         left in line) and let the summons handle the ones on the left in the
  5520.         meantime. In which case:
  5522.         Namirra - One skeleton warrior, or something else she can't charm and
  5523.         can stay alive after a level drain or 2.
  5525.         Ytossi - one mordy sword. 2 if you feel like breaching and letting them
  5526.         finish her.
  5528.         Hive mother - one skeleton warrior and one Hakeashar.  Both magic
  5529.         resistant.
  5531.         Planetar - wanders around and kills anything that needs killing.
  5533.         Cast a death word on your weaker party members in case a spell goes
  5534.         after the wrong person, and finish the whole thing quickly - they start
  5535.         turning to opponents other then the ones they're currently facing after
  5536.         a while.
  5538.       Once they're dead and gone, time to click the Wheel above the Seal to
  5539.       open it.
  5541.       Going down...
  5543.     - THE IMPRISONED ONE (AR 3020)
  5545.       Ah, finally we meet the elusive "Imprisoned One"...  He'll try to talk
  5546.       you out of using the Scroll you were given, at the moment we don't want
  5547.       to listen to that.  Get out of the conversation, put the scroll in a
  5548.       Quick Item Slot and use it.  This is worth 80,000 quest experience.
  5550.       Of course, the Imprisoned One was right, and you are now trapped down
  5551.       here.  You can go up the stairs and look at the portals, but you sure
  5552.       can't do anything about it.  Talk to the demogorgon again.  Listen to its
  5553.       plan, it will open a small rift in the seal to let you out, you go talk
  5554.       to the false-Helmites and trick them into coming to check on the
  5555.       Imprisoned One, he kills them and everyone is happy.  Sounds like fun.
  5556.       Agree, and he'll open the portals.
  5558.       Use the Right Portal to get back to the beginning.
  5560.       (AR 3000)
  5562.       You'll appear on the ground level, find the stairs up to the roof to
  5563.       talk to Odren.  Tell him what the Imprisoned One told you to tell him,
  5564.       (that you killed the Imprisoned One) and they'll go rushing down to
  5565.       check for themselves.
  5567.       After that a Specter appears and talks to you.  She tells you that Odren
  5568.       was indeed corrupt, that it was He who was supposed to do the ritual
  5569.       binding the Demogorgon (prince of demons) in the Keep.  He wimped out
  5570.       and thought to sacrifice you.  She says Helm has sealed his fate.  She
  5571.       gives you three options to do:
  5573.         Flee in Terror
  5574.         Enter the Keep and Save Orden
  5575.         Use a New Scroll to Seal both Demogorgon and Orden inside
  5577.       Pick either Enter the Keep or Use the Scroll and she'll give you the
  5578.       scroll (just in case).  This is worth 25,000 experience.
  5580.         Note:  If you tell Odren either that you understand why he did what he
  5581.                did or that you cannot forgive him and that he should get out of
  5582.                your sight (but you don't attack him), they both bring you +1
  5583.                rep, 10,000 quest exp, and you hear the seal is now in place-
  5584.                cutting off access to demigorgon.  You can tell Orden that you
  5585.                want to be rewarded for 10,000 gold and 7000 quest exp.  After
  5586.                you receive the gold you can say it wasn't enough and attack
  5587.                Orden or decide that it is enough and receive +1 rep.
  5588.                [from Nathaniel Ragatz]
  5590.       The easiest is to simply take the New Scroll, use it and seal both
  5591.       inside.  This gets you 80,000 quest experience.
  5593.         Note:  Once you seal the Demogorgon in with the Scroll, you can never
  5594.                again attempt to kill him.
  5596.                ... Except for a very small area on the door that still allows
  5597.                you to enter, that is.
  5599.       Of course, many people might think it too easy to simply use a scroll,
  5600.       if so the it is time to go back inside.  Drop down the stairs to the
  5601.       ground, then over to the left and into the Demogorgon's Lair.
  5603.       If not, then congratulations on completing the Watcher's Keep.
  5605.       (AR 3020)
  5607.       Everyone dies really quickly around the Demogorgon, so you can't expect
  5608.       help from the "knights."  Demogorgon also summons up a pair of Mariliths
  5609.       (similar to Y'tossi from earlier) making this a very tough battle indeed.
  5611.       Anyway, before dropping down to his level, you'll want to prepare
  5612.       yourself.  Protection spells, summonings, anything you think might help.
  5613.       Make sure everyone has +4 weapons so that they can actually hit something
  5614.       down there (otherwise, just leave them up by the portals).  If you kill
  5615.       one set of minions, he'll summon more.  In order to hit the Demogorgon
  5616.       you'll need to lower his defenses.  I would suggest Khelben's Warding
  5617.       Whip.  Use all of your special abilities/items/spells that you can while
  5618.       in the battle.  There's no better time than now to try out your Whirlwind
  5619.       attacks.  It is not ESSENTIAL to take out his Mariliths, you could leave
  5620.       them be and just try to kill Demogorgon.  If you do kill his Mariliths
  5621.       he'll summon more... again and again.  Remember, you can't hurt him
  5622.       if he has protections on, so use Warding Whip!
  5624.       If you have the higher abilities, summon Planetars and other similar
  5625.       creatures (those can sure take a beating).  You may get poisoned, so
  5626.       either have an antidote, or a spell handy.  Set up Contingencies if you
  5627.       can, and Spell Triggers.
  5629.         Demogorgon - 290 HP  -12 AC  -8 THAC0  5 Attacks
  5630.                      36,000 experience
  5631.         Mariliths  - 23,000 experience
  5632.         Balor      - 26,000 experience
  5633.         Glabrezu   - 12,000 experience
  5634.         Cambion    - 18,000 experience
  5636.         Note:  This is probably the most difficult battle in any of these
  5637.                games, so if you can't do it after several attempts, try
  5638.                coming back later.
  5640.                Also, you cannot cheat to kill the Demogorgon.  It won't work.
  5642.                Demogorgon is not stopped by Time Stop, so unless your mage
  5643.                can fight him on his/her own, don't use it.
  5645.                Exploits work against Demogorgon quite well.  Drop a "Pit
  5646.                Trap" in the center before he appears (Or, drop several). Or
  5647.                if you're into magic, use the Project Image spell exploit to
  5648.                summon multiple Planetars.
  5650.                Find Demogorgon too easy?  Try David Gaider's (a senior designer
  5651.                at Bioware) more difficult Demogorgon:
  5655.       Killing the Demogorgon is also worth 100,000 quest experience.  Talk to
  5656.       Orden to get 20,000 quest experience.
  5658.         Note:  If you kill Demogorgon, the game prevents you from sealing
  5659.                Watcher's Keep by causing the sealing scroll to disappear, but
  5660.                the scroll doesn't disappear until 1-2 seconds after you've left
  5661.                the keep.  This is more than enough time if you're ready.  Save
  5662.                the game after killing Demogorgon, but before leaving the keep.
  5663.                The instant you appear outside the keep, pause the game.  Now
  5664.                trigger the scroll and seal the keep.  You'll get the full
  5665.                experience for sealing the keep on top of what you got for
  5666.                killing Demogorgon!  The timing isn't all that hard, but if you
  5667.                don't pause the game in time, reload and try again.
  5668.                [from zambkptkn]
  5670.       Either way, you are done with the Watcher's Keep!
  5673. -------------------------------------------------------------------------------
  5674.   2.        [GRVFTN]  Grove of the Ancients  (AR 4000)
  5675. -------------------------------------------------------------------------------
  5677.   Exposition:
  5678.   -----------
  5680.     Any drow items that you were cheaply carrying around in the sunlight (from
  5681.     earlier tricks) will turn to dust.
  5683.   Companions:
  5684.   -----------
  5686.                 STR   DEX CON INT WIS CHA
  5687.     Sarevok    18/00  17  18  17  10  15      Human    Fighter    Chaotic Evil
  5689.       Sarevok has been killed by you (twice), but now lives again thanks to a
  5690.       piece of Bhaalsoul.  He offers you information and help, but can you
  5691.       really trust your old nemesis?  Yes, actually, you can.
  5693.       Also, although he is Chaotic Evil at the moment, depending on how you
  5694.       treat him, you can get him to change alignments to Chaotic Good.  In
  5695.       order to get him to switch, don't ask for him to make the promise, then
  5696.       act good around him yourself, giving him second chances and whatnot.
  5698.       Found in:  Hell
  5700.       Grade:  A  There isn't a better fighter in any of the Baldur's Gate
  5701.                  games.  Plus if you're really crazy you can dual him to a mage
  5702.                  or thief for even more fun.  The only real problem with
  5703.                  Sarevok is his Chaotic Evil nature, which adds conflict to a
  5704.                  good-aligned party.
  5706.   Walkthrough:
  5707.   ------------
  5709.     - SACRED GROVE
  5711.       Time to talk to some big heads.  They give you the standard cryptic
  5712.       prophecy routine, then set you in a different place in this area.  You
  5713.       sense that you are about to be attacked and soon a woman named Illasera
  5714.       appears.  She is a child of Bhaal like yourself, and very quickly she'll
  5715.       turn hostile on you.  She appears to be a minor mageling (98 HP).  Take
  5716.       her out:
  5718.         10,000 experience
  5719.         Boots of Speed
  5720.         Dagger +2
  5721.         2 Extra Healing Potions
  5722.         Ring of Protection +1
  5723.         Sylvan Chain +2
  5725.         Note:  This battle, like many others, becomes more difficult based on
  5726.                the strength of your party.
  5728.                Also, don't worry about the items, they'll be teleported with
  5729.                you.
  5731.       After the battle, when you attempt to move, you will collapse and awaken
  5732.       in hell.
  5734.     - INFERNAL FORTRESS (AR 4500)
  5736.       You wake up and a Solar greets you.  She is as cryptic as the giant heads
  5737.       were (there must be a rule about this, all divine beings must be
  5738.       unintelligible) and offers no real answers... yet.  She does mention that
  5739.       Alaundo was her servant, and therefore might know something about his
  5740.       prophecy and your powers.  She vanishes, and Sarevok appears.
  5742.       Sarevok is not quite what he used to be, in fact, he is probably only a
  5743.       shadow of his former self, called into being because you happened to be
  5744.       thinking about him at the time.  In any case, he offers some sage wisdom
  5745.       on the nature of this place.  You have managed to create a subplane
  5746.       within Bhaal's realm, and this subplane is currently separating you from
  5747.       the greater plane.  Sarevok noticed this creation in progress, and came
  5748.       to wait for you with a deal.  He wants to live again, and only you can
  5749.       make this happen.  In exchange for this, he offers you knowledge.
  5751.       At this point you can try badgering him to give you the information right
  5752.       now, but he won't.  He needs some Bhaalsoul to get him up and running
  5753.       again.  If you have Imoen with you, you can ask her to do it instead.
  5754.       Either way Sarevok returns to life (and you don't feel any worse off).
  5755.       He has a good hearty laugh, then launches into some Vital Clues for you.
  5756.       He opens up a passage to a "challenge" that you must face, and tells you
  5757.       to not attempt it alone.  He then tells you that you must eventually get
  5758.       to the Tethyrian city of Saradush where all things will begin.  Next he
  5759.       wants to join with you, and even offers you an Oath of Fealty.
  5761.       There are several empty containers in here.  Use these to store your
  5762.       items that you don't know what to do with (such as Component Items for
  5763.       upgrading your weapons... see below).
  5765.       Summoning Party Members:  On each side of the Planar Exit are statues of
  5766.       people.  Click on them to talk to the Spirit.  Eventually it will reveal
  5767.       that it can summon people who are tied to you.  Use this to summon any
  5768.       party members that you would like to join you.
  5770.         Note:  Although Yoshimo appears on this list, he is regarded as dead
  5771.                and cannot be summoned.
  5773.     - CESPENAR, THE IMP
  5775.       Walk a little left and down to find Cespenar, your imp-butler blacksmith.
  5776.       His purpose is to upgrade your weapons and items. (like Cromwell, but
  5777.       better)  Here is the complete list of everything he can make, along with
  5778.       a list of ingredients required to make them:
  5780.       Note:  Unless I say otherwise, assume the item costs 5,000 gold to make.
  5782.              Also, several items (such as the String of Gond) are used in the
  5783.              making of several items.  This means you must choose which item
  5784.              you want to upgrade, because once you upgrade one thing, you can't
  5785.              do the other.
  5787.              Most of these are found in the Watcher's Keep, unless otherwise
  5788.              noted.
  5790.       Case of Plenty +2   --  Case of Plenty
  5791.       Heartwood Ring      --  Oaken Ring                            (Amkethran)
  5792.                               Nymph's Tear                      (Forest of Mir)
  5793.       Thieves Hood (better)-  Thieves Hood
  5794.                               Ring of Invisibility
  5795.                               Antidote Potion
  5796.                               10,000 gold
  5797.       Helm of the Rock    --  Helm of the Rock
  5798.       (better)                Horn (left)
  5799.                               Horn (right)
  5800.       Montolio's Cloak    --  Montolio's Clasp
  5801.                               Montolio's Cloak                      (Amkethran)
  5802.       Wondrous Gloves     --  Bard's Gloves
  5803.                               Star Sapphire
  5804.                               Diamond
  5805.                               Emerald
  5806.                               Rogue Stone
  5807.       Blessed Bracers     --  Paladin's Bracers
  5808.                               10,000 gold
  5809.       Circlet of Netheril --  Bronze Ioun Stone        (Vampire Nest, Saradush)
  5810.                               Circlet of Netheril
  5811.       Golem Manual        --  Golem Manual
  5812.                               Clay Golem Page
  5813.                                 &  5,000 gold
  5814.                               Stone Golem Page             (Marching Mountains)
  5815.                                 & 10,000 gold
  5816.                               Juggernaut Golem Page           (Abazigal's Lair)
  5817.                                 & 15,000 gold
  5818.       Improved Cloak of   --  Cloak of Protection +2
  5819.        Protection +2          Scroll: Invisibility
  5820.                               Scroll: Improved Haste
  5821.                               20,000 gold
  5822.       White Dragon Scale  --  White Dragon Scales
  5823.       Blue Dragon Plate   --  Blue Dragon Scales                     (Abazigal)
  5824.       Aslyerferund Elven  --  Bladesinger Chain +4    (Dragon in Suldanesselar)
  5825.        Chain +5               Scroll: Protection from Normal Weapons
  5826.                               40,000 gold
  5827.       Bag of Plenty +2    --  Bag of Plenty                (Marching Mountains)
  5828.                               King's Tears
  5829.                               10,000 gold
  5830.       Erinne Sling +5     --  Erinne Sling +4
  5831.       Fire Tooth +5       --  Fire Tooth +4
  5832.                               Bowstring of Gond                 (Sendai's Lair)
  5833.       Quiver of Plenty +2 --  Quiver of Plenty
  5834.                               Rogue Stone
  5835.                               10,000 gold
  5836.       Darkfire Bow +5     --  Bowstring of Gond                 (Sendai's Lair)
  5837.                               Darkfire Bow            (Capt. Erelon, Amkethran)
  5838.       Taralash +5         --  Bowstring of Gond                 (Sendai's Lair)
  5839.                               Taralash +4
  5840.       Runehammer +5       --  Runehammer +4                        (Siege Camp)
  5841.                               Rune of Clangeddin              (Sendai's Forest)
  5842.       Flail of Ages +4    --  Flail of Ages +3
  5843.                               Flail Head (Poison)
  5844.       Flail of Ages +5    --  Flail of Ages +4
  5845.                               Flail Head (Electric)                  (Abazigal)
  5846.       Storm Star +5       --  Storm Star +3
  5847.                               Starfall Ore   (found in Kiser's House, Saradush)
  5848.       Club of Detonation +5 -  Club of Detonation +3
  5849.                               Ring of Fire Resistance
  5850.       Hindo's Doom +4     --  Hindo's Doom +3
  5851.                               Hindo's Hand                    (Abazigal's Lair)
  5852.       Spectral Brand +5   --  Spectral Brand +4
  5853.                               Skull of the Lich                 (Sendai's Lair)
  5854.       Ravager +6          --  Ravager +4                    (Yaga Shura's Lair)
  5855.                               Serpent Shaft
  5856.       Staff of the Ram +6 --  Staff of the Ram +4           (Watcher's, Dragon)
  5857.                               Roranach's Horn
  5858.       Axe of the          --  Baalor's Claw                 (Marching Mountain)
  5859.        Unyielding +5          Axe of the Unyielding +3
  5860.       Ixil's Spike +6     --  Ixil's Spike
  5861.                               Ixil's Nail +4
  5862.       Dagger of the       --  Dagger of the Star +4      (Watcher's, Demi-Lich)
  5863.        Star +5                Star Sapphire (5)
  5864.       Carsomyr +6         --  Carsomyr +5                            (Firkraag)
  5865.                               Eye of Tyr                        (Sendai's Lair)
  5866.       Gram (improved)     --  Gram the Sword of Grief +5      (Abazigal's Lair)
  5867.                               Heart of the Damned               (Sendai's Lair)
  5868.       Purifier +5         --  Purifier +4
  5869.                               Eye of Tyr                        (Sendai's Lair)
  5870.       Foebane +5          --  Foebane +3
  5871.                               Fflar's Scabbard                 (Saradush Sewer)
  5872.       Angurvadal +5       --  Angurvadal +4
  5873.                               Liquid Mercury                    (Sendai's Lair)
  5874.                               10,000 gold
  5875.       Sword of Mask +5    --  Short Sword of Mask +4
  5876.                               Heart of the Damned               (Sendai's Lair)
  5878.     - THE CHALLENGE
  5880.       If you don't have a party, go summon one (the statues by the top door),
  5881.       then make your way up the stairs to the challenge.
  5883.       At the challenge you talk with a man called Gavid, a Bhaalspawn who died
  5884.       before learning of his heritage.  Gavid "dies" and you are beset upon by
  5885.       monsters.  They start small and work their way up in difficulty ending
  5886.       with Drow.  After which Gavid appears and tells you there is no way out
  5887.       of retribution... or is there?
  5889.         Note:  The challenge gets even more difficult if you are a higher
  5890.                level.  Also the challenge differs depending on your alignment.
  5891.                If you are good you fight evil monsters, if you are evil you
  5892.                fight good guys (say, peasants, elves and so forth).
  5894.       The place where you are standing changes a bit, but you're still in Hell.
  5895.       Everyone gets 25,000 experience, while the main character gets 30,000
  5896.       exp.  The main character also gets the Pocket Plane ability, which will
  5897.       return you to your private dimension.
  5899.       Time to go...
  5902. -------------------------------------------------------------------------------
  5903.   3.        [SRDSHH]  Saradush  (AR 5000)
  5904. -------------------------------------------------------------------------------
  5906.   Walkthrough:
  5907.   ------------
  5909.     - MELISSAN
  5911.       You appear in the middle of a ... disagreement.  The authorities believe
  5912.       you to be hostile and attack on sight.  Better clear them out quickly.
  5913.       After they're all dead, Melissan talks to you.  She sums up the situation
  5914.       for you: the city is under siege by Yaga Shura (Bhaalspawn) preventing
  5915.       anyone from leaving, and the city is under control of Gromnir
  5916.       (Bhaalspawn) who is quite Mad and probably will get everyone killed.
  5917.       After that you can ask her some questions.  Ask everything you can.
  5919.         Note:  As this is a city under siege, don't stay in any place too
  5920.                long... fire tends to rain from the sky.
  5922.                There are various Minor Bhaalspawn in town.  Unless I
  5923.                specifically mention them, they aren't important.
  5925.                Also, there are various random treasures to be found in the
  5926.                containers of the city.
  5928.                The Harlot in the main city has nothing at all to do with the
  5929.                Vampire Courtesan plot you'll find later.  In fact, she simply
  5930.                wants to wish you well in getting to Gromnir.  There are some
  5931.                interesting Romance notes here as well, if you do agree to go
  5932.                with the Harlot it ends a romance with Aerie, however, Viconia
  5933.                is simply amused and convinced that this will make you realize
  5934.                just how much better she is.  After killing Gromnir, talk to
  5935.                the Harlot again to get everyone 1000 experience points.
  5937.     - THE TAVERN (AR 5003)
  5939.       Enter the Tavern (x 1050 y 1550).  The first thing you'll notice are some
  5940.       soldiers pestering a waitress.  Confront them about it.  You can either
  5941.       bribe them off (500 gold) or fight them.  Once they're dispatched (1400
  5942.       exp, various +2,3 weapons and armors) talk to the waitress to learn that
  5943.       Gromnir has a secret entrance in the sewers.  Naturally.
  5945.         Note:  You'll also find Viekang in here... he's the guy who "blew up"
  5946.                in a tavern back in Trademeet.  If you talk to him you'll learn
  5947.                that he simply teleports away whenever he felt threatened.  He
  5948.                has a quest too, see below.
  5950.                Also you can find Volo in the back room.
  5952.       Talk next to Pyrgam Aleson.  Ask him for a secret way into the castle,
  5953.       and he'll tell you... for a fee (1000 gold).  Of course, if you have 14
  5954.       Charisma or more you can negotiate this down to nothing.  He tells you
  5955.       that there is a way through the old abandoned jail (which has become
  5956.       overrun with undead).  He refers you to the Temple of Waukeen for more
  5957.       information.
  5959.       There are 3 containers in this tavern: (x 420 y 530), (x 750 y 220),
  5960.       (x 420 y 900)
  5962.         2 Potions of Extra Healing
  5963.         2 Potions of Superior Healing
  5964.         Oil of Speed
  5965.         Random Treasures...
  5967.     - KEYS
  5969.       Go over to the temple of Waukeen (x 1280 y 1900) and talk to Farielle.
  5970.       (she won't help you willingly if you're evil)  Ask her about the key to
  5971.       the castle that Pygram mentioned and she'll tell you.  She gives you the
  5972.       key to the jail, and warns you about the undead there.  Everyone gets
  5973.       1000 exp.
  5975.       The pool behind her (x 370 y 350) has a:
  5977.         Water Opal
  5979.       Also the 2 bookcases to the side have some random treasures.  You may
  5980.       want to buy some Elven Holy Water if you don't have any... *hint*
  5982.       We now have the key to the Prison, let's get the key to the Sewers.  Exit
  5983.       Waukeen's, then head left to the Barracks (x 630 y 1800).
  5985.       Once in there, you'll be accosted.  Be as hostile as you wanna be, there
  5986.       is no way out of this fight.  Slaughter the troops.  Search the room for
  5987.       treasure (practically all of it is Random) and the Key to the Sewers
  5988.       (x 375 y 290).
  5990.       You now have 2 different keys, each leading to roughly the same place in
  5991.       the end, Gromnir.  They merely differ in their methods.  After finishing
  5992.       whichever of the Quests from below, enter either the Sewers (any of the
  5993.       entrances on the ground) or the Prison (x 1350 y 2250).
  5995.   Quests:
  5996.   -------
  5998.     QUEST:  Mateo's Imminent Execution
  6000.             Militia HQ - Saradush (AR 5000, x 1740 y 810)
  6001.             Countess's Manor - Saradush (AR 5000, x 1370 y 1370)
  6002.             Kiser's Home - Saradush (AR 5000, x 2080 y 1820)
  6003.             Errard - Saradush (AR 5000, x 2370 y 700)
  6005.             Enter the Militia HQ (x 1740 y 810) and watch the, um, trial take
  6006.             place.  A man named Mateo is taken away based on, well not much
  6007.             evidence.  Looks suspicious.  Talk to the captain and get him to
  6008.             agree to let you talk to Mateo and investigate this further.  You
  6009.             can also ask him more questions, but he doesn't know much.
  6011.             The bookcase against the wall has some:
  6013.               2 Potions of Superior Healing
  6015.             Go up and into the prison.  Get the jailer to open the door, then
  6016.             go up and talk to Mateo, who is in the closest cell.  Ask him
  6017.             whether Kiser is involved and he thinks this somewhat likely.  He
  6018.             says that if Kiser is involved then the Countess is in trouble.
  6019.             You'll need to talk with her next.
  6021.             Also, search the back wall of the other cell for:
  6023.               5 Superior Healing Potions
  6025.             Exit the building.
  6027.             You'll find the Countess's building just down the large stairs, to
  6028.             the left (by the Harlot).  Enter.  Talk to the Countess and mention
  6029.             that you have spoken to Mateo.  She quite quickly tells you that it
  6030.             was Kiser behind everything.  Kiser, you see, has kidnapped her son
  6031.             and the only way to get him returned was to turn on Mateo like
  6032.             that.  She also says that Kiser will never give up her son.  She
  6033.             wants you to visit with Kiser to somehow get her son back.  Sounds
  6034.             reasonable.
  6036.               Note:  Her treasure chests raise an alarm if you touch them.
  6038.             Head out, and down to Kiser's place.  Inside bug him about what you
  6039.             know.  Ask him about Mateo.  Now if you have a 15 CHA, or have
  6040.             talked to the Countess, or are evil, or are neutral with a bad
  6041.             reputation you can get him to divulge more information.  He says
  6042.             that he does indeed have the Countess's son, but he won't give him
  6043.             up unless you kill Errard, whom he says is the real evil force
  6044.             here.
  6046.               Note:  You can pickpocket Kiser for a Shakti figurine. (Ken
  6047.                      Adams)
  6049.             Kiser also has quite a bit of treasure in his house, many of which
  6050.             is horribly trapped (and all of it Randomized too).  I don't think
  6051.             that you can de-trap these either.
  6053.               EVIL Note:  Following the evil path, he asks you to kill either
  6054.                           the countess or Errard.  If you do kill the countess,
  6055.                           he gives you 10,000 gold.  If you kill Errard you
  6056.                           get 2,000 gold.  Either way gets you 5000 exp for
  6057.                           every party member.
  6059.                           Errard:  20,000 experience
  6060.                                    Cleric's Staff +3
  6061.                                    Robe of Good Archmagi
  6063.               Avoiding Errard Note:  In Kiser's basement, there's three hidden
  6064.                           switches that can be found by using 'detect traps'
  6065.                           (two in the main room and one in the small bedroom
  6066.                           behind a door).  When you press all three, it opens
  6067.                           the secret door that leads to Ardic, and Kiser
  6068.                           appears and attacks you like he normally would after
  6069.                           you talk to Errard. (Dave Loveland)
  6071.             Interesting.  Head out.  You'll find Errard at the top of the city
  6072.             standing on the wall.  Talk to him.  If we're following the Good
  6073.             path, tell him that Kiser sent you to kill him.  He is a little
  6074.             shocked, so fill him in on the details.  Errard will then track
  6075.             down the Countess's son for you, and tell you that he is within
  6076.             the home of Kiser himself.
  6078.             Return to Kiser's, and drop down to the basement.  Kiser threatens
  6079.             to kill both you and his hostage for revealing his intentions.
  6080.             Bah.  Kill him.
  6082.               Fighter (2) - 6500 experience (various magical treasures)
  6083.               Kiser       - 6500 experience
  6084.                             Shakti Figurine
  6085.                             Secret Jail Key
  6086.                             other treasures
  6087.               Fighter     - 8000 experience
  6088.               Thief       - 10,000 experience
  6089.               Mage        - 10,000 experience
  6091.             Find and talk to Ardic for 7000 quest experience points.  Besides
  6092.             3 containers of potions and/or random treasures, search the
  6093.             cabinet at (x 650 y 350):
  6095.               Starfall Ore (a component of a more powerful item)
  6096.               King's Tears
  6098.             Return to the Countess for your reward:  2000 gold, 5000 exp for
  6099.             everyone.
  6101.     QUEST:  Tazit's Dead Father
  6103.             Tazit - Saradush (AR 5000, x 2425 y 1550)
  6105.             Just to the right and down from where you started, a man will get
  6106.             whacked by some fire from the sky.  Talk to his son, Tazit, who is
  6107.             quite distraught over this.  Offer to have a cleric help (or if you
  6108.             are a Cleric, to do it yourself).  Have your cleric talk to the
  6109.             boy, and offer to try the spell.  When he is raised everyone gets
  6110.             1000 experience and a Reputation +1.
  6112.             Alternatively, if you have the Rod of Resurrection you can use
  6113.             that.
  6115.     QUEST:  Save the Elves
  6117.             Elves - Saradush (AR 5000, x 1240 y 1180)
  6119.             Just above the tavern, some elves are having trouble with the local
  6120.             authorities (seems familiar).  Threaten the guard by telling him
  6121.             that you are a Bhaalspawn, then talk to the elves.  They believe
  6122.             that as soon as possible, the guards will make their move again.
  6123.             If only someone would offer them refuge.
  6125.             Head down to the Temple of Waukeen and talk to Farielle.  She'll
  6126.             help the elves out.  Return to the elves and tell them the good
  6127.             news.  You also get a reward:  Reputation +1, 3000 exp for all
  6128.             party members.
  6130.     QUEST:  Stop the Dwarves
  6132.             Dwarves - Saradush (AR 5000, x 1010 y 2180)
  6134.             Just below the Temple of Waukeen some dwarves are getting angry at
  6135.             the local authorities.  Talk them out of violence for:  1000 exp
  6136.             each.  You could side with the dwarves in a violent struggle, but
  6137.             you won't get much to make it worth your time.
  6139.     QUEST:  Help Viekang
  6141.             Tavern - Saradush (AR 5000, x 1050 y 1550)
  6143.             When you first talk to Viekang, the Bhaalspawn who "exploded" back
  6144.             in Trademeet, you learn that when he feels fear, he is
  6145.             uncontrollably teleported away.  So, you think he could just get
  6146.             out of a city under siege.  Problem is that Melissan cured him of
  6147.             his fear.  So, if you have an INT of 18 or more, talk to him again
  6148.             and suggest that maybe a Horror spell could make him feel fear
  6149.             again.  He thinks it could work.
  6151.               Note:  The main character needs the INT of 18.  So, if you don't
  6152.                      actually have the Smarts for this one, there are always
  6153.                      potions for that.
  6155.                      Your main character dosen't have to have 18 intelligence
  6156.                      to make Viekang jump. Just simply have someone cast
  6157.                      Horror on him and Viekang will jump! [from Brock Meyer]
  6159.             Next, have someone cast Horror on him, and he'll be cured.  For
  6160.             this everyone gains 2000 experience points.
  6162.     QUEST:  Lazarus's Missing Spellbook
  6164.             Arcana Archives - Saradush (AR 5000, x 710 y 1280)
  6165.             Hectan          - Saradush Tavern (AR 5003, x 1070 y 530)
  6166.             Squip           - Saradush (AR 5000, x 990 y 1140)
  6168.             In the Arcana Archives, you'll discover its caretaker, Lazarus has
  6169.             had his spellbook stolen.  Therefore he can't really sell you
  6170.             anything.  Agree to help him with his problem.  He suspects that
  6171.             Hectan is involved, but can't prove it.  Ask for any other clues
  6172.             to learn of a set of VERY small muddy footprints.  Hectan is not a
  6173.             small man.
  6175.             You'll find Hectan in the Tavern, in the back.  Talk to him and he
  6176.             denies any involvement.  In fact, he has numerous witnesses that
  6177.             place him in the tavern.
  6179.               EVIL Note:  If you have a low reputation (say, 8 or lower) just
  6180.                           threaten him and he'll cop to the whole story.
  6182.             Go outside, go up and talk to Squip.  Ask him about the spellbook,
  6183.             and he'll want 1000 gold to tell you anything.  You could be nice
  6184.             and give that to him (heh), but he'll settle for nothing.  He tells
  6185.             you that he did steal the book, and then immediately gave it to
  6186.             Hectan.
  6188.             Back to the tavern.  This time Hectan admits to it, but says he
  6189.             only took it because he believes that Lazarus has a teleportation
  6190.             spell.  He wants you to get this from Lazarus.  Very well...  Go
  6191.             to Lazarus and get the scroll.  However, the scroll is useless as
  6192.             Yaga has powerful magics preventing anyone from teleporting out.
  6193.             Take the scroll to Hectan and he'll exchange that for the
  6194.             spellbook.
  6196.               Note:  If you tell him to TRY using the scroll right there you
  6197.                      lose 1 Reputation.
  6199.             Return with the spellbook and give it to Lazarus.  This not only
  6200.             reopens his shop, but also gets everyone in your party 5000 exp.
  6202.     QUEST:  Peltje's Vampires
  6204.             Peltje - Saradush Tavern (AR 5003, x 980 y 815)
  6206.             Inside the tavern you'll find a fellow named Peltje who believes
  6207.             that he is not insane.  Seems that he believes that all the
  6208.             "courtesans" have become vampires and have a secret lair where they
  6209.             drain the blood of innocent mortals like him.
  6211.             At night, enter the tavern, and go to the top left corner (where
  6212.             the elves and dwarves sit arguing) to find the Dark Courtesans.
  6213.             Conveniently, there is one of each gender.  Instead of doing the
  6214.             usual services, they take you to the vampire nest and attempt to
  6215.             kill you.
  6217.     OTHER:  Kill Fire Giants [from CY Lee]
  6219.             During the siege of Saradush. Go to northern end of the battlement
  6220.             where Errard is (the mage in Mateo's quest). You will notice that
  6221.             the militia is shooting arrows at some unseen Fire Giant. The Fire
  6222.             Giant is located behind the tower and is NOT selectable as a
  6223.             target. However, equip your men with missile weapons and set to
  6224.             aggressive scripts and they will start shooting at the Fire Giant
  6225.             (XP : 8000, instant re-spawning) and the best part is that the Fire
  6226.             Giant would not attack your party members and there's no random
  6227.             flamingballs from the sky (probably to avoid killing Errard). Leave
  6228.             them there for unlimited xp.
  6230.             Average : 8000 xp ( per kill ) every 20 sec.  i.e. ~ 1.5 million
  6231.             xp/hr
  6233.             Note:
  6234.              - Unlimited ammo missile weapons (eg. Firetooth, Azure Edge,
  6235.                Gesen Bow, Sling of Everard, etc.) would be useful.
  6236.              - Be sure to check on your men occasionally as they get fatigued
  6237.                (after a couple days of shooting at some giant) and also to
  6238.                level up (to avoid wasting excess xp)
  6241. -------------------------------------------------------------------------------
  6242.   4.        [GRMNRR]  Gromnir  (AR 5013)
  6243. -------------------------------------------------------------------------------
  6245.   Walkthrough:
  6246.   ------------
  6248.     - SEWERS
  6250.       I'll assume you took the track into the sewers.  Wherever you entered,
  6251.       your goal is at the very top of the area, somewhat to the right of
  6252.       center. (x 2000 y 150)
  6254.       Of course, along the way, you have lots of monsters blocking your path.
  6255.       There are no major treasures (just +2,+3 stuff), and certainly no
  6256.       treasure chests.
  6258.       You'll find your way blocked by a Secret Wall (x 2140 y 550), which also
  6259.       needs to be lockpicked.
  6261.     - UPPER SEWERS (AR 5007)
  6263.       For getting through the sewers, everyone gets 3000 experience.  There is
  6264.       quite a bunch of treasure in these first two rooms.  Only one of it is
  6265.       really interesting (x 365 y 885):
  6267.         Fflar's Scabbard (a component for Cespenar to make a better item)
  6269.       The two doors to the southeast lead to the prison.  There are a bunch of
  6270.       enemies in there (mages, thieves and fighters) that can be pretty tough
  6271.       if you aren't prepared for it.  Also, in each of the cells are prisoners,
  6272.       and each time you free one you get a Reputation +1 (which could be a good
  6273.       or bad thing).  There is a container on the wall of the lower passage:
  6275.         20 Bullet +3
  6277.       Also, beware of traps in this passage.  In the top right cell (x 1600
  6278.       y 1260) is a passage to the vampire area.  You'll also meet a woman who
  6279.       is escaping from Gromnir.  She warns you to stay away, that Gromnir is
  6280.       quite mad.  Go to the vampire nest.
  6282.     - VAMPIRES (AR 5006)
  6284.       This is more or less where you would have appeared had you gone with the
  6285.       vampire Harlots.  Enter the cell to the left, and search the wall for
  6286.       a secret passage.  Open that to get to the upper hallway.  There's
  6287.       another vampire here.  Go left and up into the next hallway.  There are
  6288.       three cells here, the first tells you that it is a grave that is missing
  6289.       a skull, the second has a Rusted Amulet (x 480 y 730) and the third is
  6290.       empty.
  6292.       Go up the leftmost hallway, open the door.  Here you'll find the Prison
  6293.       Spirit, who isn't terribly happy about his lot in unlife.  Anyway, about
  6294.       where he was standing there is some treasure: (x 1330 y 325)
  6296.         Skull
  6297.         Random Item
  6299.       Keep the skull for the moment.  Open the secret (x 1175 y 300) on the
  6300.       nearby wall and enter.  There are two cells to each side of you, and
  6301.       another hall in front of you.  Ignore the cells, go forward and open the
  6302.       next hallway door.  The table here has some interesting arrows.  The
  6303.       first locked cell has some treasure.
  6305.       Back to the shallow grave (x 365 y 665).  The spirit appears again, and
  6306.       gives you a Clue.  Whatever.  Place the skull and rusted amulet in the
  6307.       grave container.  This causes the spirit to rematerialize, mention how
  6308.       great it would be if you had Elven Holy Water (hence why I recommended
  6309.       buying it), so put some of that in the grave as well.
  6311.       The spirit takes you to the one cell that you couldn't open, and opens
  6312.       it.  Everyone also gets 10,000 experience.  Enter the cell and get the:
  6314.         Bronze Ioun Stone (memorize extra 7th level spell, Cespenar also uses)
  6316.       Back to (x 125 y 975) and exit.
  6318.     - PRISON... AGAIN (AR 5007)
  6320.       Back to the large room, now open the upper door (x 875 y 750).  Kill the
  6321.       monsters in here, and up to the next room.  Kill the monsters here as
  6322.       well.  There are a couple of things of treasure in here (press TAB to
  6323.       see them light up).  Nothing major.
  6325.       Open the top door (x 1620 y 420), and go through.
  6327.     - GROMNIR'S CASTLE (AR 5001)
  6329.       When you get here, there will be 5 bad guys waiting for you.  These guys
  6330.       are fairly powerful (not YOUR level, but who is?).
  6332.         Battle Mage - 21,500 experience
  6333.         2 Soldier   - 12,000 exp each
  6334.         Solder      - 12,500 exp
  6335.         Soldier     - 12,300 exp
  6337.         And many small treasures...
  6339.       Once you're done here, go up the stairs to the next level.
  6341.         Note:  Be absolutely SURE to save it before going to fight Gromnir.
  6342.                There is a bug in the script that can make it impossible to
  6343.                complete the game, and if you get it you don't want to have to
  6344.                start over, do you?
  6346.     - GROMNIR (AR 5002)
  6348.       Watch the little cutscene as Melissan and Gromnir argue about whether
  6349.       you are a Bhaalspawn assassin, and so forth.  You might notice something
  6350.       missing in Gromnir... his sanity.  They take her away, and Gromnir
  6351.       notices you ("hah! good fun!"... in case you're wondering, one of the
  6352.       regulars in the Interplay Message Boards was named "Gromnir" and that was
  6353.       how he closed each of his messages... looks like Bioware is having a
  6354.       little fun with their fans).
  6356.       Anyway, time for battle.  I'd take out his two mages first, then Gromnir,
  6357.       then his soldier goons that appear from out of nowhere (although the one
  6358.       with a Bow is a tempting target, isn't she?).
  6360.         Gromnir - 22,500 experience
  6361.                   Lavendar Ioun Stone (+1 AC, +4 save vs. death)
  6362.                   Roranch's Horn (item for Cespenar to use)
  6363.                   Rogue Stone
  6364.                   5 Potions of Superior Healing
  6365.                   Full Plate +2
  6366.                   Ice Star +4 (1 to 4 extra cold damage)
  6367.                   1200 gold
  6368.         Eler Had - 12,500 experience
  6369.                   Grandmaster's Armor (studded +6, works like Boots of Speed)
  6371.         (everyone else has the same exp and items as the goons on the previous
  6372.         level)
  6374.       Melissan arrives after the battle, a little upset at the violence that
  6375.       occurred here.  She wants you to help get the people out of Saradush.
  6376.       After all, you killed their best defender (Gromnir), it's the least you
  6377.       could do... well, short of doing nothing anyway.  The way to win, she
  6378.       claims, is to defeat Yaga Shura, who is invincible.  So, first you must
  6379.       travel to the Forest of Mir and the Marching Mountains to discover how he
  6380.       became so powerful in the first place.  Agree to help, and she goes away.
  6382.       To get directly out, just use the stairs that go Up.
  6384.       When you're done in Saradush, use your Pocket Plane ability.  Once there,
  6385.       all you need to do is leave, and it gives you the option to go to the
  6386.       Marching Mountains.
  6389. -------------------------------------------------------------------------------
  6390.   5.        [YGSHRA]  Yaga Shura
  6391. -------------------------------------------------------------------------------
  6393.   Walkthrough:
  6394.   ------------
  6396.     - NORTH FOREST (AR 6400)
  6398.       As you first pop in here, you get a little dialogue explaining what you
  6399.       are supposed to do here.  There are also some soldiers who need to be
  6400.       dispatched.  They were busy slaughtering some poor merchants.  The only
  6401.       one you can really save is, coincidentally, the one with a name, Karthis
  6402.       al-Hezzar.  Ask him for a reward to get 4240 gold.  Also ask him about
  6403.       the area (there is a temple nearby) and you can also shop here.
  6405.         Note:  This is the first opportunity in the Expansion to head over to
  6406.                the Watcher's Keep.
  6408.       Go down and use the stones to cross the river.  There were some Fire
  6409.       Giants on this island.  Continue to the right.  Here there were many
  6410.       Yaga Shura soldiers, and one mage.  Besides the mage, they're all
  6411.       complete wimps.  Go up, fight through the Fire Giants and Officers.
  6412.       Once they're dead, exit this area to the east.  Head over to the Forest
  6413.       of Mir.
  6415.     - FOREST OF MIR (AR 5202)
  6417.       We are on a road, walk up it.  Gorion will appear and talk with you.  He
  6418.       is quite disappointed in the way you turned out, it would seem.  He even
  6419.       claims that you murdered him.  With a 12 WIS you can point out that
  6420.       Gorion would never say such things.  He then zaps you with some magic.
  6421.       (20 fire damage)  Next he chews out your companions, Sarevok and Imoen
  6422.       (if they're around).  Again if you have 17 WIS you'll be able to say that
  6423.       Gorion would not say such things.  If you do have the 17 WIS option you
  6424.       take no damage from his next spell.  He punishes you again, this time
  6425.       for 15 electric damage.
  6427.       Next he tries to pick apart your romance (if you have one anyway), and
  6428.       just to be cruel, he summons someone out of your loved one's past.  This
  6429.       person then says things designed to hurt your loved one deep down to
  6430.       their soul.  Big meanie.  With a 17 WIS you can try to tell your loved
  6431.       one that this isn't real.  Gorion punishes you yet again, by knocking
  6432.       everyone down (they even make the "dead" sounds, but are not dead).
  6434.       Finally you get to resist his efforts.  You get 5000 quest experience
  6435.       and he summons some monsters to attack you.
  6437.         Master Wraith - 30,500 experience
  6439.       After any conversation with your romantic interest, enter the temple.
  6440.       Here you'll find various undead running around.  They want to destroy
  6441.       you for some reason.  Ah well.  Not only do they have a Skeleton Cleric
  6442.       but a Skeleton Mage as well (aren't those called... Liches?).  Turn
  6443.       Undead works well enough here.
  6445.       Search the tile over to the left to find some treasure. (x 750 y 1250)
  6447.       Go over to the right side, and search the tile that is propped up against
  6448.       the wall: (x 1430 y 480)
  6450.         Nymph's Tear (upgradeable by Cespenar)
  6451.         other treasures...
  6453.       Go up the stairs to find Nyalee.  She is the one who raised Yaga Shura,
  6454.       and taught him how to be invulnerable.  However, she feels that he has
  6455.       disrespected her (by literally stealing her heart) and wants your help
  6456.       to kill him.  It just works out that you also want him dead, doesn't it?
  6457.       He is invulnerable because he keeps his heart outside of his body,
  6458.       eternally bathed in flames.  She asks you to find both their hearts and
  6459.       bring them to her.  Then she can douse the fire and make him mortal once
  6460.       more.  Ask where the hearts are and she'll tell you that they reside in
  6461.       the mountains.
  6463.       Time to go.  Leave this area and go up to the Marching Mountains.
  6465.     - MARCHING MOUNTAINS (AR 5200)
  6467.       You start in the very bottom of this area, and the entrance to the cave
  6468.       is in the top right.  Go up along the path.  You'll have to fight some
  6469.       giants.  Go right along the lava lake.
  6471.       Here you'll find a party of... interesting Bhaalspawn.  In short, they're
  6472.       all tiny.  How did Bhaal mate with a rabbit anyway?
  6474.       Go back left, then down the path to (x 1260 y 1500).  Here go up and to
  6475.       the right.  A Fire Giant along here (whom you should kill) is carrying
  6476.       many non-Magical weaponry.  Almost as if he's trying to tell you that
  6477.       you'll need these to kill Magic Golems.  Spooky.
  6479.       Go up across the rocks to the cave (x 2150 y 300).  Enter.
  6483.       There are many Fire Giants in here, including the brand new Elite Fire
  6484.       Giants (who have 250 HP and are worth 26,000 experience).  Also, don't
  6485.       walk on the lava, it hurts (a lot).  Finally be sure to constantly be on
  6486.       the lookout for traps, this place is covered with them.
  6488.       The 2 side rooms aren't important just yet, so go up.  As you go by you
  6489.       will see 2 barriers to the sides.  Keep going up.  In the center of the
  6490.       area is a great Machine (x 1930 y 1160).  There are passages to the left
  6491.       and right, with the blocked exit being up.
  6493.       Go left.  There will be a pool of lava here, with a container in the
  6494.       center (x 1200 y 700).  Oh, and it is completely surrounded by traps.
  6495.       Search the container: (you'll take damage from the lava)
  6497.         Girdle of Fire Giant Strength (STR set to 22)
  6498.         Hammer Wardstone
  6499.         other treasures...
  6501.       When you search this, monsters are summoned to fight you, including the
  6502.       brand new Fire Troll, which requires Acid or Ice to kill (once you knock
  6503.       it down).
  6505.       Head over to the right passage (which I found crawling with Fire Giants)
  6506.       and do the same thing as in the previous passage to get:
  6508.         Skull Wardstone
  6509.         other treasures...
  6511.       This time Golems are summoned at you, an Adamatite, Clay and Magic
  6512.       Golem.
  6514.       Head all the way back down to the beginning, enter the 2 side rooms
  6515.       and click the Plate on the wall.  This will open the 2 blocked passages.
  6516.       Each of these is worth 5000 quest experience (for 10,000 overall).
  6518.       Head up to the right side passage (x 1770 y 2100).  There are all manner
  6519.       of beasties in here.  Search the container here:
  6521.         Blood Wardstone
  6522.         Psion's Blade +5 (immunity to Psionic attack)
  6523.         other treasure...
  6525.       This summons more monsters to fight you, 2 Bone Fiends and a Cleric.
  6527.       Go across to the other passage.  There are other beasties in here that
  6528.       are just begging to be slaughtered.  Search the container for:
  6530.         Flame Wardstone
  6531.         other treasures...
  6533.       This summons up some fire elementals (and "Burning Men") for you to play
  6534.       with.
  6536.       We now have all the Wardstones, and can head up to the Machine in the
  6537.       center.  Click on it to open up the northern passage.  Using the machine
  6538.       gets you 20,000 quest experience points.  Go up (x 2400 y 540) to the
  6539.       next level.
  6541.         Note:  Respawning Fire Giants.  In the Marching Mountains area, if you
  6542.                go to the left of the lava lake, there are two more Fire Giants.
  6543.                They each carry a Full Plate Mail, King's Tear, Emerald and two
  6544.                Potions of Extra Healing (if they didn't drink it themselves
  6545.                while you're fighting them).  But it's not the treasure that
  6546.                makes it interesting -- the Fire Giants respawn!  Kill them,
  6547.                move away for a bit, come back and you can fight them again for
  6548.                more experience and their items again (to sell).  Repeat.  It's
  6549.                not quite as easy experience as killing them in Saradush, but
  6550.                this way, you can earn a bit of gold from selling their items
  6551.                too. [from Andy Kahn]
  6553.     - YAGA SHURA'S BEDROOM (AR 5204)
  6555.       I probably don't need to keep reminding you, but keep searching for
  6556.       traps.  There's a trap just above the stairs.  There are also some Fire
  6557.       Giants there too.  Once up the stairs, go left, when you see the lava,
  6558.       go up and into the main room.
  6560.       Search the container here (x 1000 y 1060) for some treasure.
  6562.       Go right and fight Berenn, a giant cleric, and his Fire Giants.
  6564.         Berenn - 40,500 experience
  6565.                  Balor's Claw (Cespenar can upgrade)
  6566.                  other treasures...
  6568.         Tip: The fire giants, including Berenn, can’t get through the low
  6569.              arches near the start.  Draw them there and take them apart with
  6570.              ranged weapons. [from Xar]
  6572.       Go right.  The treasure (minor) at (x 1750 y 1430) is trapped.
  6574.       Continue right and fight the bad-guys here.  Further right is another
  6575.       treasure (minor) (x 2500 y 1800).
  6577.       Go up to the Brazier at the top of this room (x 2075 y 1100).  Click on
  6578.       it to get Yaga Shura's Heart.  Getting this item gains you 20,000 quest
  6579.       experience points.
  6581.       Go over to the right, and find the door that leads up (x 2900 y 1400).
  6582.       In order to open this door, you must have the Strength of at least a
  6583.       Fire Giant (STR 22).  There are Fire Giant STR potions on the ground if
  6584.       you need them.  Open the door and enter.
  6586.       You'll find a slave woman in here.  Free her if you like (15,000 quest
  6587.       experience) and ask her any questions that you have.
  6589.       Just to the woman's left, on the wall is a TRAPPED container (x 3050
  6590.       y 840):
  6592.         Stone Golem Page (Upgradeable by Cespenar)
  6593.         3047 Gold
  6594.         other treasures...
  6596.       Go left to find Yaga Shura's mighty bed.  In the center of the bed is a
  6597.       TRAPPED container (x 2500 y 670):
  6599.         Bag of Plenty +1 (Upgradeable by Cespenar)
  6600.         Yaga Shura's Journal
  6601.         Beating Heart
  6603.       Yaga Shura's journal reveals one important Clue, that he is under orders
  6604.       from someone else.  Interesting...
  6606.       Go left to find and fight Imix, the Fire Elemental Prince (x 1620 y 450).
  6607.       He's a pretty tough battle, requiring good magical weaponry to even hit.
  6608.       He is standing pretty much right on top of some traps, which also makes
  6609.       the battle more difficult.
  6611.       Note:  The Wave Halberd kills all elementals automatically, making this
  6612.              section fairly trivial if you kept it. [various sources]
  6614.         Imix - 50,000 experience
  6615.                Ravager +4 (Upgradeable by Cespenar)
  6616.                Amulet of the Master Harper (+20% find traps, pick locks, +3 AC)
  6618.       Time to go.  Leave the Marching Mountains and head back to the Forest of
  6619.       Mir.
  6621.     - FOREST OF MIR (AR 5202)
  6623.       Be ready for a fight here.  Go up and talk to Nyalee, give her the two
  6624.       hearts that you found.  This is worth 20,000 quest experience.  She'll be
  6625.       restored, and she'll make Yaga Shura mortal again, just as she promised.
  6626.       However, she begins to have second thoughts, and decides to attack you
  6627.       anyway.  She also summons a Nymph, and some Shambling Mounds to help.
  6629.         Nyalee - 12,000 experience
  6630.                  minor treasures...
  6631.         Shambling Mound - 16,000 experience
  6633.       Time to find Yaga Shura himself.  To the Siege Camp!
  6635.     - SIEGE CAMP (AR 5203)
  6637.       After a brief bit of text explaining the destruction of Saradush, and
  6638.       that you can't find Yaga Shura anywhere, you get control.  Be prepared
  6639.       for a large battle, it's not far off.  Go down and to the left, and some
  6640.       peasants will be fleeing some archers.  As you cross the bridge, Yaga
  6641.       Shura and his mighty army rush towards you.  Concentrate all fire on
  6642.       Yaga himself, as his army will keep on coming until you kill him.
  6644.       Yaga Shura can be found in camp at (x 1850 y 1570).  Once you wound him,
  6645.       he flees in terror, and returns a moment later with better troops.  Again
  6646.       concentrate on Yaga himself.
  6648.         Yaga Shura - 150 HP  -5 AC  -5 THAC0
  6649.                      30,000 experience
  6650.                      Runehammer +4 (upgradeable by Cespenar)
  6651.                      Shuruppak's Plate (AC of -2, +1 DEX, 20% fire res.)
  6652.                      Shield of the Order +4
  6654.       As soon as Yaga is dead, the Solar will summon you back to your Pocket
  6655.       Plane for your continuing education...
  6657.       (AR 4500)
  6659.       The Solar summons forth your mother who explains how you came to be.  She
  6660.       gave birth to you, son/daughter of Bhaal with the intention of
  6661.       sacrificing you on an altar to restore Bhaal after his death.  Gorion
  6662.       appeared and stopped this from occurring.  Gorion's disruption of the
  6663.       ceremony had some unintended consequences... like the other Bhaalspawn
  6664.       getting free as well.
  6666.       When the Solar talks to you again, if you are Good say these lines:
  6667.       (Whether you say Good or Evil things affects your ending)
  6669.         "I feel sorry for my mother.  Gorion did what he had to."  &
  6670.         "Yes, there is a debt.  I could have just as easily have had his life,
  6671.         and he mine."
  6673.       If you wish to get the Evil ending, just say any line that sounds
  6674.       particularly evil (as with anything, it is easier to be evil than good).
  6676.       For this you get 40,000 quest experience and are thrown back out to the
  6677.       army camp...
  6679.       (AR 5203)
  6681.       Melissan greets you when you return.  She tells you that all the
  6682.       Bhaalspawn in the city were destroyed, and that she and a few peasants
  6683.       were the only ones who could escape.  She has some information for you
  6684.       about the other Bhaalspawn who were allied with Yaga Shura:  Illasera,
  6685.       whom you already killed, Abazigal and Sendai.  She wants you to go
  6686.       after these guys.  She also shows you a new place you can go for help,
  6687.       Amkethran (ruled by her ally Balthazar).
  6689.         Viconia Romance Note:
  6691.           I don't normally take asides for romances, but this one is fairly
  6692.           major.  You can help change Viconia's Alignment here.  After
  6693.           Melissan leaves, Viconia will comment on the carnage of the battle.
  6694.           If you agree with her that this is quite impressive, she becomes LESS
  6695.           likely to change alignment.
  6697.           Tell her that this is horrible.
  6699.           Then, to get her to switch, say one of these lines:
  6701.           "Power doesn't automatically equal death and destruction, Viconia.
  6702.           This isn't me."   OR
  6704.           "Has killing *ever* pleased me?  What are you thinking?!"  OR
  6706.           "All this killing is wrong, Viconia.  And the fact it's happening
  6707.           because of me is worse!"
  6709.       Be sure to get the treasures from Yaga Shura before continuing onward.
  6711.       There are 2 containers of minor treasure in this area. (x 650 y 1630) &
  6712.       (x 2350 y 1550)
  6714.       Return to the Pocket Plane.
  6716.       (AR 4500)
  6718.       Time for the second challenge.  Head over to the left, to the passage
  6719.       that the Solar recently opened.  (x 1330 y 1660)  Here is where you face
  6720.       down what you would have been had Gorion taken Sarevok over you.  And
  6721.       of course, this incarnation of you doesn't care much for you, and
  6722.       attacks.
  6724.         Dark Version of You - 183 HP  6 AC  1 THAC0  4 Attacks
  6726.       Once he and his goons are defeated, the place is altered to fit your
  6727.       alignment.  You get 30,000 experience, everyone else gets 25,000 quest
  6728.       experience.
  6730.       Return to the real world, then leave this area and head to the Oasis.
  6733. -------------------------------------------------------------------------------
  6734.   6.        [MKTHRN]  Amkethran
  6735. -------------------------------------------------------------------------------
  6737.   Walkthrough:
  6738.   ------------
  6740.     - OASIS (AR 6300)
  6742.       Note:  If your party is completely invisible, you can skip this fight.
  6744.       Hope you're ready for a battle, because you're getting one really quick.
  6745.       The Tethyrians here have apparently decided that you are guilty of
  6746.       destroying Saradush and must be killed.  This army consists of many
  6747.       pikemen, archers, battlemages and good clerics.
  6749.       Search the general's body after the battle:
  6751.         The Answerer +4 (slow, but powerful long sword)
  6752.         Long Sword +3
  6753.         Full Plate +2
  6754.         Note from Tethyr's Monarch
  6756.       The other troops have various minor treasures (like a Composite Long
  6757.       Bow +3).  There are also 3 containers here with minor treasures (and you
  6758.       can see the bounty notice they put out on you!). (x 1580 y 350) has the
  6759.       best treasure.
  6761.       Go across to the other side of the Oasis, and out.
  6763.     - AMKETHRAN (AR 5500)
  6765.       Walk up the path, and you will get an immediate audience with Balthazar
  6766.       the head of the city.  He'll give you directions to several new areas
  6767.       (where you might find some Bhaalspawn) then leaves you alone.  There is
  6768.       no sign of Melissan.
  6770.       Beyond the subquests here, nothing to see at the moment.  Pick one of
  6771.       the 2 new areas to go to, and go there.
  6773.   Quests:
  6774.   -------
  6776.     QUEST:  The Mayor's Daughter
  6778.             Asana - Amkethran (AR 5500, x 2340 y 1256)
  6780.             A short time after you arrive, the Mayor's Daughter will have her
  6781.             life threatened by some mercenaries.  The Mayor asks you to help
  6782.             out in this matter.  Agree to help out.  Talk to one of the
  6783.             mercenaries.  You can, if you want, offer to repay what she stole,
  6784.             however, the merc's want far more than she actually took, 5000
  6785.             gold.  With a Charisma over 16 your can convince them to take 3000.
  6786.             Of course, you could just fight them.
  6788.             Once she's safe, talk to the mayor again to get your reward:
  6790.               Montolio's Cloak (upgradeable by Cespenar)
  6791.               500 gold
  6792.               Reputation +1
  6793.               5000 quest experience
  6795.     QUEST:  Saemon Havarian ... again
  6797.             Saemon - Amkethran (AR 5500, x 2600 y 1916)
  6799.             The local mercenaries are quite upset at Saemon for stealing their
  6800.             items and selling them on the black market.  When you get near,
  6801.             Saemon manages to get them to believe that you somehow have their
  6802.             items, such that they attack you.  Well, at least you know Saemon
  6803.             hasn't changed any.
  6805.             Head over to the Smuggler's Cave and enter.  There you will find
  6806.             the Monks busting up the Smuggling operation.  They spot you and
  6807.             tell you to beat it.  Time to take out the trash.  Fight them.
  6809.               Monks - 10,000 exp each
  6811.             In the back of this cave are 4 chests, 2 of which are trapped.
  6812.             They have minor treasures.
  6814.             Within a day, the smugglers will be gone.
  6816.             Special Items from the Smugglers: [from Dave Loveland]
  6818.               Once the monks are dead, Carras will come up and talk to you.
  6819.               Select dialogue options 2,1,2 to get into the buy screen.  You
  6820.               will be able to purchase Enkidu's Full Plate, Gargoyle Boots, and
  6821.               K'logarath (throwing axe).   If you leave the buy screen those
  6822.               items will disappear, you will not be able to buy them if you
  6823.               talk to Carras again.  Also, if you don't follow the dialogue
  6824.               into the buy screen when he first comes up and talks to you,
  6825.               those items will not be available.  The smugglers will disappear
  6826.               if you leave the cave and come back in.
  6828.               This is also the best place in the game to generate gold.  The
  6829.               first time that you go into the buy screen they will pay you much
  6830.               more than normal for items (4800 for a full plate mail instead of
  6831.               1500, etc.).
  6833.             Getting Extra Equipment and Money from the Smugglers:
  6834.             [from Nathaniel Ragatz]
  6836.               When you go into the smuggler's cave tell the monks you will let
  6837.               them arrest the smugglers (the smugglers weren't going to be in
  6838.               town long, I didn't seem to get a discount when I protected them,
  6839.               and their leader, Carras, detects as evil anyway).  Then quickly
  6840.               talk to the smuggler leader to make purchases before he is taken
  6841.               away.  The smugglers will pay more for rare magical items they
  6842.               don't have as well as gems then they will charge you to buy them
  6843.               back-thus you have an unlimited money supply here.  Use it to buy
  6844.               any good stuff the smugglers have, including the +4 K'logarath
  6845.               Axe, Enkidu's Full Plate +3, and the Gargoyle Boots.
  6847.               When you are done buying up the best of the smuggler's stock stop
  6848.               shopping and attack Carras.  He isn't worth much exp (only 500)
  6849.               but drops free copies of the +4 K'logarath Axe, Enkidu's Full
  6850.               Plate +3, and the Gargoyle Boots when he dies.  This is the only
  6851.               way that you can get 2 of each of these items without cheating.
  6852.               If you stop the monks when they want to arrest Carras and
  6853.               then kill him he doesn't drop these items.  The other smugglers
  6854.               in the cave turn hostile but you don't loose any reputation for
  6855.               killing them, Carras, or the other smugglers around town and the
  6856.               monks don't stop you.  The smugglers usually minor magical items
  6857.               like +2 leather and +1 long swords.
  6859.     QUEST:  The Cleric of Waukeen and the Monk
  6861.             Cleric - Amkethran (AR 5500, x 2974 y 2417)
  6863.             Near the temple, a Cleric will argue with a Monk.  He wants the
  6864.             monks to care for the town again, and the monk points out that
  6865.             Balthazar cares nothing for these people.  A fight ensues.  Kill
  6866.             the monk.  A mage will teleport in to chide you about this, but
  6867.             they don't seem to care too much.
  6869.             The cleric thanks you.  There is a standard reward here:
  6871.               Oaken Ring (Cespenar can upgrade)
  6872.               2000 quest experience
  6874.             You can also donate 1000 gold to him for a slightly better reward:
  6876.               Oaken Ring
  6877.               3000 quest experience
  6878.               Reputation +1
  6880.     QUEST:  Marlowe
  6882.             Tavern - Amkethran (AR 5500, x 2730 y 1380)
  6883.             Marlowe's Home - Amkethran (AR 5500, x 3650 y 430)
  6884.             Cave of the Dead - Amkethran (AR 5500, x 1800 y 700)
  6886.             When you enter the tavern, the man Marlowe will come up to you and
  6887.             ask for help.  He won't talk more of it here, and tells you to meet
  6888.             him at his home at the cliff.  To get up there, you must go through
  6889.             the house to the right of the tavern, up the ladder, then across
  6890.             the roofs.
  6892.             Once inside, listen to what Marlowe has to say.  A powerful lich
  6893.             by the name of Vongoethe wanted to steal the soul of his daughter,
  6894.             so he had to beat a hasty retreat from whence he came.  However,
  6895.             this didn't stop the lich who sapped her soul anyway.  The lich is
  6896.             in this town's graveyard, which the monks sealed.  He says that
  6897.             he'll have a guard let you in.  Agree to his proposal.
  6899.             Head out, get back to the main level and head over to the Cave of
  6900.             the Dead.  You can talk to the Boy here for some info on the
  6901.             situation.  When you're ready talk to the guard and have him open
  6902.             up the sealed cave.
  6904.             Walk forward and the lich appears.  Talk to him.  He tells you that
  6905.             he and Marlowe had a deal, Marlowe would get 20 years of fortune
  6906.             and whatnot in exchange for his immortal soul.  When the 20 years
  6907.             was up, he refused to give up his soul and fled.  The lich
  6908.             eventually tracked him down and swiped his daughter's soul to get
  6909.             him to pay up.  At this point you can either fight him, or make
  6910.             a deal.  You go bring Marlowe here, and the lich will give up the
  6911.             girl's soul.
  6913.               Note:  If you fight him before he gives you the soul, the girl
  6914.                      WILL die.
  6916.             Head back to Marlowe.  You may as well tell him the truth about
  6917.             this one, he comes quite willingly.  You and Marlowe are taken back
  6918.             to the Lich, and Marlowe gives up the ghost. (so to speak)  You
  6919.             are given possession of the girl's soul.  Once you have her soul,
  6920.             you can become as hostile as you wanna-be with the lich.
  6922.               Vongoethe - 25,000 experience
  6924.             If you fought the battle, you can give Marlowe the soul for 15,000
  6925.             quest experience and a Reputation +1.  Or you can keep it yourself
  6926.             for a reputation -2 and 6000 quest experience.
  6928.               Note:  When I tried protecting Marlowe from the Lich one of its
  6929.                      spells killed him anyway.  So I took the daughter's
  6930.                      soulstone back to her and gave her 5000 gold to help her
  6931.                      as she started out in life.  My party received 10000 quest
  6932.                      experience for everyone and +1 reputation for doing this.
  6933.                      If you give her less than 5000 gold you don't get the rep
  6934.                      +1. [from Nathaniel Ragatz]
  6936.     OTHER:  The Complete Pantaloons
  6938.             Smithy - Amkethran (AR 5500, x 3070 y 860)
  6940.               Note:  To enter the smithy, you must go through the house to the
  6941.                      right of the tavern, up the ladder, then over.
  6943.             You may have noticed the various metallic pantaloons in the
  6944.             Baldur's Gate games, well they finally have some payoff.  Take all
  6945.             3 pairs (the Golden, Silver and Bronze pantaloons) over to the
  6946.             smithy here and talk to Kerrick.  He'll use these to construct one
  6947.             of the most interesting Easter Eggs in the game.
  6949.             Here's where you get the items:  Bronze Pantalettes are in
  6950.             Abazigal's Lair, you must send the Petrified Adventurers out to
  6951.             retrieve the Eyestalk.  Silver Pantaloons are a reward for the
  6952.             Buried Alive quest back in the Graveyard (hope you got them) and
  6953.             the Gold Pantaloons were in the Friendly Arm Inn back in the
  6954.             original Baldur's Gate.  (which means you would have had to import
  6955.             a party that carried the pantaloons)
  6957.             Having trouble finding the Pantaloons?  Here are the three item
  6958.             codes for them:
  6960.               misc47  misc5o  misccb
  6962.             When he's done making the item, you get:
  6964.               Big Metal Rod (gun)
  6965.               Pulse Ammunition
  6966.               Frag Grenade
  6967.               Scorcher Ammunition
  6968.               Big Metal Unit
  6970.             The BMU is usable by anyone, and gives an astonishing series of
  6971.             bonuses, not the least of which is the fact that you suddenly look
  6972.             like an Adamantite Golem.  As such, there are many places that you
  6973.             can't walk in it because it is simply too large to fit.
  6975.               Note:  Once Kerrick finishes this, he leaves town forever.
  6977.     OTHER:  Archery Practice
  6979.             Near the lower part of the area, archers are taking some needed
  6980.             target practice... on monsters that are continually summoned up
  6981.             just to be killed.  Talk to the captain and get into a fight.  The
  6982.             only thing of importance you get out of this is the:
  6984.               Darkfire Bow +4 (Cespenar can upgrade)
  6986.             With thanks to Dave Loveland.
  6989. -------------------------------------------------------------------------------
  6990.     6.1     [SNDFMN]  Sendai  (AR 6100)
  6991. -------------------------------------------------------------------------------
  6993.   Walkthrough:
  6994.   ------------
  6996.     - WOODSMAN
  6998.       Go up and talk to the "woodsman."  Ask him about the Bhaalspawn named
  6999.       Sendai, and he'll plead ignorance.  He did, however, see some "funny"
  7000.       looking elves in the southwest of this area and asks that you
  7001.       investigate.
  7003.       Enter the cabin.
  7005.       (AR 6111)
  7007.       Loot this place!  There are no traps, although some of the 5 containers
  7008.       in here are locked.  There are lots of minor treasures, and one more
  7009.       notable treasure: (x 520 y 340)
  7011.         Rune of Clangeddin (Upgradeable by Cespenar)
  7013.       Exit.
  7015.       (AR 6100)
  7017.       If you do wander over to the southwest part of this area, you will be
  7018.       attacked by Umber Hulks and Drow as well as a Hive Mother (Beholder).
  7020.         Hive Mother - 50,000 experience
  7021.         Drow (2) - 5000 experience
  7022.         Umber Hulk Elder - 18,000 experience
  7024.       Head up and to the right to find the Graves (x 2000 y 160).  Click on
  7025.       these, then head back to the Woodsman.  Ask him about the graves. (He'll
  7026.       also try to set up another ambush around the grave for you)  Keep
  7027.       pestering him and he'll turn into a Drow and attack you (with
  7028.       reinforcements, of course).
  7030.       When these Drow are dispatched, the hidden entrance to Sendai's lair
  7031.       appears.  This is worth 10,000 quest experience points.
  7033.       If you head up to the gravesite now, you will get ambushed by more Drow.
  7035.       Go up to Sendai's Entrance, just left of the graves (x 1500 y 100).
  7037.     - MONSTER PASSAGE (AR 6101)
  7039.       This area is mostly just a long running battle against Myconids, Spore
  7040.       Colonies, Spiders and Umber Hulks.
  7042.       Once at the platform (x 2650 y 1000) you have 3 choices on where to go
  7043.       next, two passages to the left and one above you.  You'll need a key for
  7044.       the 2 left passages.  Enter the upper passage first (x 2920 y 730).
  7046.       (AR 6109)
  7048.       Time for a nice battle against more Drow... and a Drow Kensai no less!
  7050.         Thelynn'ss - 15,000 experience
  7051.                      Amulet of Cheetah Speed (Speed +2, Improved Haste 1/day)
  7052.                      Drow Guard's Key
  7054.       Go back. (and see what Sendai is up to... which is worth 5000 quest
  7055.       experience)
  7057.       (AR 6101)
  7059.       We can now open both of the doors to the left.  Each of the doors will
  7060.       lead us where we need to go.  The upper left door leads you through a
  7061.       spider infested area, the other through a slave infested area.  Since
  7062.       there are no treasures worth mentioning in either one, I prefer to take
  7063.       the lower, slave passage.
  7065.       (AR 6102)
  7067.       As you enter here, you are attacked by Derro slaves (they look like
  7068.       dwarves).  Fight your way along the passage.  As you go along, more
  7069.       monsters will be summoned, possibly even behind you (annoying if you have
  7070.       a weak archer back there).  Just keep moving until you get to kill the
  7071.       Slavemaster.  As long as the Slavemaster is alive, more monsters will
  7072.       continually be summoned.
  7074.       Go to the end of the passage, and exit to the next area (x 2500 y 1550).
  7076.     - INNER PASSAGE (AR 6104)
  7078.       Head out to the center platform.  We're going to have to go left first.
  7079.       Fight your way through the Drow there, to get to the door beyond (x 950
  7080.       y 770).  Before entering, be sure you are ready for a battle with a Lich.
  7082.       (AR 6110)
  7084.       Beware of traps between you and the Lich.
  7086.       Yep, there's a battle with a Lich in here, all right.  You can summon
  7087.       things without him seeing you, if you don't move.  I just attacked him
  7088.       with a Planetar and that worked pretty well.  In another game, my main
  7089.       character was a cleric of high enough level that her turn undead blew
  7090.       the lich to pieces.
  7092.         Odamaron - 22,000 experience
  7093.                    Drow Wardstone
  7094.                    Heart of the Damned (Cespenar can upgrade)
  7095.                    Eye of Tyr (Cespenar can upgrade)
  7097.       There is a trapped container near the stairs (x 800 y 100):
  7099.         Skull of the Lich (Cespenar can upgrade)
  7100.         other treasures...
  7102.       The other 2 containers in here have minor treasures.  Exit. (again you
  7103.       get to see what Sendai is up to.  This is worth another 5000 quest exp)
  7105.       (AR 6104)
  7107.       Go back to the center, then up. (there may be some Drow on the center
  7108.       platform)  Fight through the Umber Hulks here to get to the doorway
  7109.       beyond (x 2525 y 600).  This door is opened by the Drow Wardstone that
  7110.       we got from the Lich.  Whenever you're ready for a fairly large, battle,
  7111.       enter the door.
  7113.       (AR 6105)
  7115.       Diaytha confronts you here, and opens the door to the right.  Her idea
  7116.       is that you go over there and get killed by the mighty Ogremoch, an
  7117.       Earth Elemental Prince.  Concentrate your attack on Ogremoch as he is
  7118.       quite mighty.  Nothing tricky here, just straight-out melee.
  7120.         Ogremoch  220 HP  -7 AC  2 THAC0  3 Attacks
  7121.                   56,000 experience
  7123.       Once that is taken care of, go over to the room on the left to fight
  7124.       Diaytha and her goon squad (vampire, beholder, etc).  I'd prioritize this
  7125.       one a little, take out Diaytha and the Beholder first, then the Vampire,
  7126.       then the rest.
  7128.         Diaytha - 14,000 experience
  7129.                   Darksteel Shield +4 (10% fire, cold, acid, poison res.)
  7131.       When you're done, go through the main doors.
  7133.       (AR 6106)
  7135.       As you come through, Captain Egeissag wants to kill you, but is afraid
  7136.       that Sendai will take credit for his actions.  To remedy this, he has
  7137.       a suggestion for you:  The two of you fight alone in the pit, winner
  7138.       take all, loser dies.  Sounds like fun. (The alternative is to simply
  7139.       fight everyone in here)  If you have a good Fighter type of character,
  7140.       this will be easily winnable.  If you are a mage, you may want to
  7141.       reconsider.  The Spectator Beholder casts a Geas such that whoever loses,
  7142.       all his allies die as well.
  7144.         Captain Egeissag - 20,000 experience
  7145.                            Bowstring of Gond (Upgradeable by Cespenar)
  7146.                            other treasures...
  7148.       After the battle Spectator (the very same Spectator you met in the
  7149.       Sahuagin city) is very amused by how he got out of the service of the
  7150.       dopey drow.  You could ask to fight him as well, but he'd much rather
  7151.       not fight you.  And with that, he's gone.
  7153.       (a brief cutscene follows where Sendai sends out the last of her forces,
  7154.       the Mindflayer.  This is worth 5000 quest experience)
  7156.       Once you're ready, on to the next room.
  7158.       (AR 6107)
  7160.       Time for some Mind Flayer madness.  If you have anyone with the Psion's
  7161.       Blade, then you are going to have one easy time in here.  Just have them
  7162.       rush in and slaughter everything. (Psion's Blade was in the Marching
  7163.       Mountain so you SHOULD have it)  In fact, I gave the Psion's Blade to
  7164.       Sarevok and had him and him alone fight the battle.
  7166.       The small pool in here (x 600 y 600) has:
  7168.         Liquid Mercury (Upgradeable by Cespenar)
  7169.         other treasures...
  7171.       The two doors to the right have Vampiric Illithids in them (14,000 exp).
  7173.       Open the upper door.  Go through the passage, and the next door into the
  7174.       next room.  More Mind Flayers and an Umber Hulk.  Kill them.
  7176.       When you feel up to taking on Sendai, go up to the last door and go
  7177.       through.
  7179.     - SENDAI (AR 6108)
  7181.       Although you have quite mercilessly slaughtered her army, Sendai isn't
  7182.       about to let that faze her.  In fact, she used that time to prepare to
  7183.       fight you.  She creates 7 statues of herself (with either 122 or 130
  7184.       hit points) and vanishes.  They are of diverse Classes (1 Cleric, 2
  7185.       Fighter, 1 Thief, 1 Fighter/Thief, 1 Mage, 1 Mage/Cleric).  The statues
  7186.       can be defeated only one at a time.  Also, Drow will be coming in from
  7187.       the entrance.  I'd summon up some high level monsters to guard the
  7188.       entrance, then use your party to slaughter the statues.  Once the statues
  7189.       are defeated, Sendai reappears and should be killed on sight.
  7191.         Sendai  182 HP  8 AC  8 THAC0  1 Attack
  7192.                 18,000 experience
  7193.                 Wong Fei's Ioun Stone (+1 AC, +15 HP, Regeneration)
  7194.                 Studded Leather Armor of Thorns +6 (1d4 damage to attacker)
  7195.                 Wand of Cursing
  7196.                 other treasures...
  7198.       Sendai is a very dangerous Cleric/Mage, you will need to keep removing
  7199.       any protections that she puts on herself.  I find Khelben's Warding Whip
  7200.       works well for this purpose.  Once she has no protections, she is weak
  7201.       as a kitten.  You get 40,000 quest experience for killing her.
  7203.       Once she's dead, you are drawn into another Solar Dream.  The Solar wants
  7204.       you to wonder about the present, what is your role in this prophecy?  She
  7205.       summons a clone of yourself, who is irritated to be here. (10,000 quest
  7206.       experience)  There is only one GOOD thing to say here, the rest are evil.
  7207.       Good: (this has to do with Good-Evil choices only)
  7209.         "I would prefer to find a way to avoid my destiny, if I could."
  7211.       The dream-you then proceeds to explain the prophecy to you (the one
  7212.       that says Faerun will be ravaged by the Bhaalspawn) saying that you are
  7213.       the one set out to prevent the destruction, not to cause it.  At this
  7214.       point there are 2 Good things to say (and the rest are Evil):
  7216.         Sorta Good: "If I exist to stop the prophecy instead of making it true,
  7217.                     then so be it."
  7218.         Really Good: "That is a relief...I had no desire to cause the
  7219.                      destruction the prophecy tells of."
  7221.       This part ends, and the Solar asks what you will do now.  More good
  7222.       answers:
  7224.         Sorta Good:  "The quicker I get this 'destiny' over with, the quicker I
  7225.                      can start the rest of my life."
  7226.         Really Good:  "I will prevent the destruction of the land because it is
  7227.                       the right thing to do."
  7229.       You get 10,000 quest experience, and the Solar opens another path in your
  7230.       Pocket Plane for yet another challenge.  Go to your pocket plane...
  7234.       Once you've rested up, head down the next path (x 1700 y 2000).  Here you
  7235.       meet with your lost innocence.  He wants you to forget your recent
  7236.       troubles and become innocent once more.  Of course, there isn't even the
  7237.       possibility of doing such a thing.  Your innocence then becomes the
  7238.       Slayer and attacks you.  It is worth 25,000 exp to kill, plus you get
  7239.       another 25,000 quest experience for completing the challenge (the main
  7240.       character gets 30,000 quest experience).
  7242.       Return to the real world, then take the portal out of Sendai's Lair.
  7245. -------------------------------------------------------------------------------
  7246.     6.2     [BZGLAA]  Abazigal
  7247. -------------------------------------------------------------------------------
  7249.   Walkthrough:
  7250.   ------------
  7252.     - DRACONIS (AR 6000)
  7254.       Prepare for a battle.  Summon anything you want, protection spells, the
  7255.       works.  I'd also go with a True Sight spell, in case a certain enemy
  7256.       casts Invisibility... repeatedly.  You'll be fighting a mage/dragon if
  7257.       that helps.  You want enough Summoned creatures to overwhelm someone
  7258.       very quickly... (I had a Planetar, an Elemental Prince and 2 Mordenkainen
  7259.       Swords)
  7261.       Walk forward to find Draconis.  He does not seem terribly happy to see
  7262.       you.  He will taunt you for a bit, then attacks.  He is a mage of fairly
  7263.       high level, so expect Time Stops and all manner of Protections.  When he
  7264.       cast Protection from Magic weapons, I simply switched over to the
  7265.       non-Magic weapons I got for dealing with Magical Golems, and that worked
  7266.       just fine.  When he goes invisible, hit him with a Remove Magic.
  7268.         Draconis  190 HP  -5 AC  4 THAC0  3 Attacks
  7270.       When his human form is defeated, he tells you that it isn't so easy to
  7271.       kill him and becomes a Dragon.
  7273.         Dragon Draconis  190 HP  -10 AC  -4 THAC0  3 Attacks
  7274.                          61,000 experience
  7275.                          Draconis's Head (used to open the door)
  7276.                          Tzu Zan's Bracers (+1 AC, +15 HP)
  7278.       His Dragon form is quite a bit tougher.  First he becomes Invisible at
  7279.       the drop of a hat, making it impossible to dispel his weapon's
  7280.       protections without first getting rid of the Invisibility (hence the
  7281.       True Sight earlier).  He knocks your guys unconscious a LOT, which
  7282.       complicates matters.  He'll even summon Invisible Stalkers to help out.
  7283.       I cast a Time Stop to get rid of his spell protections (Remove Magic,
  7284.       Khelben's Warding Whip, Breach, etc.), then just hit him a lot with
  7285.       fighters.  Whenever my guys got low on HP I used Potions of Superior
  7286.       Healing.
  7288.       My summoned monsters didn't last long against the dragon, but they'd
  7289.       gotten rid of his human form so quickly that it helped a lot.
  7291.       With Draconis dead, you can now enter the Enclave.  (You need his Head
  7292.       to enter)
  7294.     - ENCLAVE (AR 6001)
  7296.       There's a trap right near the entrance here.
  7298.       When you enter, Ekim Cyre yells out for help, then locks down the
  7299.       Enclave.  He is in a bit of a panic that Draconis is dead.  Then he will
  7300.       attack.  Did I mention that he is a Werewyvern?
  7302.         Ekim Cyre - 15,000 experience
  7303.                     Empty Breath Potion Flask (take it)
  7304.                     Stone to Flesh scroll
  7306.       You'll notice several pools around, only two of these can be used at the
  7307.       moment, the other two require that you fill the Empty Breath Potion
  7308.       Flask.  Go to the far left pool and click it twice to dive into it.
  7309.       (x 290 y 600)
  7311.       (AR 6008)
  7313.       This little area is crawling in Frost Salamanders.  Once they're dead,
  7314.       go down and through the door.
  7316.       (AR 6012)
  7318.       This little library is home to a couple of Bone Fiends.  They need some
  7319.       re-education on the true nature of bones! (ie dead and buried)  There
  7320.       are 3 containers in here, the dresser, the table and the TRAPPED
  7321.       bookcase.  They contain mostly minor treasures (but another Stone to
  7322.       Flesh scroll).
  7324.       Click the pool here to fill it with ... well Breath.  It becomes a
  7325.       Breath Potion.  Go back to the previous area.
  7327.         Note:  You never need to drink this potion, merely having it is enough.
  7329.       (AR 6008)
  7331.       Click on the pool here to get back to the beginning.
  7333.       (AR 6001)
  7335.       Go over to the far right pool (x 950 y 750) and dive into it.
  7337.       (AR 6002)
  7339.       This is a prison level, of sorts, and its guards are Kuo-Toas.  Kill them
  7340.       all.  Go left, kill them there, then go up and kill them there too.  To
  7341.       the left are some Water Elementals (and an Olhydra, which must be their
  7342.       leader, it's worth 27,000 experience).  Go over to the right.
  7344.       Kill the guard, then lockpick (or bash, or Knock) the jaildoor to talk to
  7345.       the Monk inside.  He was sent here on a secret mission for Balthazar.
  7346.       He is close to death, so he wants to help you with what he has:
  7348.         Rope (yay)
  7350.       Also, he tells you about a Dragon that guards Abazigal.  This dragon is
  7351.       being compelled to serve Abazigal.  Therefore you must find the Scroll
  7352.       that will release her from her service.  He won't reveal what his secret
  7353.       mission was... sounds suspicious.
  7355.       Be sure to search him later for:
  7357.         Hindo's Hand (Upgradeable by Cespenar)
  7359.       Go left then back down.  There will be a new door opened here (x 630
  7360.       y 820) that takes you back to the beginning.  Take it.
  7362.       (AR 6001)
  7364.       Take the top middle pool this time (x 570 y 640)
  7366.       (AR 6003)
  7368.       You're going to have to fight through a LOT of "eyes."  They're fairly
  7369.       annoying, but not terribly deadly.  Go left, then up to find Lycanth the
  7370.       Mad. (x 530 y 700) Ask him about the Scroll of Reversal, then explain to
  7371.       him what it is and what it does.  He does, in fact, have such an item,
  7372.       but he wants you to work for it.  Seems that he has taken a fancy to the
  7373.       eyestalk of a Gauth Beholder and wants you to go get it for him. (you
  7374.       could just kill the mage for the Scroll, but that's no fun)  Agree to
  7375.       this.  Tell him that this is a bit beneath you and he suggests
  7376.       subcontracting this out to the three petrified adventurers.
  7378.       Since the secret wall to his lab is barred, you'll need to find another
  7379.       way in.  Use the nearby pool (x 460 y 800) to enter the lab.  Search
  7380.       the Right Table for:
  7382.         Juggernaut Golem Page (Cespenar can upgrade)
  7383.         Stone to Flesh scroll
  7385.       Go down and open the "secret" wall.  Use the Stone to Flesh scrolls
  7386.       (that you've been getting throughout this dungeon) to bring the
  7387.       "adventurers" back to life.  Next you must convince them to take up the
  7388.       quest to get the Eyestalk.  This isn't terribly difficult, just convince
  7389.       them that this is to Save the World and they'll even do it for free....
  7391.       They'll return several days later and a very amusing cutscene unfolds.
  7392.       ("Bondari reloads" refers, of course, to the habit of players to try
  7393.       doing something stupid, then reloading and doing the smart thing... The
  7394.       designers seem to be having fun with the gaming public)  They'll give
  7395.       you the Eyestalk and...
  7397.         Bronze Pantalettes (yay!)
  7399.       Go up to the Mad Mage and give him the Eyestalk to get the Scroll of
  7400.       Reversal.  This gets you 30,000 quest experience.
  7402.         Note:  Clicking on the Eggs releases several Eye monsters.
  7404.       Head down, and just below where the adventurers were, take that pool
  7405.       (x 670 y 1170).
  7407.       (AR 6004)
  7409.       Head over to the left to find the Dragon.  It asks for you to free it
  7410.       with your Reversal Scroll.  In exchange, it will give you the Wardstone
  7411.       which will allow you to pass.  This gets you 10,000 quest experience.
  7413.         Alternatively:  You could attack the Dragon.
  7415.                         Fll'Yissetat  280 HP  -8 AC  -6 THAC0  5 attacks
  7416.                                       60,000 experience
  7417.                                       Ring of Improved Invisibility
  7418.                                       Abazigal's Wardstone
  7420.                         Or you could free it, THEN kill it.  (Amusingly, one
  7421.                         hit with the Ravager Halberd and it died to a 10%
  7422.                         vorpal effect)
  7424.       When you're ready, go further left and enter Abazigal's Lair.
  7426.     - ABAZIGAL (AR 6005)
  7428.       Before moving forward, prepare for a big battle against a Dragon.
  7429.       Summon.  Protective Magic.  You know the drill.
  7431.       You'll have to battle your way through some Frost Salamanders before you
  7432.       get to the Dragon.  You'll find Abazigal in the center of this area,
  7433.       looking a little blue around the gills.  Again, like his son Draconis,
  7434.       when you defeat his human form, his Dragon form emerges.
  7436.       You MUST defeat his dragon form quickly and efficiently as he can Heal
  7437.       himself fully.  Not sure why, but I found him easier than Draconis
  7438.       outside.  Again I had the Planetar, 2 Mordenkain Swords and an Elemental
  7439.       Prince (who didn't get blown away by the Dragon wing flap).  And again
  7440.       I used time stop to remove any protections (then I just attacked him
  7441.       while time was stopped... hey free damage).
  7443.         Abazigal  290 HP  -12 AC  -8 THAC0  3 Attacks
  7444.                   Gram the Sword of Grief +5 (Upgradeable by Cespenar)
  7445.                   Flail Head (Electric, Upgradeable by Cespenar)
  7446.                   Blue Dragon Scales (Upgradeable by Cespenar)
  7448.       When he dies, he tells you that your victory will be short lived...
  7449.       Defeating him is worth 40,000 quest experience.
  7451.       When you have defeated both Sendai and Abazigal then you get to see the
  7452.       cutscene of Balthazar betraying Melissan and ordering her death. (this is
  7453.       worth 4000 quest experience)
  7455.       Next, it cuts away to another Solar dream.  She tells you that you near
  7456.       the end of your journey.  The following responses are GOOD:
  7458.         Really Good:  "I only hope I will be able to hold onto what is good and
  7459.                       righteous."
  7460.         Pretty Good:  "Then any help you could provide would be appreciated."
  7462.       She then tells you that the 5 most powerful Bhaalspawn gathered together
  7463.       to form the Five.  They plotted the Doom of their lesser siblings.  She
  7464.       then summons forth Yaga Shura to explain this to you.  He tells you that
  7465.       they plotted to rule the world and resurrect their father, Bhaal.  Time
  7466.       for you to respond with what you think:
  7468.         Good:  "It means that their plan is defeated...Bhaal will remain where
  7469.                he is: dead!"
  7471.       He tells you that you have missed the most powerful of the five:
  7472.       Balthazar.
  7474.         Good:  "I'll just have to stop Balthazar and Bhaal, too, if it comes to
  7475.                that."
  7476.         Really Good:  "If I can kill Balthazar before he raises Bhaal, I'd
  7477.                prefer not to deal with my so-called 'father' at all."
  7479.       When this is done you get 10,000 quest experience.
  7481.       Leave via the big blue portal to the left.  As you reach the outside,
  7482.       Elminster appears.  He tells you that you have grown so powerful, even
  7483.       he wouldn't take you on.  Sweet.  Anyway he also will advise you on who
  7484.       to go see to get into Balthazar's lair.  You are to find and talk to
  7485.       Saemon Havarian again. (Or if you killed him, Zakfee Rafeya)
  7487.       Head back to your Pocket Dimension.
  7489.     - CHALLENGE FOUR (AR 4500)
  7491.       Head over to the right to take the 4th challenge (x 2700 y 1700).  Here
  7492.       you meet up with Cyric, who teleports your party away.  He asks you if
  7493.       you recognize who he is, and depending on your WISDOM, you will recognize
  7494.       him as the current God of Murder (13 WIS min).  He explains the situation
  7495.       as it stands among the godhood, and how he is gauging your threat to
  7496.       his station.  He finishes by deciding to test you with some goons
  7497.       fighting you.
  7499.       Each of his "Favored" is worth 25,000 experience.
  7501.       Once the challenge is completed, you get 30,000 quest experience while
  7502.       your party each gets 25,000 quest experience.
  7504.       Leave the Pocket dimension and go back to Amkethran.
  7507. -------------------------------------------------------------------------------
  7508.   7.        [BLTHZR]  Balthazar
  7509. -------------------------------------------------------------------------------
  7511.   Walkthrough:
  7512.   ------------
  7514.     - BACK TO AMKETHRAN (AR 5500)
  7516.       Any mercenaries you find here will be hostile.  Head up to the Smuggler's
  7517.       Cave (x 2800 y 700).
  7519.       (AR 5504)
  7521.       Here you'll find Saemon Havarian yet again (unless you managed to kill
  7522.       him).  All his smuggling buddies have been slaughtered, thus giving
  7523.       Saemon some better perspective on life.  He has a proposal for you, one
  7524.       that will get you in to see Balthazar.  (Or if you prefer, you can
  7525.       refuse and ask for the alternative route that leads through the Cave of
  7526.       the Dead... you'll have to get the key for this one from Faheed)  Agree
  7527.       to go with Saemon and the dialogue ends.  Talk to him again when you are
  7528.       ready to proceed.
  7530.       Talk to Saemon again and agree to his proposal...
  7532.       (AR 5500)
  7534.       Saemon gets you inside the gates, the rest is up to you.  You'll have to
  7535.       fight through some monks immediately.  Head inside (x 1450 y 400).
  7537.       (AR 5505)
  7539.       This is Balthazar's throne room, so head up to his throne.  Balthazar
  7540.       will appear and explain a few things to you.  For starters, it was
  7541.       Melissan herself who created the Five, the group of powerful Bhaalspawn.
  7542.       Despite what you saw in that cutscene, he talks about her as though she
  7543.       is still alive.  Also, he plans on exterminating all Bhaalspawn, so
  7544.       you're going to have to defend yourself.
  7546.         Balthazar  280 HP  -10 AC  -5 THAC0  5 Attacks  Monk
  7547.                    40,000 experience
  7549.       Although everyone says that Balthazar is the most powerful of the Five,
  7550.       I found this battle pretty easy... it's almost a straight out melee
  7551.       fight as he has no good mage with him.
  7553.         Note:  Just like the Demogorgon, Balthazar is "immune" to Time Stop.
  7555.                Finding Balthazar to be too easy?  Try David Gaider's (a senior
  7556.                designer at Bioware) more difficult version:
  7560.       When he's dead you get 40,000 quest experience and another Solar Dream.
  7562.       The Solar tells you that you have beaten the Five (Melissan is not a
  7563.       child of Bhaal) but that Bhaal has not reawakened.  Melissan is summoned
  7564.       forth and it soon becomes obvious why she has been doing what she has
  7565.       been doing... by destroying Bhaalspawn she can step in and fill the void
  7566.       of power, thus becoming a Goddess.  She explains all of her recent
  7567.       wheelings and dealings for quite a while before you get to respond. Again
  7568.       there are Good things to say and Evil things to say.
  7570.         Good:  "I'll stop you, Melissan.  You won't get away with this."
  7572.       She says that she controls most of the Abyss, and wonders if you have the
  7573.       guts to face her there.  Well... duh.
  7575.         Really Good:  "I'd confront your kind of evil wherever I had to go...
  7576.                       and I will win."
  7577.         Good:  "I will never let you get away with this!  Someone has to stop
  7578.                you!"
  7580.       When the dream ends everyone gets 10,000 quest experience.  Go to your
  7581.       Pocket Plane.
  7583.     - THE FINAL CHALLENGE (AR 4500)
  7585.       Head up and right to the final challenge (x 2650 y 1050).  Here you will
  7586.       meet up with the Ravager, a great big demon from the depths of your own
  7587.       soul.
  7589.         Ravager  534 HP  -6 AC  -6 THAC0  5 Attacks
  7590.                  50,000 experience
  7592.       The Ravager will summon several Bone Blades (like Mordenkainen's Swords)
  7593.       to attack you.  The Ravager also has a great deal of weapon and magic
  7594.       resistances.
  7596.         100% to fire, electricity, cold and acid
  7597.         90% to magic
  7598.         50% to magical cold
  7599.         75% to magical fire
  7600.         75% to all weapon types
  7601.         Immune to Time Stop (if you cast it, he won't be stopped)
  7603.       I used some Mordenkainen's Swords to distract the Ravager, after all, he
  7604.       can't hurt the sword.  This allowed me to more or less get a free shot
  7605.       at attacking him.  Problems occur when he Dominates your people, or puts
  7606.       them to sleep.  Since he has a LOT of HP you need to hit him a LOT, so
  7607.       I would also suggest Improved Haste and any of your new Attack abilities.
  7608.       Luckily he doesn't use any protection from magical weapons spells.
  7610.       Once he is dead, rest up, and prepare to enter the Throne of Bhaal.  You
  7611.       can't come back to the Pocket Plane, so make sure that everything is
  7612.       finished (such as all of Cespenar's items being made, proper spells
  7613.       memorized and whatnot).
  7615.       Cast any protection spells you can, then when you're ready, go on through
  7616.       the gates.
  7619. -------------------------------------------------------------------------------
  7620.   8.        [THFBHL]  Throne of Bhaal  (AR 6200)
  7621. -------------------------------------------------------------------------------
  7623.   Walkthrough:
  7624.   ------------
  7626.     - MELISSAN
  7628.       Melissan talks to you here, but nothing important is said.  The result
  7629.       is a battle.  You need to knock off about 200 HP to get her to talk to
  7630.       you again.  She'll say that she can't waste time with you.  She goes into
  7631.       the center to gather more Essence of Bhaal.  This is your chance.  Go
  7632.       over to the Mana Pool to the left (x 600 y 1400).  Here you must defeat
  7633.       the guardians (Air Elementals).  Once they're dead, click the Pool.
  7634.       This cuts Melissan from her source of Essence, causing her to attack you
  7635.       once more.
  7637.       Concentrate all attacks on Melissan and she won't last too long.  When
  7638.       she is defeated, all her monsters go with her.  She needs more essence
  7639.       so goes back to the center.  Heal everyone, cast more summons/protections
  7640.       then head over to the right pool (x 2000 y 1400) to take on Cryonax the
  7641.       Prince of Ice Elementals.
  7643.       Again when her pool is cut off, she reappears and attacks you yet again.
  7644.       This time she summons up some Slayer Shadows, which are pretty neat.
  7645.       She'll even teleport away leaving you with this mess.  Defeat her again
  7646.       and she'll do the same thing with the pools.  Again, restore your party,
  7647.       then head up to the last pool (x 1950 y 450) to fight its guardians.
  7648.       This battle is the hardest in this level so far, having the awesomely
  7649.       powerful Fallen Solar as well as Mariliths, Succubus and Alu Fiends.
  7650.       Try to draw just a few of the monsters out and defeat them separately.
  7651.       You'll probably want to concentrate your fire on the Fallen Solar as he
  7652.       is the most powerful.  Cut off the pool to get to the Final Battle.
  7654.       After the nastiness of the previous pool battle, whacking Melissan here
  7655.       is practically easy.  When you get her down enough, the Solar reappears
  7656.       and tells her that it's all over.  You've won...
  7658.       You get to make the choice of whether to become a God or whether to give
  7659.       up the power and become a mortal.  This is where all that Good and Evil
  7660.       comes into play as it affects what type of ending you get.
  7662.         Ending 1:  Become a Good god.
  7663.         Ending 2:  Become an Evil god.
  7664.         Ending 3:  Don't become a god at all.
  7666.       Sit back and enjoy the end of the Baldur's Gate Saga.
  7670. ===============================================================================
  7671.                   < < < < <  [PPNDCS]  APPENDICES > > > > >
  7672. ===============================================================================
  7674. -------------------------------------------------------------------------------
  7675.   A.        [CMPLTK]  Complete Kit Descriptions
  7676. -------------------------------------------------------------------------------
  7678. Fighter Kits:
  7679. -------------
  7681.   BERSERKER
  7683.   This is a warrior who is in tune with his animalistic side and, during
  7684.   combat, can achieve an ecstatic state of mind that will enable him to fight
  7685.   longer, harder and more savagely than any human has a right to. Berserkers
  7686.   tend to be barbarian-like in nature, but not always. Sometimes it is a
  7687.   conscious choice that a warrior in training makes. Regardless, opponents on
  7688.   the battlefield will be unsettled with they see the savage and inhuman
  7689.   elements of the berserker's personality. This class is common amongst
  7690.   dwarves, know to them as "battleragers."
  7692.   Advantages:
  7693.     - May use Enrage ability once per day per 4 levels. While enraged: +2 to
  7694.       hit, +2 damage, -2 AC. The berserker at this time is immune to charm,
  7695.       hold, fear, maze, imprisonment, stun and sleep. He also gains 15 hit
  7696.       points while enraged. These hit points are temporary, and are taken away
  7697.       at the end of his berserk spree, possibly killing the berserker.
  7699.   Disadvantages:
  7700.     - Becomes winded after berserking. While he's winded, he receives -2 to
  7701.       hit, -2 to damage and a +2 penalty to AC.
  7702.     - Cannot specialize in ranged weapons.
  7707.   This warrior has been specially trained by his sect to excel in hunting and
  7708.   attacking spellcasters of all kinds.
  7710.   Advantages:
  7711.     - For each successful hit on an opponent, 10% cumulative spell failure
  7712.       penalty is applied.
  7713.     - 4% magic resistance per level.
  7715.   Disadvantages:
  7716.     - May not use any magic items except for weapons and armor.
  7719.   KENSAI
  7721.   This class is also known as the Sword Saint, and consists of a warrior who
  7722.   has been specially trained to be one with his sword. They are deadly and
  7723.   fast and trained to fight without encumbrance.
  7725.   Advantages:
  7726.     - +1 to hit and +1 damage for every three levels.
  7727.     - -2 bonus to AC.
  7728.     - -1 bonus to speed factor for every 4 levels.
  7729.     - May use Kai ability one time per day for every 4 levels (starts at 1st
  7730.       level with one use). This ability lasts 10 seconds and makes all the
  7731.       attacks do maximum damage.
  7733.   Disadvantages:
  7734.     - May not use missile weapons.
  7735.     - May not wear armor.
  7736.     - May not wear gauntlets or bracers.
  7739. Thief Kits:
  7740. -----------
  7742.   ASSASSIN
  7744.   This is a killer trained in discrete and efficient murder, relying on
  7745.   anonymity and surprise to perform his task. Assassins must be of Evil or
  7746.   Chaotic Neutral alignment.
  7748.   Advantages:
  7749.     - May coat his weapon in poison once per day per 4 levels. The next hit
  7750.       with that weapon will inject the poison into the target, dealing out 1
  7751.       damage per second for 24 seconds (3 damage for the first 6 seconds).
  7752.       A saving throw vs. poison limits damage to 12 total.
  7753.     - Bonus +1 to hit and +1 damage.
  7754.     - Higher backstab multiplier, up to x7.
  7756.   Disadvantages:
  7757.     - Only 15 points per level to distribute on abilities.
  7762.   This rogue is part acrobat, part swordsman, and part wit: the epitome of
  7763.   charm and grace.
  7765.   Advantages:
  7766.     - Bonus +1 to AC.
  7767.     - Another +1 to AC for every 5 levels.
  7768.     - +1 to hit and damage every 5 levels.
  7769.     - May specialize in any weapon that a thief can use
  7770.     - May place three stars in two-weapon fighting style proficiency
  7772.   Disadvantages:
  7773.     - No backstab multiplier.
  7778.   This is a hunter of men, skilled in tracking quarry and bringing them back
  7779.   alive--whether for lawful authorities or underworld masters. Bounty Hunters
  7780.   are specially trained at their task and make fearsome opponents. They have
  7781.   honed their trap-making abilities well beyond that of the average thief.
  7783.   Advantages:
  7784.     - +15% to trap setting.
  7785.     - He can lay special traps (other than the ones that all thieves receive).
  7786.       The traps are more powerful than the typical thief trap, and the effect
  7787.       varies according to the level. The effects are listed below:
  7788.         - 1st: The trap deals out damage and slows the target (if save is
  7789.           failed).
  7790.         - 11th: The trap holds the target if a save is failed.
  7791.         - 16th: The trap erects an Otiluke's Resilient Sphere around the target
  7792.           (if a save is failed).
  7793.         - 21st: The trap Mazes the target.
  7795.   Disadvantages:
  7796.     - Gets only 20 to distribute between thief abilities each level.
  7799. Ranger Kits:
  7800. ------------
  7802.   ARCHER
  7804.   The archer is the epitome of skill with the bow. He is the ultimate marksman,
  7805.   able to make almost any shot, no matter how difficult. To become so skilled
  7806.   with the bow, the archer has had to sacrifice some of his proficiency with
  7807.   melee weapons and armor.
  7809.   Advantages:
  7810.     - +1 to hit and +1 to damage with any missile weapon for every 3 levels of
  7811.       experience. TOB: at 18th level, bonuses slow to every 5 levels.
  7812.     - Every 4 levels he gains the ability to make a called shot once per day.
  7813.       When he activates this ability, any shot made within the next 10 seconds
  7814.       is augmented in the following manner (according to the level of the
  7815.       archer):
  7816.         - 4th level: -1 to THACO of target
  7817.         - 8th level: -1 to save vs magic of target
  7818.         - 12th: -1 to strength of target
  7819.         - 16th: +2 bonus to damage
  7821.   Disadvantages:
  7822.     - An archer can only become proficient in melee weapons; he may never
  7823.       specialize.
  7824.     - An archer cannot wear any metal armor.
  7829.   This ranger is a wanderer, and is not comfortable in civilized lands. He
  7830.   maintains a natural affinity for animals; they are his friends and
  7831.   comrades-in-arms, and the Beast Master has a limited form of telepathic
  7832.   communication with them.
  7834.   Advantages:
  7835.     - +15% to stealth ability
  7836.     - Enhanced spell ability with regard to the following spells:
  7837.         - May cast the 4th level druid spell Animal Summoning I at 8th level.
  7838.         - May cast Animal Summoning II at 10th level.
  7839.         - May cast Animal Summoning III at 12th level.
  7840.         - May cast Find Familiar (special abilities menu)
  7842.   Disadvantages:
  7843.     - Cannot use metal weapons (such as swords, halberds, hammers or morning
  7844.       stars).
  7847.   STALKER
  7849.   Stalkers serve as covert intelligence gatherers, comfortable in both
  7850.   wilderness and urban settings. They are the spies, informants, and
  7851.   interrogators, and their mastery of stealth makes them deadly opponents.
  7853.   Advantages:
  7854.     - +20% to stealth ability
  7855.     - May backstab for a lesser amount than the thief class (level 1-8: x1,
  7856.       level 9-16: x2, level 17+: x3)
  7857.     - Has access to three mage spells at 12th level. They are Haste, Protection
  7858.       from Normal Missiles and Minor Spell Deflection.
  7860.   Disadvantages:
  7861.     - May not wear armor greater than studded leather.
  7864. Cleric Kits:
  7865. ------------
  7867.   TOB:  All clerics at 25th level get a special ring from their god:
  7868.           +1 STR
  7869.           +5% Magic Resistance
  7870.           extra 6th and 7th level spells.
  7874.   Talos is the evil god of storms, destruction and rebellion. Clerics of the
  7875.   Stormlord warn that Talos must be appeased or he will rain destruction upon
  7876.   the land.
  7878.   Advantages:
  7879.     - May cast Lightning Bolt once per day per 5 levels of the caster (starts
  7880.       at 1st level with one use).
  7881.     - May cast Storm Shield once per day per 10 levels of the caster (starts at
  7882.       1st level with one use). This spell lasts 6 seconds per level of the
  7883.       caster. It protects the caster from lightning, fire, cold and normal
  7884.       missiles.
  7886.   Disadvantages:
  7887.     - None
  7892.   Lathander is the good god of renewal, creativity and youth, and is celebrated
  7893.   nearly everywhere. His followers are very popular throughout the Realms, and
  7894.   there are numerous wealthy temples devoted to him.
  7896.   Advantages:
  7897.     - May cast Hold Undead once per day for every 5 levels of the caster
  7898.       (starts at 1st level with one use).
  7899.     - May cast Boon of Lathander once per day per 10 levels of the caster
  7900.       (starts at 1st level with one use). This spell lasts for 6 seconds per
  7901.       level of the caster. It gives the caster +1 to hit, +1 to damage, +1 to
  7902.       all saving throws and gives the caster 1 extra attack per round. It also
  7903.       protects the recipient from level drain.
  7905.   Disadvantages:
  7906.     - None.
  7909.   PRIEST OF HELM
  7911.   Followers of the neutral God of Watchers and Protectors are warriors in their
  7912.   own right and are often seen as defenders of the innocent.
  7914.   Advantages:
  7915.     - May cast True Sight once per day per 5 levels (starts at 1st level with
  7916.       one use).
  7917.     - May cast Seeking Sword once per day per 10 levels (starts at 1st level
  7918.       with on use). This spell creates a sword in the player's hand (that
  7919.       cannot be dropped or unequipped). The sword is +4 for purposes of
  7920.       determining what it can hit (but this bonus does not apply to damage),
  7921.       and it deals out 2-8 damage to any target it hits. The weapon sets the
  7922.       number of attacks of the cleric to 3. It lasts for 1 round per level of
  7923.       the caster. When equipped, the wielder cannot cast further spells.
  7925.   Disadvantages:
  7926.     - None.
  7929. Bard Kits:
  7930. ----------
  7932.   BLADE
  7934.   The blade is an expert fighter and adventurer, whose bardic acting abilities
  7935.   make him appear more intimidating and fearsome. His fighting style is flashy
  7936.   and entertaining, but is also quite deadly.
  7938.   Advantages:
  7939.     - May use Offensive Spin and Defensive Spin abilities once per day per 4
  7940.       levels. Offensive Spin lasts 24 seconds, granting the blade +2 to hit, +2
  7941.       to damage, and an extra attack. As well, all of his attacks do maximum
  7942.       damage for the duration. Defensive Spin lasts 24 seconds, roots him to
  7943.       the spot, but gives -1 AC per level of experience. This armor class bonus
  7944.       does not go over -10.
  7945.     - May place three slots into two-weapon fighting style.
  7947.   Disadvantages:
  7948.     - Only has one-half normal Lore value.
  7949.     - Only has one-half Pick Pockets percentage.
  7950.     - Bard Song does not become better with levels.
  7953.   JESTER
  7955.   This bard is well versed in the arts of ridicule and hilarity, and uses his
  7956.   abilities to distract and confuse his enemies, cavorting madly during combat.
  7958.   Advantages:
  7959.     - Jester's song does not help allies. Instead, it affects every opponent
  7960.       within 30 feet, and they must save vs. magic at +4 once per round or be
  7961.       confused.
  7963.   Disadvantages:
  7964.     - None
  7967.   SKALD
  7969.   This Nordic bard is also a warrior of great strength, skill and virtue. His
  7970.   songs are inspiring sagas of battle and valor, and the skald devotes his life
  7971.   to those pursuits.
  7973.   Advantages:
  7974.     - +1 to hit and +1 damage with all weapons.
  7975.     - The skald's song is different from the typical bard and varies with
  7976.       level:
  7977.         - 1st: Gives allies +2 to hit, +2 to damage and -2 to AC.
  7978.         - 15th: Gives allies +4 to hit, +4 to damage, -4 to AC, and immunity to
  7979.           fear.
  7980.         - 20th: Gives allies +4 to hit, +4 to damage, -4 to AC, and immunity to
  7981.           fear, stun and confusion.
  7983.   Disadvantages:
  7984.     - Pick Pockets ability one-quarter normal.
  7987. Mage Kits:
  7988. ----------
  7990.   Mage specialists gain +1 spell per level, but can't cast spells in their
  7991.   opposition school.
  7993.                Races                 Stat Required
  7995.   Abjurer      Human                 15 Wisdom
  7996.   Conjurer     Human, Half-Elf       15 Constitution
  7997.   Diviner      Any                   16 Wisdom
  7998.   Enchanter    Human, Half-Elf, Elf  16 Charisma
  7999.   Illusionist  Human, Gnome          16 Dexterity
  8000.   Invoker      Human                 16 Constitution
  8001.   Necromancer  Human                 16 Wisdom
  8002.   Transmuter   Human, Half-Elf       15 Dexterity
  8004.   Specialist     School                 Opposition School(s)
  8005.   Abjurer        Abjuration             Alteration
  8006.   Conjurer       Conjuration/Summoning  Divination
  8007.   Diviner        Divination             Conjuration/Summoning
  8008.   Enchanter      Enchantment/Charm      Evocation
  8009.   Illusionist    Illusion               Necromancy
  8010.   Invoker        Invocation/Evocation   Enchantment/Charm, Conjuration
  8011.   Necromancer    Necromancy             Illusion
  8012.   Transmuter     Alteration             Abjuration, Necromancy
  8014.   Wild Mage (TOB), no prohibited school, but chance of a Wild Surge.
  8017. Paladin Kits:
  8018. -------------
  8020.   CAVALIER
  8022.   This class represents the most common picture of the knight: the gentleman
  8023.   warrior who epitomizes honor, courage, and loyalty. He is specialized in
  8024.   battling 'classical' evil monsters such as demons and dragons.
  8026.   Advantages:
  8027.     - Bonus +3 to hit and +3 damage against all demonic and draconic creatures.
  8028.     - May cast Remove Fear 1 time per day per level.
  8029.     - Immune to fear and morale failure.
  8030.     - Immune to poison.
  8031.     - 20% resistance to fire.
  8032.     - 20% resistance to acid.
  8034.   Disadvantages:
  8035.     - May not use missile weapons. (they CAN use throwing Axes, however)
  8038.   INQUISITOR
  8040.   The inquisitor has dedicated his life to finding and eliminating
  8041.   practitioners of evil magic and defeating the forces of darkness, and his god
  8042.   has provided him with special abilities towards that end.
  8044.   Advantages:
  8045.     - May use Dispel Magic ability once per day per 4 levels (starts at 1st
  8046.       level with one use). The ability is used at a speed factor of 1 and acts
  8047.       at twice his actual level.
  8048.     - May cast True Sight once per day per 4 levels (starts at 1st level with
  8049.       one use).
  8050.     - Immune to Hold and Charm spells.
  8052.   Disadvantages:
  8053.     - May not use Lay on Hands ability.
  8054.     - May not cast priest spells.
  8055.     - May not turn undead.
  8056.     - May not use Cure Disease ability.
  8061.   This holy avenger has honed his abilities towards the destruction of the
  8062.   undead and other unnatural creatures, and is immune to many of their more
  8063.   devastating abilities.
  8065.   Advantages:
  8066.     - +3 to hit and +3 damage vs. undead.
  8067.     - Immune to hold.
  8068.     - Immune to level drain.
  8070.   Disadvantages:
  8071.     - May not use Lay on Hands ability.
  8074. Druid Kits:
  8075. -----------
  8077.   TOB:  All Druids at 15th level are immune to poison.
  8078.         At 18th and 24th levels, Druids gain 10% resistance to elements.
  8082.   This druid is not called shapeshifter because he has access to a great
  8083.   variety of forms, rather because of his complete dedication to a single
  8084.   alternate form. This druid has willingly allowed himself to become infected
  8085.   with lycanthropy, but due to intense study and training he has the ability to
  8086.   control his affliction. The creature he becomes is that of the werewolf, the
  8087.   most famous of the lycanthrope shape changers.
  8089.   Advantages:
  8090.     - May shapeshift into the form of a werewolf once per day for every 2
  8091.       levels (starts at 1st level with one use).
  8092.     - At 13th level, gains the ability to change into a greater werewolf once
  8093.       per day.
  8095.   Disadvantages:
  8096.     - No other shapeshifting abilities due to the effort required maintaining
  8097.       balance in his primary forms.
  8098.     - Cannot wear any armor.
  8103.   This druid closely identifies with a particular animal, an animal that he
  8104.   feels represents his spirit. This grants him a special connection to the
  8105.   animal kingdom, and he is able to call upon their spirits to aid him.
  8107.   Advantages:
  8108.     - May summon a special 'spirit' animal once per day per 5 levels of
  8109.       experience. Spirit animal is randomly selected from 'Spirit Bear',
  8110.       'Spirit Wolf', 'Spirit Lion' and 'Spirit Snake'.
  8112.   Disadvantages:
  8113.     - Cannot shapeshift.
  8116.   AVENGER
  8118.   A member of a special sect within the Druidic order, a druid of this type is
  8119.   dedicated to fighting those who would defile nature. Avengers have powers the
  8120.   average druid does not; additional abilities that have been earned through
  8121.   extensive rituals, a process that is very physically draining.
  8123.   Advantages:
  8124.     - May shapechange into normal forms, as well as those of sword spider, baby
  8125.       wyvern and fire salamander.
  8126.     - 6 mage spells are added to his repertoire, all the way up to 6th level.
  8127.       These are listed below:
  8128.         - 1st: Chromatic Orb
  8129.         - 2nd: Web
  8130.         - 3rd: Lightning Bolt
  8131.         - 4th: Improved Invisibility
  8132.         - 5th: Chaos
  8133.         - 6th: Chain Lightning
  8135.   Disadvantages:
  8136.     - May not wear better than leather armor.
  8137.     - On character creation, he receives a -2 to strength and constitution.
  8140. Monk:
  8141. -----
  8143.   Monks are warriors who pursue perfection through contemplation as well as
  8144.   action. They are versatile fighters, especially skilled in combat without
  8145.   weapons or armor. Though monks cannot cast spells, they have a unique magic
  8146.   of their own. They channel a subtle energy, called ki, which allows them to
  8147.   perform amazing feats. The monk's best known feat is their ability to stun an
  8148.   opponent with an unarmed blow.
  8150.   Advantages:
  8151.     - The monk can make one unarmed attack per round; he gains one-half
  8152.       additional attack every 3 levels.
  8153.     - As the monk increases in levels, the damage his fists inflict does as
  8154.       well:
  8155.         - Level 1-2:   1-6
  8156.         - Level 3-5:   1-8
  8157.         - Level 6-8:  1-10
  8158.         - Level 9-14: 1-12
  8159.         - Level 15+:  1-20
  8160.     - A monk's natural armor class gets better as he goes up in levels. His
  8161.       armor class starts off at 9, and then decreases by 1 for every 2 levels.
  8162.     - Stunning blow, once per day for every 4 levels. All attacks in the next 6
  8163.       seconds force the victim to save or be stunned. Note: This special
  8164.       ability automatically modifies a monk's normal attack, no targeting needs
  8165.       to be done.
  8166.     - Monks have the Deflect Missiles ability. This gives them a -1 to their AC
  8167.       vs missiles for every 3 levels.
  8168.     - The monk gains a +2 to save vs. spells.
  8169.     - A monk starts off moving at +2 move, then +1 move every 5 levels.
  8170.     - 5th level: Immunity to all diseases, and cannot be Slowed or Hasted.
  8171.     - 7th level: Lay on Hands to heal 2 hit points per level.
  8172.     - 8th level: -1 to speed factor.
  8173.     - 9th level: +1 to all saves. Immune to charm. The monk's fist is
  8174.       considered a +1 weapon (+2 at 12th, +3 at 15th).
  8175.     - 11th level: Immune to poison.
  8176.     - 12th level: Another -1 to speed factor.
  8177.     - 13th level: Quivering Palm spell once per day. This spell gives them one
  8178.       hand attack. If they hit an opponent, the opponent must save or die.
  8179.     - 14th level: The monk gains 3% magic resistance per level (ie. 42% at 14th
  8180.       level, caps out at 78%).
  8181.     - 20th level: Immune to non-magical weapons.
  8182.     - TOB: 21st level: AC bonuses slow to every 3 levels
  8183.     - TOB: 25th level: Fists become +4 weapons
  8184.     - TOB: 30th level: AC bonuses slow to every 5 levels
  8186. Disadvantages:
  8187.   - The monk cannot wear armor.
  8188.   - A monk can only uses weapons available to the thief class (except 2
  8189.     handed).
  8192. Sorcerer:
  8193. ---------
  8195.   Sorcerers are practitioners of magic who were born with the innate ability to
  8196.   cast spells. It is thought that the blood of some powerful creature flows
  8197.   through their veins; perhaps they are the spawn of the gods themselves, or
  8198.   even dragons walking in humanoid form. Regardless, the sorcerer's magic is
  8199.   intuitive rather than logical. They know fewer spells than wizards, and
  8200.   acquire spells more slowly, by they can cast spells more often and have no
  8201.   need to select and prepare spells ahead of time. Sorcerers cannot specialize
  8202.   in magic the way wizards to. other than these differences, a sorcerer is very
  8203.   similar to the wizard. Note: A sorcerer does not learn spells from scrolls.
  8204.   He chooses new spells with each level. A sorcerer's prime requisite is
  8205.   intelligence and they use the mage avatar.
  8208. Barbarian:
  8209. ----------
  8211.   A barbarian can be an excellent warrior. While not as disciplined or as
  8212.   skilled as a normal fighter, the barbarian can willingly throw himself into a
  8213.   berserker rage, becoming a tougher and stronger opponent. The barbarian uses
  8214.   the fighter avatar.
  8216.   Advantages:
  8217.     - They move at 2 points faster than the usual character.
  8218.     - Barbarians are immune to backstab.
  8219.     - Can Rage once per day for every 4 levels (starts at 1st level with one
  8220.       use). Rage gives them +4 to constitution and strength for 5 rounds. Gives
  8221.       a -2 armor class penalty and +2 to saves vs. magic (for 5 rounds). Rage
  8222.       also gives immunity to all charm, hold, fear, maze, confusion and
  8223.       level-drain spells.
  8224.     - At 11th level, the barbarian gains 10% resistance to slashing, piercing,
  8225.       crushing and missile damage. He gains +5% to this every 4 levels
  8226.       thereafter.
  8227.     - The barbarian rolls d12 for hit points instead of a fighter's d10.
  8229.   Disadvantages:
  8230.     - A barbarian cannot wear full plate or plate mail.
  8231.     - A barbarian cannot specialize past normal specialization.
  8234. -------------------------------------------------------------------------------
  8235.   B.        [CHRTSA]  Charts & Analysis
  8236. -------------------------------------------------------------------------------
  8238. -------------------------------------------------------------------------------
  8239.       >     [THVNGM]  Thieving Money Charts
  8240. -------------------------------------------------------------------------------
  8242.   Here are some extended Thieves Guild money charts, for use with the Thief
  8243.   Stronghold.  It works by probabilities.  Since at "Low" risk you have a 10%
  8244.   chance of your thief getting caught, I simply show that 9 times you gain the
  8245.   money and the 10th you must pay to get that thief out of jail.  Then I add
  8246.   that up and divide by 10 to get the average.
  8248. Hanz Money Chart
  8250.   Risk      1    2    3    4    5    6    7    8    9   10     Totals / Avg.
  8251.   ---------------------------------------------------------    ----------------
  8252.   Low      200  200  200  200  200  200  200  200  200 -100  = 1700 or 170 avg.
  8253.   Med.     400  400  400  400  400  400  400  400 -100 -100  = 3000 or 300 avg.
  8254.   High     600  600  600  600  600  600  250 -100 -100 -100  = 3550 or 355 avg.
  8255.   V. High  900  900  900  900  900 -100 -100 -100 -100 -100  = 4000 or 400 avg.
  8257. Goshan Money Chart
  8259.   Risk      1    2    3    4    5    6    7    8    9   10     Totals / Avg.
  8260.   ---------------------------------------------------------    ----------------
  8261.   Low      200  200  200  200  200  200  200  200  200 -200  = 1600 or 160 avg.
  8262.   Med.     300  300  300  300  300  300  300  300 -200 -200  = 2000 or 200 avg.
  8263.   High     500  500  500  500  500  500  150 -200 -200 -200  = 2550 or 255 avg.
  8264.   V. High  750  750  750  750  750 -200 -200 -200 -200 -200  = 2750 or 275 avg.
  8266. Kretor Money Chart
  8268.   Risk      1    2    3    4    5    6    7    8    9   10     Totals / Avg.
  8269.   ---------------------------------------------------------    ----------------
  8270.   Low      250  250  250  250  250  250  250  250  250  -50  = 2200 or 220 avg.
  8271.   Med.     500  500  500  500  500  500  500  500  -50  -50  = 3900 or 390 avg.
  8272.   High     750  750  750  750  750  750  350  -50  -50  -50  = 4700 or 470 avg.
  8273.   V. High 1000 1000 1000 1000 1000  -50  -50  -50  -50  -50  = 4750 or 475 avg.
  8275. Morsa Money Chart
  8277.   Risk      1    2    3    4    5    6    7    8    9   10     Totals / Avg.
  8278.   ---------------------------------------------------------    ----------------
  8279.   Low      100  100  100  100  100  100  100  100  100 -250  =  650 or  65 avg.
  8280.   Med.     250  250  250  250  250  250  250  250 -250 -250  = 1500 or 150 avg.
  8281.   High     500  500  500  500  500  500  125 -250 -250 -250  = 2375 or 237.5 a.
  8282.   V. High  750  750  750  750  750 -250 -250 -250 -250 -250  = 2500 or 250 avg.
  8284. Varia Money Chart
  8286.   Risk      1    2    3    4    5    6    7    8    9   10     Totals / Avg.
  8287.   ---------------------------------------------------------    ----------------
  8288.   Low      150  150  150  150  150  150  150  150  150 -300  = 1050 or 105 avg.
  8289.   Med.     300  300  300  300  300  300  300  300 -300 -300  = 1800 or 180 avg.
  8290.   High     500  500  500  500  500  500  100 -300 -300 -300  = 2200 or 220 avg.
  8291.   V. High  800  800  800  800  800 -300 -300 -300 -300 -300  = 2500 or 250 avg.
  8293. SloppyDogg came up with a quick way to find the averages for a Thief:
  8295.   (Gold gained * % Success) - (Bail * % Failure) = average.  So Hanz's average
  8296.   at "high" risk would be: ((600 * 0.65) - (100 * 0.35) == 390 - 35) = 355.
  8300. -------------------------------------------------------------------------------
  8301.       >     [DLWLDN]  Dual Wielding Analysis
  8302. -------------------------------------------------------------------------------
  8304.   Is Dual-wielding really worth it?
  8306.   Depends.  Let's start at the beginning.  No matter what, you can never
  8307.   ever have more than 5 attacks per round.  That is set in stone.  The
  8308.   second attack from your "shield" hand can only ever count as 1 attack
  8309.   per round.  Doesn't matter about proficiencies (although proficiencies
  8310.   do help determine your THAC0). (Actually you can get above 5 attacks per
  8311.   round using the Improved Haste Spell, which doubles the number of
  8312.   attacks)
  8314.   So, let's say that you are Dual-wielding the Celestial Fury (+3) Katana
  8315.   and Dak'kon's Zerth Blade (+2) Katana.  Also, let's say you normally have
  8316.   3 attacks per round.  Assuming you somehow did max dmg. every time, yet
  8317.   no critical hits, your Celestial Fury in a round (6 sec.) would be:
  8319.     (1d10 + 3) * 3 = 39 dmg.
  8321.   Yet you would also get one extra attack with your offhand weapon (at a
  8322.   penalty to THAC0), if you hit with it and did full dmg you would get an
  8323.   extra 12 dmg, which is about 30% more damage.  This is just one example.
  8325.   Your offhand weapon will never have as good a THAC0 (to hit) as your
  8326.   normal weapon.  With no points devoted to Two Weapon style your offhand
  8327.   gets a -8 penalty to THAC0 and even your main hand is penalized by -4.
  8328.   So, if your normal THAC0 is 18, your new THAC0 will be 22 and your
  8329.   offhand will jump up to 26.  (Remember lower THAC0's are better)  One
  8330.   point in Two Weapon reduces this to -6 offhand and -2 normal.  Two points
  8331.   to -4 offhand.  Only fighters can spend 3 points on Two Weapon style (and
  8332.   Swashbucklers and Blades as well), which has the smallest penalty at -2.
  8334.     Note:  If you are not proficient with your offhand weapon, you incur
  8335.            the normal penalty to hit (-1) and dmg. (-1)  I would recommend
  8336.            becoming proficient in only ONE type of weapon, then using that
  8337.            in both hands.
  8339.   Back to the hypothetical situations.  You have a Ranger (rangers
  8340.   automatically get two points in Two Weapon style) using a Long Sword
  8341.   right now.  He is currently getting 10 THAC0 (with STR and all other
  8342.   bonuses figured in already).  He puts another Long Sword in his shield
  8343.   hand.  His main hand stays at 10 THAC0, but his offhand only hits at 14
  8344.   THAC0.  At this point, he has 55% to hit a creature at AC 0 with his main
  8345.   hand, but only 30% to hit with his offhand. (This assumes that you have
  8346.   identical weapons in each hand, else your THAC0's would look different)
  8348.   Let's see what might happen in a few rounds: (again assuming that you
  8349.   always do max damage, no critical hits, and remember that the offhand
  8350.   only attacks ONCE per round)
  8352.              main hand (1d8, 2.5 attacks)   offhand (1d8, 1 attack)   tot:
  8353.     round 1:    hit, 8 dmg.                      miss 0                 8
  8354.                 miss, 0 dmg.                      --                    0
  8355.                 hit, 4 dmg (the "half")           --                    4
  8356.                                                                        ---
  8357.                                                                         12
  8359.     round 2:    hit, 8 dmg.                      miss 0                 8
  8360.                 miss, 0                           --                    0
  8361.                 miss, 0                           --                    0
  8362.                                                                        ---
  8363.                                                                         8
  8365.     round 3:    hit, 8 dmg.                      hit, 8 dmg.            16
  8366.                 hit, 8 dmg.                       --                    8
  8367.                 miss, 0                           --                    0
  8368.                                                                        ---
  8369.                                                                         24
  8371.     R1(12) + R2(8) + R3(24) = 44 dmg. in 3 rounds
  8373.   In three rounds, the offhand managed 8 damage.  It only hit the AC 0
  8374.   target 1 out of 3 times (technically that's above average for it!).
  8376.   So, is Dual-wielding worth it?  Yes, but really only if you get 3 stars
  8377.   in the Two Weapon style.  It also becomes much better as your THAC0
  8378.   improves.  And never, ever dual wield unless you have at LEAST 2 stars,
  8379.   else your main hand THAC0 is hurt.
  8381. Jason Cha offers further analysis:
  8383.   Undoubtedly the most important question in whether to dual wield or not has
  8384.   nothing to do with just the extra damage associated with having a second
  8385.   weapon. It has to do with factors such as the tradeoffs between AC and
  8386.   damage, or the extra abilities the second weapon or shield may offer (such
  8387.   as my favorite, dual-wielding Crom Faeyr with Belm +2).
  8389.   *********************************
  8391.   Take Bill the human thief.
  8392.   He's not too strong, only 9 strength, so no strength bonus on his attacks.
  8393.   He's got the Blade of Roses (longsword +3) and a plain old longsword +1.
  8395.   He's level 10, and has one proficiency slot in longsword and one in two
  8396.   weapon use. He also has one proficiency slot in one handed weapon use.
  8398.   His base THAC0 is 16.
  8400.   Let's assume he's fighting a NPC with AC0. I'll leave the math for below,
  8401.   but just using the Blade of Roses his expected damage per round is 3.75
  8402.   damage per round.
  8404.   If he's dual wielding the Blade of Roses and the Longsword +1, his expected
  8405.   damage per round is 3.175.
  8407.   So Bill, under these circumstances, is best off just using the Blade of
  8408.   Roses.
  8410.   But suppose Bill gets the Gauntlets of Ogre Strength. The expected damage
  8411.   for just using the Blade of Roses alone is 8.775. On the other hand, dual
  8412.   wielding the Blade and the longsword +1 results in expected damage of 9.05.
  8414.   So here he is better off dual wielding.
  8416.   I haven't sat down to figure out exactly when the advantage turns to dual
  8417.   wielding, whether or not it hinges on just + to hit or + to damage, or some
  8418.   relationship between both. I welcome others to calculate the exact point.
  8420.   Also, this analysis does not include the AC bonus Bill would get with the
  8421.   single weapon use. It's decisions like that, that makes D&D such a rich game
  8422.   and not just numeric power gaming. Also when backstabbing, Bill is clearly
  8423.   better just using a single weapon. And let's not forget the additional
  8424.   powers of weapons (my personal favorite, with a fighter Crom Faeyr for 25
  8425.   str and the Scimitar of Belm for +1 attack).
  8427.   ************************
  8429.   Here's the Math as promised
  8430.   Enemy = AC 0
  8432.   Bill - 9 Str and just the Blade of Roses
  8433.   THAC0 = 13 (16 base - 3 sword)
  8434.   Blade of Roses Average Damage = 7.5 (1d8 + 3)
  8436.   Attack Roll - Damage
  8437.   20 - 15
  8438.   19 - 15
  8439.   18 - 7.5
  8440.   17 - 7.5
  8441.   16 - 7.5
  8442.   15 - 7.5
  8443.   14 - 7.5
  8444.   13 - 7.5
  8445.   12 - MISS
  8447.   Expected Damage = 3.75 (75 (total of possibilities) /20 (any one
  8448.   possibility)
  8450.   ------------------------------
  8452.   Bill - 9 Str and dualwielding Blade of Roses and Longsword +1
  8454.   MAIN HAND
  8455.   THAC0 = 15 (16 base - 3 sword + 2 penalty)
  8456.   Blade of Roses Average Damage = 7.5 (1d8 + 3)
  8458.   Attack Roll - Damage
  8459.   20 - 15
  8460.   19 - 7.5
  8461.   18 - 7.5
  8462.   17 - 7.5
  8463.   16 - 7.5
  8464.   15 - 7.5
  8465.   14 - MISS
  8467.   Expected Damage Main Hand = 2.625
  8469.   OFF HAND
  8470.   THAC0 = 21 (16 base - 1 sword + 6 penalty)
  8471.   Longsword +1 Average Damage = 5.5 (1d8 +1)
  8473.   Attack Roll - Damage
  8474.   20 - 11
  8475.   19 - MISS
  8477.   Expected Damage Off Hand = .55
  8479.   Total Expected Damage = 3.175
  8481.   ============================================================
  8483.   With Gauntlets of Ogre Strength
  8485.   Bill - 18/00 Str and just the Blade of Roses
  8486.   THAC0 = 10 (16 base - 3 sword - 3 str)
  8487.   Blade of Roses Average Damage = 13.5 (1d8 + 3 sword + 6 str)
  8489.   Attack Roll - Damage
  8490.   20 - 27
  8491.   19 - 27
  8492.   18 - 13.5
  8493.   17 - 13.5
  8494.   16 - 13.5
  8495.   15 - 13.5
  8496.   14 - 13.5
  8497.   13 - 13.5
  8498.   12 - 13.5
  8499.   11 - 13.5
  8500.   10 - 13.5
  8501.   9 - MISS
  8503.   Expected Damage = 8.775
  8505.   ----------------------------------------
  8507.   With Gauntlets of Ogre Strength and Dual Wielding
  8509.   Bill - 18/00 Str and dualwielding Blade of Roses and Longsword +1
  8511.   MAIN HAND
  8512.   THAC0 = 12 (16 base - 3 sword - 3 str + 2 penalty)
  8513.   Blade of Roses Average Damage = 13.5 (1d8 + 3 + 6)
  8515.   Attack Roll - Damage
  8516.   20 - 27
  8517.   19 - 13.5
  8518.   18 - 13.5
  8519.   17 - 13.5
  8520.   16 - 13.5
  8521.   15 - 13.5
  8522.   14 - 13.5
  8523.   13 - 13.5
  8524.   12 - 13.5
  8525.   11 - MISS
  8527.   Expected Damage Main Hand = 6.75
  8529.   OFF HAND
  8530.   THAC0 = 18 (16 base - 1 sword - 3 str + 6 penalty)
  8531.   Longsword +1 Average Damage = 11.5 (1d8 + 1 + 6)
  8533.   Attack Roll - Damage
  8534.   20 - 23
  8535.   19 - 11.5
  8536.   18 - 11.5
  8537.   17 - MISS
  8539.   Expected Damage Off Hand = 2.3
  8541.   Total Expected Damage = 9.05
  8543. A statistic analysis using stochastic variables (by /Eathlon)
  8544. -----------------------------------------------
  8546.   (Useful notations:
  8547.   pc = chance for critical hit
  8548.   ph = chance for "normal hit"
  8549.   pm = chance for miss
  8551.   These can be trivially calculated as:
  8553.   pc = 0.05 if single wielding with proficiency in single weapon, 0.1 otherwise
  8555.   ph = (19 - THACO + to hit bonuses + enemyAC)/20 if single wielding with
  8556.        proficiency in single weapon
  8557.   ph = (20 - THACO + to hit bonuses + enemyAC)/20 otherwise
  8558.   (this is only valid when the number in the nominator is between 0 and 18, 0
  8559.   and 17 when single wielding with proficiency, if not ph equals either 0, 0.90
  8560.   or 0.85 respectively)
  8562.   pm = 1 - ph - pc
  8563.   we will see that in the end we do not need to calculate pm
  8565.   The damage (as a stochastic variable), D, dealt with one attack will be:
  8567.   D = H * X
  8569.   Where H is a stochastic variable I've chosen to call the Hit Multiplier
  8570.   it simply is 2 with probability pc, 1 with probability ph and 0 with
  8571.   probability pm.
  8572.   X is a stochastic variable describing the damage from a "normal hit".
  8574.   X can be divided into one stochastic part and one constant part. The
  8575.   constant part is simply all bonuses to the damage including the weapon's
  8576.   own bonuses and the character's bonuses.
  8577.   The stochastic part of X is simply a stochastic distribution depending on
  8578.   what die (dice) that are rolled to determine the damage dealt.
  8579.   In the future I will call the constant part d and the stochastic part Y.
  8581.   Thus, we can rewrite D as:
  8583.   D = (d + Y)*H
  8585.   The expectation value of D (denoted by E(D)) becomes:
  8587.   E(D) = d*E(H) + E(H)*E(Y)
  8589.   as H and Y are independent stochastic variables. Both E(H) and E(Y) can be
  8590.   calculated trivially. As E(Y) depends on the weapon used I will not give an
  8591.   expression for this but E(H) becomes:
  8593.   E(H) = pc*2 + ph*1 + pm*0 = 2*pc + ph
  8595.   Thus:
  8597.   E(D) = (2*pc + ph)*(d + E(Y))
  8599.   To achieve the expected damage that a character deals in one round we have to
  8600.   calculate E(D) for the weapons that the character wields and then multiply
  8601.   those by the number of attacks the character does with the respective weapons
  8602.   each round.
  8604.   All this is interesting but we are missing the big picture. It actually
  8605.   doesn't matter if your expected damage dealt is extremely high if your
  8606.   opponent's is ever higher.  To make a full analysis we need to divide your
  8607.   expected damage with your opponent's expected damage, if this number is
  8608.   larger than your opponent's hit points divided by your hit points - you will
  8609.   stand a fairly good chance of beating him.
  8611.   This is not the whole truth though. What we also have to take into account is
  8612.   how much D varies, a measurement of this is the standard deviation (denoted
  8613.   by s(D)).  These calculations quickly becomes messy and I will satisfy with
  8614.   giving the result in one of the earlier steps:
  8616.   s(D) = sqrt( (4*pc + ph)*E(X^2) - (4*pc^2 + 4*pc*ph + ph)*(E(X))^2 )
  8618.   (sqrt(x) denotes the square root of x, x^2 denotes x squared)
  8620.   If the standard deviation is large, the damage dealt will vary wildly and who
  8621.   wins the fight will become more random than if the standard deviation is low.
  8622.   If the standard deviation would be zero - you would always win if the damage
  8623.   you're expected to deal divided by the damage your opponent is expected to
  8624.   deal is greater than your opponent's hit points divided by your own.
  8626.   To continue Jason Cha's analysis of Bill:
  8628.   When single wielding, Bill achieves the following constants (not assuming the
  8629.   9 STR of Bill but assuming the final THAC0 to be t. Taking enemy AC to be
  8630.   denoted by e and Bill's hit bonuses to be h):
  8632.   pc = 0.1
  8633.   ph = (19 - t  + h + e)/ 20 = 0.95 + 0.05*(h + e - t)
  8635.   Assume Bill has n number of attacks per round with single weapon style, we
  8636.   get the following (when supposing Bill is using a longsword (a weapon
  8637.   rolling 1d8 in the damage roll), the weapon's + to damage will be included in
  8638.   d):
  8640.   E(D) = (0.2 + 0.95 + 0.05*(h + e - t))*(d + 4.5) = 1.15*d + 5.175 +
  8641.          (0.05*d + 0.225)*(h + e - t)
  8643.   Expected damage per round = n*(1.15*d + 5.175 + (0.05*d + 0.225)*(h + e - t))
  8645.   When dual wielding, the constants become:
  8647.   pc = 0.05
  8648.   ph = 1 + 0.05*(h + e - t)
  8650.   We will suppose the second weapon is also a weapon rolling 1d8.
  8651.   With t' denoting the THAC0 of the second weapon and d' difference in damage
  8652.   bonus between the weapons and assuming the primary weapon is the same as the
  8653.   single wielded weapon, we get:
  8655.   Expected damage per round with primary weapon =
  8656.     n*(1.05*d + 4.725 + (0.05*d + 0.225)*(h + e - t))
  8657.   Expected damage per round with secondary weapon =
  8658.     1.05*d + 4.725 + (0.05*(d+d') + 0.225)*(h + e - t')
  8660.   Observe that the term (h + e - t) changes for the primary weapon when
  8661.   changing to dual wield.  This results in severe complexity (although it
  8662.   really is trivial) in calculating what values of Bill's hit and damage
  8663.   bonuses that will make dual wielding deal more damage than single wielding
  8664.   per round on average. In the end it comes down to practically all factors
  8665.   such as Bill's proficiencies, his modifications from attributes, what weapons
  8666.   he's using and so on... almost everything counts, just as it should be.
  8668.   As we all can see from the amount of calculations involved (I've not nearly
  8669.   done a full analysis) that making a full analysis would be quite large and
  8670.   that the calculations probably would have to be redone for each fight. So I
  8671.   guess we should just play the game and "get a feeling" for when dual wield
  8672.   pays off.  Hey! It's more fun too... =)
  8674.     NOTE:  I have not checked all the calculations.  If you find something to
  8675.            be incorrect feel free to correct it.  Also note that I've got more
  8676.            experience in mathematical statistics than I do in AD&D rules. =)
  8678. /End Jason Cha's Dual Wield Analysis
  8681. -------------------------------------------------------------------------------
  8682.   C.        [CHTSSS]  Cheats
  8683. -------------------------------------------------------------------------------
  8685.   Any of the following cheats may crash your computer, ruin your game, or just
  8686.   make the game less challenging (which is either good or bad).
  8688. _____________
  8689. Item Copying:
  8690. ¯¯¯¯¯¯¯¯¯¯¯¯¯
  8691.   This isn't really a cheat, just taking advantage of a quirk with the system.
  8693.   You don't actually have to be playing multiplayer for this to work, it just
  8694.   really helps.  You also don't have to be actually playing with anyone else to
  8695.   be playing as multiplayer.  One thing to do when you find any item of value
  8696.   would be to:
  8698.     1. Save the game.
  8699.     2. Export the Character with the item(s) that you wish to copy. (only works
  8700.        with characters that you have created yourself, such as the main
  8701.        character)
  8702.     3. Give all of that character's items away, and then click the bottom
  8703.        button (Multiplayer Options), then click the Modify Characters button
  8704.        (only works if there are no enemies around, and you aren't in the middle
  8705.        of casting a spell), and then click on the Character Name to delete the
  8706.        character.
  8707.     4. Now immediately Import the character back, and you now have 2 of
  8708.        everything that person had.
  8710.   Similarly if you are doing this in a single player, you:
  8712.     1. Export the Character.
  8713.     2. Start a new game.
  8714.     3. At the Character Creation Screen press "Import" and the select your
  8715.        character.
  8716.     4. To keep all your items, quickly pause when the game starts, then drop
  8717.        all the items on the floor.  Pick these up later when you regain
  8718.        control.
  8720.   It is really helpful that when you Export your Character to name him/her
  8721.   something specific, not just "Character1" or something.
  8723.   This is really useful for the ultra-rare items like the Full Plate +1.  This
  8724.   also works well if you want to start over, simply export your character,
  8725.   start a new game, and import them there!
  8728. Export Mage without his Familiar for Maximum HP Profit! (by Mr. C)
  8729. -------------------------------------------------------
  8731.   Here's a way to explot the game's mage familiar mechanics to perminantly
  8732.   increase hit points. With this, one doesn't need to worry about rolling a
  8733.   good constitution for a mage (not that we can't just use the control-8 cheat
  8734.   anyway). I should probably note that I'm using Throne of Bhaal expansion and
  8735.   patched to version 2.5.26498. Haven't tried this with any un-patched version
  8736.   of BG2. Should work, though, since the familiar mechanics have mostly
  8737.   remained unchanged in the various patches.
  8739.   Start a game where your main character/protagonist is a kind of mage
  8740.   character you're going to play in a serious game (specialist mage,
  8741.   fighter/mage, mage/thief, etc).. when picking spells, it's actually important
  8742.   to start the game with the find familiar spell this time. I used to avoid
  8743.   starting the game with the spell since you can just get a familiar by using a
  8744.   scroll. But, you can just use potions of genius to allow your character to
  8745.   learn more than their allowed amount of spells, anyway.
  8747.     1. After the intro with Irenicus and you have control, memorize find
  8748.        familar, rest, then cast find familiar.
  8749.     2. Export your mage character _without_ the familiar in your backpack (so
  8750.        that when importing your character the game won't see any familiar in
  8751.        your pack).
  8752.     3. Start a brand new game, importing the mage character in question.
  8754.   You'll notice you still have the original bonus hit points, even though you
  8755.   have no familiar. Since you started a new game, the game's variables for the
  8756.   mage's familiar were 'reset' allowing you to cast find familiar again..
  8757.   getting more bonus hit points. One could probably exploit this multiple
  8758.   times, but once or twice is probably enough. At least one doesn't need to
  8759.   stress over the constitution statistic too much when making a character like
  8760.   a multi-class fighter/mage.
  8762. Setting Up the In-Game Cheats:
  8763. ------------------------------
  8765.   The cheat features are largely unchanged since the original Baldur's Gate.
  8766.   There are some minor differences, but that is to be expected.
  8768.   To get the cheats activated do these steps:
  8770.   Step One:)  Open the game's directory  C:\Program Files\Black Isle\BGII - SoA
  8772.   Step Two:)  Open the Baldur.ini file in notepad.
  8774.   Step Three:)  Find the line [Program Options].  Under it are a variety of
  8775.                 settings for your game.  Add this line:
  8777.                 Debug Mode=1
  8779.                 And it must be Debug Mode=1, not debug mode=1 or anything else.
  8780.                 Save and close notepad.
  8782.   Step Four:)  Now when you are in the game, press CTRL-SPACE to bring up the
  8783.                Console.  This is where you will enter all the cheats.
  8785.     Note: When running Vista, either disable UAC, or Run As Administrator. You
  8786.           may also want to consider installing in a different directory than
  8787.           the default. I use D:\Apps\BG2.
  8789.   Anyone familiar with the original Baldur's Gate cheats will find that the
  8790.   cheats are mostly the same from this point.  At any point in the game, press
  8791.   CTRL-SPACE to bring up the console.  There you enter in your cheat and press
  8792.   ENTER to execute the cheat.
  8794. Changing Experience Cheat:
  8795. --------------------------
  8797.   In the console window enter this cheat:
  8799.     CLUAConsole:SetCurrentXP(number)
  8801.   Where 'number' is replaced by whatever number of experience points that you
  8802.   wish for the selected party member(s) to have.  It can normally go up to
  8803.   2.95 million. (The Exp Cap can be removed, see the next section "Trainers &
  8804.   Editors for more information)  If you had 2000 exp and you set it to 1000 you
  8805.   will actually lose experience, although this has no bearing on your level.
  8807.   Example:
  8809.     CLUAConsole:SetCurrentXP(2950000)
  8811. Create an Item:
  8812. ---------------
  8814.   In the console window enter this cheat:
  8816.     CLUAConsole:CreateItem("itemcode",number)
  8818.   There MUST be quotation marks around the itemcode.  Sample item codes are
  8819.   "boot01" (boots of speed).  Once entered, that character will have that item.
  8820.   The number part of the cheat is NOT NEEDED.  And for most cheats you won't
  8821.   want it.  But if you want to create 5 potions, simply enter in 5 after the
  8822.   item code to get 5 potions created.  (The maximum is 65,536)
  8824.   This also works well for arrows and scrolls.  To get the maximum the easy
  8825.   way, use -1.  Example:
  8827.     CLUAConsole:CreateItem("potn07",-1)
  8829.   ...would create thousands of potions of Storm Giant strength.
  8831.   If you want some Item Codes check out my Item List (complete with
  8832.   Descriptions) which is located at:
  8836. Create a Monster:
  8837. -----------------
  8839.   This works almost exactly like the CreateItem cheat, except you can't create
  8840.   multiple monsters:
  8842.     CLUAConsole:CreateCreature("creaturename")
  8844.   Again a list of monsters can be found at GameSages.  At least until I come
  8845.   up with my own list.
  8847. Cheat Hot Keys:
  8848. ---------------
  8850.   To activate the Cheat Hot Keys, enter this into the Console:
  8852.            CLUAConsole:EnableCheatKeys()
  8854.   And here are the Hot Keys:
  8856.     CTRL+1 -- change the armor of the paper doll (the armor class doesn't
  8857.               change)
  8858.     CTRL+2 -- fades screen to black
  8859.     CTRL+3 -- fades screen to normal
  8860.     CTRL+4 -- highlight the background-interactive objects
  8861.     CTRL+5 -- ???
  8862.     CTRL+6 -- shapeshift your character into the previous paper doll in list
  8863.     CTRL+7 -- shapeshift your character into the next paper doll in list
  8864.     CTRL+8 -- highlights the text boxes
  8865.     CTRL+9 -- highlight the sprites
  8866.     CTRL+0 -- ???
  8867.     CTRL+A -- do a sprite animation (see CTRL+S)
  8868.     CTRL+B -- view last FMV sequence
  8869.     CTRL+C -- jump to next chapter
  8870.     CTRL+D -- display some strange numbers
  8871.     CTRL+F -- turn the character
  8872.     CTRL+I -- random party conversation
  8873.     CTRL+J -- transport onto the position pointed by the cursor
  8874.     CTRL+L -- information on position (same as X)
  8875.     CTRL+M -- (Then press ENTER) DEBUG DUMP
  8876.     CTRL+Q -- Makes the creature at the mouse cursor join the party, works on
  8877.               pretty much anything [from GOOD-ASH, Brian Phillips]
  8878.     CTRL+R -- heals the party member whose portrait your mouse is currently
  8879.               over (doesn't have to be selected)
  8880.     CTRL+S -- select a sprite animation
  8881.     CTRL+T -- Advances the game time by one hour. This has the effect of
  8882.               removing spell effects and such.
  8883.     CTRL+X -- information on position (more)
  8884.     CTRL+Y -- hurts/kills person mouse cursor is over
  8886.   Throne of Bhaal adds a new one:
  8888.     CTRL+H -- Fixes a wild mage to a specific surge, such that every time he
  8889.               casts a spell he gets that surge.  Setting the Surge Number to 0
  8890.               undoes the surge fixing and goes back to normal functioning (or
  8891.               malfunctioning as the case may be).  One could be really cheesy
  8892.               if they wanted and keep a wild mage fixed at the "spell cast at
  8893.               normal, all spells refreshed as if rested" and keep the entire
  8894.               spellbook "memorized" off of one Nahal's Reckless Dweomer (since
  8895.               it would always work).  All of the advantages of Sorcerers and
  8896.               Wizards rolled into one.  Really cheesy, as I said. [from Vash]
  8898.               Note:  This affects all magic everywhere, even for enemies, so
  8899.                      use at your own risk.
  8900.     CTRL+I -- Invokes a random party conversation.  Quite useful if you play
  8901.               "fast" and wouldn't otherwise hear all the funny dialogues.
  8902.               Especially Imoen's and Jan's...) This can be used to speed up
  8903.               Sarevok's "conversion" to Chaotic Good, too. (Corvus Albus)
  8907. Other Codes:
  8908. ------------
  8910.   CLUAConsole:AddGold(number)
  8911.   CLUAConsole:ExploreArea()
  8912.   CLUAConsole:MoveToArea("ARXXXX")
  8914.     The area code MUST appear in quotes.  Just replace the XXXX with whatever
  8915.     the area number is where you want to be.  For example, to teleport to the
  8916.     Government District in Athkatla you would do:
  8918.       CLUAConsole:MoveToArea("AR1000")
  8920.     And you would be teleported there.  This allows you to go back to any
  8921.     otherwise inaccessible area, but beware of ill side effects!
  8923.   CLUAConsole:SetWeather(#) -- Use one of the following 3 settings:
  8924.                                       0 - No Weather
  8925.                                       1 - Rain
  8926.                                       2 - Snow
  8928. Item Codes:
  8929. -----------
  8931.   The "short" item list has been removed to reduce the size of the FAQ.  You
  8932.   can find it at the beginning of my item list, which is at
  8936. -------------------------------------------------------------------------------
  8937.   D.        [TRNRSN]  Trainers and Editors
  8938. -------------------------------------------------------------------------------
  8940.   I would recommend that you play through the game at least once without
  8941.   cheating.  Most of the fun in games comes from the challenge, and if you
  8942.   make a SUPER party, then there isn't much challenge.
  8944.   As always most everything here can be found at:
  8948.   Right now there are two major Rules Fixes and a Beta Character Editor.  The
  8949.   two rules fixes are an EXPERIENCE CAP REMOVER -- for when that 2.95 million
  8950.   just seems too low -- and a fix for the Grand Mastery proficiency level,
  8951.   which adds an extra attack at that level.
  8954.   Another program -- the save game editor, Shadowkeeper -- is available here:
  8958.   This allows you to directly edit most everything directly from the Save
  8959.   Game, which is a little more versatile than a mere character editor.
  8962. -------------------------------------------------------------------------------
  8963.   E.        [MNLCRR]  Manual Corrections & Addendums
  8964. -------------------------------------------------------------------------------
  8966.   While looking through the manual, impressive as it is, I found quite a number
  8967.   of errors.
  8969.   Page 101, Specialization:
  8970.   -------------------------
  8972.     Looking at the Specialization chart on page 101, one might get the idea
  8973.     that the proficiency system was completely nerfed from BG.  Well it was
  8974.     only partly nerfed.  Here is the accurate chart:
  8976.          points spent          to hit bonus        damage bonus      attacks
  8977.             1 (Proficient)           0                   0               1
  8978.             2 (Specialized)         +1                  +2              3/2
  8979.             3 (Master)              +2                  +2              3/2
  8980.             4 (High Master)*        +2                  +3              3/2
  8981.             5 (Grand Master)        +2                  +4              3/2
  8983.          * Improves weapon speed.
  8985.     This gives you an extra +1 damage at High Master.  Although if you
  8986.     installed TeamBG's weapon specialization "fix" it will restore this chart
  8987.     to what it was in BG:
  8989.          points spent          to hit bonus        damage bonus      attacks
  8990.             1 (Proficient)           0                   0               1
  8991.             2 (Specialized)         +1                  +2              3/2
  8992.             3 (Master)              +3                  +3              3/2
  8993.             4 (High Master)         +3                  +4              3/2
  8994.             5 (Grand Master)        +3                  +5               2
  8996.     This can be downloaded from
  8999.   Sorcerer Spell Charts: [from Mark Darrah, Bioware]
  9000.   --------------------------------------------------
  9002.     Number of Spell Levels that can be CAST per day:
  9003.                   Spell Level
  9004.     Char Lvl   1  2  3  4  5  6  7  8  9
  9005.     -------------------------------------
  9006.         1      3  0  0  0  0  0  0  0  0
  9007.         2      4  0  0  0  0  0  0  0  0
  9008.         3      5  0  0  0  0  0  0  0  0
  9009.         4      6  3  0  0  0  0  0  0  0
  9010.         5      6  4  0  0  0  0  0  0  0
  9011.         6      6  5  3  0  0  0  0  0  0
  9012.         7      6  6  4  0  0  0  0  0  0
  9013.         8      6  6  5  3  0  0  0  0  0
  9014.         9      6  6  6  4  0  0  0  0  0
  9015.        10      6  6  6  5  3  0  0  0  0
  9016.        11      6  6  6  6  4  0  0  0  0
  9017.        12      6  6  6  6  5  3  0  0  0
  9018.        13      6  6  6  6  6  4  0  0  0
  9019.        14      6  6  6  6  6  5  3  0  0
  9020.        15      6  6  6  6  6  6  4  0  0
  9021.        16      6  6  6  6  6  6  5  3  0
  9022.        17      6  6  6  6  6  6  6  4  0
  9023.        18      6  6  6  6  6  6  6  5  3
  9024.        19      6  6  6  6  6  6  6  6  4
  9025.        20      6  6  6  6  6  6  6  6  6
  9028.     Number of Spells per Level that can be KNOWN:
  9029.                   Spell Level
  9030.     Char Lvl   1  2  3  4  5  6  7  8  9
  9031.     -------------------------------------
  9032.         1      2  0  0  0  0  0  0  0  0
  9033.         2      2  0  0  0  0  0  0  0  0
  9034.         3      3  0  0  0  0  0  0  0  0
  9035.         4      3  1  0  0  0  0  0  0  0
  9036.         5      4  2  0  0  0  0  0  0  0
  9037.         6      4  2  1  0  0  0  0  0  0
  9038.         7      5  3  2  0  0  0  0  0  0
  9039.         8      5  3  2  1  0  0  0  0  0
  9040.         9      5  4  3  2  0  0  0  0  0
  9041.        10      5  4  3  2  1  0  0  0  0
  9042.        11      5  5  4  3  2  0  0  0  0
  9043.        12      5  5  4  3  2  1  0  0  0
  9044.        13      5  5  4  4  3  2  0  0  0
  9045.        14      5  5  4  4  3  2  1  0  0
  9046.        15      5  5  4  4  4  3  2  0  0
  9047.        16      5  5  4  4  4  3  2  1  0
  9048.        17      5  5  4  4  4  3  3  2  0
  9049.        18      5  5  4  4  4  3  3  2  1
  9050.        19      5  5  4  4  4  3  3  3  2
  9051.        20      5  5  4  4  4  3  3  3  3
  9053.        (thanks to Kevin Logan for sending this in)
  9056.   Page 232, 234, Thieving Skill Base Scores, Bard Abilities
  9057.   ---------------------------------------------------------
  9059.     Not really a mistake, but "Climb Walls", "Detect Noise" and "Read
  9060.     Languages" are not implemented in Baldur's Gate II, so they needn't be
  9061.     mentioned in the manual.
  9063.     The "Base Scores" for thieving skills should be as follows:
  9065.       Pick Pockets      15
  9066.       Open Locks        10
  9067.       Find Traps         5
  9068.       Move Silently     10
  9069.       Hide in Shadows    5
  9070.       Detect Illusion    0
  9071.       Set Traps          0
  9073.     Also, the Thieving Skill Racial Adjustments should include "Detect
  9074.     Illusion" and "Set Traps".  Here is the completed table:
  9076.       Skill              Dwarf      Elf     Gnome     Half-Elf     Halfling
  9077.       ----------------------------------------------------------------------
  9078.       Pick Pockets         --        +5       --         +10          +5
  9079.       Open Locks          +10        -5       +5          --          +5
  9080.       Find/Remove Traps   +15        --      +10          --          +5
  9081.       Move Silently        --        +5       +5          --         +10
  9082.       Hide in Shadows      --       +10       +5          +5         +15
  9083.       Detect Illusion      +5        --      +10          --          --
  9084.       Set Traps           +10        --       +5          --          --
  9085.       ----------------------------------------------------------------------
  9086.            Total ==>      +40       +15      +40         +15         +40
  9088.     On the next page comes the Thieving Skill Dexterity Bonuses, which should
  9089.     be extended to DEX of 25:
  9091.                 Pick    Open      Find       Move     Hide in      Set
  9092.         DEX    Pockets  Locks     Traps    Silently   Shadows     Traps
  9093.         ---------------------------------------------------------------
  9094.          9      -15      -10       -10       -20        -10        -10
  9095.          10     -10       -5       -10       -15         -5        -10
  9096.          11      -5        0        -5       -10          0         -5
  9097.          12       0        0         0        -5          0          0
  9098.          13       0        0         0         0          0          0
  9099.          14       0        0         0         0          0          0
  9100.          15       0        0         0         0          0          0
  9101.          16       0        5         0         0          0          0
  9102.          17       5       10         0         5          5          0
  9103.          18      10       15     &