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- 3.2 [WKNGFB] Working for Bodhi
- -------------------------------------------------------------------------------
- Walkthrough:
- ------------
- - MEET WITH BODHI
- You cannot do this once you have joined with the Shadow Thieves.
- Conversely if you join here you won't be able to join the Shadow Thieves.
- Also, if the main character is a Thief, then Bodhi won't offer you a job
- at all. Finally, if you attacked any of the vampires at night, she won't
- appear.
- Once you have the 15,000 gold, merely go to the Graveyard at night to
- meet with Bodhi, the leader of the "rival guild." Then meet with Bodhi.
- She knows much about you and your situation. If you want, give her the
- money and she gives you a room in her crypt to rest in if you want. You
- are also given a job. Everyone in the party gains 36,750 experience.
- Note: Bodhi doesn't stop you from attacking her henchmen and looting
- her stronghold after you join her so long as you do it when she
- is out of sight. This gets you some exp plus you can get the
- mace of disruption (just get it out of the pool were it is
- already) sooner if you decide to work for Bodhi instead of the
- Shadow Thieves. Note that when you come back to get Imoen's
- soul from Bodhi there are a fresh bunch of vampires fighting
- alongside Bodhi (so this doesn't mean she is alone when you come
- back). [from Nathaniel Ragatz]
- - JOB 1: DISRUPT THE SHIPMENT AT THE DOCKS
- The first job is the reverse of what you would do with Aran, namely,
- disrupt the Shadow Thief shipment and take the cargo back to Bodhi. Go
- to the Docks district. Careful, as every Shadow Thief is now your enemy.
- Go to the southwest of this area, to the shipyards. (x 1850 y 3615)
- Kill the thieves and then search them for treasure:
- Shipment (needed for Bodhi)
- Rifthome Axe +3 (throwing axe, returns to sender)
- Short Sword +2
- Return with the shipment to Bodhi. You'll find her in the crypt, main
- hall. Give her the item and everyone in the party gets 28,500 exp.
- - JOB 2: PICK YOUR TASK
- Bodhi takes the shipment and has a choice of two jobs for you, a "noble"
- task and a "not so noble" task. You must pick one as you can't do both.
- Good: Rescue Palern Flynn from the Shadow Thieves. One of the Shadow
- Thieves turned traitor, but was captured and is currently being
- interrogated. You must break into the Shadow Thieves compound,
- go to the second floor and rescue Palern. You have about one day
- to complete this before he is killed.
- Go to the Docks. This is easiest done by going in the side door
- on the Shadow Thieves building (x 1000 y 1200) as this leads
- directly to the second floor. Clear out the thieves on this level
- and then talk to Palern to free him. There are also some minor
- treasures on this level.
- Return to Bodhi for 28,500 experience for everyone and another
- job. (If Palern was killed, you get no experience)
- Bad: Kill Senior Armagaran Vulova and implicate the Shadow Thieves.
- Bodhi wants you to kill a member of the government and set the
- blame to fall on the Shadow Thieves. She gives you a Cloak and a
- Dagger for you to place in Vulova's fountain once the deed is
- done. Oh, and if you have Good aligned players, they will
- complain vociferously about this. Head out to the Government
- District.
- You will find Vulova's Estate at the very top of the map here
- (x 2400 y 133). Walk towards him and he'll automatically talk to
- you. You can tell him to just die, at which point you have to
- fight his goons. Once he is dead, place the Cloak and Dagger in
- his fountain. If you let him live you will not get experience
- from Bodhi later.
- Return to Bodhi for another 28,500 experience for all party
- members and one last job. (and again if you didn't kill Vulova,
- you get no experience)
- - JOB 3: KILL ARAN LINVAIL
- Your final job for Bodhi is to assassinate the secret leader of the
- Shadow Thieves, Aran Linvail. You will first need to get the key from
- Gaelan, so go back to the Slums. Gaelan's house is just to the left of
- Jan Jansen's tower (x 3140 y 1170). Kill Gaelan and take his key. (He
- has several other magical weapons, etc.)
- Go now to the Docks. Enter the Shadow Thieves Guild from the front
- entrance, kill everyone here and loot what you can. Then open the
- northeast door and enter this small room. Search for the secret door on
- the northeast wall (x 1380 y 330). Open it and go in.
- After another battle with thieves here, you will find Tizzak (a member of
- Bodhi's guild) just past a door down and right (x 1333 y 2220). He asks
- you to kill the torturer to get his key. Go right to find the torturer.
- Kill Booter and take his key. Return to Tizzak and free him. He tells
- you how to get to Aran. Aran's lair is protected by two magical doors.
- The first is opened via a button, while the second requires a key. You
- can probably find that key on Haz, Aran's right hand man.
- Go up the northwest passage (x 1100 y 1600). At the fork, turn right and
- go up. Make your way across this bridge, through the enemies until you
- reach the room with the false buildings. Beware of traps in here, they
- will Maze you. Head up the northeast passage. This will be heavily
- trapped. Here you will find a big red glowing button (x 3550 y 300).
- Push it to open the first door.
- Back to the false building room, then take the southeast passage. (Beware
- of traps and orcs) This leads to a couple of doors, go through those and
- up the next passage. Past this passage is a room that contains Haz the
- mage. (x 3820 y 1175) Kill Haz and his goons to get the key to Aran's
- lair. Go all the way back to where we first entered this level. (x 1333
- y 2220) On the way back I was ambushed by Dedral and some Shadow Thieves
- (10,000 exp).
- Open the secret door on the northeastern wall (x 1550 y 1800). Go all
- the way down this passage, through the orcs and elementals through the
- first door (which we opened with the button) to the second door (which
- you can open with the key). Open it to find Aran Linvail, the
- Shadowmaster. Aran has many Shadow Thieves with him, including Mages and
- Priests.
- Aran Linvail - 17,000 experience
- Elven Chainmail +1
- Amulet of Power (5% magic res., -1 casting time)
- Ring of Protection +2
- Short Sword +2
- Light Crossbow +2
- Also search his chest (x 4500 y 1930) to find more interesting treasures:
- Ring of Djinni Summoning
- Katana +2
- We're done here, head back to Bodhi.
- - TO SPELLHOLD
- She explains that while you want to help Imoen, she wants to get Irenicus
- and access his knowledge. She admits that they are related, and that
- what he was attempting to do with you was to free your power. She has
- arranged a transport for you to the Spellhold Island, aboard a ship.
- Whenever you are ready, tell her you want to go to the island. Careful,
- you won't be coming back for a long, long time.
- -------------------------------------------------------------------------------
- 4. [BRNNLW] Chapter 4: Brynnlaw (AR 1600)
- -------------------------------------------------------------------------------
- Exposition:
- -----------
- First thing we get to see what Irenicus has been up to all this time,
- testing various things on Imoen (and that also explains why Bodhi captured
- all those Shadow Thieves). Then you are taken across the sea to the town
- of Brynnlaw, which is a stone's throw away from the Asylum Spellhold.
- If you followed the Shadow Thieves, then Sime will say that she doesn't
- trust Saemon, your captain. He does seem suspicious...
- If you followed Bodhi, then Bodhi will have Saemon show you around town
- before vanishing into the night. Saemon tells you to seek the tavern,
- before ending his tour. He isn't very motivated.
- Walkthrough:
- ------------
- - FIND INFORMATION
- Once off the Shadow Thieves ship, Saemon turns traitor and has some
- Vampires attack you, before vanishing himself. Fight off the three
- vampires and Sime will talk to you. She recommends talking to Sanik in
- the tavern to discover an entrance to Spellhold.
- If you got off Bodhi's Ship, Saemon merely waits by his ship. He also
- recommends talking to Sanik in the tavern to gain entrance to Spellhold.
- Head out to the Vulgar Monkey Tavern. It is up one level (seeing as the
- city is built on several terraced levels), about in the center of the
- map (x 2000 y 1550). You will find Sanik inside, he is dressed as a
- green mage. Talk with him. He begins telling you some stuff, but is
- quickly assassinated in the name of Guildmistress Galvena. The innkeeper
- will then talk with you. He provides some details on the situation,
- telling you that Sanik's bride likely knows a way into Spellhold, but
- that she would be currently held by Galvena. This would require getting
- into the Guild, one way or the other.
- - GALVENA'S GUILD
- We can now enter the Guild (x 1080 y 1485) on the first level of town.
- However, talk to one of the Courtesan's just outside the guild and get
- them to take you inside (which may require that you buy their services
- for 100 gold). Once inside, tell the courtesan that you are there to
- rescue Claire and they should leave you alone.
- Leave that room. You are in the main hallway, go leftwards. Kill the
- guards (one has a Halberd +2). Enter the room to the right of the guards
- (x 345 y 195), and search the wardrobe in the back to find Galvena's Key.
- Go back to the hall, and enter the last door.
- Search the jail until you find Galvena. Tell her that her evil ways are
- over, then kill her. (4000 exp) She also has her mage, Vadek, with her
- (8000 exp) and they have some minor magical treasures.
- Alternatively: When talking to the Courtesans in front of Lady
- [from Galvena's Festhall, offer to pay to pry information
- Willis Su] about Claire. You can complain about the high fee that
- he/she charges you (200 gold!!) and the courtesan will
- tell you what you need to know (reputation/charisma
- influence?). You will find that the courtesans are
- sympathetic to Claire. Offer to kill Galvena to free
- the courtesans will also bring you into the Festhall.
- Also ask how you might move about the Festhall secretly
- without alarming people, and the courtesans will tell
- you to obtain a guild pin that all courtesan masters
- wear. The Ginia quest can now be completed like it
- should.
- Talk to the courtesan again and he/she will offer to
- take you in (that or you can offer to go in on your own
- with the medallion). Once inside, the courtesan offers
- you a sleeping potion that you can take to the cooks.
- Before heading into the kitchen, the guards will stop
- you, and now you can bluff them with your medallion.
- Convince Ellie in the kitchen to help you save Claire,
- and the courtesan in the kitchen will volunteer to slip
- the drugged ale to the guards. In return you have to
- promise to rid them of Galvena. Follow the courtesan
- to drug the guards. 4,000 exp after they are all
- drugged. The Galvena Quest can now be completed as
- usual. When Galvena is killed, go back and talk to
- Ellie and every one in the party will receive 2,250
- exp. There is a bug here, and if you keep talking to
- Ellie, you can keep on racking in the 2,250 exp. And
- since the guards are drugged, you can finish them off
- at your leisure without a nasty fight.
- - PERTH THE ADEPT
- Talk to Claire and she'll agree to take you to see Golin who may know
- how to get into the Asylum. (10,000 exp) Golin thanks you and will even
- give you 22 gold (2000 exp). He mentions that only 2 types of people can
- enter Spellhold, Cowled Wizards and Magical Deviants. There is one
- crazy Cowled Wizard living in town, Perth the Adept who may have a way
- in. You can also have the Pirate Captain throw you in there if you
- prove to be unstable enough.
- The best option is to go find Perth and take his wardstone. You will
- find Perth's house at the top of the city (x 3000 y 1200). Perth is
- apparently being Dominated by Irenicus as he wants to "test your limits."
- Interestingly, Yoshimo tells him that there will no testing with Yoshimo
- around, and Perth calls that inconsequential. Hmmm...
- Perth - 20,000 experience
- Wardstone for the Asylum
- Book of Infinite Spells
- We can now go to Spellhold (x 3500 y 2).
- - PIRATE KING
- WARNING: As he is somewhat critical later, don't kill the Pirate King.
- Alternatively you can go seek the Aid of the Pirate King. Head up to
- the pirate king's house, and talk to his door guard (x 1115 y 665). Tell
- him that Golin sent you and he'll open the door to the house. You get
- 38,500 exp for convincing him that you are crazy. And there is no reason
- that you can't get Perth's experience then have the Pirate King commit
- you. Having trouble convincing him that you're crazy? Let Minsc at him!
- SPOILERS
- Keeping Yoshimo Note: [from Accord]
- "If you really want to keep Yoshi, have him in your party, then before
- you enter the Spellhold, go inside an inn (or any building), put him
- near the doorway and drop him from the party (and tell him to wait for
- you). Once you finished the whole Spellhold drama, head back to where
- you drop Yoshi off, as soon as you walk into the inn (or whatever
- building he is in), PAUSE the game and command your character to talk
- to him. When you talk to him, talk him back into the party. When the
- conversation ends and Yoshi is in your party, he will die from the
- geas. Just take him to a temple or resurrect him and he is as good as
- new."
- Note: Yoshimo cannot be taken to Brynnlaw in order for this to work.
- Note: I've heard that even if you keep Yoshimo, he can't be taken into
- the expansion.
- "Nerfing" Yoshimo Note: [from Xar]
- Since you know when he will betray you, dual him into a mage just
- before going through the door. When he reappears with Irenicus he will
- be nearly completely useless.
- END SPOILERS
- Quests:
- -------
- QUEST: Liberate Ginia the Courtesan
- Ginia - Brynnlaw (AR 1600, x 3450 y 1700)
- Chremy - Brynnlaw (AR 1600, x 1820 y 1450)
- Calahan - Brynnlaw (AR 1600, x 1590 y 1740)
- At the top right of the city you will meet a woman named Ginia who
- was recently forced into prostitution. Instead, she tries begging
- instead and says that she has done the deed. Ask her what the
- trouble is. You see, Chremy holds her brother captive, and as long
- as he does, she is forced to gather money for him. Agree to help.
- You will find Chremy to the left of her. Talk to him. He doesn't
- see reason (did you think that he would?), forcing you to kill him.
- Interestingly, he has Galvena's Medallion on him, which you could
- use to get into Galvena's Guildhall if you wanted. Now we have to
- smuggle Ginia out of town. Drop down another level and find
- Calahan, the Smuggler.
- Talk to Calahan and ask him to get Ginia out of town. For 200 gold
- he will smuggle them out to Ulgoth's Beard for you. (2000 exp)
- Return to Ginia and tell her the good news (9000 exp).
- QUEST: Ason the Little Thief
- Ason - Brynnlaw (AR 1600, x 560 y 1170)
- In the western part of the city, a young boy will approach you and
- swipe 10 gold off of you. He mentions that if he doesn't steal
- from you then someone will hit him. This is related to the above
- quest about Ginia (Ason is her brother).
- OTHER: Pirates
- This town is crawling in Pirates. Some will attack you, others
- will attack each other. None of them have any good treasures.
- OTHER: Priestess of Umberlee
- Temple of Umberlee - Brynnlaw (AR 1600, x 2530 y 1600)
- Within Brynnlaw there is a temple to the goddess Umberlee. Makes
- sense as Umberlee rules the waves. Anyway, you can buy several
- interesting objects from her, like a Girdle of Bluntness, but you
- can also kill her for no loss of reputation and 14,000 exp.
- -------------------------------------------------------------------------------
- 4.1 [SPLLHL] Spellhold
- -------------------------------------------------------------------------------
- Exposition:
- -----------
- As there are two ways into Spellhold, there are two places you can end up.
- If you simply walked to the Asylum using Perth's Wardstone, you must enter
- the Asylum on your own. In that case you enter through the front doors.
- (x 625 y 1050)
- If you asked the Pirate King to have you committed you will find yourself
- already inside one of the cell's in the Asylum. However, you won't stay
- there long, as soon enough Irenicus teleports in. You can talk to each
- of the inmates several times, and some give you items (gems and worthless
- scrolls).
- If Yoshimo is in your party, he turns traitor. Turns out that he was
- working for Irenicus the entire time. Not that he was actually doing
- anything to hamper your efforts, but still. Whether he was in your party
- or not, the results are the same.
- You are drugged and put to sleep, when you awaken you are in the tube...
- Walkthrough:
- ------------
- - THE (ALMOST) FINAL DREAM
- Remember the three dreams that you had in chapters 2 and 3? Well now is
- the time for the (near) Final Dream, and this time you are given control.
- After listening to Imoen we're on our way. First thing first, go through
- the gate to enter the castle (this is the Dream Candlekeep, and if you
- didn't play the first Baldur's Gate, Candlekeep is where that game
- started).
- If you don't want to lose a stat, see the Alternatively below.
- You will find a Demon barring your way. He wants you to make a sacrifice
- to enter. What will you sacrifice?
- Your mind -1 INT
- Your Health -1 CON
- Your agility -1 DEX
- Your wits -1 WIS
- Give up whatever you can afford to give up (fighters should drop Wisdom
- or Intelligence, mages Constitution, etc. Try not to give up Dexterity
- whatever class you are). You lose whatever you chose to lose, and can
- then enter the castle (x 2000 y 1500). Go to the back of this room to
- find the dream Imoen. She tells you to "lead the beast here." Sounds
- easy enough. Leave the castle.
- Go left to find Bhaal (about x 1000 y 1800). Talk to him and get him to
- chase you. Now return to the castle, go in and go to Imoen. Don't worry
- Bhaal will follow you. Imoen then says she will make it vulnerable.
- Attack. Once defeated Bhaal gets irritated.
- Alternatively: [from K.C.]
- The demon has to take it away from you; you don't simply lose it.
- Therefore if the demon never has time to take away your stat you'll
- never lose it. Fight Bhaal outside and weaken him to near death
- status. Lure him over to the door and talk to the demon just as he's
- about to catch up. Choose any stat to sacrifice (it doesn't matter
- which). Quickly do a fake-talk as soon as the conversation ends and
- use the time to run inside. If you're quick enough you won't lose the
- stat. Now when you talk to Imoen the dream will come to an abrupt end
- and you'll be transported out of the area without losing anything.
- SPOILER: The Imoen in your dream is actually your own soul taken form
- to help you out. This is why the dream ends with "Imoen"
- screaming... your soul has just been sucked out of you.
- -------------------------------------------------------------------------------
- 4.2 [MZBNTH] Maze beneath Spellhold (AR 1512)
- -------------------------------------------------------------------------------
- Exposition:
- -----------
- Bodhi was given the task of killing you, and instead she dumped you in a
- maze to play with you some more. She says that she will give you time to
- escape and stop Irenicus from his evil plans...
- Also you can pick up Imoen again (and you really should, she IS your
- sister). I assume that Yoshimo turned traitor to make room for Imoen to
- return to your party. If you talk to Imoen, but don't take her with you,
- she simply heads back to the surface, where you could get her later.
- Due to the nature of this maze, all the optional items (the riddles and
- the portal) have been integrated into the walkthrough. This is just for
- convenience sake.
- Walkthrough:
- ------------
- - EXPLORE THE MAZE
- Ok, we are in a big evil maze, and need to find the way out. Don't be
- afraid to rest. Sure, Bodhi said you are on a clock but she is an evil
- vampire who can't be trusted. Go down the southwest passage, kill
- whatever is there (for me it was Umber Hulks and Minotaurs) to find the
- big statue head (x 750 y 2100). He asks you to find the Builder's Hand.
- Also you can search a pot near him for some spells. Back to the
- beginning.
- There are now three directions we can travel: Northeast, Northwest and
- Southeast. (we've been southwest) Go up the northeast passage first,
- (x 2170 y 1200). There is a door dead ahead, open it. Kill the Clay
- Golem within. Then you can search for treasure (trapped!):
- Bag of Holding (container that holds a lot)
- Opal Stone (keep this, it's a key, not a gem)
- Rogue Stone (useful if you want to go in that one Bridge door)
- Spells - Prismatic Spray (Mage)
- Arrows (etc.)
- If you go left from this room, it goes up to a corridor with a big nasty
- trap that squishes anyone who enters it. So avoid that.
- Go back to the start, then go up the northwest passage (x 1300 y 1210)
- and open the door to the right (x 1350 y 960). Kill whatever is in here
- (Gibberlings). Search the 2 containers in here:
- Ruby Stone (keep it)
- Spear +3
- Magical Arrows (etc.)
- - RIDDLES
- Head west to the next room (x 760 y 1075) and go in. Welcome to the
- riddle room! In the center is a chest full of bizarre riddly objects.
- These objects are then placed in the arms of the statue that they solve
- the riddle for. Starting from just left of the door and going around,
- the riddles are:
- Riddle: Answering Object:
- -----------------------------------------------------------------------
- At night I come without being fetched, at Star Medallion
- day I am gone without being stolen.
- No beginning. No end. I am a symbol of the Golden Circlet
- world's cycles.
- Two brothers we are, great burdens we bear, Worn Out Boots
- all day we are bitterly pressed; Yet this I will
- say - we are full all the day, and empty when
- we go to rest.
- Here, in this place, you swallow me. Yet, were I Jar of Water
- more, I could swallow you.
- I have seen the mountains rise. I have seen the Sundial
- fall of Netheril. You shall die but still shall I
- march on.
- To those within the dungeon I am joy. To those Sun Medallion
- fully beneath my gaze, I can be Hell.
- I will save your life but yet can you die by me. I Sword Medallion
- will settle disputes yet not with words.
- Name me and so shall you break me. Gagged Man
- Always do I tell the truth, yet cannot speak. Look Mirror
- to me and see what really is.
- I have two heads but one body. The more I stand Hourglass
- still, the faster I run.
- Try to defeat me but try in vain. When I win I Grinning Skull
- end your pain.
- Complete all the riddles to get 20,000 experience. Then search the
- center chest again to find:
- Sapphire Stone (keep it)
- Dusty Rose Ioun Stone
- Open the next door (x 875 y 915), and then open the next door to the
- right (x 1033 y 700). This is the second riddle room. Go up and click
- each of the faces twice to be teleported into the center. There you will
- be asked a riddle. Get it right and you are rewarded, get it wrong and
- you are punished. There are 12 faces and 12 corresponding riddles:
- Riddle: Answer:
- -----------------------------------------------------------------------
- Lighter than what I am made of, more of me is Ice
- hidden than is seen, I am the bane of the mariner,
- a tooth within the sea. Speak my name.
- A spirited jig it dances bright, banishing all Fire
- but darkest night. Give it food and it will live;
- give it water and it will die.
- The man who invented it, doesn't want it for himself. A Coffin
- The man who bought it, doesn't need it for himself. The
- man who needs it, doesn't know it when he needs it.
- The life I lead is mere hours or less, I serve all my A Candle
- time by being consumed. I am quickest when thin, slowest
- when fat, and wind is the bane of the gift that I bring.
- The more that there is, the less that you see. Squint Darkness
- all you wish when surrounded by me.
- They come to witness the night without being called, Stars
- a sailor's guide and a poet's tears. They are lost to
- sight each day without the hand of a thief.
- They follow and lead, but only as you pass. Dress Shadows
- yourself in darkest black, and they are darker still.
- Always they flee the light, though without the sun
- there would be none.
- I have holes throughout, from back to front and top A Sponge
- to bottom to core. More nothing than something within,
- and yet I still hold water.
- I am free for the taking through all of your life, Breath
- though given but once at birth. I am less than nothing
- in weight, but will fell the strongest of you if held.
- Alive as you but without breath, as cold in my life as Fish
- in my death; never a thirst though I always drink,
- dressed in a mail but never a clink.
- Of all your possessions, I am the hardest to guard. If A Secret
- you have me, you will want to share me. If you share me,
- you no longer have me.
- I can have no color, though there may be darkness A Hole
- within. I have no weight and hold nothing, and if placed
- in a container it becomes all the lighter.
- When all 12 riddles are answered, then everyone gets 5000 experience
- points and you receive:
- Ring of Regeneration (regenerate 1 HP every 6 seconds)
- - THE PORTAL
- Go back to the previous passage, and open the other door (x 750 y 800).
- Fight the monsters in here (Rakshasa and Mephits). Past them is a big
- portal. Remember those gems that we gathered that I told you not to
- put in your gem bag? (Opal Stone, Sapphire Stone and Ruby Stone) They
- are the key to this portal. Click the portal once and a Greater Wolfwere
- appears, twice and a Demon appears, three times and a Djinni appears and
- gives you:
- Doomplate +3 (Plate Mail AC 0)
- We are done here, so go back to the start, then take the southeast
- passage to the next level (x 2100 y 1800).
- - LEVEL TWO (AR 1513)
- We start in a room. That is ordinary enough. Just ahead, the room
- narrows quite suspiciously. When someone goes through that narrow, a
- gate shuts and lots of Umber Hulks appear in this room and the next.
- Which means that your party will probably be split in two for this
- battle. To avoid this fate, I sent out a Wizard Eye to scout out the
- area, it triggered the gate and left my entire party on one side. You
- can also have a thief pick the lock on the gate to open it. One "Death
- Spell" will clear this room out.
- Prepare yourself for a big battle with a Lich. Wander down the passage
- to the first door (x 2100 y 1800) and go in it. Here you will find the
- aforementioned Lich and his undead buddies (Greater Mummies and Skeletal
- Warriors). With Protective Spells active, you shouldn't lose any people
- (or if you do, you shouldn't lose too many). Keep the Liches defenses
- down by Breaching, Piercing Magic, etc. Also make sure you have good
- undead fighting weapons equipped (Daystar, Mace of Disruption, etc.)
- Liches are worth 22,000 experience. After the battle you can search the
- pots here for some minor treasures (Cleric's Staff +3, etc.).
- Enter the room right here, and search it for treasure. (spells and gold
- mostly, as well as some arrows)
- Head further down the passage, it turns to the west. Follow it to the
- door (x 1050 y 2070). Open it to find Dace, a vampire. This ends in a
- battle. Kill him and he retreats to his coffin. Then you stake him to
- get his Hand (the object we need to escape this place). If you don't
- have stakes, then when you go by the library again, he reappears inside
- and tells you that your job is half finished. You can find a Stake
- later on in this level when you get to the Kobold Shamans. (the SECOND
- group of kobolds that appears... the one with the staff has the Stake)
- - KOBOLDS
- Back to the main passage, then continue north to the next room. (x 3000
- y 1100) I found a Wandering Horror here to fight. There are also 3
- containers in here with spells (Simulacrum, etc.) and other minor
- treasures. Open the next door.
- In the middle of this room (x 2340 y 515) you will find a book on a
- pedestal. Click it twice to turn the page. Each time you do this it
- summons forth a "bloodthirsty" monster:
- Kobold Captain
- Sword Spider
- Umber Hulk
- Mind Flayer
- Beholder
- Treasures: Ring of Free Action
- Spells - Simulacrum
- Summon Fiend
- Search the wall (x 2030 y 520) for a secret door, open it and go through.
- This is the Kobold/Imp room. Past this is the Crystal Room, which also
- has the Kobold Witch Doctor. More Kobolds will appear around the
- Crystal, and summon forth its "defenders" (more kobolds... and one xvart
- looking guy). When they are dead, you get a Piece of the Crystal. You
- may need to click the crystal to get the second group to appear.
- Go back to the book room, open the door and go up the stairs.
- - THE GIANT STATUE HEAD
- Go now to the southwest passage again to the big giant statue head. Talk
- to it with both the Crystal from the Kobolds and the Hand from Dace to
- get it to open the passage. For this everyone gets 29,500 experience.
- The head opens its mouth, and you can now enter the door behind it.
- (x 470 y 1890)
- Trick: You may be able to talk to it again and again to get more
- experience. Cornelius Chesterfield did it 6 times.
- - FINAL LEVEL (AR 1514)
- There are two doors to the right, we want to take the bottom one (x 630
- y 820). Open the secret door to the right (x 820 y 1020). Inside is a
- switch, click twice to open the secret door to the left (x 560 y 1020).
- Within here are a group of trolls (including one 12,000 exp troll).
- Search the nearby pot to find:
- 2 Mithril Tokens (used later to gain an item)
- Spell - Breach
- Arrows +2
- Back to the passage, and take it down to the next door (x 650 y 1500).
- There are Minotaurs (3000 exp) in here. Near the door we came in is a
- pot:
- 2 Mithril Tokens (so we have 4 total now)
- Spell - Sunfire
- Bolts +2
- Gold
- Open the door at the top of the room (x 1000 y 1450) and go in. Search
- the pool in the center of the room to find:
- Minotaur's Horn (used much later)
- 2 Mithril Tokens (6 total)
- Mind Flayer Painting
- There are 3 statues in this room, each of which has another "monster"
- painting. So click on each statue twice to get their painting. They
- WILL shoot spells at you, no matter what you do. Once you have the 4
- paintings, head back to the beginning room. Then open the top door
- (x 900 y 650), go through the passage and open that door too.
- - THE PAINTED DOORS
- This leads to a room full of monsters (for me it was Yuan-ti) that must
- be dispatched before anything can be done. There are then four doors in
- here, each with a picture of a monster on it that corresponds with one
- of the paintings we got. From left to right:
- Mind Flayer - 11,000 experience
- Flame of the North (2Hnd +2, 10% magic res., +4 vs Evil)
- Spirit Troll - 8000 experience
- Katana +2: Malakar (+2 AC vs. Slashing weapons)
- Umber Hulk - 10,000 experience
- Djinni - 10,000 experience
- Bloodstone Amulet
- The Umber Hulk door leads to the next passage to go in. There were a
- number of Wolfwere's in this passage. Go up and search the pot
- (x 2280 y 185):
- Gems
- Arrows (Bolts and Bullets)
- Spell - Phantom Blade
- Then enter the room to the right. In this room you will find 3 Clay
- Golems guarding the one treasure chest there. Funky. When you take the
- items from the chest, the door slams shut and the Clay Golems attack.
- Make sure you have Blunt weapons. Then I would kill the Clay Golems
- first (Fake Talk works fine) and then unlock and take the treasures:
- 4 Mithril Tokens (10 total)
- Gesen Bow String (final part of the powerful Gesen Bow)
- Gem
- Back into the passage, now take the southern door (x 2025 y 515). I
- found a Stone Golem in here. Search the table:
- 3 Mithril Tokens (13 total)
- Gold
- Lots and lots of throwing darts and axes
- And also search the pot to the left:
- 2 Mithril Tokens (15 total)
- Gems
- Throwing Items
- Spell - Maze
- Open the next door to the south to find the Vending Machine. This is the
- reason we are collecting Mithril Tokens. Depending on how many tokens
- are put in, you get a treasure:
- 5 Tokens - Boots of the North (50% cold resistance)
- 10 Tokens - Boots of Grounding (50% electrical resistance)
- 15 Tokens - Boots of Speed (Haste permanently on user)
- 20 Tokens - Jester's Chain +4 (AC 1)
- Right now you should have 15 tokens. There are more than can be found
- throughout the level. I found the Jester's Chain to be quite useless,
- so I would get the Boots of Speed. Then later come back and spend
- whatever tokens you have on the Boots of the North. (If you plan to come
- back, you should probably mark it on your map)
- - THE ORB ROOM
- Go back to the beginning, then back down the bottom passage to the
- Minotaur room. (x 933 y 1667) Open the door on the southeast wall.
- This passage leads to another door, which opens up to the Orb Room.
- There are 4 orbs in here that will cast a spell on whoever is standing
- on the mosaic in the center of the room. From left to right the Orbs
- cast:
- Slow (x 1400 y 1575)
- Heal (x 1500 y 1500)
- Haste (x 1750 y 1525)
- Lightning Bolt (x 1850 y 1600)
- A great place to Heal people, but the Haste Orb is probably more useful.
- Head up the next passage.
- - BODHI AND THE (VAMPIRE) SLAYER
- Within the next room is a giant minotaur statue, some vampires, and, oh,
- Bodhi. She has decided to kill you once and for all, well before you
- were supposed to meet (at least that is what I got out of that
- conversation). A battle breaks out, but quickly, the main character
- changes into the Slayer. This rightly freaks Bodhi out and she flees
- taking her vampire cronies with her.
- Which leaves you as the Slayer, and you aren't entirely in control of
- your power. Keep everyone else in the party away from the Slayer else
- they might get killed by it. Your party members will rightly comment
- on this when you revert to normal. The Slayer is the Avatar form (mortal
- form) of Bhaal and if you are turning into Bhaal...
- The next time you rest after this, you turn in the Slayer again, and
- chase someone in your party around (possibly the person you are in a
- romance with). You may even end out killing them.
- The next time you sleep after that, you MAY get the Slayer Dream, where
- you gain the ability to change into the Slayer. The cost of turning into
- the Slayer is a reputation loss of 2 points. Also you cannot stay the
- Slayer for too long else you will die. (It says "you feel yourself losing
- control" when it gets close)
- - ESCAPE THE DUNGEON
- Open the door to your left (x 1965 y 1150). There will probably be a
- Minotaur here to kill. Then search the pool near the door:
- 4 Mithril Tokens (19 total)
- Gold
- Spell - Chain Lightning
- If you go further up this passage you will find a Gauth (small green
- Beholder like creature, worth 9000 exp) and more Minotaurs. No
- treasure. Back to the Statue room.
- Now take the lower right passage. (x 2330 y 1425) This leads to a small
- room with yet more Minotaurs. When they are dead, search the pot to
- find:
- Minotaur Horn (used on the statue)
- 2 Mithril Tokens (21 total)
- Spell - Limited Wish
- Gold
- Arrows
- You now have all the Mithril Tokens in the game, so you can go back to
- the Vending Machine and get whatever you want from it.
- Put the Horns on the Minotaur Statue (everyone gets 29,500 experience)
- to open the exit. Go out.
- - THE CHALLENGES
- Oh, but we aren't free yet! You will be in a small circular room with
- 6 enemies, goblins and hobgoblins for you to kill. Once they are dead,
- the Tester Apparition appears to administer the test to you. These
- tests have right and wrong answers, a right answer makes your life
- easier (sends you to an easier area) and a wrong answer makes your life
- a little harder. I will document only the easy path (although the hard
- path has nothing special in it):
- Agree to take the test and you will be teleported to a small room with
- a Spore Colony. Kill it.
- Answer the next question with 'Splinter,' and be teleported to a room
- with a table:
- Cloak of Reflection (reflects electrical damage back to source)
- Then talk to the Apparitions around the table and answer their riddles:
- Rich have need of it, poor have it: Nothing
- Runs as it wills: A River
- Dwell with weak, rarely brave: Fear
- Shines laughter or tears: Memory
- Note: If you messed up the 'table riddlers' last question (memory)
- you will be teleported to a room with a machine. The correct
- order of the machine is:
- 1. Mithril 2. Ruby 3. Emerald 4. Sandalwood 5. Jade 6. Onyx
- This will get you a Bracers AC 5. [from Redd Barren]
- This takes us to the Troll room. Kill the three trolls you find and
- take from one of them a Head. Go up and the Apparition will appear and
- mention that this room isn't part of the test. Tell him you'd like to
- stay. Then put the Head in the Troll Altar. This gets you the:
- Bone Club +2, +3 vs. Undead
- Talk to the Apparition to get out.
- You will then be judged. If you took the Easy Path (the one I just
- described) then everyone in your party gets 51,250 experience points. If
- you took a harder path, then he teleports in a Mind Flayer for you to
- fight. (Everyone then gets 41,250 experience on the harder path)
- There is one thing of Minor Treasure (x 970 y 380), but nothing
- important. Leave this area.
- -------------------------------------------------------------------------------
- 4.3 [SCPFRS] Escape from Spellhold
- -------------------------------------------------------------------------------
- Exposition:
- -----------
- Once you return to the Asylum, you will be met by Saemon (the captain who
- brought you to Brynnlaw, if you forgot). He offers you one sage bit of
- advice, get the deviant mages to help you defeat Irenicus.
- Walkthrough:
- ------------
- - GAIN ALLIES TO FIGHT IRENICUS
- Avoid the big room in the middle of this area for the moment, if you go
- in there you WILL be destroyed by Irenicus (it's not even a fight! He
- just kills you!). There are some minor treasures in a northern room
- (x 1720 y 550). Open the door at (x 1400 y 400) and go up the stairs.
- You will immediately meet up with Lonk the Sane. Convince him to free
- the inmates (one way or another). Then convince the Inmates that
- Irenicus should be killed and they will teleport you into his room
- downstairs. Quickly a fight between you and him breaks out. This battle
- is one of the larger battles in the game, as not only do you have
- Irenicus to face, but soon he summons forth a small army (of clones that
- look like your party) to help him. Plus you have allies in the Deviants
- (so, if it says "Wanev casts Death Spell on Mazzy", it means that he
- is casting that on your evil clone). Defeat Irenicus and everyone in
- your party gets 68,500 experience.
- Irenicus flees, leaving you to face another group of "murderers".
- (thieves mostly)
- Tip: At this point, you could close the door, preventing the thieves
- from entering. Then you could rest and prepare to face them. You
- could also trap the outside of the room first, so that they get
- killed before attacking you.
- If Yoshimo betrayed you, then he enters the scene after this and will
- attack you. Kill him and take his heart. This heart will allow you to
- undo the Geas on Yoshimo and give him peace in death. To do that you
- have to take the heart to a temple of Ilmater (there's one on top of
- the Copper Coronet, and another in Waukeen's Promenade).
- - ESCAPE FROM SPELLHOLD
- Go back upstairs. Follow the passage up and left to find Saemon again.
- He says that he wants to help you and that he knows a way out. You have
- three options here: one, trust him and go with him; two, kill him; and
- three don't kill him and enter the portal downstairs. Do the first one,
- trust him and he will teleport you outside. He goes to town and tells
- you to follow. Don't, re-enter the Asylum.
- Note: If you take the Portal you will skip the Sahuagin City (and its
- wonderful treasures). No matter which you choose, you will end
- out in the Underdark eventually.
- Enter Irenicus' Office (x 1550 y 1000). There was a Stone Golem here.
- Search the dresser for:
- Staff of Thunder and Lightning
- Search the desk for:
- The Complete Journal of Jon Irenicus (parts 1 and 2)
- Go into the next room. Search the cabinet on the wall:
- Horn of Silence
- Then search the drawers south of the bed for:
- Rogue Stone
- Jon's Key (if you took the portal in the basement, this would open the
- secret door, but don't do that)
- Leave the Asylum and head back to Brynnlaw.
- - ESCAPE FROM BRYNNLAW
- Go to the Vulgar Monkey Tavern and talk to Saemon again. His ship was
- destroyed by the pirate lord (who probably had good reasons for doing
- that). What he needs is for you to steal the Pirate Horn for him so
- that you can steal one of the Pirate Lord's ships. Without the horn you
- will not make it out of the harbor. He offers you the Vorpal Blade in
- exchange for doing this. You will find the Horn on the lord's mistress
- Cayia at night.
- Go to Cayia's house (x 615 y 1475) at night, enter. After listening to
- Cayia and her current lover's pillow talk, they call the guards and flee.
- Kill the pirates, then search her Table to find the Pirate Horn (and
- another Rogue Stone). Leave her house.
- Head over to the Pirate Ship (x 1700 y 1900) where a group of pirates
- will attempt to enslave you as a rower. Disabuse them of that notion.
- Continue east to find Saemon (x 2950 y 2500), and talk to him. This gets
- you aboard the ship, but soon the Pirate Lord tracks you down. There is
- a bit of a scene, and Desharik, the Pirate Lord, even kills his own
- mistress, Cayia. Saemon, ever courageous asks you to kill Desharik for
- him. Kill the pirates and Saemon rewards you with:
- Silver Blade (part of the Vorpal Sword)
- The ship casts off...
- - THE GITHYANKI INCURSION
- Soon the ship is overrun by Giths looking for their sacred Blade.
- Although Saemon tries to get a non-violent solution to this, it isn't
- meant to be and a battle soon breaks out. You have a very brief window
- to kill Saemon, if you want (18,000 experience). Soon this battle is
- forced to a conclusion when the Sahuagin capsize the ship sending
- everyone overboard...
- -------------------------------------------------------------------------------
- 4.4 [SHGNCT] Sahuagin City (AR 2300)
- -------------------------------------------------------------------------------
- Exposition:
- -----------
- Welcome to the underwater city. At first you cannot understand what they
- are saying, but soon they cast a spell that allows you to hear them. They
- don't seem hostile (for once). They tell you that your coming was
- prophesized (they usually eat surfacers that they capture). Their city
- will be destroyed lest you save them.
- Go willingly for the moment, as you are best served by listening.
- Paul Dickinson points out:
- In the Sahuagin City, I discovered that I was able to sell gems to
- the temple for 4/3 of the price at which they could be bought back. For
- example, I could sell a rogue stone for 4000 gold, and buy it back for
- 3000. At this time I had 18 charisma and 20 reputation. I could've had
- unlimited gold here, but that seemed to be cheating, so I just sold my
- rogue stone collection and left it at that. This place also has a nice
- collection of spells to buy with all the money from gems.
- Gunslinger notes:
- You can pickpocket the key to the treasury of the Sahaugin city from the
- King, along with the rope needed to descend to the Underdark (Now you can
- leave without even caring about the issues of the Sahaugin people).
- Walkthrough:
- ------------
- - THE CHALLENGE
- You are brought before their King, who soon enough asks you whether you
- are the surfacers of prophecy. It doesn't matter what you say as they
- think the same thing of you in any case. Accept their challenge to
- fight one of their slaves.
- You are set to fight an Ettin, nothing that challenging. Kill it (5000
- experience) to prove that you are indeed the prophesized one. The losing
- priestess is sacrificed, and you are told about the Sahuagin Rebels.
- The King wishes the Rebels to be exterminated, while the priestess who
- sponsored you wishes them to be negotiated with. Agree to the King's
- demands to bring back the heart of the Rebel Prince to him. The
- Priestess wishes to speak with you before you leave to go do the deed.
- Head over to the temple (x 1335 y 225) and you can watch the losing
- priestess get sacrificed. Then she gives you a couple of jobs to do,
- first retrieve a Tooth from a Drow temple. This will allow you to leave
- the city later, and second to try to get the Rebels back in power within
- the city. In other words, to do the opposite of what the King asked you
- to do. Agree to do that as well and she gives you an orb that the Prince
- will recognize. Now you have a choice of which plots to do, kill the
- Prince or kill the King.
- - THE DROW TEMPLE
- Head down then right (x 1350 y 1900). You will be warned of Drow in the
- area. Continue right, then down (careful to look for traps). You will
- bump into some spiders. Continue south and take out the Bone Golem
- (x 940 y 3470).
- Go left (careful to look for traps), then up. Several Imps here have a
- game they want you to play in order to get the Drow treasure. They will
- create images of 5 famous people of the realms in front of 5 chests.
- Each person has a treasure. What you need to do is gather these
- treasures, then put them in the chest behind the person they belong to.
- Oh, and this entire platform needs to be deTRAPPED.
- Needs: Has:
- ------------------------------------------------------
- Alustriel - Pendant Elminster's Pipe
- Drizzt - Scimitar Piergeiron's Helmet
- Elminster - Pipe Drizzt's Scimitar
- Khelben - Staff Alustriel's Pendant
- Piergeiron - Helmet Khelben's Staff
- Once all the items are in their proper place, the Imps open the final
- chest. For this everyone in your party gets 18,500 experience. Within
- the chest you will find:
- Boots of Etherealness
- Cloak of Protection +2
- Continue up the passage until a Beholder named Spectator appears. Talk
- to him. He doesn't have a great existence as he was set to guard the
- treasure chest behind him for 99 years. If you try to take the items
- in the chest, he will attack you. But, you need the item. So, ask him
- if there's no way that you could see the item. With a bit of verbal
- wrangling (either you must have Cernd, Haer'Dalis, or Edwin in your party
- or have at least 13 Wisdom yourself) he agrees to let you check inside
- the chest. Open it and grab the tooth. Spectator seems disappointed in
- it, and leaves. (15,000 exp)
- Note: Or you can have anyone with at least 13 Wisdom talk to the
- Spectator.
- - ENTER THE REBEL BASE
- Head all the way north (x 2680 y 50). Then go right until you reach the
- stairs (x 4600 y 1200). Don't worry about killing the rebels on the
- way there, they're insignificant. Go down the stairs. Go through this
- ambush to the doors (x 3700 y 2340).
- Here you find the Sahuagin Chieftain who will take you to see the Rebel
- Prince (if you have the Priestess' Orb, that is).
- - SIDE WITH THE PRINCE
- Now you have to make a choice which side to go with. On the one hand you
- can go with the Prince's schemes, accept the Fake Heart and give that to
- the King. (if you want to do it the other way, see below) If you have
- a Monk, I would recommend siding with the King.
- Take the Heart over to the King and give it to him. He does fall for it
- and would reward you. Then the Prince and his goons attack the city and
- you are forced into combat with the king. Kill the king to get his
- items:
- The Impaler Spear +3, +10 piercing damage
- Key to Treasury
- (etc.)
- The Prince then enters and takes control of the city. He then rewards
- you for your efforts:
- 60,500 experience for each person
- Magical Rope
- Go over and open the treasury (x 460 y 670) to loot the contents:
- Rod of Lordly Might
- Magical Rope
- Spell - Protection from the Elements
- Of course, now you can also double cross the prince and kill him. That
- way you can still get the Wave Blade (you could probably also pickpocket
- it off him, but Imoen has a horrible Pickpocket rating, so if you have
- her, you probably can't do that).
- - SIDE WITH THE KING
- Or, you can assault the rebel prince and take his real heart. He also
- has some treasure on him:
- Wave Blade (part of the Wave Halberd)
- The Impaler Spear +3, +10 piercing damage
- Return to the King with the Heart and he will take you to the entrance
- to the underdark. He also gives you a fairly generous reward:
- Gauntlets of Crushing (+4 to THAC0, DMG, for unarmed combat)
- Rod of Lordly Might (can change into different weapons)
- Magical Rope
- 2000 gold
- 58,500 experience for each character
- In case you are wondering, you get nothing for turning in the Priestess.
- Also, the King vanishes so you can neither talk to him again nor double
- cross him and kill him.
- - LEAVE FOR THE UNDERDARK
- Once you are done here, you will be shown to the exit. Simply go down.
- Quests:
- -------
- OTHER: The Cloak of Mirroring
- Fish Head - Sahuagin City (AR 2300, x 2350 y 1140)
- There are many rebels throughout the city, and one of them has the
- fabled Cloak of Mirroring on his person. Head to the giant Fish
- Head, and stand in the center. You will then be ambushed by
- several Sahuagin, one of which has the cloak. The cloak reflects
- spells back to their source.
- OTHER: Sea Zombie Lord
- Zombie Lord - Sahuagin City (AR 2300, x 2630 y 3120)
- One of the stranger sights to see in the city is a bloody pit
- filled with zombies and the Zombie Lord. (6000 exp) Not worth much
- in terms of experience OR treasure, but it is interesting.
- -------------------------------------------------------------------------------
- 5. [THNDRK] Chapter 5: The Underdark (AR 2100)
- -------------------------------------------------------------------------------
- Exposition:
- -----------
- If you took the portal from Irenicus' basement, you will come straight
- here. The other way here is from the Sahuagin City.
- You get to watch as Irenicus has sided with the Drow to defeat the surface
- elves. An ... interesting alliance to say the least.
- Walkthrough:
- ------------
- - FIND TRACES OF IRENICUS
- Walk east and a little south (x 1600 y 3700) to find a group of Duergar.
- These are traders, and they have seen Irenicus and Bodhi hanging around
- the Drow city, but believe that you wouldn't be able to simply walk into
- the city (and trust me, you can't). One of them thinks he has a
- better way. Then you get to shop if you want. (You can also do the
- Imprisoned Mage quest while here)
- Note: The Duergar merchants to the south offer a selection of scrolls
- for you to buy... but they're holding out on you. Go back to
- them sometime during your Ust Natha quests (when you are spelled
- to look like drow) and demand to see their wares. The selection
- now includes a handful of high level scrolls that wasn't there
- the first time. Nothing too special, but helpful if you need
- them. [from zambkptkn]
- Head north, through the Drow, then west, through the Myconids and north
- to get to the Svirfneblin city. (x 630 y 1135) The Deep Gnomes want you
- to talk to their leader, and say you "could be useful." Enter the city,
- go around the passage, south, then west. There are two rooms here, and
- the leader is in the right room. Go in and talk to him.
- He wants you to deal with an otherworldly creature that they accidentally
- dug up, and in exchange he agrees to help you get into the Drow city to
- hunt Irenicus. Within a deep dark cave is a creature called Adalon, who
- can help you enter the city. However, you can't get in her cave without
- getting a gem from the gnomes. (Svirfneblin is another name for "Deep
- Gnome") Agree to help them with their demon problem for the gem. (Of
- course, if you were Evil, you could just kill him and take the gem... IF
- you were evil)
- Note: Gunslinger mentions that you could just pick this gnome's pocket
- to get the gem... he won't like it, but then, you don't need his
- approval for anything.
- - DEFEAT THE GNOME'S DEMON
- He tells you that the demon can be found in the new passage to the
- northeast. You will find the passage at (x 3600 y 600). Talk to the
- guard there to open the door. When you are ready, click on the pit and
- the Balor will appear. He requires about a +3 weapon to hit. (But if
- you followed this walkthrough, you should have several +3 or better
- weapons by this point) Kill him to get 26,000 experience. But we aren't
- done yet! Oh no. Put that scroll (that the gnome gave you) in someone's
- Quick Item slot, and use it. That seals up the hole.
- Head back to the leader Gnome to get your reward:
- Mace +3, Skullcrusher (extra damage to Humanoids)
- Light Gem
- 25,000 experience for each character
- - TALK TO ADALON
- Leave the city, then head eastwards. You may have to fight through the
- Kuo-toa's, but possibly not. Then you go north to get to the bridge
- (x 3950 y 1890). When you cross this bridge, a Drow war party ambushes
- you. Make sure that everyone who can, is wearing some of the spiffy
- Drow armor. (Spiffy)
- This path then splits into two groups, take the left path. (x 4100
- y 1200) Enter the cave.
- This is the lair of the Silver Dragon Adalon. (If you are evil, and need
- Silver Dragon's Blood to make the "Human Leather Armor"... WAIT and do
- it later!) Go down and talk to her. She wants your help (of course).
- Her eggs were stolen by the Drow to keep her from interfering with them
- as they invaded the surface for Irenicus. In exchange for this she will
- help you get out of the Underdark to chase Irenicus at your leisure. To
- assist with that goal, she casts a powerful illusion on your party making
- them all appear to be Drow.
- - ENTER THE DROW CITY, UST NATHA
- Leave the cave, go down then take the other passage up to the Drow Gates.
- The gates will automatically open and a Drow guard confronts you. Be
- confidant and tell them that you are "Veldrin from Ched Nassad". You are
- told to be in the Males Fighters Society within three days.
- Enter Ust Natha.
- Quests:
- -------
- OTHER: Mind Flayers
- Mind Flayers - Underdark (AR 2100, x 200 y 2650)
- Just north of where you first enter the area you will find some
- Mind Flayers. These three goons make for good practice at fighting
- them, which you might need if you want to take on the Illithid
- city. (9000 exp each)
- OTHER: First Drow Battle
- Drow - Underdark (AR 2100, x 1735 y 2170)
- The first real battle against the drow occurs just north of the
- point where you free Vithal (see the next quest below). Drow fight
- well with magic, summoning creatures to help them defeat you and
- casting spells fairly intelligently. The most notable thing about
- them is their Drow Armor, which you should definitely take. Drow
- Full Plate +5 is the best armor in the game. It will dissolve
- when taken to the surface, but that will still give you a lot of
- good use with it.
- QUEST: The Imprisoned Mage
- Uder Mordin - Underdark (AR 2100, x 1770 y 3800)
- Mage - Underdark (AR 2100, x 1930 y 2090)
- Svirfneblin - Underdark (AR 2100, x 1633 y 750)
- Vithal (later) - Underdark (AR 2100, x 2375 y 3320)
- Talking with the last Duergar, Uder Mordin, he brings up the story
- of a mage who was imprisoned in the earth after a battle. Seems
- this fellow was looking for some artifact of importance. Talk to
- the seller Duergar and buy a Freedom Scroll. Don't scribe this
- to your spellbook, simply cast the spell, then move north to find
- the mage. (10,000 experience)
- Talk with Vithal to learn that he was searching for a great
- treasure of some sort. He asks for your help in completing his
- work. Agree. He wants you to fetch his Book of Rituals from the
- Svirfneblin. The Svirfneblin city can be found at the top left of
- the area. You will find the book on the Innkeeper in the left room
- of their city. You can buy it off him for 300 gold. If you are
- currently in Drow form (having already been to Adalon) then you get
- the book for free.
- You will find Vithal standing just northeast of the Duergar
- position near one of the three portals in the area. Talk to him
- and give him the book of rituals. Agree to help him out. Then a
- Greater Earth Elemental (10,000 experience) appears. Keep it from
- killing Vithal. Then Vithal enters the portal. Wait a moment,
- then he reappears and tells you to come to the Fire Gate, which is
- just above this gate. Talk to him again. A Greater Fire Elemental
- (10,000 experience) appears. Same thing happens with Vithal
- entering the portal. Then you go leftwards to the Air gate.
- Talk to Vithal again and the same thing happens with a Greater Air
- Elemental this time. (11,000 experience)
- When Vithal returns (everyone gets 20,000 experience) he offers you
- some treasure:
- Rod of Absorption
- If you complain, he will give you a couple of spells (Simulacrum
- and Abi Dalzim's Horrid Wilting). If you complain further he will
- attack you. Try to beat him quickly to avoid his Imprisonments.
- Vithal - 20,000 experience
- Skull of Death (Helm, casts Death Spell)
- Spells - Wail of the Banshee
- Incendiary Cloud
- Time Stop
- Infravision
- QUEST: The Giant Soul Gem
- Gem - Underdark (AR 2100, x 1940 y 1860)
- Dagglefodd - Underdark (AR 2100, x 1770 y 610)
- Just left of center in this area is a giant soul gem. This gem has
- 6 facets, when each facet is manipulated a new monster is freed.
- These will then fight you. From left to right:
- Facet 1 (x 1845 y 1862) - Madman Aganalo - 6000 experience
- Jhor the Bleeder (Bastard Sw +2)
- Facet 2 (x 1872 y 1901) - Raevilin Strathi - 20,000 experience
- Spells (summoning)
- Facet 3 (x 1920 y 1920) - Riti - 8000 experience
- Spear +3, Backbiter (Cursed)
- Spells - Improved Haste
- Facet 4 (x 1980 y 1920) - Alchra Diagott (Lich) - 22,000 exp
- Spells - Summon Nishruu
- Delayed Blast Fireball
- Spell Turning
- Facet 5 (x 2025 y 1885) - Bedlen Dagglefodd (don't attack him)
- Facet 6 (x 2035 y 1850) - Gont of Riatavin - 7000 experience
- (if you let him go, you get nothing but
- advice)
- Note: In the Underdark Soul Machine, there is a mad wizard
- called Raevilin Strathi, who attacks you. His head has
- been stuffed up, and if you cast the cleric spell Heal on
- him, he will come to his senses, and give you the sword
- Albruin +1 as a reward. [from John Howard]
- Then talk to the elder Dagglefodd up in the Svirfneblin city to get
- an extra reward:
- Bracers AC 4
- 10,000 experience
- He will also sell you items from then on (not that he has anything
- that good).
- -------------------------------------------------------------------------------
- 5.1 [STNTHA] Ust Natha (Drow City) (AR 2200)
- -------------------------------------------------------------------------------
- Exposition:
- -----------
- When you enter the city you get to watch a little display between a Drow
- and his slave. He kills the slave, and is in turn killed by his mother.
- This just emphasizes that Drow are evil. Really evil.
- Do NOT reveal yourselves as "non-drow" or the entire city becomes hostile.
- Worse than that, they might seal you in.
- Walkthrough:
- ------------
- - GETTING ESTABLISHED IN THE CITY
- We are here to do one thing and one thing only, get the Silver Dragon
- eggs to give to Adalon. In order to do that we need to keep our ears to
- the ground and search for information. Also we need to ally ourselves
- with a Family. Once we are allied then the quests become available
- (for instance, you can't "Free the Humans" until you have become allied).
- Head over to the Male Fighter's Society (x 3535 y 1650). Here you will
- meet up with Solaufein. He asks for your name, tell him that it doesn't
- matter what your name is and he will be amused and like you more for it.
- He tells you that you are going to be working for the Matron Mothers, and
- to meet up with her handmaiden on a platform near the entrance. From
- this point you have three days to get to that platform and meet with the
- Handmaiden.
- On your way back to the entrance, you will see a meeting between some
- Mind Flayers (Ambassadors, no less) and Drow. This isn't particularly
- important, but it is interesting. Go to the platform. (x 1550 y 3300)
- Talk to Solaufein again. He explains that some "devourers" have taken
- a priestess hostage. He asks if you know what those are:
- Int 15+ - You can say "Illithid" and Solaufein likes you more
- Int 9 to 14 - You can say "Mind Flayers" and nothing happens
- Int 8 or less - You say "Otyugh" and Solaufein likes you less
- "I don't know" - nothing happens
- You are to rescue that Drow from the Illithid before they take her to
- their city. You have three days.
- - RESCUE PHAERE FROM THE ILLITHIDS
- So, exit the city, and head south. I encountered an adventuring group,
- that naturally assumed that I was evil. (x 3300 y 2225) One of these
- goons has:
- Dragons Breath, Halberd +4 (+1 ice, fire, elec., poison & acid dmg)
- Continue south, then cross the bridge to find Solaufein (x 4715 y 3100).
- He asks if you have any questions. If you apologize to him, he will like
- you more. After which he tells you to get ready for battle. Cast all
- your protective spells (Protection from Evil is very useful) and get
- ready for combat with some Mind Flayers. You must fight 3 Mind Flayers
- as well as 2 Umber Hulks. I would take out the Flayers first, one at a
- time, then the Hulks. After the battle, Phaere (whom you just rescued)
- sort of thanks you. (20,000 experience) Nothing you say to Phaere
- matters. They both go back to the city. You have three days to go back
- and talk with Solaufein again.
- Battle Tip: Death Spell will annihilate your enemies here. Don't
- assume it will always work on Mind Flayers, it won't. It
- works here because these Mind Flayers are considered by
- the game to be "summoned."
- - WORKING FOR HOUSE DESPANA
- Enter the tavern and find Phaere and Solaufein. Phaere automatically
- talks to you and asks you to join forces with her house. Respond to this
- in the affirmative (say "yes")... you can also intimate that you would
- rather have her as a reward (if you know what I mean), but that has some
- bad consequences if you are currently in a romance with someone else.
- She wants you to meet her at the same platform as before... but not right
- now. For now she wants you to enjoy yourself in the Tavern. (see the
- Quests below if you need something to do) When she leaves the Tavern
- you have 3 days to get to the Platform.
- Get to the Platform and talk with Phaere. She tells you that a Beholder
- is in the city smuggling Adamantite. She wants you to go over there and
- kill it. Solaufein and her will scout it out ahead of time. You will
- find Phaere again in the Southeast part of the city (x 4200 y 3340).
- Talk with her to get the battle rolling.
- Kill the Beholder (14,000 exp) and Solaufein seems happy about things.
- Phaere mentions that the body is going to be collected for... other
- uses (20,000 exp). Phaere tells you to visit her in the tavern within 3
- days.
- - DROW VS. SVIRFNEBLIN
- Phaere wants you and Solaufein to attack a Deep Gnome patrol to keep them
- properly fearful of the Drow. Solaufein naturally hates being sent on
- such stupid missions, especially given how weak the Gnomes are. You will
- meet up with Solaufein west of Ust Natha near the gnomish city. (x 890
- y 2225)
- Talk to Solaufein. If Solaufein likes you, you can convince him to let
- you handle this on your own. At that point he goes back to the city.
- (of course, if you have been cheesing him off, then he won't leave) The
- Gnome Patrol arrives, tell them that you were sent to kill them, and that
- you won't. Then ask for their helmets as a sign that the deed was done.
- Head back to the tavern.
- - PHAERE
- Phaere is pleased that you brought her the helmet, and asks that you meet
- her in her chambers at the Female Fighters guild within ONE HOUR.
- (everyone gets 28,000 experience) Head over to the Female Fighters
- (x 2500 y 2050), enter and talk with Phaere. She wants Solaufein dead.
- Why? Lover's quarrel. She wants you to enter his home in the Male
- Fighters guild, kill him, and take his Piwafwi Cloak as proof of his
- death. Agree to her demands. You now have 3 days to get to Solaufein.
- (x 3500 y 1575)
- Talk to Solaufein and tell him that you were sent to kill him, but that
- you don't want to do it. Then ask him for his Piwafwi Cloak as proof
- that he is "dead." Solaufein has a little speech, and he likes you more.
- You can then search his place, but there is nothing good here.
- Evil Alternative: [from Cyrille Artho]
- When you kill Solaufein, he obviously cannot give you his fake dragon
- eggs, which you normally use to trick Phaere. However, not
- everything is lost. When you give the real dragon eggs to Phaere,
- there are three possible outcomes:
- 1) You interrupt the ritual (bad idea). Matron Ardulace then casts a
- spell that reveals the true identity of the party, and you are
- chased out of the city. It will be rather difficult to recover
- the eggs and kill all the drows.
- 2) You let the ritual be completed.
- a) You prevent Phaere from handing over the eggs to the Demon Lord
- (good idea). The Demon Lord then attacks everybody. He does
- not have many hit points but you need a +5 weapon to hit --
- which you probably don't have at that point (unless you have a
- Paladin with the Holy Avenger). A cleric with four Bolts of
- Glory (10d6 damage to demons) works well enough, since that
- spell ignores magic resistance (which is 95 or 100% for the
- Demon Lord). Killing the demon lord gives 26000 exp. Pray
- that his initial "Wail of the Banshee" does not kill anybody;
- if it does, *hurry* and don't try to re-equip everything
- perfectly -- just get your stuff and leave *quickly*! If
- nobody is killed, you actually even have time to sell Phaere's
- gems to the drow before they all turn red and try to kill
- you. Incidentally, "Protection from Evil" will not prevent the
- Demon Lord from casting his first attack spell, but he will not
- attack you immediately. Also, I could still get out of the
- city just after the drow turned hostile -- probably it takes a
- few seconds until the city gates are locked.
- b) You let Phaere give the eggs to the demon lord (bad idea). He
- (being a mean guy) reveals the true identity of the party.
- Immediately, all drows turn hostile and attack the party.
- Again, this way is not the best (you will also have to deal
- with an angry silver dragon then).
- Note: If you have recovered the eggs, don't talk to Adalon --
- otherwise you can never kill her for her blood (because she'll
- teleport you away). Instead, attack her right away. This gives
- you less experience and no crossbow +3, only some gold and a
- scroll that allows you to proceed to chapter 6 :-(
- Personal note: I found it a pity that evil parties cannot let the
- drow ritual take place as planned - a duel between the silver dragon
- and the demon lord would have been a grand sight. Also, the story is
- not very logical in the sense that the drow attack still happens,
- despite the loss of their leaders (and a few powerful warriors due to
- duels in the tavern and mysterious murderers) and not having the
- demon on their side. No surprise, they lose.
- /End of the Evil Alternative
- Report back to Phaere. (everyone gets 30,000 experience) If you are male
- then she wants to talk to you alone... for a little nooky. If you refuse
- her, she will sound the alarm and the entire city turns hostile. Of
- course, you could try to convince her that you "*really* can't", i.e. are
- impotent. In order to pull off one of these deceptions you need either
- 17 INT or 13 CHA (and in some cases 17 CHA).
- After that (whether you talked your way out of it, did it, or didn't get
- offered because you are female) she wants you to meet the Matron
- Ardulace Despana, who is currently in the Temple. You have 3 days to get
- there (everything takes 3 days, for some reason). Oh, and if you did
- sleep with Phaere, then anyone you had a romance with is upset with you.
- - MATRON ARDULACE
- Head down to the Temple of Lolth (x 4200 y 2350). Enter, and walk
- forward until you find Phaere, who will automatically talk to you and
- introduce you to the Matron. The Matron wants you to prove yourself to
- her, and in order to do that you must bring back the Blood of one of the
- "noble races", which are Beholders, Mind Flayers or Kuo-Toa's. Oh, and
- it can't be any of them, it must be something special.
- So, depending on what you want to do:
- Beholders go to the next section "Beholder City"
- Mind Flayers go to the section after that "The Illithid Lair"
- or the easiest Kuo-Toa's "Exit from the Underdark"
- If you don't retrieve one of these items in a timely fashion, (three
- days) then Phaere will track you down (wherever you may be) and tell
- you that your disguise has failed, thus instigating a battle (and
- forevermore keeping you out of Ust Natha). So don't waste time.
- Come back when you have one of these items and she will take them and
- reward you with 22,000 experience for each character. Phaere then asks
- to see you in her rooms, within one hour. (she lives in the Female
- Fighter's Society, if you have forgotten)
- - THE DRAGON'S EGGS
- Phaere details her plans to overthrow the Matron Ardulace and set herself
- up as head of the house. She wants your help in this, so agree to help
- her get rid of the Matron. House Despana is going to use the Blood you
- collected along with the Silver Dragon's Eggs to summon a demon. What
- Phaere wants to do is replace the Eggs with false ones so that Ardulace
- is destroyed when the demon is summoned. She can then use the real eggs
- to gain control of the demon. She gives you a key and a set of false
- eggs marked as "Phaere's". Leave her house.
- Return to the Temple as that is where the eggs are kept. If you did well
- by Solaufein, he will appear near the entrance with a further proposition
- for you. He wants to give you a second set of false eggs that you can
- give to Phaere. This way both the Matron and Phaere get killed by the
- Demon. Agree to his plan and enter the temple.
- Brian Camley has an interesting strategy for the temple:
- While I was in Ust Natha, and was sent to retrieve and replace the
- dragon's eggs, I really didn't feel like fighting Drow and Golems, so I
- saw if SpookyScarecrow's trick for the Golems in the De'Arnise Hold
- would work in this case - I gave Aerie the Boots of Speed, and had her
- cast Sanctuary. She got in and out quickly - this works for most
- encounters with guards of some sort - the exception being, of course,
- getting the Gesen Bow String - using this strategy will leave your
- cleric trapped in a room with some angry guardians. Not a good idea.
- Once in the temple, take the passage immediately to your right, and take
- that up to the Egg Room (x 2067 y 780). Kill the 2 guards and enter.
- There are 5 Golems in here, just waiting to pounce on you once you have
- taken the eggs. Kill the Golems. Take the Real Eggs and REPLACE THEM
- with PHAERE'S EGGS. (don't forget to do that!)
- Back to Phaere's. Give her Solaufein's Eggs (20,000 experience) and she
- seems awfully pleased. Well, that won't last. Listen to the Imp when
- it appears, then get back to the Temple. Phaere is right within the
- first passage and soon the Ritual of Summoning begins. The Demon kills
- the two Drow women one by one, then will leave if you remain silent.
- (25,000 quest experience -- not verified) Be sure to search the two
- corpses for treasure:
- Ring of Spell Turning
- Gorgon Plate +4
- Lots of Gems
- 4500 gold
- Evil Alternative: [from Daniel Pang]
- In the Drow City, if you give the Demon lord the real eggs after
- Phaere and Ardulace are gone you can ask him for a tithe in return.
- Asking him for a powerful magical item yields the Halberd +4:
- Blackmist, and asking him for safe exit from the Underdark will get
- you just that. Ask him for anything else however, and he attacks you.
- Now, QUICKLY, leave the Temple and get OUT of the city as fast as is
- humanly possible. If you delay, you will be trapped in the city forever.
- (Actually, in that case, you simply have to kill everyone in the city,
- then you can leave)
- Return to Adalon and give her the real eggs. She gives you an Item:
- Necaradan's Crossbow +3
- 78,500 experience (for each character)
- And you are then teleported to the Exit from the Underdark. The gate out
- is just to the left, but you can explore around if you didn't already.
- (see the "Exit from the Underdark" section for more details)
- Trick: On the surface, Drow items are meant to turn to dust. Want to
- keep that nifty Drow stuff you got? If you have NOT gotten the
- Harper's Pin for Jaheira, you can give her all of your Drow
- items, and kick her out of the party. She should go out to
- the Harper Hold in the Docks District. (If you have done all
- the Harper quests already, then she just leaves for good)
- Then when you pick her up again, all the Drow items are still
- there and can be worn in the daylight! As long as you never
- take these items to the "Exit from the Underdark" area, you
- can keep them forever. [from Gabriel]
- Alternate Trick: [from Chris Norman]
- I noticed there was a trick to save the drow items
- upon leaving the underdark. I liked this idea, but did not
- want to kick a member out of my party to do it. Also, my main
- character was in a romance with Jaheira so I didn't know what
- kicking her out would do. I decided to try to come up with an
- alternate method of doing this. What I came up with works, but
- it is somewhat inconvenient to do if you're walking around with
- full inventories due to having to trade the armor between many
- people. My trick works because the game only checks the items
- every round or so and will not decay items on the ground. Here
- is what you do. (When picking up items, use the inventory
- screen instead of the overhead display method of picking stuff
- up)
- 1. Immediately pause the game when you gain control of the
- party after leaving the underdark, before the drow equipment
- decays. Transfer ALL the drow stuff you want to keep on to
- one person and have that person drop it all into a pile on
- the ground. You can then unpause it. Adamantine dust will
- appear in your inventory just like if the items decayed, but
- they will still be on the ground. Also, opening the bag of
- holding seems to decay items as well even if paused, so do
- not put anything you want to keep in there.
- 2. Next, string your characters to the edge of the map, and
- have one of them as close as you can get without trying to
- exit the screen. The trick here is to have the people
- close enough together that they may pass items still. Keep
- the character that dropped the items in the same spot so
- that he can pass them all to the next person.
- 3. Now, repause the game, and have the character over the
- stack of items pick them up and pass them down the line of
- characters until the person near the edge has them. Have
- that person drop them all in a pile on the ground again.
- (Since the game is paused here, you are in effect, moving
- the items to the edge of the map before any time can pass,
- so they do not decay.)
- 4. Move your whole party close enough to the edge of the map so
- that you can leave the area with just a single click and no
- one will have to walk. Leave the guy on the stack of items
- again.
- 5. Pause again, and pick up all the equipment, passing some of
- it to other people if you need to again. Leave the
- inventory screen, and click where the party will leave the
- area. Then unpause, and the party will leave before the
- items decay.
- Note: I had to do this procedure again after the Drizzt
- meeting. I guess that the program checks for drow items
- on that screen as well, so you will probably have to do
- it again as well. After leaving the Drizzt zone, items
- stuck just fine though, just like with the Jaheira
- trick.
- Also note that normal Drow Longswords don't turn to
- dust.
- Yes, this is a somewhat complex method, but if you don't want
- to kick out a party member, or have Jaheira's quest completed,
- this will keep your drow armor intact.
- Note: Drow items aren't worth much, so unless you want to
- wear them, don't bother keeping them.
- Even if you keep the items perfectly, they can still
- turn to dust later.
- Quests:
- -------
- QUEST: The Duergar's Tank, the Aboleth
- Duergar - Ust Natha (AR 2200, x 1050 y 3150)
- Qilue - Ust Natha (AR 2200, x 2725 y 1890)
- Just after freeing Phaere from the clutches of the Mind Flayers,
- a Duergar near the entrance will tell you to talk to his "master"
- who is in a big tank just behind him.
- Talk to the Aboleth, the creature in the tank, and he wants an
- exchange. You get him Qilue's brain and he won't reveal that you
- are not Drow. Sounds good. You can find Qilue's home right next
- to the Female Fighter's society. Enter.
- Alternatively: When talking to the Aboleth the first time, you
- can refuse to do his quest. Then when he asks
- why, simply tell him that if he reveals you, then
- you will reveal his treachery as well. For this
- you get 12,000 experience. [from Cyrille Artho]
- Once inside, kill everything that moves. Besides Qilue, there are
- 5 servants (mages mostly) to be killed. You can find most of these
- to the right. Search Qilue: (4000 exp)
- Boneblade Dagger +4
- Qilue's Brain
- There isn't really anything else here, so return to the Aboleth,
- who gives you 10,000 experience and promises not to tell anyone who
- you are.
- QUEST: Free the Humans
- Slave Trader - Ust Natha (AR 2200, x 1111 y 1808)
- Just north of the tavern is the slave area, where humans are sold
- to Drow masters. If you've been on the second floor of the Tavern
- you probably know that slaves don't have much to look forward to
- in Drow Culture.
- After you have talked to Matron Ardulace, talk to the Slave Trader
- and buy the slaves. We want them armed, so pay him the full
- price of 2000 gold. He will actually lower the cost to 1500 if you
- ask him. The slaves will be teleported near you. Tell them that
- they are now free, and that they should head to the surface. For
- this you get Reputation +1 and 7500 experience.
- QUEST: Defeat the Cultists
- Taso Kala - Ust Natha (AR 2200, x 2480 y 2100)
- Cult - Ust Natha (AR 2200, x 4200 y 3340)
- After accepting the quest from Matron Ardulace, you will find Taso
- Kala in front of Phaere's doorway. She automatically talks to you
- and ORDERS you to find and destroy the Cult of Ghaunadaur. Accept
- this (if you don't want your cover story blown). You will find
- the "cultists" where the Beholder was earlier, in the southeastern
- part of the city. You have one day to complete this quest.
- This battle consists of Drow, Otyughs and Oozes of all colors.
- Destroy them. None of them have any significant treasure. Go back
- to the Priestess to report your success. Be subservient and she'll
- go away (you weren't expecting a reward were you?).
- QUEST: The Trapped Djinn
- Dola Fadoon - Ust Natha (AR 2200, x 1930 y 3180)
- Just to the right of the entrance is a djinn being tortured for the
- fun of it (or whatever). It begs for someone to destroy it. I
- wouldn't do that until you have talked to Matron Ardulace. Kill
- it. Then the torturer will demand compensation. She wants 4000
- gold as compensation and if you don't have it, you get a day to
- come up with it. If you have talked to Matron Ardulace, then you
- can wheedle it down to a mere 2000 gold.
- This quest is best done just before you leave the Underdark
- forever. That way you can kill Dola Fadoon, tell her that you
- don't have the money, and leave the Underdark before anything bad
- ever happens to you. For all this you get a measly 5000 exp.
- QUEST: Deirex the Lich and Jarlaxle the Mercenary
- Visaj - Ust Natha (AR 2200, x 3000 y 2275)
- Deirex's Tower - Ust Natha (AR 2200, x 3700 y 2850)
- House Jae'llat - Ust Natha (AR 2200, x 3260 y 1460)
- Just after meeting the Matron Ardulace for the first time, Visaj
- appears on the path just north of Deirex's Tower. He approaches
- you and wants to sell you a Rope. Not just any rope, but a magic
- lich-defense negating rope. Useful, no doubt, for breaking into
- Deirex's Tower and stealing his items. There is the small chance
- that the famed mercenary Jarlaxle will come looking for it, but
- how likely is that? Buy the rope for 1000 gold. (If you don't have
- that much he'll sell it for 750 gold. If your charisma is 15 or
- higher, you can talk him down to 500, OR you could just threaten
- him and take the rope from him)
- Now head down to Deirex's Tower and enter. Deirex is right there,
- and although the Rope does seem to do what it was advertised to do,
- you are soon teleported to Jarlaxle's Pocket Dimension®. There
- isn't really any way to change how things turn out in here. He
- tells you that he wants some Gems from Deirex, as his men are
- imprisoned within them. He gives you a day to accomplish this
- before teleporting you back to Deirex's Tower.
- Fight with Deirex. He is a fairly standard Lich and fights as
- such. (Time Stop, Abi Dalzim, etc.) By this point Liches shouldn't
- present too tough a challenge for you. (22,000 experience) Be
- sure to search his body for the Lich's Tooth and the Jae'llat
- Wardstone.
- Then search the place for treasures: (4 containers, not all in this
- room, and some are trapped)
- Spells - Glitterdust
- Wizard Eye
- Deafness
- Contagion
- Remove Magic
- Limited Wish
- Melf's Minute Meteors
- Spook
- Leather Armor of the Viper +5
- Jarlaxle's Gems
- Take the Gems and you will instantly be teleported back to his
- little Pocket Dimension. Jarlaxle takes the Gems and thanks you
- for your efforts. Now you can either accept his thanks (2500 gold
- and 10,000 experience) or you can attack and kill him and his
- mage (14,000 experience and 12,000 experience). They don't have
- any good items for you to take. In any case you will be teleported
- back to Deirex's Tower.
- Go up to the next door (x 3475 y 2730), and enter. Search the lake
- for treasure:
- Gold
- Gems
- Spells - Cacofiend
- Ruby Ray of Reversal
- Spear +3
- Wand of Frost & Wand of Magic Missiles
- Two Handed Sword +2
- Crossbow of Affliction +4 (-2 STR, +4 DMG & THAC0)
- Short Sword +2
- Ring of Folly (cursed)
- That's it for the Lich's treasure (the other door on the outside
- leads in here). Leave the tower, go up and right to reach the
- House Jae'llat (it's marked on the map). The Wardstone will allow
- you entrance. (x 3260 y 1460)
- This is, of course, a fairly large battle against many Drow
- warriors and priestesses. It just wouldn't be a Drow House
- without those elements. Each Jae'llat Guard is worth 6000
- experience. This is the first battle, there is another one when
- you go over to the right. This battle has Hindra Jae'llat in it
- (14,000 experience) as well as Istar Jae'llat (16,000 experience).
- Then search the place for treasure:
- 2500 Gold
- And a LOT of Gems (about 50)
- If you are wondering about the other warded door out there, it also
- leads into the Jae'llat house.
- OTHER: The Running Girl
- Near the female fighter's society you will see a human girl running
- for her life. Later a couple of drow warriors ask you which way
- she went. You can lie or tell the truth, I've seen no real
- consequences of it.
- OTHER: The Tavern Duels
- Tavern - Ust Natha (AR 2200, x 1835 y 2550)
- Sondal - Tavern (AR 2202, x 580 y 1133)
- On the main level of the tavern, to the left near the stairs, you
- will find Sondal, the Duel master. Agree to watch the first duel.
- One Drow easily defeats four others, comes out and asks for your
- opinion on the matter. Tell him that he shouldn't gloat over
- children and he challenges you to a duel. Accept.
- Note: If you lose any duel, you will be permanently barred from
- dueling. Also, all the duels here are One-on-One (unlike
- the Monster battles).
- When Lasonar is close to being defeated (30,000 experience) he
- yields the fight and gives you his sword.
- Blade of Searing +3 (Bastard Sword, with extra "searing" dmg)
- After the battle, Chalinthra challenges you to a duel. (She was
- involved with Lasonar, and found insult in you beating him) When
- you are ready, talk to Sondal again to get the duel going.
- Chalinthra is a Cleric of no small ability. However, she dies just
- the same. (12,000 experience)
- The next fight is against a Mage, and requires a Mage from your
- party to duel him. So send a mage over and let the battle begin!
- (6000 experience) The next battle is also a mage battle, but this
- one is slightly more difficult (8000 experience). After that there
- is one final mage (11,000 experience). I won these battles by
- summoning a Nishruu and using the Cloak of Mirroring.
- OTHER: The Tavern Monster Battles
- Tavern - Ust Natha (AR 2200, x 1835 y 2550)
- Szordrin - Tavern (AR 2202, x 1450 y 840)
- On the main level of the Tavern is a man standing to the right,
- Szordrin. Talk to him if you want to duel some animals. He has
- several combats, which must be done in order: (return to him after
- the battle to get a reward and another battle)
- Umber Hulk - 4000 exp, 250 gold (from Szordrin)
- Nabassu - 16,000 exp, 500 gold (from Szordrin)
- Sahuagin Prince - 2000 exp, 750 gold (from Szordrin)
- Beholder - 14,000 exp, 1000 gold (from Szorddrin)
- He then claims that he will go to the pens to find more challenges
- for you to fight, but he never returned (for me at least).
- -------------------------------------------------------------------------------
- 5.2 [BHLDRC] Beholder City (AR 2101)
- -------------------------------------------------------------------------------
- Walkthrough:
- ------------
- - BEHOLDER CITY
- You will find the entrance to the Beholder City in the Southeast part of
- the Underdark (x 4120 y 3700). It is the passage that leads down. (The
- other one goes to the Illithid Lair)
- We are here to find a Beholder Eye Stalk, and conveniently enough, we
- can find it on one of the first Beholders here. Kill the Elder Orb to
- find:
- Elder Orb Eye
- Blade of the Equalizer
- Amulet of Spell Warding
- Once you have the Eye, you can head back to Ust Natha and give it to the
- Matron Mother. Or you can finish exploring in here and kill a LOT of
- Beholders. If you have either the Shield of Balduran (from the
- Collector's Edition bonus shop) or the Cloak of Mirroring (from the
- Sahuagin City), then this place is a breeze. Put those items on your
- two best fighters, and only send them out. The Beholders won't be able
- to touch you. Elder Orbs can still cast Imprisonment on you, so you are
- NOT invulnerable. This just means that you should attack Elder Orbs
- first.
- - FURTHER EXPLORATIONS
- Go up and right to find Drow battling a Beholder. Explore the place at
- your leisure. There are many Beholders, Gauths and a few Mind Flayers.
- Just above and to the left of the Drow (x 790 y 605) is a small nook of
- treasure: (all treasures here are hidden in "nooks")
- Minor Treasures
- Just to the right of the Drow (x 1213 y 770) is another nook o' treasure:
- Sling of Avoreen +4 (casts Sonic Boom once a day)
- Minor Treasure
- Along the path to the top of the map (x 2500 y 580) is some treasure:
- Greenstone Amulet (can protect user from Charm, Stun and Psionics,
- useful against Mind Flayers, no doubt)
- Rainbow Obsidian Necklace
- There is treasure at the top of the map (x 2130 y 175):
- 5200 gold
- Gems
- Just left of that one is another treasure (x 1815 y 195):
- Minor Treasures
- Well south of that (x 2450 y 1080) in a passage to the left is a larger
- thing of treasure (it's not a nook, I mean):
- Minor Treasures
- That is that for the Beholder City. Once you have killed all the
- Beholders, you can take your leave and know that you have done good work
- here.
- -------------------------------------------------------------------------------
- 5.3 [THLLTH] The Illithid Lair (AR 2400)
- -------------------------------------------------------------------------------
- Walkthrough:
- ------------
- - THE ILLITHID LAIR
- Note: You WILL want to make an Archive Save before going in here!
- So, do a normal save, and call it "Illithid Lair", and don't
- save over it until the entire lair is finished. That way, if
- you screw up, you can easily go back to the beginning.
- The most difficult, and potentially rewarding, of the three lairs is the
- Illithid Lair, which you can get to via the Underdark. It is located in
- the Southeast corner of the map, and you go right (x 5070 y 3400).
- Once you have entered, you will be quickly captured by a group of Mind
- Flayers who then enslave you.
- - ENSLAVED
- You wake up in a very small cell. Despite being slaves now, you still
- have all of your items. After all, Illithids don't really fear physical
- attacks.
- A minute or so later, an Ogre will open your door and tell you that it is
- time for you to fight. Remember the Gladiators back in the Copper
- Coronet? Same idea, except now YOU are the gladiators. Soon enough you
- are thrown into a pit to fight 3 Umber Hulks. Beat them and you will be
- put back in your cell. When you are back, you will be given Healing
- Potions.
- Open the side door and talk to the Gith, Simyaz, inside. These Gith were
- here to recover the Silver Blade (which you now possess, assuming you
- went with Saemon) and ended out here instead. He offers no solutions.
- Soon the Ogre comes again and this time takes the Gith out to fight.
- Soon the Gith return and tell you that they are to fight you in the next
- battle. However, they have a better idea. They will keep the Mind
- Flayers busy, while you try to find an escape from the Lair. You will
- soon be taken into the battle. Defeat the Kuo-Toa's and then escape out
- to the right while the Githyanki keep the Mind Flayers busy.
- - ESCAPE
- Kill the Ogre Jailor here (10,000 exp). Then search the table:
- Hilt of the Equalizer (which means that you probably have all 3 pieces)
- Go right into the next half of the room. There are four doors here.
- Open the bottom one first (x 3390 y 1760). Kill the 2 Kuo-Toa's here.
- Then open the top right door (x 3270 y 1515) next to kill a couple of
- Sahuagins. Next open the right door (x 3380 y 1620) and follow this
- passage right. Kill the Mind Flayer here. Then go to one of the Vats,
- and manipulate it until you get the Goo.
- Go back to the Ogre Jailer room, and open the southern door (x 3050
- y 1960). Go down this passage, fight the 2 Mind Flayers, and then go
- right into a weird slave-control room. Find one of the smaller machines
- and pour the goo into it (via clicking it twice). This frees the slaves
- from their stasis. They tell you of a way to make Control Collars, as
- well as ask you to find them a way out.
- Go up to the big machine in the room and Use it to make Collars. Keep
- using it until it no longer works. You will get 4 Collars. Equip these
- in your Quick Item slot to use them. Then when you find a Mind Flayer,
- use the item on him to control him permanently. (Control ends when you
- open a door with him)
- Note: How to get extra Mind Flayers (to open doors for you). There is
- a room where you get the "Goo" which frees the slaves. In this
- room a lone Mind Flayer will spawn once every minute or so (if
- one is there, a new one won't spawn). There are at least two
- doors that require a mind flayer to open and for both doors I
- just went back to this room, controlled the mind flayer with one
- of the collars and marched him over to the door. I didn't have
- to turn into the Slayer once throughout the game (after the
- first time which you don't control). [from Rakhiir]
- Return to the right portion of the jail, and open the northern door
- (x 3050 y 1450). Go through the passage and into the room. Search the
- grate on the northern wall to find:
- Methild's Harp (Bards can dispel Hold Person effects, 3x day)
- Now try to open the door to the right and you get a strange message.
- Only a great mind or a creature with godlike strength can open this door.
- Which means either you go capture a Mind Flayer with the collars... or
- you turn into the Slayer and force the door open. Turn into the Slayer
- (unless you managed to keep a Mind Flayer alive), lose the 2 reputation
- points, and go through the LEFT door. Once you are in the next room, go
- up through the north door until you reach the Brine Room.
- The Githyanki will now be freed and will come out to congratulate you.
- Oh, and they aren't going to help you get out of here. (everyone gets
- 25,000 experience)
- Once in the Brine Room, try to capture some Mind Flayers (don't use all
- your collars). Click on the 8 vats to create 8 Brine Potions, which can
- be used to protect your party from Psionic Attacks. Give these potions
- ONLY to front line fighters, and use them ONLY when you are near Mind
- Flayers, they have a very short effectiveness.
- Go back to the previous room and open the lower left door (opening these
- doors requires only that you have a Mind Flayer in the party, x 1690
- y 1235). Have only your best fighters proceed, each having taken a swig
- of the Brine Potion. (or using the Greenstone Amulet from the Beholder
- City) Continue left to find a large group of Illithid and Umber Hulks.
- From this room there are 3 doors, one to the north, one to the south and
- a secret door to the northeast. Since we are being thorough, take the
- south door first. This leads to a room with three bizarre Pod-like
- things in it. Open each of them to reveal an enemy.
- Kuo-Toa Priest - 2000 exp, Magic Bolts, etc.
- Insane Dwarf - 1750 exp, Ring of Fire Control (50% fire res., spells)
- Umber Hulk - 4000 exp
- Back to the other room. Now open the Secret Door (x 1140 y 1300). Go
- up this way to find 3 Mind Flayers and several Umber Hulks. Once they
- are dead, search the table to find:
- Staff of Command +2 (casts Domination once)
- Back to the other room. That leaves only the northern door to go
- through. (x 950 y 1280) I'm not sure why, but I had to turn into the
- Slayer to open this door. What then was the point of taking control of
- several Mind Flayers? If you have a Mind Flayer in your party, you can
- then Lockpick the door as normal. Anyway go through there to find the
- Big Evil Illithid Brain. Kill that first (40,000 experience), then
- concentrate on the other Illithids in there, then the Umber Hulks and
- finally the Brain Golems. When the Brain dies you automatically gain
- some of its blood to give to Matron Ardulace.
- - EXIT
- Head back and then right to (x 3730 y 1100) to find the slaves who are
- now escaping. They thank you (45,000 experience and a Reputation +1)
- and leave. You should do the same.
- You will find the Githyanki outside in the Underdark under the Tent.
- If you have the Silver Blade on you, then they want it back and are
- prepared to fight and die to get it.
- -------------------------------------------------------------------------------
- 5.4 [XTFRTU] Exit from the Underdark (AR 2402)
- -------------------------------------------------------------------------------
- Walkthrough:
- ------------
- - KUO-TOA DUNGEON (for the Kuo-Toa blood for Matron Ardulace)
- This one is by far the hardest to spot. From the Underdark head west.
- Go to just south of the Svirfneblin bridge. Then continue west into the
- darkness. You will find that you can travel at (x 150 y 1840). It's not
- marked on the map, and if you didn't know it was there, you might go
- right by it.
- If you did the Silver Dragon Quest, then you will appear at the END of
- this particular level. In that case you may want to backtrack to find
- all the spiffy items.
- Anyway, go right. There are many strange symbols drawn on the ground.
- The spiral indicates "danger". Go up the northern "spiraly" path to find
- some beholders. (well one Beholder and 2 Gauth) These things are easily
- killed by anyone with the proper Cloak of Mirroring (or Shield of
- Balduran). Go back.
- Now go up the northeastern passage (x 1230 y 1315). There are a group of
- Kuo-toans here, including some wizards. Finish them off. Then search
- the nearby pool to get some Tainted Tadpoles. Go back.
- This time we go right. The path will split, one portion going north and
- another continuing right. We want to keep going right, however, the
- way is dangerous as a Flame Strike will hit you. Cross over and open the
- big door (x 2800 y 1670).
- - THE DEMOGORGON
- Within is an empty room with several statues. At the top of the room is
- a gigantic statue of a Demogorgon. It asks you to put a sacrifice in
- front of it to "awaken the five." This is best done by casting "Animal
- Summoning" or a similar spell, and putting the animal in front of the
- statue. The animals dies, and the five demon knights appear.
- Each of the Demon Knights is tough, does level drain and has some odd
- spell casting abilities (such as Horror). Kill them.
- 16,000 experience each
- Two Handed Swords +1
- Soul Reaver: Two handed Sword +4 (not usable by Good)
- Girdle of Frost Giant Strength (21 STR, part of the Crom Faeyr)
- Armor of the Hart: Full Plate +3
- Go back to the passage, and take the northern path.
- - BLOOD OF A KUO-TOA
- Just a little ways up the passage you will run into another large group
- of Kuo-Toa's. Take these goons out.
- Continue northeast into a small round room. It may have Kuo-Toa's in it,
- or they may be in its two side rooms. In the right room you will find
- the Kuo-Toa Prince. Kill him.
- Kuo-Toa Prince - 4000 experience
- Blood
- Gems
- Gold
- Bracers of Blinding Strike (casts improved Haste)
- Oh, and if you want to, you can put the Tainted Tadpoles in the pools in
- the right room. (If this is done before the battle, it weakens the
- Prince)
- - EXIT
- Now if you did the quest for Matron Ardulace, go back the way you came.
- However, if you need to, you can leave the Underdark completely to the
- left. I wouldn't recommend that, but if you have to, why not. (Your
- disguise WILL fail if you attempt to leave, and then you can never
- return to Ust Natha)
- If you were merely teleported here by Adalon, then fight through the
- Drow guards (some have good EXP, but none have good items) to exit the
- area through the gates to the left.
- - TO THE SURFACE (AR 2401)
- This next series of passages leads to the surface. You will first
- encounter a large Drow war party that needs to be taken out. Go up to
- the next room to find Drow warring with surface Elves. They tell you to
- get to the surface and talk to Captain Elhan. There is another battle
- through the northwest doors.
- Open the southwest doors (x 800 y 520) and go through. There is yet
- another battle with Drow here. Continue through. Open the last door and
- exit to the surface.
- -------------------------------------------------------------------------------
- 6. [BCKTAT] Chapter 6: Back to Athkatla
- -------------------------------------------------------------------------------
- Exposition:
- -----------
- You exit and are confronted by Elves who at first think you are Drow, but
- even when they realize their error, still don't like you. You are taken
- to see the Elven leaders, first a General, then Elhan...
- Walkthrough:
- ------------
- - ELHAN'S QUESTIONS
- Elhan now will grill you on your various adventures. He has a sage
- behind him who will verify the veracity of your statements (sort of like
- a polygraph test). Just answer truthfully and things will go better.
- For example, on the first question I told him that I left the Drow
- "bloodied and battered... I did not flee." The conversation at first is
- an exchange of information... mostly from you to them. Then once they
- know that you know more than they, they want you to help them. They need
- the Lanthorn to re-enter the city, but it was stolen by Bodhi. You must
- find her and retrieve the item. Ask for their help in this matter and
- get Holy Water and Stakes off of them.
- If Viconia is in the party they force her to swear a Geas to serve you.
- - GATHER ALLIES TO ASSAULT BODHI, DRIZZT
- Naturally the first thing you will want to do upon exiting the Underdark
- is to head over to Cromwell to make the Crom Faeyr, Long Sword of the
- Equalizer and Gesen Bow. (all of which we have now found all the pieces
- for)
- However, on your way anywhere, you will bump into Drizzt Do'Urden and
- his friends: Bruenor, Wulfgar, Regis and Catti-Brie (from the Salvatore
- novels). If you happen to have killed Drizzt in the previous game (and
- imported a save-game) then Drizzt is fairly hostile to you. If your
- imported character had any of Drizzt's items, then he starts out fairly
- hostile to you. Otherwise he is fairly friendly to you. He is, after
- all, a force for GOOD in the world.
- The point of Drizzt is to ask him to help you fight down the evil Vampire
- Bodhi, which he promises to do. If you do that, then you can simply
- meet him in her crypt in the Graveyard.
- EVIL Parties: I'm betting, however, that many of you are going to fight
- Drizzt to try to steal his nifty items. First off, this
- makes you EVIL, as Drizzt is good. Secondly, several
- party members will leave your party (or attack you) if
- you do this:
- Jaheira (leaves, goes to Athkatla)
- Keldorn (leaves your party and attacks you)
- Others aren't happy about it, but don't complain.
- When the fight begins, Drizzt immediately summons forth
- his spectral panther, Guenwhyvar to help him. I'd take
- out Drizzt first, followed quickly by Catti-Brie. They
- are the two fiercest here. Then concentrate on Wulfgar,
- Guenhwyvar and Bruenor. Save Regis for last. This battle
- shouldn't be too hard for you.
- Catti-Brie - 12,000 experience
- Tansheron's Bow +3
- Long Sword +2
- Chainmail +2
- Regis - 1500 experience
- Leather Armor +1
- Mace +2
- Ruby Pendant (Dire Charm 1x/day)
- Bruenor - 3500 experience
- Battle Axe +3
- Mithril Field Plate +2
- Wulfgar - 3000 experience
- Aegis Fang (War Hammer +3)
- Guenhwyvar - 1400 experience
- Drizzt - 12,000 experience
- Scimitar +5, Defender
- Scimitar +3, Frostbrand
- Mithril Chainmail +4
- If you DO kill them and steal their things, later Malchor
- Harpell will appear and attempt to retrieve these items.
- (This often leads to strange bugs, where he doesn't
- actually do anything, but keeps hanging around).
- - GATHER MORE ALLIES
- If you didn't want Drizzt as an Ally, there are other places to look for
- friends. (You don't actually need any allies if you are confident enough
- in your battle abilities)
- The Shadow Thieves: Talk to Aran Linvail (basement of the Shadow Thieves
- Guild) and ask him to back you up when you invade Bodhi's place and he
- will send his "best" assassins out to help you.
- Order of the Radiant Heart: Head over to the Order and a Squire will
- meet with you. Then talk to Prelate Wesselan in the side room and ask
- for his help in defeating Bodhi and he will send a contingent of Paladins
- out to the Tomb to help out. (Interestingly, one of the Paladins sent has
- the Two Handed Sword +3: Harbinger, that when it hits may hit with a
- Fireball as well)
- You may also be able to convince a Temple to help you IF that Temple is
- your Stronghold.
- You can recruit all of them to help, or none of them. Up to you.
- WARNING: If you are in a romance with someone, remove their equipment
- before heading to the graveyard.
- - BODHI FINALE
- Head over to the Graveyard to listen to Bodhi. If you are currently in a
- Romance with someone, that person will be turned Cyan (such that you
- cannot talk to them) and a battle between your party and Bodhi's vampires
- breaks out. Your romantic interest will then be spirited away.
- Head out to the entrance to the lower levels (x 590 y 980). The other
- entrances are mostly barred to prevent entry. Go down into the crypt.
- If you have allies down here, you will find them fighting away. I will
- assume that you have no allies, so any allies you have will merely help
- you. (although you get no experience for anything the "allies" kill)
- Search the two nearby containers to find some spells (and some Stakes if
- you need them):
- Spells - Finger of Death
- Symbol of Death
- We're on the same battle plan as the first time we came here, namely kill
- Vampires with names, and Stake them when they retreat to their coffins.
- Go up the passage to find Valen and Del. Kill them, then enter the room
- to the left to Stake the two of them.
- Go up the northern passage (x 360 y 1080) to the blood bath room.
- Here you will find more vampires (Salia, Meredath) and a pool of blood.
- Kill the vampires. Neither of them deserve staking. Then go up to the
- Pool and click it twice to use the Holy Water on it. This cleanses the
- pool and weakens the vampires.
- Go through the passage to the right. There you will find a HORDE of
- vampires (hence why you wanted the allies, I would think). Simply go
- forward until a couple vampires come your way, kill them, go a little
- further forward, do some more, and so on. When the last of this room's
- many vampires are dead, go back to the Coffin room and Stake it.
- Tip: Other ways to kill vampires would be to launch Cloudkills into
- the room, use Turn Undead (from an Evil priest you seize control
- of Vampires and can turn them on each other).
- Head into the next passage to the right to get to the Spiky Room. Here
- you find a Guard Vampire, who casts spells on himself. Nothing a good
- Breach spell can't remove. (x 2150 y 675) Enter the spiky room. There
- are many Vampiric Mists and Traps in here. Search the center blood pool
- to find:
- Gauntlets of Weapon Expertise (+1 THAC0, +2 Damage)
- Stakes
- Back to the main room, and take the stairs to the lower level.
- (x 1575 y 550)
- If any of the three allies came with you (Drizzt, Eric the Paladin or
- Arkanis the Shadow Thief) then they will automatically appear with you
- (even if it didn't look like they understood what stairs are). This
- first passage has 2 traps in it before you reach the door. Arkanis will
- detrap these if he is with you.
- Michael Schneider has a battle plan:
- I recommend the following course of action if you have the
- Mace of Destruction +2: Allow NO ONE to fight in the final Bodhi
- battle save your strongest fighter with this weapon and some good
- armor equipped (you won't take much *physical* damage in this battle
- if your AC is -7 or lower), and a Cloak of Spell-turning (or Shield
- of Balduran). The Mace of Destruction renders him immune to
- level-drain (and the level-drain ability of the vampires and even
- fledgling-vampires are enhanced for this battle; presumably this is
- what the Holy Water weakens), which means that all of your party
- (being unaffected) will be eligible for the big XP payoff at the
- conclusion. Otherwise you'll need to cast a lot of Restorations
- before staking her.
- Open the door to find Bodhi. She gives her final Evil Rant and attacks.
- If your lover was turned, you will find them here and they will attack
- you forcing you to kill them. Make sure to loot them if you didn't
- remove their equipment earlier. Go up to the Pool (any of them) and use
- a Holy Water on it to weaken the vampires further. Kill Bodhi (91,000
- experience) and she will flee to her coffin in the top right room. Go
- up there and Stake her. (x 1700 y 100) This gets you:
- 55,000 + 48,500 experience for each character
- Rhynn Lanthorn (needed to enter the elven city)
- Before leaving be sure to get:
- Bodhi's Black Heart
- Body of your Lover (if applicable)
- The Vapiricus Omnibus: Unabridged (from the top left room)
- - RESTORE YOUR LOVER
- Well, before we go to Chapter Seven we have to undo the rest of what
- Bodhi did, namely we have to reverse the vampirism. The Vapiricus
- Omnibus mentions the god Amaunator, whose temple we restored when we
- defeated the Shade Lord (or, if you didn't do that, check out the Umar
- Hills section). Go to the Temple Ruins area.
- Enter the temple ruins. Make your way to the lettered-floor room
- (where you can only cross safely by stepping on the letters AMAUNATOR)
- cross and enter the left room with the giant statue. Place the Body and
- Bodhi's Heart in the arms of the statue (x 2615 y 1620). Your lover will
- be restored back to life and will be very thankful.
- - RETURN THE LANTHORN
- Go back to the 'exit from the underdark' area and talk to Elhan again.
- Everything he says just reveals more and more that the elves knew
- Irenicus and Bodhi from before. However, he does not wish to tell you
- the entire story, and says that if you can rescue the Priestess Demin
- from the city, Suldanessellar, then she will reveal all to you. (everyone
- gets 74,500 experience) This is continued in the section titled
- 'Suldanessellar.'
- Quests:
- -------
- QUEST: Restore Yoshimo's Soul
- If you still have Yoshimo's (black) heart, you can try to remove
- the Geas that holds his soul. Take it to any Priest of Ilmater
- (for example, the Temple that is on the Roof of the Copper Coronet)
- and ask that they help him. For this you gain 200,000 experience.
- And no, Yoshimo cannot be resurrected after this. But hey, you did
- save his soul!
- OTHER: Find the Silver Hilt for the Vorpal Sword
- You've had the Silver Blade forever now (assuming you went with
- Saemon) and are probably wondering just when you are going to get
- that pesky hilt for it. Well, when wandering near the Adventurer's
- Mart in Waukeen's Promenade I encountered Kruin, a mean Gith who
- needs the Sword to re-enter Limbo.
- Refuse to hand over the sword and he starts casting spells like
- crazy. Did I mention that he has several Gith buddies around?
- Kill them to get the Silver Hilt, used to finish the Vorpal Sword.
- (Rhetorical question, why didn't the Cowled Wizards show up when
- the Gith started casting spells?)
- OTHER: The Doppleganger Brigands
- While traveling between areas you will be "waylaid" by a group of
- what appears to be peasants. They ask if you are the famous
- adventurer, renowned throughout the Sword Coast. Say yes and they
- suddenly turn themselves into cloned versions of your party! Who
- knows what diabolical scheme they have concocted to use with a
- cloned version of your party. Kill them. I didn't really find
- anything else remarkable about them.
- -------------------------------------------------------------------------------
- 6.1 [3NWARS] Three New Areas
- -------------------------------------------------------------------------------
- Walkthrough:
- ------------
- - AREA ONE: SMALL TEETH PASS (AR 1700)
- You probably couldn't help but notice that when you emerged from the
- Underdark there were 3 new areas on your map. From left to right these
- are: Small Teeth Pass, North Forest and the Forest of Tethir. We'll
- hit them in that order starting with the Small Teeth Pass. There is
- nothing in the Small Teeth Pass. Sure, you can fight some Wolfwere's,
- or Vampiric Mists or even Gnolls, but other than that you won't find a
- single thing of significance here. On to the next area.
- - AREA TWO: NORTH FOREST (AR 1800)
- This area is very small, but actually does have more significant things
- in it. There is a grave (x 1550 y 525) near the top of the map that has
- some random treasures in it. Yes, you heard me, random. Nothing great,
- possibly some spells, potions or gems. At night this grave is guarded
- by some Genies (a Djinn and an Efreet).
- Further down from that you will find another set of graves, this one
- defended by a Mage, a Priest and their goons. I would take out the mage
- first to prevent him from casting his Time Stop and other spells. You
- can search them, but they don't have any great treasures.
- - AREA THREE: FOREST OF TETHIR (AR 2600)
- Unlike the previous two areas, this one actually has something in it! A
- Quest even! With murder and intrigue! You will likely start out at the
- top of the map. Immediately to your right you will see a cage hanging
- from a tree (x 2320 y 225). This is the Wolfwere camp and becomes
- significant later. From there go south to the branch (x 2430 y 1630)
- go left onto the branch and from there onto the really big fallen tree.
- Go north up this tree to the next branch (x 1600 y 1180). Go left on
- this branch to reach the Cabin.
- Here you will meet up with Coran (x 580 y 1130) who tells you that he
- wandered out here with Safana but now she has been kidnapped by
- Wolfweres. Agree to help him out. (Also you can search the left side
- of the cabin to find a minor treasure, it's on the wall) If you enter
- his cabin you will find it overrun by Vampiric Mists and similar
- creatures. There are also some +1 and +2 items in here, but by this
- point in the game that isn't very noteworthy!
- Leave the cabin and return to the Wolfwere camp to find Coran. Lanfear
- has been "holding" Safana captive, but it turns out that they are in
- cahoots and are out to get you for some bounty or another. Treachery!
- And you thought Yoshimo hurt! (Safana and Coran were with you in Baldur's
- Gate) However, Lanfear has her own plot to steal Coran away, and kills
- Safana once he is there. A battle soon breaks out. Try to keep Coran
- alive if you want (isn't important). If your main character was Female
- then Lanfear simply kills Coran before the battle. (such is life, I
- suppose) And that is that for Coran.
- Back onto the left log (x 2020 y 1620). This time take it south to where
- it intersects with another log (x 3040 y 2800). Now there is a branch
- just to the south (and a little east) that leads south off of this
- log (x 3240 y 2960). This leads to another branch that goes east.
- Go north once you are off the branch until you reach the Door (x 4500
- y 2220). Enter. Search the lake:
- Mana Bow +4 (20% magic resistance)
- minor treasures
- There's nothing else worth looking at in here, so leave. (If you did go
- into the back room, be sure to check for traps first) We're also done
- with this area, so you can leave.
- -------------------------------------------------------------------------------
- 7. [SLDNSS] Chapter 7: Suldanessellar (AR 2800)
- -------------------------------------------------------------------------------
- Exposition:
- -----------
- Elhan uses the Lanthorn to open a hole in the tree to the Elven City of
- Suldanessellar (everyone in the party gets another 74,500 experience).
- The elves then re-enter their city and bid you to follow them...
- Walkthrough:
- ------------
- - SULDANESSELLAR
- In case you are wondering, you are in the Forest of Tethir to start with
- (see the above section 'Three New Areas' if you haven't been here
- already). Enter the city. The elves move out to look for survivors, and
- Elhan tells you to be careful and look for Ellesime.
- We are currently in the bottom right portion of the map. Go north to
- find the first building (x 4640 y 2500). Enter. Kill the three Golems
- in here to save the two elves. They reveal that you will find Priestess
- Demin in a house in the Southwestern part of the city, then leave.
- Search the large bookcase on the right (x 680 y 270) to find the:
- Stone Horn (needed)
- Darts
- The container just north of that bookcase holds a:
- Cloak of Elvenkind (Hide in Shadows +50%)
- The rest of the containers hold merely minor treasures. Exit the
- building.
- Head up the northwestern path (x 4515 y 2450). Beware Golems that may
- lurk around here. There was a group of Rakshasa's (x 4060 y 1950) just
- outside the next building. Be ready for a large battle, and enter the
- building. If you cast Protection from Evil 10' on your party, then the
- Glabrezu will not attack you. Once inside take out the mage first and
- the rest will be easy. There is nothing else to be done here for the
- moment, but remember this place (Temple of Rillifane), we will be back.
- Exit.
- Note: If you have the artifacts of Rillifane before coming here the
- first time, and quickly placed them in the Altar, you could let
- the Avatar of Rillifane fight this battle for you. (Rolander)
- Head down the southwest path to the unmarked building (x 3160 y 2730).
- There will probably be more Golems here to fight. Go up the stairs on
- the building to rescue some elves. Tell them to get to the gates. South
- of this building is a platform where some elves and trolls are fighting.
- Once the trolls are defeated the elves "move out" to help out other
- sections of the city.
- - THE SYMBOL OF RILLIFANE
- Go down the next southwest passage to the next building (x 2080 y 3240).
- Enter the TOP room first, and search it until you find the Wardstone.
- Then leave that room and enter the lower room. You can find the Meteor
- Swarm spell on the fireplace mantle. To the right you will see three
- dead elves around an odd piece of furniture. The answers to this thing's
- questions can be found on the wardstone. Go up and use the thing:
- First: Press the Rune of Corellan Lotharian
- 2nd: Press the Symbol of Rillifane
- 3rd: Press the elven Symbol of Water
- 4th: Press the Rune that denotes the Tree of Life
- Do that correctly to get the Symbol of Rillifane. Leave this room.
- - THE PRIESTESS DEMIN
- Go west (where you will see Elves battling skeletal warriors), then
- northwest to get to Demin's House (x 780 y 2140), which is guarded by a
- Drow and a Demon. Go up the stairs and enter the building. Inside you
- will find Demin fighting three Rakshasa's:
- Girdle of Stone Giant Strength (20 STR)
- On the shelf behind her you will find:
- Spell - Absolute Immunity
- Afterwards talk to Demin to learn all about Irenicus' past and why he has
- invaded the elven city. She also has an idea to help clear the city of
- its current pest problem, to restore the Guardians of the forest. What
- you need is to find the three artifacts of Rillifane: The Cup, the
- Symbol and the Moonblade. We already got the Symbol, all we need is the
- Cup, which is on the Dragon to the northwest and the Moonblade, which is
- in the Temple of the Moon to the east.
- Leave her house.
- - THE ARTIFACTS OF RILLIFANE
- Go up the northern path to the Harpist's House (x 1060 y 625). Outside
- the house a group of elves are fighting some golems. If you manage to
- save the elves they give you 13,000 experience. Enter the building.
- Search the desk in the top left to find:
- Stone Harp (companion to the Stone Horn)
- Leave the building.
- Go up to the northwest passage (x 500 y 725). This path leads to a new
- area with the Black Dragon that we must defeat to get the Golden Cup of
- Rillifane. Take the passage. Once at the new area, cast whatever
- protective spells you wish (I used Haste, Protection from Evil and
- Mazzy's Protection from Fear), then go southwest and fight the dragon.
- You can try to reason with him, but he won't fall for it, and a battle is
- inevitable. Just keep his spell defenses down and attack. By this point
- in the game you should be mighty enough to easily whack this pest.
- Nizidramanii'yt - 52,000 experience
- Golden Goblet of Life (fancier name)
- Bladesinger Chain +4 (elven chainmail, AC 1)
- Minor Treasures
- Note: You can also trade all your possessions for the Goblet if you
- would rather. You could drop all your items on the ground before
- talking to the dragon, then he just takes all your gold.
- I wonder what the Dragon would do with Boo, anyway...
- Once the Dragon is dead, head back the way you came.
- Alternatively: You can give the Dragon everything you have (gold and
- items) for the Goblet. Naturally, you'll want to drop
- all your items before doing this.
- Go southeast, past the Harpist's House, southeast down the next passage
- to get to the House of the Moon (x 1830 y 1450) and site of the final
- artifact of Rillifane. Enter.
- Within the house you get to watch as an elf kills a Balor, but is
- destroyed himself in the process. Search the elf's remains to find the
- Moonblade. Then search the rest of the room to find:
- Boots of Elvenkind
- Spells - Gate
- Return to the Temple of Rillifane and place the three sacred objects
- (Cup, Moonblade and Amulet) in the Altar in the center. This will
- create the Avatar of Rillifane who is irritated that his temple has been
- defiled by Irenicus. (everyone gets 65,000 experience) After talking
- with you he summons forth the Guardians of the Forest, who clear out the
- city and unseal the Palace for you to enter. You also get:
- Staff of the Woodlands +4 (+3 AC, best weapon for Druids)
- Leave the temple. Just outside the temple will be a new elf, Reirra, who
- offers to sell you things. When you are ready head up to the Palace
- (x 3450 y 600). Near the House of the Moon you will find some elves in
- conflict with some monsters. Help out (although the elves seem to get
- dominated).
- - THE PALACE
- Go up to the tree and keep using it until you get all the nuts (the
- screen will fade to black). There is now only one door to go through,
- so go through it. This leads to a pleasant garden with a waterfall in
- the center. To the left are two statues, use the statues to put the
- Stone Horn and Stone Harp on them. (3000 exp each) This removes the
- waterfall and replaces it with a staircase. Go down the stairs. (after
- first talking to your party members about the upcoming battle)
- - THE TREE OF LIFE
- When you first enter this area, Ellesime talks to you. She tells you
- that you need to slay 3 parasites on the tree in order to weaken Irenicus
- to the point where he can be defeated.
- From where you start, go all the way left (x 1970 y 450) and one of your
- Seeds will grow into a new branch that continues left. Go left to find
- the first parasite (x 1430 y 140). Click on it to try to kill it,
- however it has a defender that leaps out to attack you. (for me it was
- 2 Earth Elementals) Once they are dead, click on the parasite to kill
- it. One down, two to go.
- Go a little left and down from the first parasite and a new branch will
- grow in. Cross it and go down. (x 877 y 1070) Follow this path down to
- find the second parasite (x 1180 y 1480). Click on it until its
- guardians attack you (air elementals). Once they are dead, kill the
- second Parasite and Ellesime will contact you again. She is very excited
- now and thinks there is a good chance that you could kill Irenicus. (or
- as she calls him, Joneleth) One more Parasite to go.
- Go down. You will pass right by Irenicus (x 1800 y 2035), go past him
- on the path that leads eastwards. (x 2340 y 2400) Another branch will
- grow in, cross it. Keep going right until you find the final parasite
- (x 2875 2025). Do the same thing to kill it. When the last parasite
- dies you are automatically teleported over to Irenicus.
- - BATTLE WITH IRENICUS
- There are many ways to fight Irenicus. Some might suggest summoning a
- Nishruu or Hakeashar to deal with him. Others would recommend using
- Protection from Magic scrolls. An easy strategy that often works is to
- let him cast some spells, then just wander off for awhile. Most mages
- don't follow you, and it can easily allow you to do what you will
- (protective magics, healing, etc.). But perhaps the easiest strategy
- for dealing with Irenicus comes from Xar: Since you can reach Irenicus
- before killing the parasites, fill his areas with the nastiest traps you
- have (either you need to be a thief or have Jan along – Imoen/Nalia’s
- trap skill is too poor). The traps won’t activate until you get the
- arch-villain speech. Seven traps (with some special snare or advanced)
- will kill him before he can raise a single barrier. Next.
- When Irenicus is dead, everyone is sucked into hell with him. If anyone
- died, don't worry about their possessions, they will appear in hell
- with you.
- -------------------------------------------------------------------------------
- 7.1 [TH9HLS] The Nine Hells (AR 2900)
- -------------------------------------------------------------------------------
- Exposition:
- -----------
- When Irenicus died, your stolen soul did not return to you and as a result
- you followed Irenicus into hell. Imoen has a theory as to why the same
- didn't happen with her, that Bodhi's vampirism made the soul transfer
- easier. In any case, you must find Irenicus and finish things, once and
- for all.
- Walkthrough:
- ------------
- - BHAAL'S TEARS: SAREVOK
- Well that big giant door to the north seems like a likely place to have
- to end out eventually, if only you could open it. Go over to the left
- (x 575 y 840) and down the stairs.
- Note: Each of these "tests" has a GOOD and an EVIL way to accomplish
- them. Which you do has some fairly drastic effects when you
- get around to opening the final doors.
- Alternate Route: [from Henning Roes]
- In your walkthrough you walked left and started with the Wraith of
- Sarevok. If you walk right instead it seems that whatever you do you
- will stay good. In my first game I went left and everything was like
- you described. In my second and third game I went right and wasn't
- able to get the evil reward or become evil. I sacrificed a peasent
- for example by choosing the evil path to avoid the loss of DEX. When
- I placed the Tear my alignment didn't change and I got the 'good'
- reward. Same in every other cave.
- The exception is the Wraith of Sarevok. When I showed him my wrath I
- got the evil reward and my alignment changed.
- There is even a small benefit by going right beside the benefits
- mentioned above. Sarevok's Wraith is not able to hurt you when you're
- immune to 0/+1-weapons. You can kill him with a dagger or your fists.
- Walk forward a little to find Wraith Sarevok (he was the final bad-guy in
- the first Baldur's Gate, if you didn't play it). Talk to him. He tells
- you just about everything you will need to know about this hell you are
- in. How you need to collect the Tears of Bhaal to open that door, and
- to confront Irenicus for your soul. If you get really mad at Sarevok and
- yell at him and so forth, then your stats will be increased. (It's along
- the lines of you deserving the power of the Slayer) My Barbarian gained
- +1 STR. That, however, is the EVIL path.
- Note: Choosing the evil path when fighting Sarevok's Wraith gives you
- +1 STR. This is permanently added to your STR. The +2 reward is
- added to your actual equipment. For example: You have STR19,
- gain the +1 then you have 20. Adding the +2 gives you 21. If
- you're wearing a girdle of STR21 then your STR is increased to
- 21+2=23. (Henning Roes)
- Go back up. Then go down, and left to the next staircase (x 830 y 1830).
- - BHAAL'S TEARS: GREED
- You will immediately confront a demon by the name of Greed. He greets
- you and gives you the Blackrazor longsword (a +3 weapon with many good
- effects).
- Walk forward to find the trapped Genie. He gives you a little riddle.
- The gist of which is that to free him and gain the Tear of Bhaal that you
- need requires the use of the Blackrazor. You can either give him the
- sword (20,000 exp) or you can kill him with it. (11,000 exp) In any case
- once you have the tear go back up. Giving him the sword is the GOOD
- path, killing him the EVIL path.
- Note: I've heard you can pickpocket the tear off him, but haven't
- confirmed it.
- Go right, then down the center stairs (x 2100 y 2200).
- - BHAAL'S TEARS: SELFISH
- Walk forward to find the demon Selfish. It tells you that it has a Tear
- but that you have to prove yourself worthy. It then steals one of your
- companions (and if you happen to HAVE no companions, then it steals a
- mortal from some random place... I have also heard that you can simply
- dismiss an NPC before going here and he will still summon the peasant).
- Then the choice becomes thus, if you go on the left path you must
- sacrifice to save this person, if you go right you sacrifice nothing
- (but the person being held is killed).
- If you take the Left path, you will lose:
- First Door: 2 HP from maximum
- Second Door: 1 point of Dexterity
- Third Door: Experience
- Ard has an interesting alternative:
- I have found a way around it. I came in with my main char and Imoen (I
- did the whole game with one but kept Imoen when she returned) so Imoen
- was taken hostage. She wore the boots of speed (perhaps haste works
- too). I paused immediately when she appeared below and cued her to run
- to the bottom left door and open it *from the inside*. Imoen could
- just reach this before being held.
- The demon was satisfied, gave up the tear and buzzed off without any of
- the damage described.
- Andrew Scarvell has another interesting alternative:
- I found this out quite by accident. One of my multiplayer characters,
- a female gnome illusionist/thief (aka Wierdo), had a Dispel Magic spell
- stored away in a Contingency, set to go off if the character became
- "helpless". Anyway, Wierdo was spirited away by Selfish, and had the
- Hold spell put on her, thus rendering her helpless. The Contingency
- spell therefore kicked in, and the dispel magic freed her.
- Now, with Wierdo free in the demon's domain, she could simply talk to
- the demon and the GOOD path was automatically chosen. She was then
- able to open the final left door at her leisure, which caused the main
- character to lose some experience, but this was the only penalty I
- suffered as the other doors are now inactive. No loss of DEX or HP.
- And I didn't cheat in any way - in fact it was positively in spirit
- with the game, as a very innovative (or lucky) application of the
- contingency/dispel magic combo. This is quite similar to Ard's cheat
- involving the boots of speed, except that it isn't a cheat.
- If you take the right path, YOU lose nothing, but the person held dies.
- This is a permanent death (unless you have the Rules set to the easier
- levels). Also if you are a Paladin or a Ranger you will become Fallen.
- Naturally making the sacrifice is GOOD, and getting them killed is EVIL.
- There is also some minor treasure by where your companion is held. Time
- to leave this area, go back and get to the next set of stairs to the
- right.
- - BHAAL'S TEARS: FEAR
- You will immediately encounter the Fear Demon. He tells you that there
- are horrible fiends beyond him that will devour you alive. Your only
- hope is a magical Nymph-skin cloak that he has. Don't take the cloak as
- you don't need it. Taking the cloak is the EVIL path, not taking it is
- the GOOD path.
- Tip: Cast Remove Fear on your party ahead of time.
- Past this demon there are two paths, a northern one that leads to
- Beholders and a southern one that has a Fear aura on it. Take the
- southern passage to the right, skip by the treasure chest. At the end
- of the path is a bright red crystal. Click it to get the Tear of Bhaal.
- Go back out, and there is only one last set of stairs to hit. (x 3385
- y 1000)
- - BHAAL'S TEARS: PRIDE
- Here you will meet with the final demon, Pride. He has a big long speech
- since he is the last demon (actually any of them will give you this
- speech if you do them last). Then he tells you that to get the last tear
- you must defeat a big evil monster. Ask him what KIND of monster it is.
- Then keep bugging him about the creature. Why does it deserve death?
- Keep bugging him until he admits that the creature might just give you
- the tear anyway.
- Go forward to find the Dragon and it will give you the tear. That was
- easy, wasn't it. Doing it that way is the GOOD path, fighting the dragon
- anyway is the EVIL path.
- There are some potions in a hidden container to the left by the red
- glowing crystals.
- If you chose to fight whatever was in there, it will be a Red Dragon and
- it will have some interesting treasures, but at this point in the game,
- it isn't really worthwhile.
- Go back out.
- - IRENICUS FINALE
- I bet you're just saying to yourself, just how many times must I kill
- Irenicus before he finally dies!? Well just this one more time, honest.
- Head up to the Big Door (x 2050 y 400) and click it. Click it again to
- remove the seals. (and again...) Depending on whether you did the
- tests as "Good" or "Evil" you get these bonuses: (bonuses from ANDY)
- FEAR TEAR (the Nymph cloak)
- Good: Immunity to +1 weapons or less
- Evil: +2 CON
- SELFISHNESS TEAR (sacrifice for companion)
- Good: +10 resistance to magic
- Evil: +2 to your AC
- GREED TEAR (the Blackrazor sword)
- Good: +2 to all saving throws
- Evil: +15 to HP
- PRIDE TEAR (the dragon)
- Good: +20% resistances to fire, cold and electricity
- Evil: Gain 200,000 experience
- WRATH TEAR (Sarevok)
- Good: +1 to WIS and CHA
- Evil: +2 to STR
- IMPORTANT NOTE: If in any of the above tests you choose the Evil Path,
- you lose one reputation point and also have the
- alignment changed over to evil (if you were good or
- neutral).
- When the door opens, Irenicus blasts out to face you one last time. This
- time, it's personal.
- This time Irenicus summons forth 4 demons and then becomes the Slayer.
- I ignored Irenicus and killed the demons first, then I concentrated all
- firepower on Irenicus. I found this battle to be easier than the earlier
- battle with him, but that is just me. He also will teleport around the
- area. When he dies, he dies rather spectacularly.
- And so the game ends...
- -------------------------------------------------------------------------------
- X1. [STRNGH] STRONGHOLD Walkthroughs
- -------------------------------------------------------------------------------
- These do not tell you how to get the Hold, (though they do tell you where to
- start) these are intended to tell you what to do with the Hold when you get
- it. Only the main character gets a stronghold. That means if your main
- character is a Fighter, Monk or Barbarian, you get the Warrior Stronghold.
- Sorcerers get the Mage Stronghold.
- Warrior --> De'Arnise Hold
- Talk to Nalia in the Copper Coronet in the Slums to get this
- quest started. Then at the successful completion of the quest,
- Nalia gives you the fortress as thanks. You MUST accept the
- Stronghold when she first offers it! If you do not, it will
- be seized by her enemies.
- This stronghold's primary ability is to raise money, which it
- does at a rate of 500 gp per week. This gold is collected in
- the library on the second floor. You can also sleep anywhere in
- the Keep. Also you can "raise the tax rate," which results in
- an instant 1000 gp gain, but makes the people less happy. You
- want to keep your people happy since when they get too unhappy
- they will revolt. And if they revolt you lose control of the
- Keep.
- Plus about once a week someone will come to visit you at the
- hold. These are "mini-quests" and usually involve a choice on
- your part. Most of these are worth only experience. The best
- time to know when to return to your keep is when you get the
- message saying that "Gold has been placed in your Keep".
- Event 1: Angry Merchant. Tolmas Bendelia is here and he is
- quite upset. His caravan was waylaid by bandits in
- your land and he wants restitution. From you. If you
- do NOT pay him, he threatens to make life miserable
- for your people. The caravan was worth 1000 gold.
- You can either pay him the money, buy the debts of the
- farmers, or laugh him out of your sight. Once that
- is done you must decide what to do about the bandits.
- You can hire mercenaries for 500 gold, 250 gold or
- ignore them. Depending on your answers you get exp:
- Buy debts for 1000 and 500 for mercenaries: 15,000
- Pay him 1000 and 500 for mercenaries: 15,000
- Pay him 1000 and 250 for mercenaries: 0
- Pay him 500 (CHA of 15+) and 500 for mercs: 15,000
- Event 2: The Guard Thief. Captain Cernick has caught one of
- your guards stealing. Cernick, if asked, would have
- the man executed immediately, but that won't gain you
- anything. Talk to the thief and learn his side of the
- story. Turns out he has a very good excuse (medicine
- for wife). You can execute him, expel him from the
- guard or help him out. The medicine costs 500 gold.
- Forgive him: 15,500 exp
- Expel him: 11,500 exp
- Execute: nothing
- Buying the medicine makes the people like you more,
- and less likely to revolt.
- Event 3: The Cleric of Tempus (Tempos). A priest of Tempus
- wants to set up shop in your Keep. He's a very odd
- character, and not someone that you will like.
- Keldorn will recommend him, while Anomen doesn't like
- him.
- Let him stay: 15,500 exp
- Don't take stranger into keep: 11,500 exp
- Tell him to beat it: nothing
- If you do keep him, you can find him upstairs in the
- Golem area. It requires going through some secret
- doors but it is your own temple.
- Also letting him stay makes the people like you more.
- Event 4: Somewhere around 2 weeks later (for me it was 16 days)
- a messenger appears and tells you to get back to the
- Hold within the next week OR ELSE.
- Once you are there you meet with Lord Farthington
- Roenall who wants you to give up the Keep. I suggest
- you NOT do that.
- Event 5: Chanelle the Maid. She has two men who wish to marry
- her and only you can decide which she is to marry.
- The first, Jessup, is poor but she loves him. The
- second, Malvolio, is rich but she doesn't love him.
- Marry Jessup: 15,500 exp
- Marry Malvolio: 11,500 exp
- If you let her marry Jessup then you have the option
- of providing a dowry. A 500 gold dowry makes the
- people like you more.
- If you let her marry Malvolio, the people like you
- less. However, if you refuse his 500 gp, then they
- like you more (however, the two cancel each other out
- so you end out where you started).
- Event 6: The two moneylenders. They claim that the previous
- Lord De'Arnise borrowed money from them and that you
- are responsible for paying it. The Major Domo says
- that there was no such debt, and that they could have
- forged the documents themselves. You can pay them
- their money if you wish, but you get no experience
- from it. Either threaten them with executions or have
- them executed.
- Turns out they are blackmailers, but they might have
- a hold over your people. If you didn't buy off the
- blackmailers, you have to pay your people.
- 500 gold: 11,500 exp
- 1000 gold: 15,500 exp (and people like you more)
- And not paying makes the people angry with you.
- Event 7: Flooding. The old dikes have broken flooding the
- land. Several angry farmers demand satisfaction from
- you. You need to spend money to repair the farms:
- 5000 gold: 15,500 exp
- partial: 4500 exp
- none: nothing (and this makes a revolt more likely)
- If you do a partial amount, you get experience based
- on how much you shell out:
- 4000 gold: 6500 exp
- 3000 gold: 4500 exp
- 2000 gold: 2500 exp
- 1000 gold: nothing
- And the less you pay, the more angry at you they
- become.
- Then you need to spend money to repair the dike:
- 2000 gold: the people like you more
- none: nothing (possible bad effects with Roenall)
- Listen to what the farmers say when they leave. If
- they compliment you, then the people like you, if
- they say... not so nice things, beware.
- Event 8: Invasion. Lord Roenall now intends to take this Keep
- by force and has invaded your lands. Your forces will
- not hold up long. What you are asked to do is go out
- to the battle and kill Lord Roenall, thus ending the
- invasion. Captain Cernick asks that you go out to
- help with the battle.
- Just past the drawbridge you'll find the two opposing
- forces. After Roenall taunts you, attack him with
- everything you have. All you have to do is kill him
- and the battle ends.
- Roenall - 12,000 exp
- Full Plate Mail +1
- Bastard Sword +1
- Back inside you are told the Keep is yours forever
- more (assuming you don't tax yourself into a revolt)
- and you get 50,000 exp. Be sure to search Roenall
- afterwards.
- The Keep is now yours forever, to generate an income, and be
- a base of operations.
- Priest --> Cult at the Temple District
- Normally when you go to the Temple District you see a cult form,
- and a Priest of Helm talks to you. Well when you go here as a
- Priest, a representative from your Temple (ie Lathander) tells
- you to come with him.
- Return to whomever gave you the quest to accept your reward
- (I got 8000 gold from Lathander as well as a Reputation +1).
- They then give you a room in the temple and you are part of the
- temple now. Then talk to their Acolyte to learn what you need
- to be doing now.
- Lathander - Acolyte Lara
- Helm - Acolyte Byron
- Talos - Acolyte Vilon
- You then have to meet with some people and help them out. Talk
- to the person, decide on a course of action. Then wait until
- they return to tell you the results. After 24 hours or so, the
- Acolyte will return to grade your performance. (The people are
- the same in all temples, however the reward for what you have
- them do changes)
- Note: If you do something that the church you are a member of
- doesn't like (such as a Priest of Lathander telling
- someone to "kill all the witnesses") then you will be
- stripped of your title.
- Lathander: (best choices)
- Glinden - Wife is unfaithful. Tell him to forgive her and let
- her do as she will. Later the Acolyte comes and
- evaluates your performance. (20,000 exp)
- Ti'Vael - Killed a man. Have him pay restitution to the man's
- family. 48 hours he returns. (20,000 exp)
- Rania - Lost her faith. Give her time to think about
- things. 48 hours later Acolyte Lara reappears and
- gives you 20,000 exp.
- Cortirso - You were instantly promoted over this gentleman in
- the church, and he demands satisfaction (a duel).
- Don't fight him and Lara will give you 20,000 exp.
- Lara then gives you the task to assassinate the
- Weathermistress Ada, chief of the Talos Temple. Every
- follower of Talos is now your enemy. Head over to the Temple
- and kill Ada. Return to Lara for your reward: 1000 gold and
- 35,000 experience.
- Helm: (best choices)
- Glinden - Wife is unfaithful. Tell him to remind his wife of
- their vows. Byron will return later and give you
- 20,000 exp.
- Ti'Vael - Killed a man. Tell him to turn himself in to the
- authorities. Byron gives you 20,000 exp.
- Rania - Lost her faith. Stress the importance of duty and
- following. She doesn't like it that much, but
- Helm does. Byron returns later to give you 20,000
- experience.
- Cortirso - You were instantly promoted over this gentleman in
- the church, and he demands satisfaction (a duel).
- Accept his challenge and kill him. Byron then gives
- you 20,000 experience for following Helm.
- You are then given the task of protecting the Temple of
- Lathander from an attack of Talos. Also you must prevent the
- Lathandites from gaining revenge on Talos after the attack.
- Head over to the Temple of Lathander and prevent the assault
- from going through. Then talk to Lara and talk her out of
- assassinating Ada. (2,1) Return to Byron to get 1000 gold and
- 35,000 experience.
- Talos: (best choices)
- Glinden - Wife is unfaithful. Tell him to murder his wife AND
- her lover, then when the Inspector shows up turn
- Glinden in for a reward. You get 200 gold and
- 20,000 experience when Vilon returns.
- Ti'Vael - Killed a man. Tell him to kill all the witnesses to
- his crime. Then when he returns to you, kill him.
- Then take his head to the government district and
- give it to the inspector. Return to the temple.
- When Vilon returns you get 500 gold and 20,000 exp.
- Rania - Crisis of faith. Kill her for her lack of faith
- (oh, and keep her head around).
- Cortirso - You were instantly promoted over this gentleman in
- the church, and he demands satisfaction (a duel).
- Now take Rania's head to the Inspector and frame
- Cortirso for the murder. Vilon will give you 30,000
- experience for this clever action.
- Now you are told to go assassinate Dawnmaster Kreel of the
- Lathander temple. Go do so, and you have to attack every
- follower of Lathander on your way there. Return to get your
- reward of 35,000 experience and 2000 gold.
- Paladin --> Order of the Radiant Heart
- Talk to Lord Jierdan in the Copper Coronet (Slums) to get this
- ball rolling. Finish the quest and return to Garren, who now
- offers to help you enter the Order of the Radiant Heart. Your
- Paladin special abilities will also be increased. Do NOT kill
- Firkraag until you are asked to.
- Note: Although it says that your abilities are increased,
- nothing appears to happen.
- Go to the Radiant Heart and talk to Prelate Wesselan in the top
- left side room. Agree to what he says, then go talk to William
- Reirrac. You are given a small room in the Order and started
- out doing quests:
- Event 1: Go to Umar Hills and rescue Knights from an attack.
- When you arrive at the Umar Hills, a runner
- immediately takes you to the site of the battle.
- There are Orgs, Ogre Mages and Ettins around. Kill
- them and try to keep the other Knights alive. Return
- to Reirrac to get your reward: 10,000 exp.
- Event 2: Reirrac now wants you to go back to Umar Hills to meet
- a Baron in the Inn. This Baron wants you to remove
- some Squatters from his land. Talk to Brunson, Pardo
- and Moreno outside of the Inn before going inside and
- speaking with the Baron. When speaking with the Baron
- tell him everything you have learned from outside, and
- Lanka will turn against him. A fight breaks out, kill
- the Baron. Him and his goons range in experience from
- 3400 to 8000 and have some very minor treasures. Go
- outside and the farmers will thank you. Return to the
- Radiant Heart. Tell Reirrac what occurred to get
- 25,500 experience. (If you didn't talk to the farmers
- and help the Baron remove them then you get a mere
- 10,000 experience, if you DID talk to the farmers but
- removed them anyway you get 15,000 exp)
- Event 3: The Morningales are being slaughtered for opposing the
- slave trade. Only one member of this family has
- survived, Tyrianna. Head out to the Docks district.
- Enter the house just to the right of the Temple of
- Oghma. Once inside you get to meet the "pleasant"
- Tyrianna. Soon you will be attacked by assassins,
- which can be easily dispatched. Then Tyrianna's
- godfather, Hurgis arrives. There are two possibilities
- here, 1) he may be an evil assassin, or 2) he has
- no proof of his identity, but doesn't detect as evil.
- So, cast Detect Evil to see which he is. If he
- detects as evil he is an assassin that must be killed,
- otherwise hand her over to him and return to the
- Order. Talk to Reirrac to get a reward: Pride of the
- Legion +2 (Plate Mail with AC of -1) and a Large
- Shield +2. If you had "Fallen" then your Paladin
- abilities will be regained.
- Event 4: The final event is to retrieve the Avenger from the
- Red Dragon Firkraag. Return to the dragon's lair and
- go up to the dragon. Make your battle preparations.
- Now pause it, click on the dragon as though you were
- going to talk to it, then switch over and have
- everyone attack it instead. If it works right, he'll
- wait for you to talk to it, while you are busy
- pummeling him!
- Firkraag - 64,000 exp
- Red Dragon Scales
- Holy Avenger +5
- Cloak of the Shield
- 1500 gold
- Spells - Invisible Stalker (Mage)
- Return to Reirrac to get some experience (35,000).
- Take the Scales to the Docks area and have Cromwell
- make it into the Red Scale Armor. (AC of -1)
- Thief --> Shadow Thieves Guild (at the Docks)
- Go over to the Shadow Thieves Guild at the Docks (they'll let
- you in since you know Gaelan). Go to the back of the Guild, and
- up the stairs. (or you could just go in the side door) Talk to
- Renal Bloodscalp and finish up his quests. At the end of which,
- Renal gives you control of Mae'Var's former guild as well as
- 10,500 gold to get it up and running. When he says he wants a
- profit out of you, he means it! Everyone in your party also
- gets 45,500 experience.
- Go to your new Thieves Guild. You now have a new guard outside,
- Brannel (whom you can chastise if you feel like it). Go inside,
- and then open the top door to talk to Jariel. Jariel explains
- the workings of your guild, that you direct your thieves
- activities (high risk or low risk), bail them out of jail, etc.
- At the beginning the thieves are at the Low Risk level, just
- covering the quota. You are also offered the chance to change
- your 5 thieving groups level of risks (one option at a time).
- The more risk involved, the more money you can collect. Once
- that is done, come back in 5 days. Collect your money from
- Jariel, and possibly bail someone out of a jam. Then wait for
- Joster to arrive and pay him your dues. (You will receive a
- message above your head saying that he has arrived. When you
- get that he appears next to Jariel)
- Thieving Probabilities: (based on what you assign them in
- conversation with Jariel)
- Gold Gained
- % success % jailed Hz: Gh: Kr: Ma: Va:
- Thread: (2,1,2): 90% 10% 200 200 250 100 150
- Thread: (2,1,1): 80% 20% 400 300 500 250 300
- Thread: (2,2,2): 80% 20% 400 300 500 250 300
- Thread: (1,1,2): 80% 20% 400 300 500 250 300
- Thread: (1,1,1): 65% 35% 600 500 750 500 500
- Thread: (1,2,2): 65% 35% 600 500 750 500 500
- Thread: (2,2,1): 65% 35% 600 500 750 500 500
- Thread: (1,2,1): 50% 50% 900 750 1000 750 800
- Cost to bail out: ................ 100 200 50 250 300
- Quotas: 1: 500 gold
- 2: 500 gold
- 3: 1000 gold
- 4: 1000 gold
- 5: 350 gold
- Every time after is random:
- 50% - 500 gold
- 20% - 900
- 20% - 300
- 10% - 1000
- If you fail to pay your Quota, then you lose your Thieves Guild.
- To max out your returns, have all your first three thieves go
- for the highest risk (1,2,1). If you want to see some more
- Money Charts to support this, check out the Appendix.
- Note: You can charm the person give the Shadow Thieves'
- tribute to if you have the thief stronghold. Then take
- him out of your guild (using charm) and away from any
- out of the sight of any of your guildmembers. Then
- attack him with no reputation loss. As long as none
- of your thieves see him die, you're fine. [from
- Nathaniel Ragatz]
- Beyond that there are also events to deal with:
- Event 1 - Talk to Lathan (the other thief by Jariel) and he
- mentions that he is your "eyes and ears". He has
- nothing to report, but soon another thief, named Ama,
- appears. She wants you to help take out a government
- official. Simply meet her any night after this in
- Waukeen's Promenade. If you saved Kamuzu from the
- cells that Mae'Var kept, then he will warn you NOT to
- trust her. Gee, someone betraying you? Haven't seen
- THAT before!
- Anyway, at night, wander over to Waukeen's Promenade.
- She'll appear and ask that you put your weapons away,
- supposedly to not scare someone. Yeah, her. Soon,
- you will be attacked by 6 assassins. They have some
- minor treasures.
- Event 2 - Talk to Lathan again, and tell him to never let such
- things happen again. Then he has a bit of a problem,
- a pickpocket is keeping profits from you. The
- pickpockets know who is stealing but won't tell you.
- You have four options here: Kill them all, kill one
- of them (your choice), dock their pay or let their
- supervisor, Kretor, fix it. It takes 5 days to get
- results. (The thief is Darronal Gwin II)
- If you dock their pay, the thieves will "fix" this
- problem on their own, by killing the thief.
- If you choose to do nothing or kill all the thieves,
- Kretor will quit and you lose one of your thieving
- divisions. This will make getting your quota that
- much harder.
- If you kill the wrong thief, then Kretor will quit.
- If you choose to kill Darronal Gwin then the profit
- skimming ends.
- And that is that for the Thieves Guild.
- Ranger --> Umar Hills Quest (start at Government District)
- Talk to Delon in the Government District (near the statue) to
- get the ball rolling on this one, then go to Umar Hills and
- complete the quests there to gain control of the Ranger Cabin.
- When you beat the Shade Lord talk to Minister Lloid and he'll
- give you the cabin.
- Note: Do NOT give the kids in Imnesvale beer or swords, or
- you could get kicked out of your stronghold!
- Search the cabin again to find new magical items, some gold and
- a scroll from the townspeople. If you fail to make it back
- after you are told of an event here, they will board up your
- cabin and you won't be the Ranger Protector anymore.
- Event 1: After three days you can find Mairyn in your cabin.
- Mairyn is a spirit of the forest and needs your help.
- Humans are tearing down her forest in the Temple Ruins
- area. I found the "humans" in the south center of the
- area. Talk to Lord Igen Tomblethen. Then search to
- the east of him (x 3875 y 2315) to find a mithril
- medallion and a note from his ancestor. Give him the
- medallion and don't accept a reward of gold to get
- 10,000 exp. Return to your cabin, talk to Mairyn
- again to get another 21,500 experience.
- Event 2: Three days later Delon comes up to you again and asks
- you to come back to Imnesvale to deal with some Orcs.
- You have three days from the time you get the message
- to get back, else they strip you of your cabin. Talk
- to Minister Lloid who will apprise you on the
- situation. Head out to the cave (x 1600 y 1300). At
- the outside of the cave you will find Orogs. Go
- into the cave. Talk to Madulf inside to get 21,750
- experience. Talk to Minister Lloid again to get
- another 25,000 exp. (this works out a little
- differently if you killed Madulf before, of course,
- you only get 20,000 exp when talking to Lloid)
- Event 3: About 5 days later Delon comes to you and asks you to
- return. It seems that the Umar Witch has returned.
- Go talk to Minister Lloid again. Now go to the Temple
- Ruins again. Before you enter the ruins, Mairyn
- appears and asks the same thing. Enter. There are
- many undead in here, as well as a Glabrezu (demon).
- You will find Umar at the Crystal (x 760 y 1250).
- Talk to her, but be ready for a fight. Turns out she
- is just some minor mageling. Kill her and return to
- the surface. Mairyn will then reward you with a
- Moon Dog figurine, Reputation +1 and 26,750 exp. If
- you were a Fallen Ranger this will also restore your
- Rangerhood. Minister Lloid offers no reward this
- time.
- Moon Dog -- Cerebus
- STR DEX CON INT WIS CHA
- 17 17 9 9 9 9
- THAC0 HP AC Attacks Weapon
- 11 74 0 1 3d4 (strikes as +1)
- Saves: Death - 6, Wand - 8, Polymorph - 7,
- Breath - 7, Spells - 9
- Resistances: All Physical Damage - 25%
- Magic - 25%
- Immunities: Charm, Fear, Poison,
- Normal Weapons
- Special Abilities: Healing Lick 3
- Moon Dog Howl 1
- Moon Dog Sight (True Sight) 1
- Improved Invisibility 1
- Mirror Image 1
- And that is that.
- Wizard --> The Planar Sphere
- Talk to the Cowled Wizard in the main government building and
- agree to track Valygar. Complete this quest as normal (oh, and
- keep the Solamnic Knights alive). Once the Sphere quest is
- completely finished, go back inside and talk to the Knights.
- They want you to find them their way home (naturally), although
- the Planar Sphere is no longer capable of such an action. Then
- the wizard Teos appears with an offer. He proposes an alliance
- between you and the Cowled Wizards. Accept. Then ask for his
- help in returning the Knights to their home and he refers you to
- Ribald at the Adventurer's Mart.
- Event 1: Return the Solamnic Knights to their home. Go to the
- adventurer's mart and talk to Ribald there. For the
- price of 9000 gold he will send a mage out to your
- Sphere tomorrow. Exactly 24 hours later, the mage
- teleports herself directly into the room where the
- Knights are. Talk with her and send the Knights home.
- You get 45,000 exp and a Golden Girdle as reward.
- Exploit: There is a way to get experience for this
- one repeatedly. After talking to her once,
- before she is completely teleported away,
- simply talk to her again. As many times as
- you can talk to her you get experience and a
- Girdle.
- Alternatively you can talk to Prelate Wessalan at the
- Radiant Heart and ask him to let the Knights live
- there. Tell the knights and you get 45,000 exp.
- (Therefore the Mage is better, not only do you get a
- Girdle, but there's a chance for multiple experience!)
- Training Apprentices:
- 16 hours after getting the Sphere (give or take), Teos
- will appear in the Sphere with three apprentices for
- you to train, Morul, Larz and Nara. Teos leaves but
- promises to return several times over the next few
- weeks.
- You now have to decide what to have your Apprentices
- make:
- cost time to complete
- Wand of the Apprenti -- 1000 gold -- 4 days
- Dagger of <yourname> -- 250 gold -- 4 days
- Ring of Protection -- 2000 gold -- 4 to 5 days
- There is a random chance that they will fail to make
- whatever they are working on, no matter how easy.
- When they make the Ring of Protection, Larz gets
- vaporized (whether they succeed in making the ring or
- not).
- Note: You can tell if they are going to succeed in
- their tasks, if when they tell you how long it
- will take they say it will take a "few days".
- If they say "few days" then they will succeed,
- if they say "4 days" then they will fail. (this
- works for the final choice as well)
- Next they want to know which spell to transcribe:
- Mislead -- 250 gold -- 4 days
- Abi Dalzim's ... -- 1000 gold -- 4 to 5 days
- Meteor Swarm -- 2500 gold -- 4 to 5 days
- They will then give you a scroll of whichever spell
- you assigned. If learning Meteor Swarm, Nara will be
- exploded.
- Finally there is one last artifact they want to try:
- Robe of the Apprenti -- 250 gold -- 4 days
- Ring of Wizardry -- 3000 gold -- 4 days
- Staff of Power -- 10000 gold -- 4 days
- Nothing (the only way they'll all live to graduate)
- Whether these objects are completed depends on how
- many Apprenti have survived: the more, the better the
- odds. But still whether the objects are completed is
- random. The Robe of the Apprenti kills Larz.
- The Ring of Wizardry requires that all Apprenti be
- alive, and it will kill Nara and Larz to make it.
- The Staff of Power requires all Apprenti to be alive
- to make. (else it results in a bug while creating)
- Then it kills all three Apprenti, but you MAY get the
- Staff! (random chance and all) A day after killing
- them all, Teos returns to chide you (though he doesn't
- seem to care).
- If any of your Apprenti survived your training, then
- Teos will hold the Graduation Ceremony in the Sphere,
- about 5 minutes after appearing.
- If all survived, then Graduation happens, but is quite
- a bit more heartwarming. Funny too. For your trouble
- you get 50,000 exp. (you only get Exp if you kept them
- all alive, if only 2 survive you get nothing, if 1
- survive you get nothing)
- If Morul survives, he will return again after you
- complete the rest of the Stronghold as an Apprentice
- and every week he will make you potions. I hear that
- he won't appear if you have fought Cowled Wizards (the
- ones who appear in the streets when you cast a spell).
- Event 3 - Two days later a messenger tells you to return to the
- Sphere (therefore if you are IN the sphere after two
- days, you'll need to leave it). Return to the
- Sphere. Teos appears, but he seems to be as confused
- about this as you are.
- Soon it becomes clear that you have both been set up
- for an ambush as the messenger reappears with a lot
- of backup. Teos manages to hide during the battle,
- and reappears when you have won. This attack was
- precipitated by an anti-magic fanatic, Lord Argrim.
- Teos wants you to take him out, not kill, but remove
- him from existence with a Rune that he gives you. You
- can find Argrim in the Inn at the City Gates,
- upstairs. Have someone use the Rune on him (put it in
- the Quick Item slot), then kill his guards.
- Return to the Sphere and talk to Teos. Whether you
- killed Argrim or Mazed him makes no difference, you
- get 7500 experience either way. Then he tells you
- what happened to Imoen.
- After that, Morul reappears and offers to join you
- as an apprentice again. He makes potions every week.
- There are four random sets of potions that he can give
- you, each has 5 potions in it:
- Set One: Set Two:
- 2 Potions of Genius Empty Potion Bottle
- Oil of Speed Potion of Firebreath
- Elixir of Health Potion of Agility
- Potion of Fire Resistance Potion of Defense
- Potion of Cold Resist
- Set Three: Set Four:
- Potion of Extra Healing Potion of Genius
- *Potion of Invulnerability Potion of Regeneration
- Potion of Insight Potion of Stone Form
- Potion of Perception Potion/Frost Giant STR
- Potion of Master Thievery Potion/Invulnerability
- * Set Three's Potion of Invulnerability is Cursed
- Note: If you killed Agrim in the final Event, instead
- of imprisoning him, then Morul will NOT appear.
- (Henning Roes)
- And that is that for the Mage Stronghold.
- Bard --> Theatre beneath Five Flagons
- Go to the Bridge District and into the Five Flagons. There you
- will find a Theatre in the basement. Watch the horrible show
- and listen to Raelis Shai's plea for help. Complete this quest
- and you will get control of the theatre.
- Once you are back in the theatre, the owner of the Five Flagons,
- Samuel Thunderburp asks what is going on. You can tell him that
- you were given the Deed to the Theatre by Raelis before she left
- for Sigil. He also sends Higgold the famous director to talk to
- you. He tells you to bring money in half a week.
- Whenever you are needed, Higgold sends a boy out to bring you
- back in. Each event is about 4 to 6 days apart. Do NOT delay
- in getting there once the messenger talks to you, else the play
- quality will suffer. You get THREE DAYS from the time you are
- given the message until the play suffers from your absence. The
- Play Quality determines how well the play does in the end, and
- how much money you will earn from it later.
- To determine your Play Quality, talk to the actors in the back.
- The more confidant they sound, the better the play. They have
- three separate comments: one is really depressed, the other is
- unsure of themselves and the last they are super happy about
- life.
- Here are the events:
- Event 1: Choose who to star: Naive Jenna or Actress Iltheia.
- Sure, Jenna might be the sympathetic favorite, but
- Iltheia will net you a better play in the end.
- How much money to invest: the minimum is 1000gp, but
- you can spend up to 10,000 gp. Naturally the more
- you spend the better.
- Event 2: Solve the jealousy between Jenna and Iltheia. If
- Iltheia is playing the small role and you put her in
- the larger one you improve the quality of the play and
- get 6750 exp. Force Iltheia to accept her small role
- for 15,750 exp and improve the Play Quality. Expand
- her role for a mere 6750 exp, however the Play Quality
- will suffer. If Jenna is in the small role and you
- put her in the larger one, you get 6750 experience
- but hurt the quality of the play. Letting them solve
- things on their own cuts the quality and nets you no
- experience. If Iltheia is in the lead, don't threaten
- her or the play quality will dip. Compliment her for
- 11,500 experience. Then you have to give her 500 gp,
- but it further improves the Play.
- Event 3: Zeran is improvising. Allow him to rewrite the play
- for 15,750 exp and improve the Quality of the Play a
- lot. Allow him to keep improvising for 11,500 exp and
- improve the quality of the play slightly. Stop his
- improvisation and you get NO experience and the Play
- Quality slips a little.
- Event 4: Everyone is rewriting their characters. Have faith in
- Zeran's changes, with a charisma of 17 or better and
- the quality of the play improves. Stop all
- changes for 11,500 exp. Stop the changes and pay them
- 500 gp as a bonus gets you 11,500 exp as well, this
- also improves the quality of the Play. Threaten to
- "let them walk out" and you get no exp and the Quality
- of the Play drops. You can also take control of the
- rewrites yourself, and if your Charisma is 17 or
- better then you will also improve the quality of the
- play and get 11,500 exp.
- Event 5: The curse? Lots of weird things are going on, and a
- Priest offers to cleanse the theatre for 1000 gp.
- Give him the gold and get 11,500 exp and improve the
- play quality. If you have a high charisma you can get
- away with giving her 500 gp for 11,500 exp, but no
- change in Play Quality. If you can't afford to pay
- and have a high charisma you can give her nothing and
- still improve the Play Quality. If you send her
- packing, or have a low charisma you will hurt the play
- quality quite a bit.
- Event 6: Problems with the music. Your musician has vanished.
- Hiring Balmitance (the famous musician) has a great
- effect on the Play Quality and nets you 15,500 exp at
- a cost of only 500 gold. Making Marcus write the
- score hurts the Play Quality quite a bit. If your
- Intelligence is 15 or less then letting Marcus play
- while you write really hurts the play and gets you no
- experience. If your INT is 16 or 17 you get 6750 exp
- and a slight improvement to Quality. At 18 INT
- letting Marcus play the Harp while you rewrite the
- music for 11,500 exp. 19 or better INT gets you the
- best experience 15,500 and a better improvement to
- play quality (thought not so good as hiring the famous
- musician!).
- 30 or so days later...
- Event 7: Barbarians have invaded the Theatre. You meet Higgold
- on the main level of the Five Flagons this time and
- he begs for you to get rid of the barbarians who have
- taken control. Go downstairs, clean out the five
- goons here (including one mage) and get 15,500 exp.
- Event 8: A day later you can watch the dress rehearsal. (You
- could take notes on what is being said... it's kinda
- important! Or you could just continue using this FAQ)
- Event 9: Within three days (rather than the week you were
- promised) you are summoned again. And again he is on
- the main floor. Seems a major player at the City
- Council is going to attend and Zeran is ill. You
- must take up the role of the wizard (whether you are
- male or female it doesn't matter).
- The Play: Since you are now in the role of the wizard, that
- means you have LINES to perform. Weren't paying
- attention in the dress rehearsal? Your lines are:
- 2, 1, 1, 1, 2, 1, 2, 1, 2, 1
- The City Council person speaks, and depending on how
- YOU personally did you get experience:
- 49,500 experience (near flawless)
- 35,500 exp (several mistakes)
- 19,500 exp (many mistakes)
- If you get the "near flawless", you also are given
- a gift, the Aslaer's Harp.
- Next the overall quality of the play is judged:
- 50,000 experience (near perfection)
- 29,500 experience (not quite perfect)
- 19,500 experience (not even close to perfect)
- Finally Higgold offers to buy the theatre off of you
- for 10,000 gold. (If you got the "near perfection"
- score, anyway) This is totally up to you.
- How much money the Theatre generates during a week
- depends entirely upon how much you invested at the
- start and the quality of the play. The more you
- invest, the better the return. If you invested the
- maximum of 10,000 and had a phenomenal play, the max
- amount per week is 1800 gp/week. Every week past the
- first, the gold/week drops by 100 gold until it hits
- 500 gold/week where it will remain.
- And that is that for the Bard's Theatre.
- Druid --> Druid Grove (start at City Gate)
- Talk to the man at the city gate to learn of the problems at
- Trademeet. Complete that quest to gain access to the Druid
- Grove. Your Druid MUST be at least level 14 to take control of
- the Grove (but it isn't necessary to clear the Trademeet quest).
- At the normal completion of clearing the grove you get the
- Staff of Thunder and Lighting.
- Note: If you complete the Druid Grove Quest, but are lower
- than level 14 you can't take control of the Grove.
- However, once you hit level 14 a Druid will arrive to
- tell you to go to the Grove.
- Challenge the Druid to a duel to assume control of the Grove.
- For beating the Druid you get 10,000 exp. For becoming the
- Great Druid you get another 20,000 exp and 10,000 gold as well
- as a Cleric's Staff +3 and a Ring of Protection +2.
- Event 1: Within 8 hours the Spirit of the Grove will come to
- you and ask if you accept your responsibilities. By
- all means, accept! She then challenges you to take
- out the new leader of the Trolls, Nilthiri. To help
- you with this task she gives you a club, The Root of
- the Problem, which has special powers vs. unnatural
- creatures (like trolls). If you didn't go by there
- earlier, the Troll Mound is almost exactly south of
- the Druid Grove. (though you have to go around to get
- there)
- Don't bother with going inside the Mound. Make sure
- you have some method of killing Trolls, Fire or Acid.
- (arrows, spells, weapons that do fire or acid
- damage) From the Mound go right until you find
- Nilthiri, the Troll Shaman. Kill Nilthiri and her
- trolls (10,000 exp for Nil.) and the Spirit will
- return and say "good job." (she also gives everyone
- in your party 18,500 Quest Experience points) That's
- it for now. (oddly, after this I went back to the
- Grove and talked to the Challenge Master again, and he
- gave me the reward for becoming the Great Druid again!
- Very odd, but nice!)
- Event 2: About 9 days later (maybe 10) sleep within the Grove
- again and the Spirit will ask you to do another task.
- This time the descendent of a great druid is in
- danger, the child Loren. You must go to Trademeet to
- protect this child. Loren is found outside of the
- city walls, just to the right of the Yellow Tent.
- Ask the child about the voices he hears, and then tell
- him to fight the voices so that you can face them.
- (3,1,1,1,1) Loren falls unconscious and Chaos
- appears. Chaos turns into an odd phased-Beholder like
- creature and attacks. (12,000 exp) When it is dead,
- the Spirit returns and rewards you with a Golden Lion
- Figurine (summons a Lion for 5 min, just like the Moon
- Dog figurine). Also every character is given 20,500
- Quest Experience points.
- Golden Lion Figurine -- Joolon
- STR DEX CON INT WIS CHA
- 18 9 9 9 9 9
- THAC0 HP AC Attacks Weapon
- 15 45 6 3 1d12 (strikes as +1)
- Saves: Death - 13, Wand - 15, Polymorph - 14,
- Breath - 16, Spells - 16
- Resistances: --
- Immunities: Charm, Fear, Poison,
- Normal Weapons
- Special Abilities: Cloak of Fear - 1
- Blur - 1
- Although the Spirit mentions a ceremony of Ascendancy (for
- Archdruids), that appears to be all you can do in the Druid
- Grove.
- Vash (on the GameFAQs Message Board) found a way to get two Strongholds:
- I took a break from my main game to experiment with the much heralded
- dualled Kensai/Mage. Very powerful, and I can only imagine how powerful
- he'd be with his defenses after Tenser's Transformation kicks in.
- Anyway, part of the experimenting was to see if he can get a stronghold for
- each class and I found he can. He cleared out the de'Arnise keep first with
- Nalia in the group, but initially refused to take over (I believe the
- response used was something along the lines of ''I don't think I'm the
- right person for this'').
- Note: You could also simply not talk to her after clearing out the
- Stronghold. (Robert Pay)
- Then he went and cleared the Planar Sphere immediately after. At the end,
- he was granted the Sphere by Lavok and it became the character's
- stronghold. I found that if I accepted the keep from Nalia first, Lavok did
- not grant the Sphere.
- Then, I went back to the de'Arnise keep and told Nalia I would agree to her
- proposition to lend his name to the keep and the keep became his stronghold
- as well.
- So in the end, I ended up with two strongholds.
- Rabbit on the Shadowkeeper Message board has a cheating way to get all
- Strongholds:
- To get all 8 strongholds you must do the following:
- 1. When talking to the person who gives the stronghold quest, and when
- talking to the person who ends the quest, use Shadow Keeper to give
- yourself the appropriate class.
- 2. After getting each stronghold, you must set the stronghold flag back
- to zero by typing the following into the debug console:
- CLUAConsole:SetGlobal("PlayerHasStronghold","GLOBAL",0)
- -------------------------------------------------------------------------------
- X2. [THLMTD] The Limited Wish Adventure
- -------------------------------------------------------------------------------
- Exposition:
- -----------
- This quest can be done whenever you feel like it, in either chapters 2, 3
- or 6. You must have the Mercenaries of Riatavin still alive in Delosar's
- Inn. Then cast Limited Wish, ask for a One-Time wish and select the
- Adventure like you've never had before (it does require 10 or better WIS
- to cast). A scroll appears at your feet.
- Walkthrough:
- ------------
- - THE SCROLL
- Reading the scroll reveals several things about this quest: One, it is
- about a gong, two, you should talk to the mercenaries of Riatavin at the
- Delosar's Inn (Bridge) and three, there is someone named Captain Dennis
- who should have the Gong.
- Head out to the Bridge District and go near the Delosar's Inn. (x 1830
- y 2880) Just outside you will meet with a man named Vittorio who asks
- for your help in collecting money off of Dennis, who is inside. Agree to
- help him and follow him inside.
- - DENNIS
- Captain Dennis and Vittorio are having a shouting match when you enter.
- Listen to what they say. Seems that Vittorio stole and sold Dennis'
- mother's gong in order to buy ale. That sounds bad. Agree to help
- Vittorio find the gong. He says that he sold it to one Roger the Fence,
- who you will find in the sewers beneath the Temple District.
- - ROGER THE FENCE
- Go to the Temple District and enter the sewers. You will find Roger in
- the southern part of the sewers (x 1680 y 2300). Ask for a Gong and
- say that you want Vittorio's gong. He doesn't have it, and won't tell
- you where it is until you take care of a small problem he has. He wants
- you to kill a local Sea Troll before he'll tell you anything. This troll
- can be found by going left from Roger (x 400 y 2366). When it is good
- and dead, return to Roger. Aside from whatever rewards you get for
- killing the Troll (see the Sewers section above) he will also tell you
- that he sold the gong to a Troll Shaman in the Troll Mound out by
- Trademeet (you will probably have to talk to him again to get him to
- reveal that).
- Head out of the city and over to the Druid Grove (which may require
- going through Trademeet).
- - THE TROLL SHAMAN
- At the Druid Grove, head left to find the Troll Mound (x 1330 y 2210).
- Grae, the shaman, will be just outside of the mound. When asked about
- the Gong she attacks you instead of giving it to you. When it gets close
- to being defeated it tells you where the Gong is in exchange for its
- life. (you can always kill it anyway) She says that she sold it to an
- Ogre Mage in a tower to the northeast of here.
- - OGRE MAGE
- Wander north, then east, across the bridge to find the big house. We
- don't want to enter the house, we want the tower that is south of it.
- (x 4840 y 1270) (There is a little path leading southwards just past the
- bridge) Enter the tower. This Ogre Mage is quite the peaceable
- sort and is quite willing to trade the Gong for a Wand of Frost. If you
- have a Wand of Frost, then you can trade for the gong. (12,250 exp)
- Oh and don't mind the smell. Also in here you can find:
- Scimitar +2: Belm (+1 attack per round)
- Tip: Belm makes a great off-hand weapon, especially for Thieves (and
- other characters who don't normally get multiple attacks).
- Return to the Bridge District and give the gong back to Vittorio.
- Everyone is happy and you get your reward:
- 1500 gold
- 16,500 experience for each character
- Boomerang Dagger +2
- ===============================================================================
- < < < < [THRNFB] Throne of Bhaal Walkthrough > > > >
- ===============================================================================
- Note: Throughout the game, Imoen will be developing powers like you did in
- the original Baldur's Gate. These are small things, like Cure Light
- Wounds, but it is interesting to note.
- Bugs Note: Due to a wide number of bugs in the game, it is HIGHLY
- recommended that you NOT use the Quick Save feature, and simply
- create new save slots as you go (from the options menu).
- TAB Note: Remember to use your new TAB function. It will highlight all
- doors, containers and items around. Very helpful.
- Duplication Bug: I mention this here, because it can be very interesting.
- Now, when you are in battle, then flee to another area,
- not only will the enemies follow you (which they did in
- BG2:SoA), but now the original enemies will remain in the
- old area. Result? Two enemies of the same kind!
- Therefore if you want to kill the City Gates Lich over and
- over and over... you can. Or if you want to get 2
- Celestial Furies, you can do that too. Just draw the
- enemies to you, flee to the previous area and wait for them
- to join you.
- This was removed in the patch.
- I wrote this using my Barbarian. Luckily for me (I'll explain why) I had
- kept a save at the VERY end of the game (just before you open up hell and
- fight the final battle). So I just loaded this up, beat SoA and took that
- into the expansion. If you simply start an expansion game, or even import
- a game into the expansion YOU WON'T GET ALL THE BONUSES from the end of the
- game. Therefore I suggest you do what I did. You should have a "Final Save"
- created when you beat the game the first time. (Although your alignment might
- be altered depending on how you beat the first game)
- If you start an Expansion Only game you begin down in section 2. The Grove of
- the Ancients.
- -------------------------------------------------------------------------------
- 1. [WTCHRK] Watcher's Keep (AR 3000)
- -------------------------------------------------------------------------------
- Note: Most of the good items found in Throne of Bhaal are located right here
- in the Watcher's Keep. (and many can be made even better by your
- abyssal butler, Cespenar)
- Also, if you start the expansion right away, you'll be taken to the
- next section, the Forest. Watcher's Keep is listed first since it
- can be accessed from the regular game as well.
- Walkthrough:
- ------------
- - A MYSTERIOUS KEEP
- Go up and talk to "Brother" Ordren, who explains the whole sticky
- situation to you. Helm has sealed some great and powerful evil in the
- Watcher's Keep, that is gradually getting free. It is your job to enter
- the Keep and prevent the Evil from getting out. Oh, and they tell you
- specifically NOT to kill it, as Helm has forbidden it. Agree to help
- them and they'll take you to the top (Level 1). They give you what
- you will need, and bid you good luck.
- Talk to Brother Pol to get the Holy Symbol and the Scroll. These items
- are needed. When you reach the evil, you are to perform a ritual to
- deal with it. You don't kill it.
- At this point, you can talk to them again and ask questions, or talk to
- the Sister to buy items and so forth.
- Note: Two of the items that she sells, Firetooth +4 and the Short
- Sword of the Mask are items that can be upgraded by your
- abyssal servant Cespenar (if you haven't gotten your Pocket
- Plane, the Abyssal Fortress, then you won't know what I'm
- talking about).
- When you're ready, enter the Keep.
- - LEVEL ONE (AR 3001)
- The difficulty of the keep depends on several things, your preset
- difficulty level, the number of people in your party, your level, and
- your experience. The puzzles don't get any easier on the other
- difficulty modes... if you're wondering.
- The entrance to the next level is the Mirror Portal (x 1450 y 1150),
- however there are quite a number of things that must be done first.
- Note: There are many traps on this level, most are attached to the
- various containers, although there are 2 traps on the ground.
- Open the left door to find the ghost Archivist. (x 1925 y 1860) Talk to
- him, but he is simply Cold. We'll have to remedy that. There are 4
- containers in this room, 2 are trapped. Take whatever treasure you want,
- but be sure to get the:
- Paladin's Bracers (+10 HP, paladins only, upgradeable by Cespenar)
- The next room had a Stone Golem in it. Not too tough. Open the next
- door (x 1530 y 2010) and enter a library type room. There will be some
- monsters here. The shelves on the right side have some Notes with Clues.
- Also note Elminster's Ecologies (there's one in the next room as well),
- which explain some of the properties of the new Monsters. Be sure to
- check the shelf at (x 1330 y 1590) for the wonderful:
- Golem Manual (creates Flesh Golems, upgradeable by Cespenar)
- Also check the Treasure chest near the end of this room for more treasure
- and another note. Open the next door (x 888 y 1574) and proceed.
- Yes, that statue is watching you. There are 3 containers in here, and
- the one at (x 625 y 1140) is trapped:
- Case of Plenty +1 (unlimited +1 bolts, upgradeable by Cespenar)
- You need to get the Bell at (x 450 y 1250).
- The final container in this room, a trapped chest (x 775 y 1200)
- contains:
- Crimson Dart +3 (returns to owner)
- History of the Imprisoned One (in case you're curious)
- Potion of Superior Healing
- Chainmail +2
- more treasures...
- Open the door to the right (x 840 y 1220) and go through. Depending on
- your level, there will be all sorts of statues in this, the central
- hall. Worry about it later, go up to the door on the left side (x 670
- y 900).
- Get the Candle in the chest by the fireplace (x 340 y 1050). There are
- other minor treasures in here, and a fireplace. Go back.
- Across the hall, enter the middle door (x 1620 y 865). This room has
- several traps on the floor, so beware. Also, of the 4 containers in here
- 2 are trapped.
- Get the Slippers from the left shelf (x 1550 y 750).
- The trapped armoire (x 1840 y 600) has:
- Quiver of Plenty +1 (unlimited +1 arrows, upgradeable by Cespenar)
- Handwritten Note
- The trapped alcove (x 1980 y 580) has:
- Ammo Belt (actually a container that holds arrows, bolts, etc.)
- Tinderbox (if only we had a fireplace... wait a second!)
- Open the lower door and enter another library. Kill anything moving in
- here (I got spiders). Search the shelf at (x 2240 y 920) to find:
- Wardstone
- The other shelf in here has a Potion of Superior Healing. Open the next
- door and hit the almost-final room.
- Search the Armoire (x 2775 y 1210) to find:
- Wardstone
- Potion of Superior Healing
- The other container, a shelf, has the final Tattered Parchment, if you're
- curious. Open the door to the left and hit the final room.
- Search the armoire by the door (x 2610 y 1485) for:
- Key
- 4 Potions Extra Healing
- King's Tears
- The table has a Handwritten Note. Go back to the large hallway.
- Almost ready to do the ritual. Go back to the Fireplace room, and click
- on the fireplace to light it (Tinderbox...). This summons the Archivist
- who is now quite conversant. He'll tell you about the old Priest, and
- a little about how to reach the next level.
- Open up the large door on the top of the right side (x 1375 y 730).
- Enter. This is the burial place of the High Priest, complete with
- Guardian Golems. The alcove over to the left (x 1040 y 430) has the
- final Handwritten Note. When you're ready, click the Sarcophagus to
- open it. The golems come alive, and attack you. They're each worth
- 13,000 experience. Open the Sarcophagus.
- This causes the resident of the tomb to arrive and chide you for waking
- him up. He notices that you have his slippers, and asks for them. Give
- them up. This is worth 20,000 quest experience, and he leaves you alone
- to your graverobbing. Click the Sarcophagus one last time to get the
- Mental Note. This is worth 8,000 quest experience.
- Note: If the guardians DON'T come alive, you can always force-attack
- them later.
- Back to the main hallway. Go up to the altar at the top of the room,
- open it and place the Bell and Candle in it. When that is done, the
- statues come alive and attack you. Destroy them. When the statues that
- came alive are dead, the giant statue talks to you and asks for the
- ritual:
- Ring the Bell
- Ring the Bell
- Light the Candle
- Open the Book (only works if you opened the Sarcophagus)
- Ring the Bell
- That completes the ritual, and opens the Mirrored Portal to the next
- level. This is worth 25,000 quest experience. At this point, the rest
- of the statues came alive and attacked me. This was a much more
- difficult battle, and you should definitely take care of the mages first.
- Also they had some interesting equipment:
- Usuno's Blade +4 (scimitar)
- Foebane +3 (Bastard Sword, upgradeable by Cespenar)
- Whenever you are ready, go on down. This requires that you got the Vigil
- Stone from Pol. If you don't have it, exit and talk to Pol to get it.
- Note: If you want to rest (and this would be a good time), go to the
- Protected Room in the right corner.
- - LEVEL TWO (AR 3016)
- As you appear, a Chromatic Demon talks to you. He is the only thing that
- can get you to the next level, but he won't do that until you do a little
- something for him. He has been trapped in this place for a thousand
- years and it isn't where he thought his life was heading. Naturally he
- wants your help in getting out. Sounds fair. He needs you to get him
- out of his cage. Agree to it. You need to find the Four Scepters and
- place them in the slots around his cage. Only then will he allow you
- entrance to the next level.
- Note: If you want to go back, use the Portal to the Left.
- Also, beware of Traps! They're everywhere.
- Enter the room to the southwest (x 1670 y 1850). Careful in here, there
- are many traps on the floor and containers. Detrap the room. Time to
- search for treasure, and clues.
- The top right shelf (x 1600 y 2130) has a Handwritten Note.
- The top left shelf (x 1325 y 1925) has:
- Wand of Spell Striking
- Star Sapphire
- The small shelf (x 1000 y 2110) has some good stuff:
- Right Horn (used by Cespenar)
- Ice Library Note (a Clue!)
- Read the Ice Library Note to learn how to clear out the Fire room.
- Essentially you need to deal with the Fire Elementals first, but you
- can't just kill them or they'd respawn, they must be lured into the Ice
- Room and frozen there forever.
- There are other minor treasures in here as well.
- Back to the center room, now take the upper left (northwest) door (x 1700
- y 1350). There are some Fire Giants in here that need killing. This
- place also has many traps to be dealt with. Enter the room. You'll find
- an imp in the upper passage here. He'll tell you that the Fan is the
- key to everything before leaving. Time to search the room.
- You'll find a Handwritten note on a table (x 1130 y 860).
- The top of the pillar (x 1260 y 760) has:
- Wand of Cursing
- 5 Potions of Superior Healing
- more treasures...
- Search the small shelf (x 1370 y 870) to find:
- Fire Library Note (another Clue!)
- There are other minor treasures in here. On to the next room (x 2420
- y 1350).
- This room is filled with various types of Golems. It is again trapped
- quite thoroughly.
- The Handwritten Note is at (x 3210 y 1000).
- The Air Library Note is at (x 3000 y 900). This note mentions how you
- might clear out the poison room, and the usefulness of lightning when
- dealing with the new slimes found therein.
- Nothing much else here, go down to the final room (x 2425 y 1840). Here
- you must deal with some Mutated Spiders.
- Search the shelf to the right (x 2900 y 1900) to find:
- Key
- other treasures
- Search the far right shelf (x 3225 y 2120) to find:
- Slime Library Note (the last Clue!)
- 5 Potions of Extra Healing
- Read the final note to learn that the demon's Air form is weak against
- poison and acid. Also you'll learn how to set the fan to blow poison
- from the Slime Room into the Air room to kill weaken the creatures there.
- We have everything we need, time to make the most of it.
- - LEVEL TWO, GAINING THE FOUR SCEPTERS
- To get to the Fan Room, go into the Red Room (upper left), and up to the
- door (x 1800 y 675) where the Imp was. Go in and turn the fan. This
- will get you attacked by several Air Elementals. Kill them to get the:
- Air Scepter
- Go up to the fan and click it again to get more air going. This allows
- you to open the door to the right, into the Slime Library. From there
- continue going down-right and open the next door into the Slime Room.
- This room is filled with noxious vapors, and lots of slime/poison related
- monsters. Quickly open the bottom door in this room to clear it of all
- its poison. Kill the snake to get:
- Slime Scepter
- Also, search the pool of slime to get:
- Flail Head (Poison, Cespenar can upgrade the Flail of Ages with this)
- Note: Getting too close to any of the "pools" results in damage taken.
- In the slime room you get Acid Damage, for instance.
- Head down to the next, icier door (x 2350 y 2500) and open it. Now,
- run back to the Fan Room, click the Fan control once to reset it, and
- click it again to shoot the poison from the poison room into the Ice
- Room. Sweet.
- Go back to the Ice Room and kill the monsters there. The poison didn't
- bother me too much, but you could just stand at the edge of it and attack
- from there. When the Ice Golem dies you get the:
- Ice Scepter
- Left Horn (used by Cespenar)
- Note: To clear the room of poison, just click the Fan again. Also,
- the Ice Room has a slowing effect.
- I'd leave all of your party (save one) in the Ice Room.
- Open the door to the left, go through the library and up to the next
- door. Open that. Enter the room, avoid the giant. Wait for a Fire
- Elemental to appear, then lead it back into the Ice Room, for your
- waiting party to kill. Wait for the Elemental to FREEZE (there will even
- be some text to this effect), then attack. The elemental shatters,
- letting you know you've succeeded. Do this for 4 elementals (it doesn't
- have to be all at once, or one at a time, just lure as many as you can).
- Doing that gets you 22,000 experience.
- When that is done, go up and kill the Fire Giant:
- Fire Scepter
- Helm of the Rock (+25% fire, ice, elec. res., upgradeable by Cespenar)
- 100 gold
- You now have all 5 scepters. I'd rest, save, then go talk to the Demon.
- Everyone gets 20,000 experience, and he, of course, attacks you. Who
- saw that coming?
- Chromatic Demon -5 AC 140 HP -5 THAC0 4 Attacks 95% weapon res.
- Your weapons will damage him, but they just won't do much damage. As he
- is damaged, he will switch forms. Just remember what each form is weak
- against...
- Red Demon > Ice
- Ice Golem > Fire
- Shambling Mound > Lightning
- Air Elemental > Poison
- If you're in ToB, this is an easy enough fight, buff-up beforehand,
- keep the fighters in the front and use whirlwinds. Three or four fighter
- types doing 10 hits/round at 4 damage a hit should knock it down fast.
- Tip: After you have all 4 scepters, but before you free the Chromatic
- Demon, close the lower door in the poison lab. Then turn off the
- fan in the air lab so the poison lab is full of gas. Move all but
- one of your party members out of the way (the fire library works
- nicely). Then have your remaining character (preferably having
- them hasted first) release the Chromatic Demon. Lure the
- Chromatic Demon into the poison lab (via the air library), then
- exit the poison lab into the air library, closing the door behind
- you and trapping the Chromatic Demon in the poison lab. Then just
- sit back and wait for the Chromatic Demon to die. It doesn't take
- long. (Jeremy Hanson)
- When he is dead...
- 55,000 experience
- Circlet of Netheril (Cespenar can upgrade)
- Portal Key
- Ixil's Spike (+2 dagger, Cespenar can upgrade)
- Whenever you're ready, enter the right portal to the Next Level.
- - LEVEL THREE (AR 3003)
- N E
- \ / Ooh, Isometric!
- / \
- W S
- Our informer on this level is a crazy elf named Yakman. When you talk to
- him he becomes convinced that you are some demonic illusion out to kill
- him, causing him to run away. Follow him through the portal (x 1350
- y 1100) and try talking to him again.
- (AR 3011)
- There is a pile of stuff (x 615 y 630) in the middle of the room:
- Bard's Gloves (Cespenar can upgrade)
- There is more treasure up in his tent (x 860 y 360, TRAPPED):
- Madman's Journal (a Clue!)
- Diamond
- Long Sword (you may want to take this... seriously)
- Scepter of Radiance (you definitely need to take this)
- other treasures...
- Once you're done looting, talk to Yakman. You need someone with 16 or
- more Charisma, or an Elf to get him to trust that you aren't an
- illusionary demon. Ask all the questions you can, about the Demons,
- why they fight each other, the level, the way out, the rod and its
- gems, etc. Next tell him he needs some sleep, to learn that he never
- sleeps. Offer to heal him, and the conversation ends. (the character
- who spoke to him MUST be a cleric for this offer to come up)
- Cast Heal on him and he is back to normal... although you might prefer
- the insane version (he's quite arrogant). This gets you 5,000 quest
- experience points. With that he exits the Watcher's Keep to find out if
- he can restore his old life.
- Enter the top portal (x 380 y 350) to return to the previous area (the
- other portal takes you back to the beginning).
- Note: Resting anywhere in this maze will get you attacked by Succubi
- (er...), Glabrezu or other types of demons, which makes this a
- great place to get experience, as they give between 6000 exp and
- 24,000 exp each. (Later you fight devils, but they're not as
- much fun)
- (AR 3003)
- Head into the East Portal.
- (AR 3008)
- There will be various demons fighting amongst themselves here. They
- mention the Blood War (see: Planescape: Torment). Kill the demons here.
- (pretty easy to do since they're fighting each other)
- Have someone of a lawful good alignment click on the Pillar to get: (evil
- people get Horridly Wilted)
- Purifier +4 (Bastard Sword, Upgradeable by Cespenar)
- Go "east" again (x 1070 y 150).
- (AR 3012)
- Here you are confronted by a Tanar'ri. If you are evil, you can side
- with it. It will want you to kill its enemy Ka'rashur. If you are Good
- you will have no choice but to kill it. From its body, take the Scepter
- Gem.
- Note: When you return with the Heart of Ka'rashur he gives you the
- mighty Thieves Hood (useless until Cespenar upgrades it). This is
- the ONLY way to get this item, he won't have it on him if you
- kill him.
- There is a trapped alcove (x 650 y 320) with some treasure.
- Head on down "south" to the portal at (x 880 y 720).
- (AR 3004)
- This is a "no magic" zone. Kill off the demons in the area. Also there
- are traps on the ground where the 4 hallways meet the center room. You'll
- have to pass one to fight the monsters.
- Go "south" again (x 1350 y 1100).
- (AR 3006)
- Welcome to the Succubus area. Whee. They'll attempt to tempt you, but
- don't bother with them. Of course, if you turn them down, they attack
- you. Ah well, demons just can't be reasoned with, I guess.
- Head through the south gate.
- (AR 3013)
- Here you'll find the Baatezu (the very same ones that you were asked to
- kill by the Tanar'ri earlier). If you're evil you can side with them,
- otherwise prepare for a fight.
- Be sure to search the corpses for the second Scepter Gem.
- There is a small container (TRAPPED, x 960 y 360) above. It has some
- minor treasures.
- Again, use the lower portal.
- (AR 3010)
- There are some Glabrezu lurking around here. Also, if you go back
- through the portals you entered from, you'll get back to the beginning.
- We want to take the "western" portal, so head down and left to (x 150
- y 785).
- (AR 3005)
- We experienced a "no-magic" room earlier, now we have entered a
- "wild-magic" room. Here, magic just doesn't work as you might expect,
- much like the "wild surge" effect you get if you play as a Wild Mage.
- There are some Tieflings in here, but they aren't important.
- Here's a twist, re-enter the portal you just came from (the "north"
- portal).
- (AR 3007)
- There's a Cambion in here, but you don't have to deal with him. If you
- do fight him, he'll summon several demon knights to help out.
- Again, like the last area, re-enter the portal you entered from (the
- "north" portal).
- (AR 3014)
- Right out of the portal are some really deadly traps. Try to disarm them
- before engaging in battle.
- Here you must fight a Demon Wraith and his armies of the undead. Kill
- him.
- There are lots of minor treasures in here. There is also a really
- good item as well:
- (x 340 y 640) - White Dragon Scales (Cespenar can make armor of these)
- Again, take the portal you came out of (the "north" portal).
- (AR 3015, the "Exit")
- This is more or less where you would have been taken if you got abducted
- by a Succubus.
- Just for arriving here, you get 10,000 quest experience.
- When you first appear here, you'll find Aesgareth confronting you. He's
- not from around here. He also has the necessary Scepter Gem in order
- for you to move to the next level. That is not of the moment. Be civil
- to him, but don't reveal that you have a possible way out. He wants to
- play cards with you, the stakes being the Scepter (essentially). Agree
- to it. The conversation ends so you can "prepare."
- Note: Sounds like your cue to SAVE THE GAME. If you lose the game,
- reload. After winning, save it again.
- Also... You can pick-pocket Aesgarth for the deck of many
- things during the "Let me think about it" time. Your pick-
- pocketing skill should be at least 150+ though. (Xander77)
- Talk to him again. The game involves attempting to survive whatever the
- Deck of Many Things hurls at you. The stakes are, for him the Scepter
- Gem, a Wish Scroll or a Spectral Brand, and you get to pick:
- Note: The Spectral Brand (Long Sword +4) is upgradeable by Cespenar.
- The Way Out (The Vigil Stone)... wager this!
- Experience
- Vitality
- Note: If you get the strength card and lose your Strength, use a
- Remove Curse spell to dispel it. (thanks to Doug Scheurich)
- In general, Remove Curse will dispel the negative effects,
- should you get one.
- You win by picking the "higher" card, which usually means the "worse"
- card! Winning a game is worth 25,000 quest experience. If you win the
- first two games (for the Spectral Brand and Wish scroll), talk to him
- again and get an instant 20,000 quest experience.
- Try to get the Spectral Brand if you can. Even if you lose the draw,
- Aesgareth will return the Vigil Stone to you (so you don't lose anything)
- and even give you the Scepter Gem to boot! What a nice demon.
- For completing this you get 25,000 quest experience.
- Note: The maximum experience playing the game is 95,000 quest
- experience. Remember quest experience is NOT divided among
- the party, everyone gets that exact amount. (when you kill a
- 1000 exp monster, on the other hand, it is divided amongst
- everyone in the party)
- Alternatively: You could be hostile and attack him.
- Aesgareth - 21,000 experience
- Deck of Many Things
- Scepter Gem
- Tiefling - 14,000 experience
- Tiefling (2) - 18,000 experience
- Tiefling - 16,000 experience
- Fell Cat (2) - 9,000 experience
- As well as many small treasures...
- Total experience 105,000. (divided among your party,
- so if you have 6 people, each person gets 17,500 exp)
- Also, it is possible to win the first two games, then
- lose the last game, and fight him then. You still get
- less Exp for killing him than letting him go.
- The Deck of Many Things (if you killed Aesgareth and got it):
- Card Drawn Effect
- Donjon Imprisoned
- Ruin Lose 100,000 gold
- Void Disintegrated
- Magician Transformed into a rabbit, Remove Curse to undo
- Skull Summons a hostile death shade, harmed by +5 or higher
- Key Random magic item
- Star If you are a warrior then +1 to strength; if you are
- a Priest, +1 to wisdom; if you are a wizard, +1 to
- intelligence, if you are a rogue, +1 to dexterity
- Throne Party gets 1,000,000 experience
- Moon Character gets +10 to max hit points
- Euryale Character loses 1 to all saving throws
- Flames Summons a hostile Baalor and some fire elementals
- Knight Summons in four demon knights
- Rogue Charms the character (they become Red and hostile)
- Talons Blinds character. Remove curse to undo
- Fool Lowers Wisdom to 3 and Confuses; remove curse spell
- Comet Character gets +5 fire resistance
- The fates Temporarily boosts +1 to all stats, lasts one day
- Gem Get a rogue stone, king's tear, sapphire, diamond,
- ruby, and emerald
- Vizier Mantle spell for one day
- Jester Character gains 50,000 experience
- Sun Entire party gains 300,000 experience
- Balance Deck vanishes
- Time to get out of this maze. Before leaving this level, prepare for a
- battle with Mind Flayers. Cast some protective magics on sensitive
- players, Haste, etc. Enter the right portal.
- - LEVEL FOUR (AR 3017)
- Watch as a mage (MAD mage) forces some giths and illithids to fight a
- battle. Then you get to talk to him, but this proves to be quite
- unfruitful as he simply sends some goons to attack you. (In my case, it
- was Illithids)
- Note: When I encountered Carston on the fourth floor of Watcher's Keep
- I asked him what happened to all his apprentices. He got huffy
- and he me with a lightning bolt (maybe chain lightning?) and
- then left me alone. Not so bad when the other option is having
- him summon a bunch of Mind Flayers. [from Kevin Horan]
- Up above the machine, there are four large containers (x 3300 y 1550).
- Besides having the normal assortment of minor magical items, they also
- carry NON-magical items. You might want to take some, you're going to
- need them.
- Open the door near here (x 3600 y 1660) and enter this room. There are
- 2 containers upwards, both are locked, the one on the left is trapped.
- They have only minor treasures. There's another locked chest at the
- lower end of this room with more minor treasures.
- Open the next door (x 4100 y 1300) to find the Magical Golems. These
- guys can be hurt ONLY by non-magical weaponry (hence the shelf full of
- that stuff), so be sure that everyone is equipped with something mundane.
- However, once you have normal weapons equipped, these golems are
- pushovers.
- Enter their room, and search the giant Pool to get some Blue Oil.
- The three containers (the middle one is trapped) at the top of this room
- have more minor treasures.
- Back to Carston's Room. This time, take the door to the south (x 2600
- y 2300)
- The container just to your south (x 2850 y 2600) has a large variety of
- healing potions.
- The treasure chests at the top of the room are not treasure chests at
- all, but Killer Mimics that attack you. Once the mimics are dead, you
- can search the containers for more minor treasures.
- The final door (x 2130 y 2670) leads to several torches, which you can't
- light just yet. Back to Carston's room. Head up to the top stairs
- (x 2400 y 1500). You'll be fighting more Mind Flayers, so be ready.
- Go down.
- (AR 3021)
- Once here, I summoned a Mordenkainen's Sword, and sent it down. The
- enemies all attacked that (quite uselessly) allowing me to swoop in
- behind them and slaughter them.
- Open the door to the left, and go down the passage to a small circular
- room. There were some Umber Hulks here that wanted to be killed. Once
- they're dead, search the circular thing in the center for:
- Illithid Rod
- Wand of Cursing
- other treasures...
- Go back, then open the lower door and enter that room. There are more
- Hulks and Illithids in here to be killed.
- Search the table at (x 1600 y 915) for:
- 5 Potions of Extra Healing
- Handwritten Note
- other treasures...
- Open the cell door, and search the table in there for more small
- treasures. Also the table to the right has more treasures, healing
- potions, etc.
- Enter the right cell and talk to the dying Apprentice. Ask him about
- Carston and the exit to the next level. The key is the Machine, of
- course. He dies, and you can then search the table behind him for more
- small treasures. For helping him die (I guess) you get 1000 quest
- experience.
- Open the southern door, and go down the passage to another circular
- room. There are 3 illithids in here and some Umber Hulks. Kill them.
- One of the illithids has the second part of the Illithid Rod key, once
- you get it you get 4000 experience and the completed key. The container
- in the center of the room here is TRAPPED and has minor treasures.
- Go back up to the cell room, then left (x 1200 y 1000).
- This is the Red Oil Room. When you take the red oil from the vat you
- will be attacked by a couple of Vampiric Illithids (the best of BOTH
- worlds there). They're each worth 14,000 experience.
- Head back up to Carston's level.
- (AR 3017)
- Drop down to the lower stairway (x 4000 y 2600) and go down.
- (AR 3022)
- If you thought that the Gith might be more reasonable than the Illithid
- were, well you're wrong. They're not.
- Note: Some of these Gith are considered to be Anti-Paladins. Don't
- you wish that you could be an Anti-Paladin?
- There are 3 chests in this first room, and the "middle" one is trapped.
- They mostly have minor treasures with one exception...
- Be sure to get the Flint and Tinder from the lower chest (x 880 y 550).
- The door to the right has more Giths and some minor treasures.
- Open the lower-left door and go through (x 900 y 800).
- Fight off the Giths in this room, then search it for treasure. There is
- another Handwritten Note here at (x 400 y 950).
- Open the door in the lower right (x 900 y 1200) to go to the next room.
- You'll have to fight through a wave of Gith, but if you can take on the
- Illithids, the Gith should present no problems at all. When they're
- dispatched, go further to the right to find the captain. You can't talk
- him out of a fight, so don't bother trying.
- Captain - 7500 experience
- Diary of Carston's Apprentice (a Clue!)
- Angurvadal (Long Sword +4, upgradeable by Cespenar)
- Search the "teeth" of their ship (x 1350 y 1550) to find:
- Montolio's Clasp (part of Montolio's Cloak, upgradeable by Cespenar)
- other treasures...
- Search the purple pool (x 1550 y 1700) to get:
- Purple Oil
- Open the door in the bottom right corner here (x 1830 y 1960) and
- descend.
- (AR 3018)
- Follow this down to find a great red Dragon, Saladrex. In case you're
- planning on attacking him (don't yet), here are his general stats:
- 244 HP -12 AC -6 THAC0 3 Attacks 30% all weapon res. 64,000 exp
- Staff of the Ram +4 (Upgradeable by Cespenar)
- Rogue Stone
- 1500 gold
- other treasures...
- Anyway, let's just have a pleasant chat with him for a bit. You can
- attack later if you want. Try to use the "flattering" answers whenever
- possible ("oh mighty Saladrex") as he is a very vain dragon. Ask him
- what he's doing here, and he'll tell you that he was summoned by the
- Mad Mage Carston like everyone else, but he found that he liked it here.
- Depending on how flattering you were, you'll be able to ask him some
- questions. Ask him everything that you want...
- Then, if you so desire, you can attack. Most of the "trick" strategies
- for killing dragons that worked in BG2, no longer work (Fake Talk,
- tossing out Cloudkills, etc.), so you might actually have to prepare for
- a real fight. I'd make sure to cast Resist Fear on everyone, as Dragons
- tend to be frightening.
- Tips: Killed the dragon by using one of the many spell striking
- wands to lower its resistance (cast about 3 times), then
- used wand of lightning a bunch of times. Used cleric to
- heal/cast resist fire/resurrect. Important to note that the
- dragon in watcher's keep cannot fit through its big doorway,
- allowing you to stay out of range of all but it's fire
- breath. Fun stuff. If you're really crafty, you can grab
- some additional fire protections, and nix the cleric. This
- method is mainly for those who go straight from Irenicus'
- Dungeon to Watcher's Keep. [from Braden]
- Once you're done here, go back up.
- (AR 3022)
- Want to fight a Demi-Lich? Whenever you've prepared, head over to the
- left, open the door (x 750 y 1850) and descend.
- (AR 3027)
- Nothing here, but a Demi-Lich! I'd send in only one character and
- attempt to draw him out of his little hidey-hole. I'd keep your mages
- WELL away from this battle so they can cast Freedom on anyone who happens
- to get imprisoned by him. So, what I did was cast Simulacrum, and had
- that stay in the battle with me, and had my real mage go hide somewhere.
- I'd also send your main character away as well, this prevents him/her
- from getting imprisoned and ending your game. Of course, if you have a
- Berserker in your party, just Berserk and hit him hard and fast.
- Berserking makes you immune to imprison.
- Note: There are all kinds of ways to kill a Demi-Lich, and the monster
- strategies section above on Undead has them all.
- Demi-Lich - 55,000 experience
- Star Dagger +4 (upgradeable by Cespenar)
- 20,000 gold
- other treasures...
- Be sure to check his coffin for more treasures.
- Go back to the Gith level, and from there back to the main Mad Mage
- level.
- (AR 3017)
- Head left to the torches (x 1680 y 2860). There are 6 torches, 3 on the
- left and 3 on the right. Here's the color coding...
- Red Blue
- Red Purple
- Purple Red
- Click on each torch and light them according to the pattern. (You get
- the pattern from the tiles in the two side rooms, if you're curious...
- it's easier to see if you look at the mini-map) When all the torches
- light, the door opens and everyone gets 10,000 quest experience points.
- Enter the last room.
- Here you must fight two Minotaurs, Rock and Garock. Somehow they also
- summon other monsters to help them. But after clearing out a dragon and
- demi-lich, what are 2 minotaurs?
- Rock - 15,000 experience
- Axe of the Unyielding +3 (Upgradeable by Cespenar)
- 2 Potions of Superior Healing
- Battle Axe +3
- Garock - 10,000 experience
- 2 Potions of Superior Healing
- Battle Axe +3
- Time to search the Vaults. The left one is trapped, the right one is
- locked.
- Get the Crystal Mallet from the left vault.
- Be sure to get the Clay Golem page from the right vault. The other
- treasure is decidedly minor.
- Head back to the great machine, and click on it. You need to hit the
- thing SIX times in order to get Carsten out of it. Once he is removed
- from his cocoon, he isn't quite as arrogant. Let him live and he'll
- give you his journal. You get 10,000 experience for letting him live.
- (He's worth only 6000 to kill) Read his journal to learn how to activate
- the portal to the next level. However, we have a machine to play with
- first...
- Save it first, then use the machine. All the handwritten notes you have
- been gathering are the formulas for what you can do with it. Each
- valid combination requires 3 switches/buttons/whatever to be pressed.
- They can be done in any order. The bonuses work on whoever used the
- machine, not just the main character. So, if you need your priest to
- gain some wisdom...
- Here is a complete list of the valid combinations:
- Triangle Green Medium > Storm Star +3 (Cespenar can upgrade)
- Blue Green Long > Gain Magic Res.
- Circle Blue Long > +1 INT
- Square Blue Short > +1 DEX
- Red Green Short > +1 CHA
- Circle Square Triangle > +1 WIS
- Circle Red Long > +1 CON
- Square Short Medium > +1 STR
- Triangle Red Medium > Exit to next level
- Note: You can only do the Stat bonuses ONCE.
- If you enter in an INVALID combination, you get some really bad random
- effects (well, mostly bad):
- 10% chance to gain a Potion of Superior Healing.
- 10% chance to get 100,000 experience (only for whoever used it)
- 10% chance to become Imprisoned (bad if it's your main character)
- 10% chance for 50 fire damage
- 10% chance turned to stone (bad if it's your main character)
- 10% chance to lose 1 INT
- 10% chance for 75 lightning damage
- 10% chance to be poisoned
- 10% chance to lose 15 levels
- 10% chance to lose 1 DEX
- Anyway, use the machine's Triangle, Red, Medium combination to open up
- the portal to the next level. This is worth 25,000 quest experience.
- The portal you want to enter is the Right Portal (x 2800 y 1400).
- - LEVEL FIVE (AR 3019)
- Well here we are on the final level. In fact, you can see the Final
- Seal just ahead. All you have to do is figure a way to open it. The
- other portal here takes you out of the dungeon.
- There are 3 doors around this area, one below, one to the left and one
- to the right. Open the lower door (x 2460 y 2460) and talk to the
- Helmite Ghost. Be confident and tell him that you are ready for anything
- that might be ahead. Tell him that you are ready for the challenge and
- he tells you to enter the 3 doors behind him.
- Enter the left door first (x 2300 y 2950).
- (AR 3025)
- You will be fighting orcs in here. Lots and lots of orcs. This area is
- on a timer. As long as the timer is going, there will be a constant
- supply of orcs for you to fight. So, until the end, there will be 10
- orcs in the room.
- After a short while, the spirit appears, congratulates you and gives you
- 21,000 quest experience.
- Search the pool for:
- Ixil's Nail (Cespenar can upgrade)
- 5 Potions of Extra Healing
- minor treasures...
- Go back up.
- (AR 3019)
- Now open the middle door (x 2640 y 3000) and go down. You will be
- fighting a Dragon, so be warned.
- (AR 3024)
- This challenge is much more interesting, you get to fight a Green Dragon!
- I found this dragon quite a bit easier than the Red one earlier. Anyway
- I simply summoned up some Mordenkainen's Swords (2), a Fire Elemental.
- Then I cast a few protection spells and hacked at the dragon till he
- died.
- Dragon - 62,000 experience
- Warrior's Skull
- Hindo's Doom +3 (upgradeable by Cespenar)
- 1500 gold
- other treasures...
- With the dragon dead, you get congratulated by the ghost and another
- 21,000 quest experience.
- Exit.
- (AR 3019)
- Time for the last door (x 2900 y 2900).
- (AR 3026)
- Here you meet up with a gaming imp. No way out, you'll just have to
- answer her questions. Oh, and if you fail, she Imprisons your entire
- party.
- First, here is her riddle:
- "I have as many brothers as sisters, but my brothers have twice the
- number of sisters as brothers. How many children do my parents have?"
- Answer: Seven
- This is worth 10,000 quest experience.
- Next you play the Game of Coins. Here is the way to win at this:
- You take:
- 2 coins (he'll take 1 coin)
- 3 coins (he takes 3 coins)
- 1 coin (leaving him the last coin, so he loses!)
- Beating the Imp again is worth another 10,000 experience. The Spirit
- appears again, congratulates you and gives you another 21,000 quest
- experience.
- There are 3 containers in here with various minor treasures. Also, the
- chest against the wall is TRAPPED. When you're done looting, exit.
- (AR 3019)
- When you appear, the Spirit talks to you, and gives you the Heart Key.
- (actually, for me, he gave it to Jaheira)
- 1 key down, 2 to go.
- Go up and to the left, and open that door (x 1240 y 1580). Kill off any
- monsters in here. This is the Orb Room, where colored balls shoot out of
- a machine to be deposited in large pillars. Why, you ask? For a key.
- Go up and examine the machine. You'll have to go through the Notes
- before it actually lets you play with the machine. You're going to have
- to press each of the 4 buttons 4 times. Each time you press a button you
- get a new Orb of the same color as the button. After you get an orb,
- place it into the same colored Pillar. There are some side effects to be
- aware of:
- Note: Despite what the machine says, you only have to put ANY ONE of
- the colored globes into their proper Pillar. That means you can
- get away with pushing only 4 buttons total, rather than 16.
- Red 1: Summons Hobgoblins
- Red 2: Summons Kuo-Toas
- Red 3: Summons Trolls
- Red 4: Summons Greater Wolfweres
- Blue 1: Summons a Mage (11,000 exp)
- Blue 2: Summons a Mage (14,000 exp)
- Blue 3: Summons a Mage (20,000 exp)
- Blue 4: Summons a Mage (6000 exp)
- Purple 1: Summons Skeletal Warriors
- Purple 2: Summons Shadows
- Purple 3: Summons Vampires
- Purple 4: Summons Liches
- Green 1: Summons Mutated Spiders
- Green 2: Summons Umber Hulks
- Green 3: Summons Earth Elementals
- Green 4: Summons Beholders
- Note: Each button pressed gives you 1000 quest experience for a total
- of 16,000 quest experience.
- Tip: With the "purple" undead monsters, I turned the script off of my
- Cleric, and had her stand near where the monsters appear. Then,
- because of being at a high level, every undead was blown to bits.
- Here's a list of what the first 3 orbs do for each color: (Dave Loveland)
- Green - Summon Shambling Mound
- Green - Melf's Acid Arrow
- Green - Temporary +5% magic resistance (on caster)
- Blue - Cone of Cold
- Blue - Greater Restoration
- Blue - Protection from Normal Missiles
- Purple - Invisibility
- Purple - Mass Cure
- Purple - Cloud Giant Strength (on caster)
- Red - Fireball
- Red - Good Luck (temporary +1 to saves for each member of your party)
- Red - Heals 64 hit points
- When you're done, you get the Mind Key, which is worth 10,000 quest
- experience. 2 down, 1 to go.
- Go over to the right door (x 2900 y 1300) and go in. You'll have to
- fight through some enemies, but nothing you can't handle. Go up to the
- pedestal and click it to place the Skull you got from the dragon on it.
- This teleports you to a hidden realm ...
- (AR 3023)
- You cannot move. In fact, all you can do is control the Spirit Warrior
- and tell him where to go. This dungeon has been reduced to almost a
- Text Adventure level. Your Spirit Warrior has 50 HP, 7 AC, 10 THAC0.
- Map: (start in Room 1)
- Room 12 -- Room 11 -- Room 10
- Mummy Chest > Heal Gibberling (use scroll)
- (Req. Key) |
- |
- |
- Room 7 -- Room 8 -- Room 9
- Ghost | Desk (Bracers +1 THAC0)
- Chest (Helm) | chance to be poisoned when opened
- | |
- | |
- Room 4 -- Room 5 -- Room 6
- Poison Scroll War Dog
- Fountain Search for Potion (Heal) & Key
- | |
- | |
- Room 1 -- Room 2 -- Room 3
- Goblin Treasure Chest (Wand)
- Skeleton attacks when opened
- Wand Note: If you don't use your wand beforehand, it will be more
- powerful when you fight the Mummy later.
- Fleeing Note: If you flee the goblin you take 2 damage.
- If you flee the skeleton or War Dog you take 5 damage.
- If you flee the ghost you take 7 damage.
- Experiences: You get 4000 quest experience for getting the Helm.
- 4000 QExp for getting the Potion & Key.
- 4000 QExp for getting the Scroll
- 4000 QExp for getting the Bracers
- 3000 QExp for using the Scroll on the Gibberling
- 4000 QExp for using the key and opening the chest
- As you can see from the map, there are many ways to do this one. The
- route I favor is this:
- Room 1: Go North to 4.
- Room 4: Go North to 7.
- Room 7: Kill ghost, open chest to get the +1 AC Helm. Go south.
- Room 4: Go south to 1.
- Room 1: Go east to 2.
- Room 2: Fight goblin. East to 3.
- Room 3: Open chest, fight skeleton, get Wand. Go up to 6.
- Room 6: Fight War Dog, search for Potion (Heal) & Key. West to 5.
- Room 5: Search for Scroll. Up to 8.
- Room 8: East to 9.
- Room 9: There is a 33% chance to get poisoned if you open the desk.
- The Bracers +1 THAC0 are nice, however. North to 10.
- Room 10: Use Scroll to kill Gibberling. West to 11.
- Room 11: Open Chest (needs the Key from room 6) to get healed. Go
- through the Arch to 12.
- Room 12: Fight the mummy. Use the Wand first, then attack.
- If you don't want any of the items, the non-violent (at least until you
- get to the Mummy) route is:
- Room 1: Go north to 4.
- Room 4: Go east to 5.
- Room 5: Search for scroll. North to 8.
- Room 8: East to 9.
- Room 9: North to 10.
- Room 10: Use Scroll to kill Gibberling. West to 11.
- Room 11: Go through Archway to 12.
- Room 12: Fight Mummy. I believe the mummy is stronger if you don't
- have the Helm and Bracers.
- Thus you are released from the Spirit Warrior, having succeeded in
- getting the final key. For this you get 21,000 quest experience.
- (AR 3019)
- Go over to the great Seal on the floor. There are 3 pedestals around it,
- click on each of these. Each key used gets you 20,000 quest experience
- (for 60,000 total). Now that we've stuck the keys in, we still have
- to turn them. And when you turn the keys, monsters appear. As soon as
- you turn the key, I'd pause it and survey your enemies. If you have any
- mages, take them out quickly to avoid getting Time Stopped.
- Upper Right - Spirits of Priests (and one mage)
- Items: Club of Detonation +3
- Lower - Lich (25,000 experience), Flaming Skulls
- Items: Erinne Sling +4 (upgradeable by Cespenar)
- Serpent Shaft (upgradeable by Cespenar)
- Upper Left - Final Guardians
- The Final Guardians are meant to be very tough, and so they are. They
- consist of:
- Nalmissra - Tanar'ri
- 25,000 experience
- Scroll: Wish
- The Huntress - Demonic
- 20,000 experience
- Taralash Bow +4 (increases movement rate, Upgradeable)
- Y'tossi - Demonic
- 23,000 experience
- Gauntlets of Extraordinary Specialization (+1 THAC0, +2 dmg
- + 1/2 attack per round)
- Amerilis Zauviir - Cleric
- 20,000 experience
- Hive Mother - Beholder
- 50,000 experience
- Xei Win Toh - Fighter
- 28,000 experience
- There are also lots of minor treasures too.
- To prepare for the final battle, I summoned up some Mordenkainen's Swords
- and placed them around the portal. I then moved my party well over to
- the left, cast protective magics on them (and a Simulacrum as well).
- If you have the Cloak of Reflection or the Shield of Balduran, be sure
- to have those equipped on someone, and have them rush the Beholder.
- I had the Swords attack Y'tossi as she is very tough and requires high
- enchantments (the Swords are +5) to even hit. I then hit Nalmissra
- (after doing a Remove Magic on her) since she was close before
- concentrating more fully on the Beholder. Once those monsters are gone
- it's practically smooth sailing.
- Note: Getting killed by Instant-Death attacks? Try using the Death
- Ward (cleric) before hand.
- Saving after the battle is a GOOD idea.
- Alan Cherry has a good idea: Keep everyone near the exit portal. Take
- out one or two of the opponents, then use the portal and leave as soon as
- someone's hurt bad. Heal up and recharge spells, and come back in. As
- long as nobody's too far from the portal, you can exit anytime. Cast
- Resist Fear before entering, since you can't control a character who
- panics.
- Konstantin has a more magical strategy: All it requires is a Mage or a
- Sorcerer and the skull trap spell. I call this the chain reaction.
- Anyway, the best kind of fight is when you get the XP for free. So I had
- my thief set snares around the room and then using project image I had my
- Sorcerer pump the room full of skull traps about 12 in each of the places
- where the monsters would appear. This of course took a few minutes.
- Then I took a rest and cast all of my protective spells, and got ready
- for a fight. I carefully came up to the key thing (whatever it is) and
- turned the key. There was a laugh, then my screen froze for a few
- seconds as the skull traps were going off, when everything was finished
- all the guardians were dead. They did not touch me once.
- Xander77 offers the following strategies:
- To begin with. it may be a good idea to kill all the monsters at the
- monster machine except for the purple (undead) ones. Then start turning
- undead with a sanctuaried cleric and recruit a bunch of Vampires,
- Skeleton Warriors and Liches to your cause before going after the
- guardians.
- Finish the other seal guardians, rest-up and buff-up (For this battle I
- suggest summoning 1 planetar 2-3 skeleton warriors/hashekars and 1-2
- Mordenkainen's Swords. Cast a storm of venegance over the area if you
- feel like it. Now. arrange everyone according to the strategy of your
- choice and - open the last seal.
- Strategy 1 - General pile-up.
- Simple enough - send all the summoned creatures into battle. Let your
- characters stand back and use every area-damage spell they know
- (preferably summon-friendly ones). Chain-contingency + horrid wiltings
- might work here (it might work in any big combat). Timestop + Improved
- Alacricity is also nice.
- Strictly according to the rules. A bit-touch-and-go, but doable
- (especially if your level is 20+)
- OTOH - It does seem somewhat impersonal, doesn't it? Going on to:
- Strategy 2 - divide and conquer.
- Make sure that all your guys and summons take their assigned places
- (see below) except for one mage that opens the final seal. At this
- point we handle 3 of the guardians on a party-monster basis, while the
- summons distract the other 3. Simple enough.
- Nimarha - Send a guy with negative plain protection (IMOD for example)
- and charm protection against her. All her attacks are ignored, while
- the guy uses a ranged weapon to help his friends. If you can find a
- mage with the above specifications - even better. We need all the
- fighters we can get taking down Ytossi and the Hive mother - the mage
- can just stoneskin, and sit there doing his thing.
- Ytossi - a fighter or 2. Breach her protection from magic weapons (a
- mage should alternate between breaching her, breaching the hive mother
- and magic missiling anyone who seems to be up to something).
- Hive mother - one guy with Cloak of reflection. An enraged Korgan is
- good - maze and imprisonment won't work. Possibly another guy with high
- MR\Cloak of Balduran to help him send her on her way before she starts
- targeting the other party members.
- BTW - If your main char is a fighter, you can distract them all the 3
- on the right by yourself, and let the summons help your party. Both the
- kensai and the archer have +1 weapons (the archer has a +2/ or maybe
- +3 sword, but she only uses it once she runs out of arrows) so they
- can't hurt you. You should carve the drow up bad enough that she won't
- have time to fire of a spell.
- Vice versa - you can handle the 3 on the right with your party (just
- run on in and keep hitting them. Keep a mage free to keep the 3 on the
- left in line) and let the summons handle the ones on the left in the
- meantime. In which case:
- Namirra - One skeleton warrior, or something else she can't charm and
- can stay alive after a level drain or 2.
- Ytossi - one mordy sword. 2 if you feel like breaching and letting them
- finish her.
- Hive mother - one skeleton warrior and one Hakeashar. Both magic
- resistant.
- Planetar - wanders around and kills anything that needs killing.
- Cast a death word on your weaker party members in case a spell goes
- after the wrong person, and finish the whole thing quickly - they start
- turning to opponents other then the ones they're currently facing after
- a while.
- Once they're dead and gone, time to click the Wheel above the Seal to
- open it.
- Going down...
- - THE IMPRISONED ONE (AR 3020)
- Ah, finally we meet the elusive "Imprisoned One"... He'll try to talk
- you out of using the Scroll you were given, at the moment we don't want
- to listen to that. Get out of the conversation, put the scroll in a
- Quick Item Slot and use it. This is worth 80,000 quest experience.
- Of course, the Imprisoned One was right, and you are now trapped down
- here. You can go up the stairs and look at the portals, but you sure
- can't do anything about it. Talk to the demogorgon again. Listen to its
- plan, it will open a small rift in the seal to let you out, you go talk
- to the false-Helmites and trick them into coming to check on the
- Imprisoned One, he kills them and everyone is happy. Sounds like fun.
- Agree, and he'll open the portals.
- Use the Right Portal to get back to the beginning.
- (AR 3000)
- You'll appear on the ground level, find the stairs up to the roof to
- talk to Odren. Tell him what the Imprisoned One told you to tell him,
- (that you killed the Imprisoned One) and they'll go rushing down to
- check for themselves.
- After that a Specter appears and talks to you. She tells you that Odren
- was indeed corrupt, that it was He who was supposed to do the ritual
- binding the Demogorgon (prince of demons) in the Keep. He wimped out
- and thought to sacrifice you. She says Helm has sealed his fate. She
- gives you three options to do:
- Flee in Terror
- Enter the Keep and Save Orden
- Use a New Scroll to Seal both Demogorgon and Orden inside
- Pick either Enter the Keep or Use the Scroll and she'll give you the
- scroll (just in case). This is worth 25,000 experience.
- Note: If you tell Odren either that you understand why he did what he
- did or that you cannot forgive him and that he should get out of
- your sight (but you don't attack him), they both bring you +1
- rep, 10,000 quest exp, and you hear the seal is now in place-
- cutting off access to demigorgon. You can tell Orden that you
- want to be rewarded for 10,000 gold and 7000 quest exp. After
- you receive the gold you can say it wasn't enough and attack
- Orden or decide that it is enough and receive +1 rep.
- [from Nathaniel Ragatz]
- The easiest is to simply take the New Scroll, use it and seal both
- inside. This gets you 80,000 quest experience.
- Note: Once you seal the Demogorgon in with the Scroll, you can never
- again attempt to kill him.
- ... Except for a very small area on the door that still allows
- you to enter, that is.
- Of course, many people might think it too easy to simply use a scroll,
- if so the it is time to go back inside. Drop down the stairs to the
- ground, then over to the left and into the Demogorgon's Lair.
- If not, then congratulations on completing the Watcher's Keep.
- (AR 3020)
- Everyone dies really quickly around the Demogorgon, so you can't expect
- help from the "knights." Demogorgon also summons up a pair of Mariliths
- (similar to Y'tossi from earlier) making this a very tough battle indeed.
- Anyway, before dropping down to his level, you'll want to prepare
- yourself. Protection spells, summonings, anything you think might help.
- Make sure everyone has +4 weapons so that they can actually hit something
- down there (otherwise, just leave them up by the portals). If you kill
- one set of minions, he'll summon more. In order to hit the Demogorgon
- you'll need to lower his defenses. I would suggest Khelben's Warding
- Whip. Use all of your special abilities/items/spells that you can while
- in the battle. There's no better time than now to try out your Whirlwind
- attacks. It is not ESSENTIAL to take out his Mariliths, you could leave
- them be and just try to kill Demogorgon. If you do kill his Mariliths
- he'll summon more... again and again. Remember, you can't hurt him
- if he has protections on, so use Warding Whip!
- If you have the higher abilities, summon Planetars and other similar
- creatures (those can sure take a beating). You may get poisoned, so
- either have an antidote, or a spell handy. Set up Contingencies if you
- can, and Spell Triggers.
- Demogorgon - 290 HP -12 AC -8 THAC0 5 Attacks
- 36,000 experience
- Mariliths - 23,000 experience
- Balor - 26,000 experience
- Glabrezu - 12,000 experience
- Cambion - 18,000 experience
- Note: This is probably the most difficult battle in any of these
- games, so if you can't do it after several attempts, try
- coming back later.
- Also, you cannot cheat to kill the Demogorgon. It won't work.
- Demogorgon is not stopped by Time Stop, so unless your mage
- can fight him on his/her own, don't use it.
- Exploits work against Demogorgon quite well. Drop a "Pit
- Trap" in the center before he appears (Or, drop several). Or
- if you're into magic, use the Project Image spell exploit to
- summon multiple Planetars.
- Find Demogorgon too easy? Try David Gaider's (a senior designer
- at Bioware) more difficult Demogorgon:
- http://www.baldurdash.org/ToB/TOBtweaksandcheats.html
- Killing the Demogorgon is also worth 100,000 quest experience. Talk to
- Orden to get 20,000 quest experience.
- Note: If you kill Demogorgon, the game prevents you from sealing
- Watcher's Keep by causing the sealing scroll to disappear, but
- the scroll doesn't disappear until 1-2 seconds after you've left
- the keep. This is more than enough time if you're ready. Save
- the game after killing Demogorgon, but before leaving the keep.
- The instant you appear outside the keep, pause the game. Now
- trigger the scroll and seal the keep. You'll get the full
- experience for sealing the keep on top of what you got for
- killing Demogorgon! The timing isn't all that hard, but if you
- don't pause the game in time, reload and try again.
- [from zambkptkn]
- Either way, you are done with the Watcher's Keep!
- -------------------------------------------------------------------------------
- 2. [GRVFTN] Grove of the Ancients (AR 4000)
- -------------------------------------------------------------------------------
- Exposition:
- -----------
- Any drow items that you were cheaply carrying around in the sunlight (from
- earlier tricks) will turn to dust.
- Companions:
- -----------
- STR DEX CON INT WIS CHA
- Sarevok 18/00 17 18 17 10 15 Human Fighter Chaotic Evil
- Sarevok has been killed by you (twice), but now lives again thanks to a
- piece of Bhaalsoul. He offers you information and help, but can you
- really trust your old nemesis? Yes, actually, you can.
- Also, although he is Chaotic Evil at the moment, depending on how you
- treat him, you can get him to change alignments to Chaotic Good. In
- order to get him to switch, don't ask for him to make the promise, then
- act good around him yourself, giving him second chances and whatnot.
- Found in: Hell
- Grade: A There isn't a better fighter in any of the Baldur's Gate
- games. Plus if you're really crazy you can dual him to a mage
- or thief for even more fun. The only real problem with
- Sarevok is his Chaotic Evil nature, which adds conflict to a
- good-aligned party.
- Walkthrough:
- ------------
- - SACRED GROVE
- Time to talk to some big heads. They give you the standard cryptic
- prophecy routine, then set you in a different place in this area. You
- sense that you are about to be attacked and soon a woman named Illasera
- appears. She is a child of Bhaal like yourself, and very quickly she'll
- turn hostile on you. She appears to be a minor mageling (98 HP). Take
- her out:
- 10,000 experience
- Boots of Speed
- Dagger +2
- 2 Extra Healing Potions
- Ring of Protection +1
- Sylvan Chain +2
- Note: This battle, like many others, becomes more difficult based on
- the strength of your party.
- Also, don't worry about the items, they'll be teleported with
- you.
- After the battle, when you attempt to move, you will collapse and awaken
- in hell.
- - INFERNAL FORTRESS (AR 4500)
- You wake up and a Solar greets you. She is as cryptic as the giant heads
- were (there must be a rule about this, all divine beings must be
- unintelligible) and offers no real answers... yet. She does mention that
- Alaundo was her servant, and therefore might know something about his
- prophecy and your powers. She vanishes, and Sarevok appears.
- Sarevok is not quite what he used to be, in fact, he is probably only a
- shadow of his former self, called into being because you happened to be
- thinking about him at the time. In any case, he offers some sage wisdom
- on the nature of this place. You have managed to create a subplane
- within Bhaal's realm, and this subplane is currently separating you from
- the greater plane. Sarevok noticed this creation in progress, and came
- to wait for you with a deal. He wants to live again, and only you can
- make this happen. In exchange for this, he offers you knowledge.
- At this point you can try badgering him to give you the information right
- now, but he won't. He needs some Bhaalsoul to get him up and running
- again. If you have Imoen with you, you can ask her to do it instead.
- Either way Sarevok returns to life (and you don't feel any worse off).
- He has a good hearty laugh, then launches into some Vital Clues for you.
- He opens up a passage to a "challenge" that you must face, and tells you
- to not attempt it alone. He then tells you that you must eventually get
- to the Tethyrian city of Saradush where all things will begin. Next he
- wants to join with you, and even offers you an Oath of Fealty.
- There are several empty containers in here. Use these to store your
- items that you don't know what to do with (such as Component Items for
- upgrading your weapons... see below).
- Summoning Party Members: On each side of the Planar Exit are statues of
- people. Click on them to talk to the Spirit. Eventually it will reveal
- that it can summon people who are tied to you. Use this to summon any
- party members that you would like to join you.
- Note: Although Yoshimo appears on this list, he is regarded as dead
- and cannot be summoned.
- - CESPENAR, THE IMP
- Walk a little left and down to find Cespenar, your imp-butler blacksmith.
- His purpose is to upgrade your weapons and items. (like Cromwell, but
- better) Here is the complete list of everything he can make, along with
- a list of ingredients required to make them:
- Note: Unless I say otherwise, assume the item costs 5,000 gold to make.
- Also, several items (such as the String of Gond) are used in the
- making of several items. This means you must choose which item
- you want to upgrade, because once you upgrade one thing, you can't
- do the other.
- Most of these are found in the Watcher's Keep, unless otherwise
- noted.
- Case of Plenty +2 -- Case of Plenty
- Heartwood Ring -- Oaken Ring (Amkethran)
- Nymph's Tear (Forest of Mir)
- Thieves Hood (better)- Thieves Hood
- Ring of Invisibility
- Antidote Potion
- 10,000 gold
- Helm of the Rock -- Helm of the Rock
- (better) Horn (left)
- Horn (right)
- Montolio's Cloak -- Montolio's Clasp
- Montolio's Cloak (Amkethran)
- Wondrous Gloves -- Bard's Gloves
- Star Sapphire
- Diamond
- Emerald
- Rogue Stone
- Blessed Bracers -- Paladin's Bracers
- 10,000 gold
- Circlet of Netheril -- Bronze Ioun Stone (Vampire Nest, Saradush)
- Circlet of Netheril
- Golem Manual -- Golem Manual
- Clay Golem Page
- & 5,000 gold
- Stone Golem Page (Marching Mountains)
- & 10,000 gold
- Juggernaut Golem Page (Abazigal's Lair)
- & 15,000 gold
- Improved Cloak of -- Cloak of Protection +2
- Protection +2 Scroll: Invisibility
- Scroll: Improved Haste
- 20,000 gold
- White Dragon Scale -- White Dragon Scales
- Blue Dragon Plate -- Blue Dragon Scales (Abazigal)
- Aslyerferund Elven -- Bladesinger Chain +4 (Dragon in Suldanesselar)
- Chain +5 Scroll: Protection from Normal Weapons
- 40,000 gold
- Bag of Plenty +2 -- Bag of Plenty (Marching Mountains)
- King's Tears
- 10,000 gold
- Erinne Sling +5 -- Erinne Sling +4
- Fire Tooth +5 -- Fire Tooth +4
- Bowstring of Gond (Sendai's Lair)
- Quiver of Plenty +2 -- Quiver of Plenty
- Rogue Stone
- 10,000 gold
- Darkfire Bow +5 -- Bowstring of Gond (Sendai's Lair)
- Darkfire Bow (Capt. Erelon, Amkethran)
- Taralash +5 -- Bowstring of Gond (Sendai's Lair)
- Taralash +4
- Runehammer +5 -- Runehammer +4 (Siege Camp)
- Rune of Clangeddin (Sendai's Forest)
- Flail of Ages +4 -- Flail of Ages +3
- Flail Head (Poison)
- Flail of Ages +5 -- Flail of Ages +4
- Flail Head (Electric) (Abazigal)
- Storm Star +5 -- Storm Star +3
- Starfall Ore (found in Kiser's House, Saradush)
- Club of Detonation +5 - Club of Detonation +3
- Ring of Fire Resistance
- Hindo's Doom +4 -- Hindo's Doom +3
- Hindo's Hand (Abazigal's Lair)
- Spectral Brand +5 -- Spectral Brand +4
- Skull of the Lich (Sendai's Lair)
- Ravager +6 -- Ravager +4 (Yaga Shura's Lair)
- Serpent Shaft
- Staff of the Ram +6 -- Staff of the Ram +4 (Watcher's, Dragon)
- Roranach's Horn
- Axe of the -- Baalor's Claw (Marching Mountain)
- Unyielding +5 Axe of the Unyielding +3
- Ixil's Spike +6 -- Ixil's Spike
- Ixil's Nail +4
- Dagger of the -- Dagger of the Star +4 (Watcher's, Demi-Lich)
- Star +5 Star Sapphire (5)
- Carsomyr +6 -- Carsomyr +5 (Firkraag)
- Eye of Tyr (Sendai's Lair)
- Gram (improved) -- Gram the Sword of Grief +5 (Abazigal's Lair)
- Heart of the Damned (Sendai's Lair)
- Purifier +5 -- Purifier +4
- Eye of Tyr (Sendai's Lair)
- Foebane +5 -- Foebane +3
- Fflar's Scabbard (Saradush Sewer)
- Angurvadal +5 -- Angurvadal +4
- Liquid Mercury (Sendai's Lair)
- 10,000 gold
- Sword of Mask +5 -- Short Sword of Mask +4
- Heart of the Damned (Sendai's Lair)
- - THE CHALLENGE
- If you don't have a party, go summon one (the statues by the top door),
- then make your way up the stairs to the challenge.
- At the challenge you talk with a man called Gavid, a Bhaalspawn who died
- before learning of his heritage. Gavid "dies" and you are beset upon by
- monsters. They start small and work their way up in difficulty ending
- with Drow. After which Gavid appears and tells you there is no way out
- of retribution... or is there?
- Note: The challenge gets even more difficult if you are a higher
- level. Also the challenge differs depending on your alignment.
- If you are good you fight evil monsters, if you are evil you
- fight good guys (say, peasants, elves and so forth).
- The place where you are standing changes a bit, but you're still in Hell.
- Everyone gets 25,000 experience, while the main character gets 30,000
- exp. The main character also gets the Pocket Plane ability, which will
- return you to your private dimension.
- Time to go...
- -------------------------------------------------------------------------------
- 3. [SRDSHH] Saradush (AR 5000)
- -------------------------------------------------------------------------------
- Walkthrough:
- ------------
- - MELISSAN
- You appear in the middle of a ... disagreement. The authorities believe
- you to be hostile and attack on sight. Better clear them out quickly.
- After they're all dead, Melissan talks to you. She sums up the situation
- for you: the city is under siege by Yaga Shura (Bhaalspawn) preventing
- anyone from leaving, and the city is under control of Gromnir
- (Bhaalspawn) who is quite Mad and probably will get everyone killed.
- After that you can ask her some questions. Ask everything you can.
- Note: As this is a city under siege, don't stay in any place too
- long... fire tends to rain from the sky.
- There are various Minor Bhaalspawn in town. Unless I
- specifically mention them, they aren't important.
- Also, there are various random treasures to be found in the
- containers of the city.
- The Harlot in the main city has nothing at all to do with the
- Vampire Courtesan plot you'll find later. In fact, she simply
- wants to wish you well in getting to Gromnir. There are some
- interesting Romance notes here as well, if you do agree to go
- with the Harlot it ends a romance with Aerie, however, Viconia
- is simply amused and convinced that this will make you realize
- just how much better she is. After killing Gromnir, talk to
- the Harlot again to get everyone 1000 experience points.
- - THE TAVERN (AR 5003)
- Enter the Tavern (x 1050 y 1550). The first thing you'll notice are some
- soldiers pestering a waitress. Confront them about it. You can either
- bribe them off (500 gold) or fight them. Once they're dispatched (1400
- exp, various +2,3 weapons and armors) talk to the waitress to learn that
- Gromnir has a secret entrance in the sewers. Naturally.
- Note: You'll also find Viekang in here... he's the guy who "blew up"
- in a tavern back in Trademeet. If you talk to him you'll learn
- that he simply teleports away whenever he felt threatened. He
- has a quest too, see below.
- Also you can find Volo in the back room.
- Talk next to Pyrgam Aleson. Ask him for a secret way into the castle,
- and he'll tell you... for a fee (1000 gold). Of course, if you have 14
- Charisma or more you can negotiate this down to nothing. He tells you
- that there is a way through the old abandoned jail (which has become
- overrun with undead). He refers you to the Temple of Waukeen for more
- information.
- There are 3 containers in this tavern: (x 420 y 530), (x 750 y 220),
- (x 420 y 900)
- 2 Potions of Extra Healing
- 2 Potions of Superior Healing
- Oil of Speed
- Random Treasures...
- - KEYS
- Go over to the temple of Waukeen (x 1280 y 1900) and talk to Farielle.
- (she won't help you willingly if you're evil) Ask her about the key to
- the castle that Pygram mentioned and she'll tell you. She gives you the
- key to the jail, and warns you about the undead there. Everyone gets
- 1000 exp.
- The pool behind her (x 370 y 350) has a:
- Water Opal
- Also the 2 bookcases to the side have some random treasures. You may
- want to buy some Elven Holy Water if you don't have any... *hint*
- We now have the key to the Prison, let's get the key to the Sewers. Exit
- Waukeen's, then head left to the Barracks (x 630 y 1800).
- Once in there, you'll be accosted. Be as hostile as you wanna be, there
- is no way out of this fight. Slaughter the troops. Search the room for
- treasure (practically all of it is Random) and the Key to the Sewers
- (x 375 y 290).
- You now have 2 different keys, each leading to roughly the same place in
- the end, Gromnir. They merely differ in their methods. After finishing
- whichever of the Quests from below, enter either the Sewers (any of the
- entrances on the ground) or the Prison (x 1350 y 2250).
- Quests:
- -------
- QUEST: Mateo's Imminent Execution
- Militia HQ - Saradush (AR 5000, x 1740 y 810)
- Countess's Manor - Saradush (AR 5000, x 1370 y 1370)
- Kiser's Home - Saradush (AR 5000, x 2080 y 1820)
- Errard - Saradush (AR 5000, x 2370 y 700)
- Enter the Militia HQ (x 1740 y 810) and watch the, um, trial take
- place. A man named Mateo is taken away based on, well not much
- evidence. Looks suspicious. Talk to the captain and get him to
- agree to let you talk to Mateo and investigate this further. You
- can also ask him more questions, but he doesn't know much.
- The bookcase against the wall has some:
- 2 Potions of Superior Healing
- Go up and into the prison. Get the jailer to open the door, then
- go up and talk to Mateo, who is in the closest cell. Ask him
- whether Kiser is involved and he thinks this somewhat likely. He
- says that if Kiser is involved then the Countess is in trouble.
- You'll need to talk with her next.
- Also, search the back wall of the other cell for:
- 5 Superior Healing Potions
- Exit the building.
- You'll find the Countess's building just down the large stairs, to
- the left (by the Harlot). Enter. Talk to the Countess and mention
- that you have spoken to Mateo. She quite quickly tells you that it
- was Kiser behind everything. Kiser, you see, has kidnapped her son
- and the only way to get him returned was to turn on Mateo like
- that. She also says that Kiser will never give up her son. She
- wants you to visit with Kiser to somehow get her son back. Sounds
- reasonable.
- Note: Her treasure chests raise an alarm if you touch them.
- Head out, and down to Kiser's place. Inside bug him about what you
- know. Ask him about Mateo. Now if you have a 15 CHA, or have
- talked to the Countess, or are evil, or are neutral with a bad
- reputation you can get him to divulge more information. He says
- that he does indeed have the Countess's son, but he won't give him
- up unless you kill Errard, whom he says is the real evil force
- here.
- Note: You can pickpocket Kiser for a Shakti figurine. (Ken
- Adams)
- Kiser also has quite a bit of treasure in his house, many of which
- is horribly trapped (and all of it Randomized too). I don't think
- that you can de-trap these either.
- EVIL Note: Following the evil path, he asks you to kill either
- the countess or Errard. If you do kill the countess,
- he gives you 10,000 gold. If you kill Errard you
- get 2,000 gold. Either way gets you 5000 exp for
- every party member.
- Errard: 20,000 experience
- Cleric's Staff +3
- Robe of Good Archmagi
- Avoiding Errard Note: In Kiser's basement, there's three hidden
- switches that can be found by using 'detect traps'
- (two in the main room and one in the small bedroom
- behind a door). When you press all three, it opens
- the secret door that leads to Ardic, and Kiser
- appears and attacks you like he normally would after
- you talk to Errard. (Dave Loveland)
- Interesting. Head out. You'll find Errard at the top of the city
- standing on the wall. Talk to him. If we're following the Good
- path, tell him that Kiser sent you to kill him. He is a little
- shocked, so fill him in on the details. Errard will then track
- down the Countess's son for you, and tell you that he is within
- the home of Kiser himself.
- Return to Kiser's, and drop down to the basement. Kiser threatens
- to kill both you and his hostage for revealing his intentions.
- Bah. Kill him.
- Fighter (2) - 6500 experience (various magical treasures)
- Kiser - 6500 experience
- Shakti Figurine
- Secret Jail Key
- other treasures
- Fighter - 8000 experience
- Thief - 10,000 experience
- Mage - 10,000 experience
- Find and talk to Ardic for 7000 quest experience points. Besides
- 3 containers of potions and/or random treasures, search the
- cabinet at (x 650 y 350):
- Starfall Ore (a component of a more powerful item)
- King's Tears
- Return to the Countess for your reward: 2000 gold, 5000 exp for
- everyone.
- QUEST: Tazit's Dead Father
- Tazit - Saradush (AR 5000, x 2425 y 1550)
- Just to the right and down from where you started, a man will get
- whacked by some fire from the sky. Talk to his son, Tazit, who is
- quite distraught over this. Offer to have a cleric help (or if you
- are a Cleric, to do it yourself). Have your cleric talk to the
- boy, and offer to try the spell. When he is raised everyone gets
- 1000 experience and a Reputation +1.
- Alternatively, if you have the Rod of Resurrection you can use
- that.
- QUEST: Save the Elves
- Elves - Saradush (AR 5000, x 1240 y 1180)
- Just above the tavern, some elves are having trouble with the local
- authorities (seems familiar). Threaten the guard by telling him
- that you are a Bhaalspawn, then talk to the elves. They believe
- that as soon as possible, the guards will make their move again.
- If only someone would offer them refuge.
- Head down to the Temple of Waukeen and talk to Farielle. She'll
- help the elves out. Return to the elves and tell them the good
- news. You also get a reward: Reputation +1, 3000 exp for all
- party members.
- QUEST: Stop the Dwarves
- Dwarves - Saradush (AR 5000, x 1010 y 2180)
- Just below the Temple of Waukeen some dwarves are getting angry at
- the local authorities. Talk them out of violence for: 1000 exp
- each. You could side with the dwarves in a violent struggle, but
- you won't get much to make it worth your time.
- QUEST: Help Viekang
- Tavern - Saradush (AR 5000, x 1050 y 1550)
- When you first talk to Viekang, the Bhaalspawn who "exploded" back
- in Trademeet, you learn that when he feels fear, he is
- uncontrollably teleported away. So, you think he could just get
- out of a city under siege. Problem is that Melissan cured him of
- his fear. So, if you have an INT of 18 or more, talk to him again
- and suggest that maybe a Horror spell could make him feel fear
- again. He thinks it could work.
- Note: The main character needs the INT of 18. So, if you don't
- actually have the Smarts for this one, there are always
- potions for that.
- Your main character dosen't have to have 18 intelligence
- to make Viekang jump. Just simply have someone cast
- Horror on him and Viekang will jump! [from Brock Meyer]
- Next, have someone cast Horror on him, and he'll be cured. For
- this everyone gains 2000 experience points.
- QUEST: Lazarus's Missing Spellbook
- Arcana Archives - Saradush (AR 5000, x 710 y 1280)
- Hectan - Saradush Tavern (AR 5003, x 1070 y 530)
- Squip - Saradush (AR 5000, x 990 y 1140)
- In the Arcana Archives, you'll discover its caretaker, Lazarus has
- had his spellbook stolen. Therefore he can't really sell you
- anything. Agree to help him with his problem. He suspects that
- Hectan is involved, but can't prove it. Ask for any other clues
- to learn of a set of VERY small muddy footprints. Hectan is not a
- small man.
- You'll find Hectan in the Tavern, in the back. Talk to him and he
- denies any involvement. In fact, he has numerous witnesses that
- place him in the tavern.
- EVIL Note: If you have a low reputation (say, 8 or lower) just
- threaten him and he'll cop to the whole story.
- Go outside, go up and talk to Squip. Ask him about the spellbook,
- and he'll want 1000 gold to tell you anything. You could be nice
- and give that to him (heh), but he'll settle for nothing. He tells
- you that he did steal the book, and then immediately gave it to
- Hectan.
- Back to the tavern. This time Hectan admits to it, but says he
- only took it because he believes that Lazarus has a teleportation
- spell. He wants you to get this from Lazarus. Very well... Go
- to Lazarus and get the scroll. However, the scroll is useless as
- Yaga has powerful magics preventing anyone from teleporting out.
- Take the scroll to Hectan and he'll exchange that for the
- spellbook.
- Note: If you tell him to TRY using the scroll right there you
- lose 1 Reputation.
- Return with the spellbook and give it to Lazarus. This not only
- reopens his shop, but also gets everyone in your party 5000 exp.
- QUEST: Peltje's Vampires
- Peltje - Saradush Tavern (AR 5003, x 980 y 815)
- Inside the tavern you'll find a fellow named Peltje who believes
- that he is not insane. Seems that he believes that all the
- "courtesans" have become vampires and have a secret lair where they
- drain the blood of innocent mortals like him.
- At night, enter the tavern, and go to the top left corner (where
- the elves and dwarves sit arguing) to find the Dark Courtesans.
- Conveniently, there is one of each gender. Instead of doing the
- usual services, they take you to the vampire nest and attempt to
- kill you.
- OTHER: Kill Fire Giants [from CY Lee]
- During the siege of Saradush. Go to northern end of the battlement
- where Errard is (the mage in Mateo's quest). You will notice that
- the militia is shooting arrows at some unseen Fire Giant. The Fire
- Giant is located behind the tower and is NOT selectable as a
- target. However, equip your men with missile weapons and set to
- aggressive scripts and they will start shooting at the Fire Giant
- (XP : 8000, instant re-spawning) and the best part is that the Fire
- Giant would not attack your party members and there's no random
- flamingballs from the sky (probably to avoid killing Errard). Leave
- them there for unlimited xp.
- Average : 8000 xp ( per kill ) every 20 sec. i.e. ~ 1.5 million
- xp/hr
- Note:
- - Unlimited ammo missile weapons (eg. Firetooth, Azure Edge,
- Gesen Bow, Sling of Everard, etc.) would be useful.
- - Be sure to check on your men occasionally as they get fatigued
- (after a couple days of shooting at some giant) and also to
- level up (to avoid wasting excess xp)
- -------------------------------------------------------------------------------
- 4. [GRMNRR] Gromnir (AR 5013)
- -------------------------------------------------------------------------------
- Walkthrough:
- ------------
- - SEWERS
- I'll assume you took the track into the sewers. Wherever you entered,
- your goal is at the very top of the area, somewhat to the right of
- center. (x 2000 y 150)
- Of course, along the way, you have lots of monsters blocking your path.
- There are no major treasures (just +2,+3 stuff), and certainly no
- treasure chests.
- You'll find your way blocked by a Secret Wall (x 2140 y 550), which also
- needs to be lockpicked.
- - UPPER SEWERS (AR 5007)
- For getting through the sewers, everyone gets 3000 experience. There is
- quite a bunch of treasure in these first two rooms. Only one of it is
- really interesting (x 365 y 885):
- Fflar's Scabbard (a component for Cespenar to make a better item)
- The two doors to the southeast lead to the prison. There are a bunch of
- enemies in there (mages, thieves and fighters) that can be pretty tough
- if you aren't prepared for it. Also, in each of the cells are prisoners,
- and each time you free one you get a Reputation +1 (which could be a good
- or bad thing). There is a container on the wall of the lower passage:
- 20 Bullet +3
- Also, beware of traps in this passage. In the top right cell (x 1600
- y 1260) is a passage to the vampire area. You'll also meet a woman who
- is escaping from Gromnir. She warns you to stay away, that Gromnir is
- quite mad. Go to the vampire nest.
- - VAMPIRES (AR 5006)
- This is more or less where you would have appeared had you gone with the
- vampire Harlots. Enter the cell to the left, and search the wall for
- a secret passage. Open that to get to the upper hallway. There's
- another vampire here. Go left and up into the next hallway. There are
- three cells here, the first tells you that it is a grave that is missing
- a skull, the second has a Rusted Amulet (x 480 y 730) and the third is
- empty.
- Go up the leftmost hallway, open the door. Here you'll find the Prison
- Spirit, who isn't terribly happy about his lot in unlife. Anyway, about
- where he was standing there is some treasure: (x 1330 y 325)
- Skull
- Random Item
- Keep the skull for the moment. Open the secret (x 1175 y 300) on the
- nearby wall and enter. There are two cells to each side of you, and
- another hall in front of you. Ignore the cells, go forward and open the
- next hallway door. The table here has some interesting arrows. The
- first locked cell has some treasure.
- Back to the shallow grave (x 365 y 665). The spirit appears again, and
- gives you a Clue. Whatever. Place the skull and rusted amulet in the
- grave container. This causes the spirit to rematerialize, mention how
- great it would be if you had Elven Holy Water (hence why I recommended
- buying it), so put some of that in the grave as well.
- The spirit takes you to the one cell that you couldn't open, and opens
- it. Everyone also gets 10,000 experience. Enter the cell and get the:
- Bronze Ioun Stone (memorize extra 7th level spell, Cespenar also uses)
- Back to (x 125 y 975) and exit.
- - PRISON... AGAIN (AR 5007)
- Back to the large room, now open the upper door (x 875 y 750). Kill the
- monsters in here, and up to the next room. Kill the monsters here as
- well. There are a couple of things of treasure in here (press TAB to
- see them light up). Nothing major.
- Open the top door (x 1620 y 420), and go through.
- - GROMNIR'S CASTLE (AR 5001)
- When you get here, there will be 5 bad guys waiting for you. These guys
- are fairly powerful (not YOUR level, but who is?).
- Battle Mage - 21,500 experience
- 2 Soldier - 12,000 exp each
- Solder - 12,500 exp
- Soldier - 12,300 exp
- And many small treasures...
- Once you're done here, go up the stairs to the next level.
- Note: Be absolutely SURE to save it before going to fight Gromnir.
- There is a bug in the script that can make it impossible to
- complete the game, and if you get it you don't want to have to
- start over, do you?
- - GROMNIR (AR 5002)
- Watch the little cutscene as Melissan and Gromnir argue about whether
- you are a Bhaalspawn assassin, and so forth. You might notice something
- missing in Gromnir... his sanity. They take her away, and Gromnir
- notices you ("hah! good fun!"... in case you're wondering, one of the
- regulars in the Interplay Message Boards was named "Gromnir" and that was
- how he closed each of his messages... looks like Bioware is having a
- little fun with their fans).
- Anyway, time for battle. I'd take out his two mages first, then Gromnir,
- then his soldier goons that appear from out of nowhere (although the one
- with a Bow is a tempting target, isn't she?).
- Gromnir - 22,500 experience
- Lavendar Ioun Stone (+1 AC, +4 save vs. death)
- Roranch's Horn (item for Cespenar to use)
- Rogue Stone
- 5 Potions of Superior Healing
- Full Plate +2
- Ice Star +4 (1 to 4 extra cold damage)
- 1200 gold
- Eler Had - 12,500 experience
- Grandmaster's Armor (studded +6, works like Boots of Speed)
- (everyone else has the same exp and items as the goons on the previous
- level)
- Melissan arrives after the battle, a little upset at the violence that
- occurred here. She wants you to help get the people out of Saradush.
- After all, you killed their best defender (Gromnir), it's the least you
- could do... well, short of doing nothing anyway. The way to win, she
- claims, is to defeat Yaga Shura, who is invincible. So, first you must
- travel to the Forest of Mir and the Marching Mountains to discover how he
- became so powerful in the first place. Agree to help, and she goes away.
- To get directly out, just use the stairs that go Up.
- When you're done in Saradush, use your Pocket Plane ability. Once there,
- all you need to do is leave, and it gives you the option to go to the
- Marching Mountains.
- -------------------------------------------------------------------------------
- 5. [YGSHRA] Yaga Shura
- -------------------------------------------------------------------------------
- Walkthrough:
- ------------
- - NORTH FOREST (AR 6400)
- As you first pop in here, you get a little dialogue explaining what you
- are supposed to do here. There are also some soldiers who need to be
- dispatched. They were busy slaughtering some poor merchants. The only
- one you can really save is, coincidentally, the one with a name, Karthis
- al-Hezzar. Ask him for a reward to get 4240 gold. Also ask him about
- the area (there is a temple nearby) and you can also shop here.
- Note: This is the first opportunity in the Expansion to head over to
- the Watcher's Keep.
- Go down and use the stones to cross the river. There were some Fire
- Giants on this island. Continue to the right. Here there were many
- Yaga Shura soldiers, and one mage. Besides the mage, they're all
- complete wimps. Go up, fight through the Fire Giants and Officers.
- Once they're dead, exit this area to the east. Head over to the Forest
- of Mir.
- - FOREST OF MIR (AR 5202)
- We are on a road, walk up it. Gorion will appear and talk with you. He
- is quite disappointed in the way you turned out, it would seem. He even
- claims that you murdered him. With a 12 WIS you can point out that
- Gorion would never say such things. He then zaps you with some magic.
- (20 fire damage) Next he chews out your companions, Sarevok and Imoen
- (if they're around). Again if you have 17 WIS you'll be able to say that
- Gorion would not say such things. If you do have the 17 WIS option you
- take no damage from his next spell. He punishes you again, this time
- for 15 electric damage.
- Next he tries to pick apart your romance (if you have one anyway), and
- just to be cruel, he summons someone out of your loved one's past. This
- person then says things designed to hurt your loved one deep down to
- their soul. Big meanie. With a 17 WIS you can try to tell your loved
- one that this isn't real. Gorion punishes you yet again, by knocking
- everyone down (they even make the "dead" sounds, but are not dead).
- Finally you get to resist his efforts. You get 5000 quest experience
- and he summons some monsters to attack you.
- Master Wraith - 30,500 experience
- After any conversation with your romantic interest, enter the temple.
- Here you'll find various undead running around. They want to destroy
- you for some reason. Ah well. Not only do they have a Skeleton Cleric
- but a Skeleton Mage as well (aren't those called... Liches?). Turn
- Undead works well enough here.
- Search the tile over to the left to find some treasure. (x 750 y 1250)
- Go over to the right side, and search the tile that is propped up against
- the wall: (x 1430 y 480)
- Nymph's Tear (upgradeable by Cespenar)
- other treasures...
- Go up the stairs to find Nyalee. She is the one who raised Yaga Shura,
- and taught him how to be invulnerable. However, she feels that he has
- disrespected her (by literally stealing her heart) and wants your help
- to kill him. It just works out that you also want him dead, doesn't it?
- He is invulnerable because he keeps his heart outside of his body,
- eternally bathed in flames. She asks you to find both their hearts and
- bring them to her. Then she can douse the fire and make him mortal once
- more. Ask where the hearts are and she'll tell you that they reside in
- the mountains.
- Time to go. Leave this area and go up to the Marching Mountains.
- - MARCHING MOUNTAINS (AR 5200)
- You start in the very bottom of this area, and the entrance to the cave
- is in the top right. Go up along the path. You'll have to fight some
- giants. Go right along the lava lake.
- Here you'll find a party of... interesting Bhaalspawn. In short, they're
- all tiny. How did Bhaal mate with a rabbit anyway?
- Go back left, then down the path to (x 1260 y 1500). Here go up and to
- the right. A Fire Giant along here (whom you should kill) is carrying
- many non-Magical weaponry. Almost as if he's trying to tell you that
- you'll need these to kill Magic Golems. Spooky.
- Go up across the rocks to the cave (x 2150 y 300). Enter.
- - MARCHING MOUNTAIN INTERIOR (AR 5201)
- There are many Fire Giants in here, including the brand new Elite Fire
- Giants (who have 250 HP and are worth 26,000 experience). Also, don't
- walk on the lava, it hurts (a lot). Finally be sure to constantly be on
- the lookout for traps, this place is covered with them.
- The 2 side rooms aren't important just yet, so go up. As you go by you
- will see 2 barriers to the sides. Keep going up. In the center of the
- area is a great Machine (x 1930 y 1160). There are passages to the left
- and right, with the blocked exit being up.
- Go left. There will be a pool of lava here, with a container in the
- center (x 1200 y 700). Oh, and it is completely surrounded by traps.
- Search the container: (you'll take damage from the lava)
- Girdle of Fire Giant Strength (STR set to 22)
- Hammer Wardstone
- other treasures...
- When you search this, monsters are summoned to fight you, including the
- brand new Fire Troll, which requires Acid or Ice to kill (once you knock
- it down).
- Head over to the right passage (which I found crawling with Fire Giants)
- and do the same thing as in the previous passage to get:
- Skull Wardstone
- other treasures...
- This time Golems are summoned at you, an Adamatite, Clay and Magic
- Golem.
- Head all the way back down to the beginning, enter the 2 side rooms
- and click the Plate on the wall. This will open the 2 blocked passages.
- Each of these is worth 5000 quest experience (for 10,000 overall).
- Head up to the right side passage (x 1770 y 2100). There are all manner
- of beasties in here. Search the container here:
- Blood Wardstone
- Psion's Blade +5 (immunity to Psionic attack)
- other treasure...
- This summons more monsters to fight you, 2 Bone Fiends and a Cleric.
- Go across to the other passage. There are other beasties in here that
- are just begging to be slaughtered. Search the container for:
- Flame Wardstone
- other treasures...
- This summons up some fire elementals (and "Burning Men") for you to play
- with.
- We now have all the Wardstones, and can head up to the Machine in the
- center. Click on it to open up the northern passage. Using the machine
- gets you 20,000 quest experience points. Go up (x 2400 y 540) to the
- next level.
- Note: Respawning Fire Giants. In the Marching Mountains area, if you
- go to the left of the lava lake, there are two more Fire Giants.
- They each carry a Full Plate Mail, King's Tear, Emerald and two
- Potions of Extra Healing (if they didn't drink it themselves
- while you're fighting them). But it's not the treasure that
- makes it interesting -- the Fire Giants respawn! Kill them,
- move away for a bit, come back and you can fight them again for
- more experience and their items again (to sell). Repeat. It's
- not quite as easy experience as killing them in Saradush, but
- this way, you can earn a bit of gold from selling their items
- too. [from Andy Kahn]
- - YAGA SHURA'S BEDROOM (AR 5204)
- I probably don't need to keep reminding you, but keep searching for
- traps. There's a trap just above the stairs. There are also some Fire
- Giants there too. Once up the stairs, go left, when you see the lava,
- go up and into the main room.
- Search the container here (x 1000 y 1060) for some treasure.
- Go right and fight Berenn, a giant cleric, and his Fire Giants.
- Berenn - 40,500 experience
- Balor's Claw (Cespenar can upgrade)
- other treasures...
- Tip: The fire giants, including Berenn, can’t get through the low
- arches near the start. Draw them there and take them apart with
- ranged weapons. [from Xar]
- Go right. The treasure (minor) at (x 1750 y 1430) is trapped.
- Continue right and fight the bad-guys here. Further right is another
- treasure (minor) (x 2500 y 1800).
- Go up to the Brazier at the top of this room (x 2075 y 1100). Click on
- it to get Yaga Shura's Heart. Getting this item gains you 20,000 quest
- experience points.
- Go over to the right, and find the door that leads up (x 2900 y 1400).
- In order to open this door, you must have the Strength of at least a
- Fire Giant (STR 22). There are Fire Giant STR potions on the ground if
- you need them. Open the door and enter.
- You'll find a slave woman in here. Free her if you like (15,000 quest
- experience) and ask her any questions that you have.
- Just to the woman's left, on the wall is a TRAPPED container (x 3050
- y 840):
- Stone Golem Page (Upgradeable by Cespenar)
- 3047 Gold
- other treasures...
- Go left to find Yaga Shura's mighty bed. In the center of the bed is a
- TRAPPED container (x 2500 y 670):
- Bag of Plenty +1 (Upgradeable by Cespenar)
- Yaga Shura's Journal
- Beating Heart
- Yaga Shura's journal reveals one important Clue, that he is under orders
- from someone else. Interesting...
- Go left to find and fight Imix, the Fire Elemental Prince (x 1620 y 450).
- He's a pretty tough battle, requiring good magical weaponry to even hit.
- He is standing pretty much right on top of some traps, which also makes
- the battle more difficult.
- Note: The Wave Halberd kills all elementals automatically, making this
- section fairly trivial if you kept it. [various sources]
- Imix - 50,000 experience
- Ravager +4 (Upgradeable by Cespenar)
- Amulet of the Master Harper (+20% find traps, pick locks, +3 AC)
- Time to go. Leave the Marching Mountains and head back to the Forest of
- Mir.
- - FOREST OF MIR (AR 5202)
- Be ready for a fight here. Go up and talk to Nyalee, give her the two
- hearts that you found. This is worth 20,000 quest experience. She'll be
- restored, and she'll make Yaga Shura mortal again, just as she promised.
- However, she begins to have second thoughts, and decides to attack you
- anyway. She also summons a Nymph, and some Shambling Mounds to help.
- Nyalee - 12,000 experience
- minor treasures...
- Shambling Mound - 16,000 experience
- Time to find Yaga Shura himself. To the Siege Camp!
- - SIEGE CAMP (AR 5203)
- After a brief bit of text explaining the destruction of Saradush, and
- that you can't find Yaga Shura anywhere, you get control. Be prepared
- for a large battle, it's not far off. Go down and to the left, and some
- peasants will be fleeing some archers. As you cross the bridge, Yaga
- Shura and his mighty army rush towards you. Concentrate all fire on
- Yaga himself, as his army will keep on coming until you kill him.
- Yaga Shura can be found in camp at (x 1850 y 1570). Once you wound him,
- he flees in terror, and returns a moment later with better troops. Again
- concentrate on Yaga himself.
- Yaga Shura - 150 HP -5 AC -5 THAC0
- 30,000 experience
- Runehammer +4 (upgradeable by Cespenar)
- Shuruppak's Plate (AC of -2, +1 DEX, 20% fire res.)
- Shield of the Order +4
- As soon as Yaga is dead, the Solar will summon you back to your Pocket
- Plane for your continuing education...
- (AR 4500)
- The Solar summons forth your mother who explains how you came to be. She
- gave birth to you, son/daughter of Bhaal with the intention of
- sacrificing you on an altar to restore Bhaal after his death. Gorion
- appeared and stopped this from occurring. Gorion's disruption of the
- ceremony had some unintended consequences... like the other Bhaalspawn
- getting free as well.
- When the Solar talks to you again, if you are Good say these lines:
- (Whether you say Good or Evil things affects your ending)
- "I feel sorry for my mother. Gorion did what he had to." &
- "Yes, there is a debt. I could have just as easily have had his life,
- and he mine."
- If you wish to get the Evil ending, just say any line that sounds
- particularly evil (as with anything, it is easier to be evil than good).
- For this you get 40,000 quest experience and are thrown back out to the
- army camp...
- (AR 5203)
- Melissan greets you when you return. She tells you that all the
- Bhaalspawn in the city were destroyed, and that she and a few peasants
- were the only ones who could escape. She has some information for you
- about the other Bhaalspawn who were allied with Yaga Shura: Illasera,
- whom you already killed, Abazigal and Sendai. She wants you to go
- after these guys. She also shows you a new place you can go for help,
- Amkethran (ruled by her ally Balthazar).
- Viconia Romance Note:
- I don't normally take asides for romances, but this one is fairly
- major. You can help change Viconia's Alignment here. After
- Melissan leaves, Viconia will comment on the carnage of the battle.
- If you agree with her that this is quite impressive, she becomes LESS
- likely to change alignment.
- Tell her that this is horrible.
- Then, to get her to switch, say one of these lines:
- "Power doesn't automatically equal death and destruction, Viconia.
- This isn't me." OR
- "Has killing *ever* pleased me? What are you thinking?!" OR
- "All this killing is wrong, Viconia. And the fact it's happening
- because of me is worse!"
- Be sure to get the treasures from Yaga Shura before continuing onward.
- There are 2 containers of minor treasure in this area. (x 650 y 1630) &
- (x 2350 y 1550)
- Return to the Pocket Plane.
- (AR 4500)
- Time for the second challenge. Head over to the left, to the passage
- that the Solar recently opened. (x 1330 y 1660) Here is where you face
- down what you would have been had Gorion taken Sarevok over you. And
- of course, this incarnation of you doesn't care much for you, and
- attacks.
- Dark Version of You - 183 HP 6 AC 1 THAC0 4 Attacks
- Once he and his goons are defeated, the place is altered to fit your
- alignment. You get 30,000 experience, everyone else gets 25,000 quest
- experience.
- Return to the real world, then leave this area and head to the Oasis.
- -------------------------------------------------------------------------------
- 6. [MKTHRN] Amkethran
- -------------------------------------------------------------------------------
- Walkthrough:
- ------------
- - OASIS (AR 6300)
- Note: If your party is completely invisible, you can skip this fight.
- Hope you're ready for a battle, because you're getting one really quick.
- The Tethyrians here have apparently decided that you are guilty of
- destroying Saradush and must be killed. This army consists of many
- pikemen, archers, battlemages and good clerics.
- Search the general's body after the battle:
- The Answerer +4 (slow, but powerful long sword)
- Long Sword +3
- Full Plate +2
- Note from Tethyr's Monarch
- The other troops have various minor treasures (like a Composite Long
- Bow +3). There are also 3 containers here with minor treasures (and you
- can see the bounty notice they put out on you!). (x 1580 y 350) has the
- best treasure.
- Go across to the other side of the Oasis, and out.
- - AMKETHRAN (AR 5500)
- Walk up the path, and you will get an immediate audience with Balthazar
- the head of the city. He'll give you directions to several new areas
- (where you might find some Bhaalspawn) then leaves you alone. There is
- no sign of Melissan.
- Beyond the subquests here, nothing to see at the moment. Pick one of
- the 2 new areas to go to, and go there.
- Quests:
- -------
- QUEST: The Mayor's Daughter
- Asana - Amkethran (AR 5500, x 2340 y 1256)
- A short time after you arrive, the Mayor's Daughter will have her
- life threatened by some mercenaries. The Mayor asks you to help
- out in this matter. Agree to help out. Talk to one of the
- mercenaries. You can, if you want, offer to repay what she stole,
- however, the merc's want far more than she actually took, 5000
- gold. With a Charisma over 16 your can convince them to take 3000.
- Of course, you could just fight them.
- Once she's safe, talk to the mayor again to get your reward:
- Montolio's Cloak (upgradeable by Cespenar)
- 500 gold
- Reputation +1
- 5000 quest experience
- QUEST: Saemon Havarian ... again
- Saemon - Amkethran (AR 5500, x 2600 y 1916)
- The local mercenaries are quite upset at Saemon for stealing their
- items and selling them on the black market. When you get near,
- Saemon manages to get them to believe that you somehow have their
- items, such that they attack you. Well, at least you know Saemon
- hasn't changed any.
- Head over to the Smuggler's Cave and enter. There you will find
- the Monks busting up the Smuggling operation. They spot you and
- tell you to beat it. Time to take out the trash. Fight them.
- Monks - 10,000 exp each
- In the back of this cave are 4 chests, 2 of which are trapped.
- They have minor treasures.
- Within a day, the smugglers will be gone.
- Special Items from the Smugglers: [from Dave Loveland]
- Once the monks are dead, Carras will come up and talk to you.
- Select dialogue options 2,1,2 to get into the buy screen. You
- will be able to purchase Enkidu's Full Plate, Gargoyle Boots, and
- K'logarath (throwing axe). If you leave the buy screen those
- items will disappear, you will not be able to buy them if you
- talk to Carras again. Also, if you don't follow the dialogue
- into the buy screen when he first comes up and talks to you,
- those items will not be available. The smugglers will disappear
- if you leave the cave and come back in.
- This is also the best place in the game to generate gold. The
- first time that you go into the buy screen they will pay you much
- more than normal for items (4800 for a full plate mail instead of
- 1500, etc.).
- Getting Extra Equipment and Money from the Smugglers:
- [from Nathaniel Ragatz]
- When you go into the smuggler's cave tell the monks you will let
- them arrest the smugglers (the smugglers weren't going to be in
- town long, I didn't seem to get a discount when I protected them,
- and their leader, Carras, detects as evil anyway). Then quickly
- talk to the smuggler leader to make purchases before he is taken
- away. The smugglers will pay more for rare magical items they
- don't have as well as gems then they will charge you to buy them
- back-thus you have an unlimited money supply here. Use it to buy
- any good stuff the smugglers have, including the +4 K'logarath
- Axe, Enkidu's Full Plate +3, and the Gargoyle Boots.
- When you are done buying up the best of the smuggler's stock stop
- shopping and attack Carras. He isn't worth much exp (only 500)
- but drops free copies of the +4 K'logarath Axe, Enkidu's Full
- Plate +3, and the Gargoyle Boots when he dies. This is the only
- way that you can get 2 of each of these items without cheating.
- If you stop the monks when they want to arrest Carras and
- then kill him he doesn't drop these items. The other smugglers
- in the cave turn hostile but you don't loose any reputation for
- killing them, Carras, or the other smugglers around town and the
- monks don't stop you. The smugglers usually minor magical items
- like +2 leather and +1 long swords.
- QUEST: The Cleric of Waukeen and the Monk
- Cleric - Amkethran (AR 5500, x 2974 y 2417)
- Near the temple, a Cleric will argue with a Monk. He wants the
- monks to care for the town again, and the monk points out that
- Balthazar cares nothing for these people. A fight ensues. Kill
- the monk. A mage will teleport in to chide you about this, but
- they don't seem to care too much.
- The cleric thanks you. There is a standard reward here:
- Oaken Ring (Cespenar can upgrade)
- 2000 quest experience
- You can also donate 1000 gold to him for a slightly better reward:
- Oaken Ring
- 3000 quest experience
- Reputation +1
- QUEST: Marlowe
- Tavern - Amkethran (AR 5500, x 2730 y 1380)
- Marlowe's Home - Amkethran (AR 5500, x 3650 y 430)
- Cave of the Dead - Amkethran (AR 5500, x 1800 y 700)
- When you enter the tavern, the man Marlowe will come up to you and
- ask for help. He won't talk more of it here, and tells you to meet
- him at his home at the cliff. To get up there, you must go through
- the house to the right of the tavern, up the ladder, then across
- the roofs.
- Once inside, listen to what Marlowe has to say. A powerful lich
- by the name of Vongoethe wanted to steal the soul of his daughter,
- so he had to beat a hasty retreat from whence he came. However,
- this didn't stop the lich who sapped her soul anyway. The lich is
- in this town's graveyard, which the monks sealed. He says that
- he'll have a guard let you in. Agree to his proposal.
- Head out, get back to the main level and head over to the Cave of
- the Dead. You can talk to the Boy here for some info on the
- situation. When you're ready talk to the guard and have him open
- up the sealed cave.
- Walk forward and the lich appears. Talk to him. He tells you that
- he and Marlowe had a deal, Marlowe would get 20 years of fortune
- and whatnot in exchange for his immortal soul. When the 20 years
- was up, he refused to give up his soul and fled. The lich
- eventually tracked him down and swiped his daughter's soul to get
- him to pay up. At this point you can either fight him, or make
- a deal. You go bring Marlowe here, and the lich will give up the
- girl's soul.
- Note: If you fight him before he gives you the soul, the girl
- WILL die.
- Head back to Marlowe. You may as well tell him the truth about
- this one, he comes quite willingly. You and Marlowe are taken back
- to the Lich, and Marlowe gives up the ghost. (so to speak) You
- are given possession of the girl's soul. Once you have her soul,
- you can become as hostile as you wanna-be with the lich.
- Vongoethe - 25,000 experience
- If you fought the battle, you can give Marlowe the soul for 15,000
- quest experience and a Reputation +1. Or you can keep it yourself
- for a reputation -2 and 6000 quest experience.
- Note: When I tried protecting Marlowe from the Lich one of its
- spells killed him anyway. So I took the daughter's
- soulstone back to her and gave her 5000 gold to help her
- as she started out in life. My party received 10000 quest
- experience for everyone and +1 reputation for doing this.
- If you give her less than 5000 gold you don't get the rep
- +1. [from Nathaniel Ragatz]
- OTHER: The Complete Pantaloons
- Smithy - Amkethran (AR 5500, x 3070 y 860)
- Note: To enter the smithy, you must go through the house to the
- right of the tavern, up the ladder, then over.
- You may have noticed the various metallic pantaloons in the
- Baldur's Gate games, well they finally have some payoff. Take all
- 3 pairs (the Golden, Silver and Bronze pantaloons) over to the
- smithy here and talk to Kerrick. He'll use these to construct one
- of the most interesting Easter Eggs in the game.
- Here's where you get the items: Bronze Pantalettes are in
- Abazigal's Lair, you must send the Petrified Adventurers out to
- retrieve the Eyestalk. Silver Pantaloons are a reward for the
- Buried Alive quest back in the Graveyard (hope you got them) and
- the Gold Pantaloons were in the Friendly Arm Inn back in the
- original Baldur's Gate. (which means you would have had to import
- a party that carried the pantaloons)
- Having trouble finding the Pantaloons? Here are the three item
- codes for them:
- misc47 misc5o misccb
- When he's done making the item, you get:
- Big Metal Rod (gun)
- Pulse Ammunition
- Frag Grenade
- Scorcher Ammunition
- Big Metal Unit
- The BMU is usable by anyone, and gives an astonishing series of
- bonuses, not the least of which is the fact that you suddenly look
- like an Adamantite Golem. As such, there are many places that you
- can't walk in it because it is simply too large to fit.
- Note: Once Kerrick finishes this, he leaves town forever.
- OTHER: Archery Practice
- Near the lower part of the area, archers are taking some needed
- target practice... on monsters that are continually summoned up
- just to be killed. Talk to the captain and get into a fight. The
- only thing of importance you get out of this is the:
- Darkfire Bow +4 (Cespenar can upgrade)
- With thanks to Dave Loveland.
- -------------------------------------------------------------------------------
- 6.1 [SNDFMN] Sendai (AR 6100)
- -------------------------------------------------------------------------------
- Walkthrough:
- ------------
- - WOODSMAN
- Go up and talk to the "woodsman." Ask him about the Bhaalspawn named
- Sendai, and he'll plead ignorance. He did, however, see some "funny"
- looking elves in the southwest of this area and asks that you
- investigate.
- Enter the cabin.
- (AR 6111)
- Loot this place! There are no traps, although some of the 5 containers
- in here are locked. There are lots of minor treasures, and one more
- notable treasure: (x 520 y 340)
- Rune of Clangeddin (Upgradeable by Cespenar)
- Exit.
- (AR 6100)
- If you do wander over to the southwest part of this area, you will be
- attacked by Umber Hulks and Drow as well as a Hive Mother (Beholder).
- Hive Mother - 50,000 experience
- Drow (2) - 5000 experience
- Umber Hulk Elder - 18,000 experience
- Head up and to the right to find the Graves (x 2000 y 160). Click on
- these, then head back to the Woodsman. Ask him about the graves. (He'll
- also try to set up another ambush around the grave for you) Keep
- pestering him and he'll turn into a Drow and attack you (with
- reinforcements, of course).
- When these Drow are dispatched, the hidden entrance to Sendai's lair
- appears. This is worth 10,000 quest experience points.
- If you head up to the gravesite now, you will get ambushed by more Drow.
- Go up to Sendai's Entrance, just left of the graves (x 1500 y 100).
- - MONSTER PASSAGE (AR 6101)
- This area is mostly just a long running battle against Myconids, Spore
- Colonies, Spiders and Umber Hulks.
- Once at the platform (x 2650 y 1000) you have 3 choices on where to go
- next, two passages to the left and one above you. You'll need a key for
- the 2 left passages. Enter the upper passage first (x 2920 y 730).
- (AR 6109)
- Time for a nice battle against more Drow... and a Drow Kensai no less!
- Thelynn'ss - 15,000 experience
- Amulet of Cheetah Speed (Speed +2, Improved Haste 1/day)
- Drow Guard's Key
- Go back. (and see what Sendai is up to... which is worth 5000 quest
- experience)
- (AR 6101)
- We can now open both of the doors to the left. Each of the doors will
- lead us where we need to go. The upper left door leads you through a
- spider infested area, the other through a slave infested area. Since
- there are no treasures worth mentioning in either one, I prefer to take
- the lower, slave passage.
- (AR 6102)
- As you enter here, you are attacked by Derro slaves (they look like
- dwarves). Fight your way along the passage. As you go along, more
- monsters will be summoned, possibly even behind you (annoying if you have
- a weak archer back there). Just keep moving until you get to kill the
- Slavemaster. As long as the Slavemaster is alive, more monsters will
- continually be summoned.
- Go to the end of the passage, and exit to the next area (x 2500 y 1550).
- - INNER PASSAGE (AR 6104)
- Head out to the center platform. We're going to have to go left first.
- Fight your way through the Drow there, to get to the door beyond (x 950
- y 770). Before entering, be sure you are ready for a battle with a Lich.
- (AR 6110)
- Beware of traps between you and the Lich.
- Yep, there's a battle with a Lich in here, all right. You can summon
- things without him seeing you, if you don't move. I just attacked him
- with a Planetar and that worked pretty well. In another game, my main
- character was a cleric of high enough level that her turn undead blew
- the lich to pieces.
- Odamaron - 22,000 experience
- Drow Wardstone
- Heart of the Damned (Cespenar can upgrade)
- Eye of Tyr (Cespenar can upgrade)
- There is a trapped container near the stairs (x 800 y 100):
- Skull of the Lich (Cespenar can upgrade)
- other treasures...
- The other 2 containers in here have minor treasures. Exit. (again you
- get to see what Sendai is up to. This is worth another 5000 quest exp)
- (AR 6104)
- Go back to the center, then up. (there may be some Drow on the center
- platform) Fight through the Umber Hulks here to get to the doorway
- beyond (x 2525 y 600). This door is opened by the Drow Wardstone that
- we got from the Lich. Whenever you're ready for a fairly large, battle,
- enter the door.
- (AR 6105)
- Diaytha confronts you here, and opens the door to the right. Her idea
- is that you go over there and get killed by the mighty Ogremoch, an
- Earth Elemental Prince. Concentrate your attack on Ogremoch as he is
- quite mighty. Nothing tricky here, just straight-out melee.
- Ogremoch 220 HP -7 AC 2 THAC0 3 Attacks
- 56,000 experience
- Once that is taken care of, go over to the room on the left to fight
- Diaytha and her goon squad (vampire, beholder, etc). I'd prioritize this
- one a little, take out Diaytha and the Beholder first, then the Vampire,
- then the rest.
- Diaytha - 14,000 experience
- Darksteel Shield +4 (10% fire, cold, acid, poison res.)
- When you're done, go through the main doors.
- (AR 6106)
- As you come through, Captain Egeissag wants to kill you, but is afraid
- that Sendai will take credit for his actions. To remedy this, he has
- a suggestion for you: The two of you fight alone in the pit, winner
- take all, loser dies. Sounds like fun. (The alternative is to simply
- fight everyone in here) If you have a good Fighter type of character,
- this will be easily winnable. If you are a mage, you may want to
- reconsider. The Spectator Beholder casts a Geas such that whoever loses,
- all his allies die as well.
- Captain Egeissag - 20,000 experience
- Bowstring of Gond (Upgradeable by Cespenar)
- other treasures...
- After the battle Spectator (the very same Spectator you met in the
- Sahuagin city) is very amused by how he got out of the service of the
- dopey drow. You could ask to fight him as well, but he'd much rather
- not fight you. And with that, he's gone.
- (a brief cutscene follows where Sendai sends out the last of her forces,
- the Mindflayer. This is worth 5000 quest experience)
- Once you're ready, on to the next room.
- (AR 6107)
- Time for some Mind Flayer madness. If you have anyone with the Psion's
- Blade, then you are going to have one easy time in here. Just have them
- rush in and slaughter everything. (Psion's Blade was in the Marching
- Mountain so you SHOULD have it) In fact, I gave the Psion's Blade to
- Sarevok and had him and him alone fight the battle.
- The small pool in here (x 600 y 600) has:
- Liquid Mercury (Upgradeable by Cespenar)
- other treasures...
- The two doors to the right have Vampiric Illithids in them (14,000 exp).
- Open the upper door. Go through the passage, and the next door into the
- next room. More Mind Flayers and an Umber Hulk. Kill them.
- When you feel up to taking on Sendai, go up to the last door and go
- through.
- - SENDAI (AR 6108)
- Although you have quite mercilessly slaughtered her army, Sendai isn't
- about to let that faze her. In fact, she used that time to prepare to
- fight you. She creates 7 statues of herself (with either 122 or 130
- hit points) and vanishes. They are of diverse Classes (1 Cleric, 2
- Fighter, 1 Thief, 1 Fighter/Thief, 1 Mage, 1 Mage/Cleric). The statues
- can be defeated only one at a time. Also, Drow will be coming in from
- the entrance. I'd summon up some high level monsters to guard the
- entrance, then use your party to slaughter the statues. Once the statues
- are defeated, Sendai reappears and should be killed on sight.
- Sendai 182 HP 8 AC 8 THAC0 1 Attack
- 18,000 experience
- Wong Fei's Ioun Stone (+1 AC, +15 HP, Regeneration)
- Studded Leather Armor of Thorns +6 (1d4 damage to attacker)
- Wand of Cursing
- other treasures...
- Sendai is a very dangerous Cleric/Mage, you will need to keep removing
- any protections that she puts on herself. I find Khelben's Warding Whip
- works well for this purpose. Once she has no protections, she is weak
- as a kitten. You get 40,000 quest experience for killing her.
- Once she's dead, you are drawn into another Solar Dream. The Solar wants
- you to wonder about the present, what is your role in this prophecy? She
- summons a clone of yourself, who is irritated to be here. (10,000 quest
- experience) There is only one GOOD thing to say here, the rest are evil.
- Good: (this has to do with Good-Evil choices only)
- "I would prefer to find a way to avoid my destiny, if I could."
- The dream-you then proceeds to explain the prophecy to you (the one
- that says Faerun will be ravaged by the Bhaalspawn) saying that you are
- the one set out to prevent the destruction, not to cause it. At this
- point there are 2 Good things to say (and the rest are Evil):
- Sorta Good: "If I exist to stop the prophecy instead of making it true,
- then so be it."
- Really Good: "That is a relief...I had no desire to cause the
- destruction the prophecy tells of."
- This part ends, and the Solar asks what you will do now. More good
- answers:
- Sorta Good: "The quicker I get this 'destiny' over with, the quicker I
- can start the rest of my life."
- Really Good: "I will prevent the destruction of the land because it is
- the right thing to do."
- You get 10,000 quest experience, and the Solar opens another path in your
- Pocket Plane for yet another challenge. Go to your pocket plane...
- - POCKET PLANE CHALLENGE NUMBER 3 (AR 4500)
- Once you've rested up, head down the next path (x 1700 y 2000). Here you
- meet with your lost innocence. He wants you to forget your recent
- troubles and become innocent once more. Of course, there isn't even the
- possibility of doing such a thing. Your innocence then becomes the
- Slayer and attacks you. It is worth 25,000 exp to kill, plus you get
- another 25,000 quest experience for completing the challenge (the main
- character gets 30,000 quest experience).
- Return to the real world, then take the portal out of Sendai's Lair.
- -------------------------------------------------------------------------------
- 6.2 [BZGLAA] Abazigal
- -------------------------------------------------------------------------------
- Walkthrough:
- ------------
- - DRACONIS (AR 6000)
- Prepare for a battle. Summon anything you want, protection spells, the
- works. I'd also go with a True Sight spell, in case a certain enemy
- casts Invisibility... repeatedly. You'll be fighting a mage/dragon if
- that helps. You want enough Summoned creatures to overwhelm someone
- very quickly... (I had a Planetar, an Elemental Prince and 2 Mordenkainen
- Swords)
- Walk forward to find Draconis. He does not seem terribly happy to see
- you. He will taunt you for a bit, then attacks. He is a mage of fairly
- high level, so expect Time Stops and all manner of Protections. When he
- cast Protection from Magic weapons, I simply switched over to the
- non-Magic weapons I got for dealing with Magical Golems, and that worked
- just fine. When he goes invisible, hit him with a Remove Magic.
- Draconis 190 HP -5 AC 4 THAC0 3 Attacks
- When his human form is defeated, he tells you that it isn't so easy to
- kill him and becomes a Dragon.
- Dragon Draconis 190 HP -10 AC -4 THAC0 3 Attacks
- 61,000 experience
- Draconis's Head (used to open the door)
- Tzu Zan's Bracers (+1 AC, +15 HP)
- His Dragon form is quite a bit tougher. First he becomes Invisible at
- the drop of a hat, making it impossible to dispel his weapon's
- protections without first getting rid of the Invisibility (hence the
- True Sight earlier). He knocks your guys unconscious a LOT, which
- complicates matters. He'll even summon Invisible Stalkers to help out.
- I cast a Time Stop to get rid of his spell protections (Remove Magic,
- Khelben's Warding Whip, Breach, etc.), then just hit him a lot with
- fighters. Whenever my guys got low on HP I used Potions of Superior
- Healing.
- My summoned monsters didn't last long against the dragon, but they'd
- gotten rid of his human form so quickly that it helped a lot.
- With Draconis dead, you can now enter the Enclave. (You need his Head
- to enter)
- - ENCLAVE (AR 6001)
- There's a trap right near the entrance here.
- When you enter, Ekim Cyre yells out for help, then locks down the
- Enclave. He is in a bit of a panic that Draconis is dead. Then he will
- attack. Did I mention that he is a Werewyvern?
- Ekim Cyre - 15,000 experience
- Empty Breath Potion Flask (take it)
- Stone to Flesh scroll
- You'll notice several pools around, only two of these can be used at the
- moment, the other two require that you fill the Empty Breath Potion
- Flask. Go to the far left pool and click it twice to dive into it.
- (x 290 y 600)
- (AR 6008)
- This little area is crawling in Frost Salamanders. Once they're dead,
- go down and through the door.
- (AR 6012)
- This little library is home to a couple of Bone Fiends. They need some
- re-education on the true nature of bones! (ie dead and buried) There
- are 3 containers in here, the dresser, the table and the TRAPPED
- bookcase. They contain mostly minor treasures (but another Stone to
- Flesh scroll).
- Click the pool here to fill it with ... well Breath. It becomes a
- Breath Potion. Go back to the previous area.
- Note: You never need to drink this potion, merely having it is enough.
- (AR 6008)
- Click on the pool here to get back to the beginning.
- (AR 6001)
- Go over to the far right pool (x 950 y 750) and dive into it.
- (AR 6002)
- This is a prison level, of sorts, and its guards are Kuo-Toas. Kill them
- all. Go left, kill them there, then go up and kill them there too. To
- the left are some Water Elementals (and an Olhydra, which must be their
- leader, it's worth 27,000 experience). Go over to the right.
- Kill the guard, then lockpick (or bash, or Knock) the jaildoor to talk to
- the Monk inside. He was sent here on a secret mission for Balthazar.
- He is close to death, so he wants to help you with what he has:
- Rope (yay)
- Also, he tells you about a Dragon that guards Abazigal. This dragon is
- being compelled to serve Abazigal. Therefore you must find the Scroll
- that will release her from her service. He won't reveal what his secret
- mission was... sounds suspicious.
- Be sure to search him later for:
- Hindo's Hand (Upgradeable by Cespenar)
- Go left then back down. There will be a new door opened here (x 630
- y 820) that takes you back to the beginning. Take it.
- (AR 6001)
- Take the top middle pool this time (x 570 y 640)
- (AR 6003)
- You're going to have to fight through a LOT of "eyes." They're fairly
- annoying, but not terribly deadly. Go left, then up to find Lycanth the
- Mad. (x 530 y 700) Ask him about the Scroll of Reversal, then explain to
- him what it is and what it does. He does, in fact, have such an item,
- but he wants you to work for it. Seems that he has taken a fancy to the
- eyestalk of a Gauth Beholder and wants you to go get it for him. (you
- could just kill the mage for the Scroll, but that's no fun) Agree to
- this. Tell him that this is a bit beneath you and he suggests
- subcontracting this out to the three petrified adventurers.
- Since the secret wall to his lab is barred, you'll need to find another
- way in. Use the nearby pool (x 460 y 800) to enter the lab. Search
- the Right Table for:
- Juggernaut Golem Page (Cespenar can upgrade)
- Stone to Flesh scroll
- Go down and open the "secret" wall. Use the Stone to Flesh scrolls
- (that you've been getting throughout this dungeon) to bring the
- "adventurers" back to life. Next you must convince them to take up the
- quest to get the Eyestalk. This isn't terribly difficult, just convince
- them that this is to Save the World and they'll even do it for free....
- They'll return several days later and a very amusing cutscene unfolds.
- ("Bondari reloads" refers, of course, to the habit of players to try
- doing something stupid, then reloading and doing the smart thing... The
- designers seem to be having fun with the gaming public) They'll give
- you the Eyestalk and...
- Bronze Pantalettes (yay!)
- Go up to the Mad Mage and give him the Eyestalk to get the Scroll of
- Reversal. This gets you 30,000 quest experience.
- Note: Clicking on the Eggs releases several Eye monsters.
- Head down, and just below where the adventurers were, take that pool
- (x 670 y 1170).
- (AR 6004)
- Head over to the left to find the Dragon. It asks for you to free it
- with your Reversal Scroll. In exchange, it will give you the Wardstone
- which will allow you to pass. This gets you 10,000 quest experience.
- Alternatively: You could attack the Dragon.
- Fll'Yissetat 280 HP -8 AC -6 THAC0 5 attacks
- 60,000 experience
- Ring of Improved Invisibility
- Abazigal's Wardstone
- Or you could free it, THEN kill it. (Amusingly, one
- hit with the Ravager Halberd and it died to a 10%
- vorpal effect)
- When you're ready, go further left and enter Abazigal's Lair.
- - ABAZIGAL (AR 6005)
- Before moving forward, prepare for a big battle against a Dragon.
- Summon. Protective Magic. You know the drill.
- You'll have to battle your way through some Frost Salamanders before you
- get to the Dragon. You'll find Abazigal in the center of this area,
- looking a little blue around the gills. Again, like his son Draconis,
- when you defeat his human form, his Dragon form emerges.
- You MUST defeat his dragon form quickly and efficiently as he can Heal
- himself fully. Not sure why, but I found him easier than Draconis
- outside. Again I had the Planetar, 2 Mordenkain Swords and an Elemental
- Prince (who didn't get blown away by the Dragon wing flap). And again
- I used time stop to remove any protections (then I just attacked him
- while time was stopped... hey free damage).
- Abazigal 290 HP -12 AC -8 THAC0 3 Attacks
- Gram the Sword of Grief +5 (Upgradeable by Cespenar)
- Flail Head (Electric, Upgradeable by Cespenar)
- Blue Dragon Scales (Upgradeable by Cespenar)
- When he dies, he tells you that your victory will be short lived...
- Defeating him is worth 40,000 quest experience.
- When you have defeated both Sendai and Abazigal then you get to see the
- cutscene of Balthazar betraying Melissan and ordering her death. (this is
- worth 4000 quest experience)
- Next, it cuts away to another Solar dream. She tells you that you near
- the end of your journey. The following responses are GOOD:
- Really Good: "I only hope I will be able to hold onto what is good and
- righteous."
- Pretty Good: "Then any help you could provide would be appreciated."
- She then tells you that the 5 most powerful Bhaalspawn gathered together
- to form the Five. They plotted the Doom of their lesser siblings. She
- then summons forth Yaga Shura to explain this to you. He tells you that
- they plotted to rule the world and resurrect their father, Bhaal. Time
- for you to respond with what you think:
- Good: "It means that their plan is defeated...Bhaal will remain where
- he is: dead!"
- He tells you that you have missed the most powerful of the five:
- Balthazar.
- Good: "I'll just have to stop Balthazar and Bhaal, too, if it comes to
- that."
- Really Good: "If I can kill Balthazar before he raises Bhaal, I'd
- prefer not to deal with my so-called 'father' at all."
- When this is done you get 10,000 quest experience.
- Leave via the big blue portal to the left. As you reach the outside,
- Elminster appears. He tells you that you have grown so powerful, even
- he wouldn't take you on. Sweet. Anyway he also will advise you on who
- to go see to get into Balthazar's lair. You are to find and talk to
- Saemon Havarian again. (Or if you killed him, Zakfee Rafeya)
- Head back to your Pocket Dimension.
- - CHALLENGE FOUR (AR 4500)
- Head over to the right to take the 4th challenge (x 2700 y 1700). Here
- you meet up with Cyric, who teleports your party away. He asks you if
- you recognize who he is, and depending on your WISDOM, you will recognize
- him as the current God of Murder (13 WIS min). He explains the situation
- as it stands among the godhood, and how he is gauging your threat to
- his station. He finishes by deciding to test you with some goons
- fighting you.
- Each of his "Favored" is worth 25,000 experience.
- Once the challenge is completed, you get 30,000 quest experience while
- your party each gets 25,000 quest experience.
- Leave the Pocket dimension and go back to Amkethran.
- -------------------------------------------------------------------------------
- 7. [BLTHZR] Balthazar
- -------------------------------------------------------------------------------
- Walkthrough:
- ------------
- - BACK TO AMKETHRAN (AR 5500)
- Any mercenaries you find here will be hostile. Head up to the Smuggler's
- Cave (x 2800 y 700).
- (AR 5504)
- Here you'll find Saemon Havarian yet again (unless you managed to kill
- him). All his smuggling buddies have been slaughtered, thus giving
- Saemon some better perspective on life. He has a proposal for you, one
- that will get you in to see Balthazar. (Or if you prefer, you can
- refuse and ask for the alternative route that leads through the Cave of
- the Dead... you'll have to get the key for this one from Faheed) Agree
- to go with Saemon and the dialogue ends. Talk to him again when you are
- ready to proceed.
- Talk to Saemon again and agree to his proposal...
- (AR 5500)
- Saemon gets you inside the gates, the rest is up to you. You'll have to
- fight through some monks immediately. Head inside (x 1450 y 400).
- (AR 5505)
- This is Balthazar's throne room, so head up to his throne. Balthazar
- will appear and explain a few things to you. For starters, it was
- Melissan herself who created the Five, the group of powerful Bhaalspawn.
- Despite what you saw in that cutscene, he talks about her as though she
- is still alive. Also, he plans on exterminating all Bhaalspawn, so
- you're going to have to defend yourself.
- Balthazar 280 HP -10 AC -5 THAC0 5 Attacks Monk
- 40,000 experience
- Although everyone says that Balthazar is the most powerful of the Five,
- I found this battle pretty easy... it's almost a straight out melee
- fight as he has no good mage with him.
- Note: Just like the Demogorgon, Balthazar is "immune" to Time Stop.
- Finding Balthazar to be too easy? Try David Gaider's (a senior
- designer at Bioware) more difficult version:
- http://www.baldurdash.org/ToB/TOBtweaksandcheats.html
- When he's dead you get 40,000 quest experience and another Solar Dream.
- The Solar tells you that you have beaten the Five (Melissan is not a
- child of Bhaal) but that Bhaal has not reawakened. Melissan is summoned
- forth and it soon becomes obvious why she has been doing what she has
- been doing... by destroying Bhaalspawn she can step in and fill the void
- of power, thus becoming a Goddess. She explains all of her recent
- wheelings and dealings for quite a while before you get to respond. Again
- there are Good things to say and Evil things to say.
- Good: "I'll stop you, Melissan. You won't get away with this."
- She says that she controls most of the Abyss, and wonders if you have the
- guts to face her there. Well... duh.
- Really Good: "I'd confront your kind of evil wherever I had to go...
- and I will win."
- Good: "I will never let you get away with this! Someone has to stop
- you!"
- When the dream ends everyone gets 10,000 quest experience. Go to your
- Pocket Plane.
- - THE FINAL CHALLENGE (AR 4500)
- Head up and right to the final challenge (x 2650 y 1050). Here you will
- meet up with the Ravager, a great big demon from the depths of your own
- soul.
- Ravager 534 HP -6 AC -6 THAC0 5 Attacks
- 50,000 experience
- The Ravager will summon several Bone Blades (like Mordenkainen's Swords)
- to attack you. The Ravager also has a great deal of weapon and magic
- resistances.
- 100% to fire, electricity, cold and acid
- 90% to magic
- 50% to magical cold
- 75% to magical fire
- 75% to all weapon types
- Immune to Time Stop (if you cast it, he won't be stopped)
- I used some Mordenkainen's Swords to distract the Ravager, after all, he
- can't hurt the sword. This allowed me to more or less get a free shot
- at attacking him. Problems occur when he Dominates your people, or puts
- them to sleep. Since he has a LOT of HP you need to hit him a LOT, so
- I would also suggest Improved Haste and any of your new Attack abilities.
- Luckily he doesn't use any protection from magical weapons spells.
- Once he is dead, rest up, and prepare to enter the Throne of Bhaal. You
- can't come back to the Pocket Plane, so make sure that everything is
- finished (such as all of Cespenar's items being made, proper spells
- memorized and whatnot).
- Cast any protection spells you can, then when you're ready, go on through
- the gates.
- -------------------------------------------------------------------------------
- 8. [THFBHL] Throne of Bhaal (AR 6200)
- -------------------------------------------------------------------------------
- Walkthrough:
- ------------
- - MELISSAN
- Melissan talks to you here, but nothing important is said. The result
- is a battle. You need to knock off about 200 HP to get her to talk to
- you again. She'll say that she can't waste time with you. She goes into
- the center to gather more Essence of Bhaal. This is your chance. Go
- over to the Mana Pool to the left (x 600 y 1400). Here you must defeat
- the guardians (Air Elementals). Once they're dead, click the Pool.
- This cuts Melissan from her source of Essence, causing her to attack you
- once more.
- Concentrate all attacks on Melissan and she won't last too long. When
- she is defeated, all her monsters go with her. She needs more essence
- so goes back to the center. Heal everyone, cast more summons/protections
- then head over to the right pool (x 2000 y 1400) to take on Cryonax the
- Prince of Ice Elementals.
- Again when her pool is cut off, she reappears and attacks you yet again.
- This time she summons up some Slayer Shadows, which are pretty neat.
- She'll even teleport away leaving you with this mess. Defeat her again
- and she'll do the same thing with the pools. Again, restore your party,
- then head up to the last pool (x 1950 y 450) to fight its guardians.
- This battle is the hardest in this level so far, having the awesomely
- powerful Fallen Solar as well as Mariliths, Succubus and Alu Fiends.
- Try to draw just a few of the monsters out and defeat them separately.
- You'll probably want to concentrate your fire on the Fallen Solar as he
- is the most powerful. Cut off the pool to get to the Final Battle.
- After the nastiness of the previous pool battle, whacking Melissan here
- is practically easy. When you get her down enough, the Solar reappears
- and tells her that it's all over. You've won...
- You get to make the choice of whether to become a God or whether to give
- up the power and become a mortal. This is where all that Good and Evil
- comes into play as it affects what type of ending you get.
- Ending 1: Become a Good god.
- Ending 2: Become an Evil god.
- Ending 3: Don't become a god at all.
- Sit back and enjoy the end of the Baldur's Gate Saga.
- ===============================================================================
- < < < < < [PPNDCS] APPENDICES > > > > >
- ===============================================================================
- -------------------------------------------------------------------------------
- A. [CMPLTK] Complete Kit Descriptions
- -------------------------------------------------------------------------------
- Fighter Kits:
- -------------
- BERSERKER
- This is a warrior who is in tune with his animalistic side and, during
- combat, can achieve an ecstatic state of mind that will enable him to fight
- longer, harder and more savagely than any human has a right to. Berserkers
- tend to be barbarian-like in nature, but not always. Sometimes it is a
- conscious choice that a warrior in training makes. Regardless, opponents on
- the battlefield will be unsettled with they see the savage and inhuman
- elements of the berserker's personality. This class is common amongst
- dwarves, know to them as "battleragers."
- Advantages:
- - May use Enrage ability once per day per 4 levels. While enraged: +2 to
- hit, +2 damage, -2 AC. The berserker at this time is immune to charm,
- hold, fear, maze, imprisonment, stun and sleep. He also gains 15 hit
- points while enraged. These hit points are temporary, and are taken away
- at the end of his berserk spree, possibly killing the berserker.
- Disadvantages:
- - Becomes winded after berserking. While he's winded, he receives -2 to
- hit, -2 to damage and a +2 penalty to AC.
- - Cannot specialize in ranged weapons.
- WIZARDSLAYER
- This warrior has been specially trained by his sect to excel in hunting and
- attacking spellcasters of all kinds.
- Advantages:
- - For each successful hit on an opponent, 10% cumulative spell failure
- penalty is applied.
- - 4% magic resistance per level.
- Disadvantages:
- - May not use any magic items except for weapons and armor.
- KENSAI
- This class is also known as the Sword Saint, and consists of a warrior who
- has been specially trained to be one with his sword. They are deadly and
- fast and trained to fight without encumbrance.
- Advantages:
- - +1 to hit and +1 damage for every three levels.
- - -2 bonus to AC.
- - -1 bonus to speed factor for every 4 levels.
- - May use Kai ability one time per day for every 4 levels (starts at 1st
- level with one use). This ability lasts 10 seconds and makes all the
- attacks do maximum damage.
- Disadvantages:
- - May not use missile weapons.
- - May not wear armor.
- - May not wear gauntlets or bracers.
- Thief Kits:
- -----------
- ASSASSIN
- This is a killer trained in discrete and efficient murder, relying on
- anonymity and surprise to perform his task. Assassins must be of Evil or
- Chaotic Neutral alignment.
- Advantages:
- - May coat his weapon in poison once per day per 4 levels. The next hit
- with that weapon will inject the poison into the target, dealing out 1
- damage per second for 24 seconds (3 damage for the first 6 seconds).
- A saving throw vs. poison limits damage to 12 total.
- - Bonus +1 to hit and +1 damage.
- - Higher backstab multiplier, up to x7.
- Disadvantages:
- - Only 15 points per level to distribute on abilities.
- SWASHBUCKLER
- This rogue is part acrobat, part swordsman, and part wit: the epitome of
- charm and grace.
- Advantages:
- - Bonus +1 to AC.
- - Another +1 to AC for every 5 levels.
- - +1 to hit and damage every 5 levels.
- - May specialize in any weapon that a thief can use
- - May place three stars in two-weapon fighting style proficiency
- Disadvantages:
- - No backstab multiplier.
- BOUNTY HUNTER
- This is a hunter of men, skilled in tracking quarry and bringing them back
- alive--whether for lawful authorities or underworld masters. Bounty Hunters
- are specially trained at their task and make fearsome opponents. They have
- honed their trap-making abilities well beyond that of the average thief.
- Advantages:
- - +15% to trap setting.
- - He can lay special traps (other than the ones that all thieves receive).
- The traps are more powerful than the typical thief trap, and the effect
- varies according to the level. The effects are listed below:
- - 1st: The trap deals out damage and slows the target (if save is
- failed).
- - 11th: The trap holds the target if a save is failed.
- - 16th: The trap erects an Otiluke's Resilient Sphere around the target
- (if a save is failed).
- - 21st: The trap Mazes the target.
- Disadvantages:
- - Gets only 20 to distribute between thief abilities each level.
- Ranger Kits:
- ------------
- ARCHER
- The archer is the epitome of skill with the bow. He is the ultimate marksman,
- able to make almost any shot, no matter how difficult. To become so skilled
- with the bow, the archer has had to sacrifice some of his proficiency with
- melee weapons and armor.
- Advantages:
- - +1 to hit and +1 to damage with any missile weapon for every 3 levels of
- experience. TOB: at 18th level, bonuses slow to every 5 levels.
- - Every 4 levels he gains the ability to make a called shot once per day.
- When he activates this ability, any shot made within the next 10 seconds
- is augmented in the following manner (according to the level of the
- archer):
- - 4th level: -1 to THACO of target
- - 8th level: -1 to save vs magic of target
- - 12th: -1 to strength of target
- - 16th: +2 bonus to damage
- Disadvantages:
- - An archer can only become proficient in melee weapons; he may never
- specialize.
- - An archer cannot wear any metal armor.
- BEASTMASTER
- This ranger is a wanderer, and is not comfortable in civilized lands. He
- maintains a natural affinity for animals; they are his friends and
- comrades-in-arms, and the Beast Master has a limited form of telepathic
- communication with them.
- Advantages:
- - +15% to stealth ability
- - Enhanced spell ability with regard to the following spells:
- - May cast the 4th level druid spell Animal Summoning I at 8th level.
- - May cast Animal Summoning II at 10th level.
- - May cast Animal Summoning III at 12th level.
- - May cast Find Familiar (special abilities menu)
- Disadvantages:
- - Cannot use metal weapons (such as swords, halberds, hammers or morning
- stars).
- STALKER
- Stalkers serve as covert intelligence gatherers, comfortable in both
- wilderness and urban settings. They are the spies, informants, and
- interrogators, and their mastery of stealth makes them deadly opponents.
- Advantages:
- - +20% to stealth ability
- - May backstab for a lesser amount than the thief class (level 1-8: x1,
- level 9-16: x2, level 17+: x3)
- - Has access to three mage spells at 12th level. They are Haste, Protection
- from Normal Missiles and Minor Spell Deflection.
- Disadvantages:
- - May not wear armor greater than studded leather.
- Cleric Kits:
- ------------
- TOB: All clerics at 25th level get a special ring from their god:
- +1 STR
- +5% Magic Resistance
- extra 6th and 7th level spells.
- PRIEST OF TALOS
- Talos is the evil god of storms, destruction and rebellion. Clerics of the
- Stormlord warn that Talos must be appeased or he will rain destruction upon
- the land.
- Advantages:
- - May cast Lightning Bolt once per day per 5 levels of the caster (starts
- at 1st level with one use).
- - May cast Storm Shield once per day per 10 levels of the caster (starts at
- 1st level with one use). This spell lasts 6 seconds per level of the
- caster. It protects the caster from lightning, fire, cold and normal
- missiles.
- Disadvantages:
- - None
- PRIEST OF LATHANDER
- Lathander is the good god of renewal, creativity and youth, and is celebrated
- nearly everywhere. His followers are very popular throughout the Realms, and
- there are numerous wealthy temples devoted to him.
- Advantages:
- - May cast Hold Undead once per day for every 5 levels of the caster
- (starts at 1st level with one use).
- - May cast Boon of Lathander once per day per 10 levels of the caster
- (starts at 1st level with one use). This spell lasts for 6 seconds per
- level of the caster. It gives the caster +1 to hit, +1 to damage, +1 to
- all saving throws and gives the caster 1 extra attack per round. It also
- protects the recipient from level drain.
- Disadvantages:
- - None.
- PRIEST OF HELM
- Followers of the neutral God of Watchers and Protectors are warriors in their
- own right and are often seen as defenders of the innocent.
- Advantages:
- - May cast True Sight once per day per 5 levels (starts at 1st level with
- one use).
- - May cast Seeking Sword once per day per 10 levels (starts at 1st level
- with on use). This spell creates a sword in the player's hand (that
- cannot be dropped or unequipped). The sword is +4 for purposes of
- determining what it can hit (but this bonus does not apply to damage),
- and it deals out 2-8 damage to any target it hits. The weapon sets the
- number of attacks of the cleric to 3. It lasts for 1 round per level of
- the caster. When equipped, the wielder cannot cast further spells.
- Disadvantages:
- - None.
- Bard Kits:
- ----------
- BLADE
- The blade is an expert fighter and adventurer, whose bardic acting abilities
- make him appear more intimidating and fearsome. His fighting style is flashy
- and entertaining, but is also quite deadly.
- Advantages:
- - May use Offensive Spin and Defensive Spin abilities once per day per 4
- levels. Offensive Spin lasts 24 seconds, granting the blade +2 to hit, +2
- to damage, and an extra attack. As well, all of his attacks do maximum
- damage for the duration. Defensive Spin lasts 24 seconds, roots him to
- the spot, but gives -1 AC per level of experience. This armor class bonus
- does not go over -10.
- - May place three slots into two-weapon fighting style.
- Disadvantages:
- - Only has one-half normal Lore value.
- - Only has one-half Pick Pockets percentage.
- - Bard Song does not become better with levels.
- JESTER
- This bard is well versed in the arts of ridicule and hilarity, and uses his
- abilities to distract and confuse his enemies, cavorting madly during combat.
- Advantages:
- - Jester's song does not help allies. Instead, it affects every opponent
- within 30 feet, and they must save vs. magic at +4 once per round or be
- confused.
- Disadvantages:
- - None
- SKALD
- This Nordic bard is also a warrior of great strength, skill and virtue. His
- songs are inspiring sagas of battle and valor, and the skald devotes his life
- to those pursuits.
- Advantages:
- - +1 to hit and +1 damage with all weapons.
- - The skald's song is different from the typical bard and varies with
- level:
- - 1st: Gives allies +2 to hit, +2 to damage and -2 to AC.
- - 15th: Gives allies +4 to hit, +4 to damage, -4 to AC, and immunity to
- fear.
- - 20th: Gives allies +4 to hit, +4 to damage, -4 to AC, and immunity to
- fear, stun and confusion.
- Disadvantages:
- - Pick Pockets ability one-quarter normal.
- Mage Kits:
- ----------
- Mage specialists gain +1 spell per level, but can't cast spells in their
- opposition school.
- Races Stat Required
- Abjurer Human 15 Wisdom
- Conjurer Human, Half-Elf 15 Constitution
- Diviner Any 16 Wisdom
- Enchanter Human, Half-Elf, Elf 16 Charisma
- Illusionist Human, Gnome 16 Dexterity
- Invoker Human 16 Constitution
- Necromancer Human 16 Wisdom
- Transmuter Human, Half-Elf 15 Dexterity
- Specialist School Opposition School(s)
- Abjurer Abjuration Alteration
- Conjurer Conjuration/Summoning Divination
- Diviner Divination Conjuration/Summoning
- Enchanter Enchantment/Charm Evocation
- Illusionist Illusion Necromancy
- Invoker Invocation/Evocation Enchantment/Charm, Conjuration
- Necromancer Necromancy Illusion
- Transmuter Alteration Abjuration, Necromancy
- Wild Mage (TOB), no prohibited school, but chance of a Wild Surge.
- Paladin Kits:
- -------------
- CAVALIER
- This class represents the most common picture of the knight: the gentleman
- warrior who epitomizes honor, courage, and loyalty. He is specialized in
- battling 'classical' evil monsters such as demons and dragons.
- Advantages:
- - Bonus +3 to hit and +3 damage against all demonic and draconic creatures.
- - May cast Remove Fear 1 time per day per level.
- - Immune to fear and morale failure.
- - Immune to poison.
- - 20% resistance to fire.
- - 20% resistance to acid.
- Disadvantages:
- - May not use missile weapons. (they CAN use throwing Axes, however)
- INQUISITOR
- The inquisitor has dedicated his life to finding and eliminating
- practitioners of evil magic and defeating the forces of darkness, and his god
- has provided him with special abilities towards that end.
- Advantages:
- - May use Dispel Magic ability once per day per 4 levels (starts at 1st
- level with one use). The ability is used at a speed factor of 1 and acts
- at twice his actual level.
- - May cast True Sight once per day per 4 levels (starts at 1st level with
- one use).
- - Immune to Hold and Charm spells.
- Disadvantages:
- - May not use Lay on Hands ability.
- - May not cast priest spells.
- - May not turn undead.
- - May not use Cure Disease ability.
- UNDEAD SLAYER
- This holy avenger has honed his abilities towards the destruction of the
- undead and other unnatural creatures, and is immune to many of their more
- devastating abilities.
- Advantages:
- - +3 to hit and +3 damage vs. undead.
- - Immune to hold.
- - Immune to level drain.
- Disadvantages:
- - May not use Lay on Hands ability.
- Druid Kits:
- -----------
- TOB: All Druids at 15th level are immune to poison.
- At 18th and 24th levels, Druids gain 10% resistance to elements.
- SHAPESHIFTER
- This druid is not called shapeshifter because he has access to a great
- variety of forms, rather because of his complete dedication to a single
- alternate form. This druid has willingly allowed himself to become infected
- with lycanthropy, but due to intense study and training he has the ability to
- control his affliction. The creature he becomes is that of the werewolf, the
- most famous of the lycanthrope shape changers.
- Advantages:
- - May shapeshift into the form of a werewolf once per day for every 2
- levels (starts at 1st level with one use).
- - At 13th level, gains the ability to change into a greater werewolf once
- per day.
- Disadvantages:
- - No other shapeshifting abilities due to the effort required maintaining
- balance in his primary forms.
- - Cannot wear any armor.
- TOTEMIC DRUID
- This druid closely identifies with a particular animal, an animal that he
- feels represents his spirit. This grants him a special connection to the
- animal kingdom, and he is able to call upon their spirits to aid him.
- Advantages:
- - May summon a special 'spirit' animal once per day per 5 levels of
- experience. Spirit animal is randomly selected from 'Spirit Bear',
- 'Spirit Wolf', 'Spirit Lion' and 'Spirit Snake'.
- Disadvantages:
- - Cannot shapeshift.
- AVENGER
- A member of a special sect within the Druidic order, a druid of this type is
- dedicated to fighting those who would defile nature. Avengers have powers the
- average druid does not; additional abilities that have been earned through
- extensive rituals, a process that is very physically draining.
- Advantages:
- - May shapechange into normal forms, as well as those of sword spider, baby
- wyvern and fire salamander.
- - 6 mage spells are added to his repertoire, all the way up to 6th level.
- These are listed below:
- - 1st: Chromatic Orb
- - 2nd: Web
- - 3rd: Lightning Bolt
- - 4th: Improved Invisibility
- - 5th: Chaos
- - 6th: Chain Lightning
- Disadvantages:
- - May not wear better than leather armor.
- - On character creation, he receives a -2 to strength and constitution.
- Monk:
- -----
- Monks are warriors who pursue perfection through contemplation as well as
- action. They are versatile fighters, especially skilled in combat without
- weapons or armor. Though monks cannot cast spells, they have a unique magic
- of their own. They channel a subtle energy, called ki, which allows them to
- perform amazing feats. The monk's best known feat is their ability to stun an
- opponent with an unarmed blow.
- Advantages:
- - The monk can make one unarmed attack per round; he gains one-half
- additional attack every 3 levels.
- - As the monk increases in levels, the damage his fists inflict does as
- well:
- - Level 1-2: 1-6
- - Level 3-5: 1-8
- - Level 6-8: 1-10
- - Level 9-14: 1-12
- - Level 15+: 1-20
- - A monk's natural armor class gets better as he goes up in levels. His
- armor class starts off at 9, and then decreases by 1 for every 2 levels.
- - Stunning blow, once per day for every 4 levels. All attacks in the next 6
- seconds force the victim to save or be stunned. Note: This special
- ability automatically modifies a monk's normal attack, no targeting needs
- to be done.
- - Monks have the Deflect Missiles ability. This gives them a -1 to their AC
- vs missiles for every 3 levels.
- - The monk gains a +2 to save vs. spells.
- - A monk starts off moving at +2 move, then +1 move every 5 levels.
- - 5th level: Immunity to all diseases, and cannot be Slowed or Hasted.
- - 7th level: Lay on Hands to heal 2 hit points per level.
- - 8th level: -1 to speed factor.
- - 9th level: +1 to all saves. Immune to charm. The monk's fist is
- considered a +1 weapon (+2 at 12th, +3 at 15th).
- - 11th level: Immune to poison.
- - 12th level: Another -1 to speed factor.
- - 13th level: Quivering Palm spell once per day. This spell gives them one
- hand attack. If they hit an opponent, the opponent must save or die.
- - 14th level: The monk gains 3% magic resistance per level (ie. 42% at 14th
- level, caps out at 78%).
- - 20th level: Immune to non-magical weapons.
- - TOB: 21st level: AC bonuses slow to every 3 levels
- - TOB: 25th level: Fists become +4 weapons
- - TOB: 30th level: AC bonuses slow to every 5 levels
- Disadvantages:
- - The monk cannot wear armor.
- - A monk can only uses weapons available to the thief class (except 2
- handed).
- Sorcerer:
- ---------
- Sorcerers are practitioners of magic who were born with the innate ability to
- cast spells. It is thought that the blood of some powerful creature flows
- through their veins; perhaps they are the spawn of the gods themselves, or
- even dragons walking in humanoid form. Regardless, the sorcerer's magic is
- intuitive rather than logical. They know fewer spells than wizards, and
- acquire spells more slowly, by they can cast spells more often and have no
- need to select and prepare spells ahead of time. Sorcerers cannot specialize
- in magic the way wizards to. other than these differences, a sorcerer is very
- similar to the wizard. Note: A sorcerer does not learn spells from scrolls.
- He chooses new spells with each level. A sorcerer's prime requisite is
- intelligence and they use the mage avatar.
- Barbarian:
- ----------
- A barbarian can be an excellent warrior. While not as disciplined or as
- skilled as a normal fighter, the barbarian can willingly throw himself into a
- berserker rage, becoming a tougher and stronger opponent. The barbarian uses
- the fighter avatar.
- Advantages:
- - They move at 2 points faster than the usual character.
- - Barbarians are immune to backstab.
- - Can Rage once per day for every 4 levels (starts at 1st level with one
- use). Rage gives them +4 to constitution and strength for 5 rounds. Gives
- a -2 armor class penalty and +2 to saves vs. magic (for 5 rounds). Rage
- also gives immunity to all charm, hold, fear, maze, confusion and
- level-drain spells.
- - At 11th level, the barbarian gains 10% resistance to slashing, piercing,
- crushing and missile damage. He gains +5% to this every 4 levels
- thereafter.
- - The barbarian rolls d12 for hit points instead of a fighter's d10.
- Disadvantages:
- - A barbarian cannot wear full plate or plate mail.
- - A barbarian cannot specialize past normal specialization.
- -------------------------------------------------------------------------------
- B. [CHRTSA] Charts & Analysis
- -------------------------------------------------------------------------------
- -------------------------------------------------------------------------------
- > [THVNGM] Thieving Money Charts
- -------------------------------------------------------------------------------
- Here are some extended Thieves Guild money charts, for use with the Thief
- Stronghold. It works by probabilities. Since at "Low" risk you have a 10%
- chance of your thief getting caught, I simply show that 9 times you gain the
- money and the 10th you must pay to get that thief out of jail. Then I add
- that up and divide by 10 to get the average.
- Hanz Money Chart
- Risk 1 2 3 4 5 6 7 8 9 10 Totals / Avg.
- --------------------------------------------------------- ----------------
- Low 200 200 200 200 200 200 200 200 200 -100 = 1700 or 170 avg.
- Med. 400 400 400 400 400 400 400 400 -100 -100 = 3000 or 300 avg.
- High 600 600 600 600 600 600 250 -100 -100 -100 = 3550 or 355 avg.
- V. High 900 900 900 900 900 -100 -100 -100 -100 -100 = 4000 or 400 avg.
- Goshan Money Chart
- Risk 1 2 3 4 5 6 7 8 9 10 Totals / Avg.
- --------------------------------------------------------- ----------------
- Low 200 200 200 200 200 200 200 200 200 -200 = 1600 or 160 avg.
- Med. 300 300 300 300 300 300 300 300 -200 -200 = 2000 or 200 avg.
- High 500 500 500 500 500 500 150 -200 -200 -200 = 2550 or 255 avg.
- V. High 750 750 750 750 750 -200 -200 -200 -200 -200 = 2750 or 275 avg.
- Kretor Money Chart
- Risk 1 2 3 4 5 6 7 8 9 10 Totals / Avg.
- --------------------------------------------------------- ----------------
- Low 250 250 250 250 250 250 250 250 250 -50 = 2200 or 220 avg.
- Med. 500 500 500 500 500 500 500 500 -50 -50 = 3900 or 390 avg.
- High 750 750 750 750 750 750 350 -50 -50 -50 = 4700 or 470 avg.
- V. High 1000 1000 1000 1000 1000 -50 -50 -50 -50 -50 = 4750 or 475 avg.
- Morsa Money Chart
- Risk 1 2 3 4 5 6 7 8 9 10 Totals / Avg.
- --------------------------------------------------------- ----------------
- Low 100 100 100 100 100 100 100 100 100 -250 = 650 or 65 avg.
- Med. 250 250 250 250 250 250 250 250 -250 -250 = 1500 or 150 avg.
- High 500 500 500 500 500 500 125 -250 -250 -250 = 2375 or 237.5 a.
- V. High 750 750 750 750 750 -250 -250 -250 -250 -250 = 2500 or 250 avg.
- Varia Money Chart
- Risk 1 2 3 4 5 6 7 8 9 10 Totals / Avg.
- --------------------------------------------------------- ----------------
- Low 150 150 150 150 150 150 150 150 150 -300 = 1050 or 105 avg.
- Med. 300 300 300 300 300 300 300 300 -300 -300 = 1800 or 180 avg.
- High 500 500 500 500 500 500 100 -300 -300 -300 = 2200 or 220 avg.
- V. High 800 800 800 800 800 -300 -300 -300 -300 -300 = 2500 or 250 avg.
- SloppyDogg came up with a quick way to find the averages for a Thief:
- (Gold gained * % Success) - (Bail * % Failure) = average. So Hanz's average
- at "high" risk would be: ((600 * 0.65) - (100 * 0.35) == 390 - 35) = 355.
- -------------------------------------------------------------------------------
- > [DLWLDN] Dual Wielding Analysis
- -------------------------------------------------------------------------------
- Is Dual-wielding really worth it?
- Depends. Let's start at the beginning. No matter what, you can never
- ever have more than 5 attacks per round. That is set in stone. The
- second attack from your "shield" hand can only ever count as 1 attack
- per round. Doesn't matter about proficiencies (although proficiencies
- do help determine your THAC0). (Actually you can get above 5 attacks per
- round using the Improved Haste Spell, which doubles the number of
- attacks)
- So, let's say that you are Dual-wielding the Celestial Fury (+3) Katana
- and Dak'kon's Zerth Blade (+2) Katana. Also, let's say you normally have
- 3 attacks per round. Assuming you somehow did max dmg. every time, yet
- no critical hits, your Celestial Fury in a round (6 sec.) would be:
- (1d10 + 3) * 3 = 39 dmg.
- Yet you would also get one extra attack with your offhand weapon (at a
- penalty to THAC0), if you hit with it and did full dmg you would get an
- extra 12 dmg, which is about 30% more damage. This is just one example.
- Your offhand weapon will never have as good a THAC0 (to hit) as your
- normal weapon. With no points devoted to Two Weapon style your offhand
- gets a -8 penalty to THAC0 and even your main hand is penalized by -4.
- So, if your normal THAC0 is 18, your new THAC0 will be 22 and your
- offhand will jump up to 26. (Remember lower THAC0's are better) One
- point in Two Weapon reduces this to -6 offhand and -2 normal. Two points
- to -4 offhand. Only fighters can spend 3 points on Two Weapon style (and
- Swashbucklers and Blades as well), which has the smallest penalty at -2.
- Note: If you are not proficient with your offhand weapon, you incur
- the normal penalty to hit (-1) and dmg. (-1) I would recommend
- becoming proficient in only ONE type of weapon, then using that
- in both hands.
- Back to the hypothetical situations. You have a Ranger (rangers
- automatically get two points in Two Weapon style) using a Long Sword
- right now. He is currently getting 10 THAC0 (with STR and all other
- bonuses figured in already). He puts another Long Sword in his shield
- hand. His main hand stays at 10 THAC0, but his offhand only hits at 14
- THAC0. At this point, he has 55% to hit a creature at AC 0 with his main
- hand, but only 30% to hit with his offhand. (This assumes that you have
- identical weapons in each hand, else your THAC0's would look different)
- Let's see what might happen in a few rounds: (again assuming that you
- always do max damage, no critical hits, and remember that the offhand
- only attacks ONCE per round)
- main hand (1d8, 2.5 attacks) offhand (1d8, 1 attack) tot:
- round 1: hit, 8 dmg. miss 0 8
- miss, 0 dmg. -- 0
- hit, 4 dmg (the "half") -- 4
- ---
- 12
- round 2: hit, 8 dmg. miss 0 8
- miss, 0 -- 0
- miss, 0 -- 0
- ---
- 8
- round 3: hit, 8 dmg. hit, 8 dmg. 16
- hit, 8 dmg. -- 8
- miss, 0 -- 0
- ---
- 24
- R1(12) + R2(8) + R3(24) = 44 dmg. in 3 rounds
- In three rounds, the offhand managed 8 damage. It only hit the AC 0
- target 1 out of 3 times (technically that's above average for it!).
- So, is Dual-wielding worth it? Yes, but really only if you get 3 stars
- in the Two Weapon style. It also becomes much better as your THAC0
- improves. And never, ever dual wield unless you have at LEAST 2 stars,
- else your main hand THAC0 is hurt.
- Jason Cha offers further analysis:
- Undoubtedly the most important question in whether to dual wield or not has
- nothing to do with just the extra damage associated with having a second
- weapon. It has to do with factors such as the tradeoffs between AC and
- damage, or the extra abilities the second weapon or shield may offer (such
- as my favorite, dual-wielding Crom Faeyr with Belm +2).
- *********************************
- Take Bill the human thief.
- He's not too strong, only 9 strength, so no strength bonus on his attacks.
- He's got the Blade of Roses (longsword +3) and a plain old longsword +1.
- He's level 10, and has one proficiency slot in longsword and one in two
- weapon use. He also has one proficiency slot in one handed weapon use.
- His base THAC0 is 16.
- Let's assume he's fighting a NPC with AC0. I'll leave the math for below,
- but just using the Blade of Roses his expected damage per round is 3.75
- damage per round.
- If he's dual wielding the Blade of Roses and the Longsword +1, his expected
- damage per round is 3.175.
- So Bill, under these circumstances, is best off just using the Blade of
- Roses.
- But suppose Bill gets the Gauntlets of Ogre Strength. The expected damage
- for just using the Blade of Roses alone is 8.775. On the other hand, dual
- wielding the Blade and the longsword +1 results in expected damage of 9.05.
- So here he is better off dual wielding.
- I haven't sat down to figure out exactly when the advantage turns to dual
- wielding, whether or not it hinges on just + to hit or + to damage, or some
- relationship between both. I welcome others to calculate the exact point.
- Also, this analysis does not include the AC bonus Bill would get with the
- single weapon use. It's decisions like that, that makes D&D such a rich game
- and not just numeric power gaming. Also when backstabbing, Bill is clearly
- better just using a single weapon. And let's not forget the additional
- powers of weapons (my personal favorite, with a fighter Crom Faeyr for 25
- str and the Scimitar of Belm for +1 attack).
- ************************
- Here's the Math as promised
- Enemy = AC 0
- Bill - 9 Str and just the Blade of Roses
- THAC0 = 13 (16 base - 3 sword)
- Blade of Roses Average Damage = 7.5 (1d8 + 3)
- Attack Roll - Damage
- 20 - 15
- 19 - 15
- 18 - 7.5
- 17 - 7.5
- 16 - 7.5
- 15 - 7.5
- 14 - 7.5
- 13 - 7.5
- 12 - MISS
- Expected Damage = 3.75 (75 (total of possibilities) /20 (any one
- possibility)
- ------------------------------
- Bill - 9 Str and dualwielding Blade of Roses and Longsword +1
- MAIN HAND
- THAC0 = 15 (16 base - 3 sword + 2 penalty)
- Blade of Roses Average Damage = 7.5 (1d8 + 3)
- Attack Roll - Damage
- 20 - 15
- 19 - 7.5
- 18 - 7.5
- 17 - 7.5
- 16 - 7.5
- 15 - 7.5
- 14 - MISS
- Expected Damage Main Hand = 2.625
- OFF HAND
- THAC0 = 21 (16 base - 1 sword + 6 penalty)
- Longsword +1 Average Damage = 5.5 (1d8 +1)
- Attack Roll - Damage
- 20 - 11
- 19 - MISS
- Expected Damage Off Hand = .55
- Total Expected Damage = 3.175
- ============================================================
- With Gauntlets of Ogre Strength
- Bill - 18/00 Str and just the Blade of Roses
- THAC0 = 10 (16 base - 3 sword - 3 str)
- Blade of Roses Average Damage = 13.5 (1d8 + 3 sword + 6 str)
- Attack Roll - Damage
- 20 - 27
- 19 - 27
- 18 - 13.5
- 17 - 13.5
- 16 - 13.5
- 15 - 13.5
- 14 - 13.5
- 13 - 13.5
- 12 - 13.5
- 11 - 13.5
- 10 - 13.5
- 9 - MISS
- Expected Damage = 8.775
- ----------------------------------------
- With Gauntlets of Ogre Strength and Dual Wielding
- Bill - 18/00 Str and dualwielding Blade of Roses and Longsword +1
- MAIN HAND
- THAC0 = 12 (16 base - 3 sword - 3 str + 2 penalty)
- Blade of Roses Average Damage = 13.5 (1d8 + 3 + 6)
- Attack Roll - Damage
- 20 - 27
- 19 - 13.5
- 18 - 13.5
- 17 - 13.5
- 16 - 13.5
- 15 - 13.5
- 14 - 13.5
- 13 - 13.5
- 12 - 13.5
- 11 - MISS
- Expected Damage Main Hand = 6.75
- OFF HAND
- THAC0 = 18 (16 base - 1 sword - 3 str + 6 penalty)
- Longsword +1 Average Damage = 11.5 (1d8 + 1 + 6)
- Attack Roll - Damage
- 20 - 23
- 19 - 11.5
- 18 - 11.5
- 17 - MISS
- Expected Damage Off Hand = 2.3
- Total Expected Damage = 9.05
- A statistic analysis using stochastic variables (by /Eathlon)
- -----------------------------------------------
- (Useful notations:
- pc = chance for critical hit
- ph = chance for "normal hit"
- pm = chance for miss
- These can be trivially calculated as:
- pc = 0.05 if single wielding with proficiency in single weapon, 0.1 otherwise
- ph = (19 - THACO + to hit bonuses + enemyAC)/20 if single wielding with
- proficiency in single weapon
- ph = (20 - THACO + to hit bonuses + enemyAC)/20 otherwise
- (this is only valid when the number in the nominator is between 0 and 18, 0
- and 17 when single wielding with proficiency, if not ph equals either 0, 0.90
- or 0.85 respectively)
- pm = 1 - ph - pc
- we will see that in the end we do not need to calculate pm
- The damage (as a stochastic variable), D, dealt with one attack will be:
- D = H * X
- Where H is a stochastic variable I've chosen to call the Hit Multiplier
- it simply is 2 with probability pc, 1 with probability ph and 0 with
- probability pm.
- X is a stochastic variable describing the damage from a "normal hit".
- X can be divided into one stochastic part and one constant part. The
- constant part is simply all bonuses to the damage including the weapon's
- own bonuses and the character's bonuses.
- The stochastic part of X is simply a stochastic distribution depending on
- what die (dice) that are rolled to determine the damage dealt.
- In the future I will call the constant part d and the stochastic part Y.
- Thus, we can rewrite D as:
- D = (d + Y)*H
- The expectation value of D (denoted by E(D)) becomes:
- E(D) = d*E(H) + E(H)*E(Y)
- as H and Y are independent stochastic variables. Both E(H) and E(Y) can be
- calculated trivially. As E(Y) depends on the weapon used I will not give an
- expression for this but E(H) becomes:
- E(H) = pc*2 + ph*1 + pm*0 = 2*pc + ph
- Thus:
- E(D) = (2*pc + ph)*(d + E(Y))
- To achieve the expected damage that a character deals in one round we have to
- calculate E(D) for the weapons that the character wields and then multiply
- those by the number of attacks the character does with the respective weapons
- each round.
- All this is interesting but we are missing the big picture. It actually
- doesn't matter if your expected damage dealt is extremely high if your
- opponent's is ever higher. To make a full analysis we need to divide your
- expected damage with your opponent's expected damage, if this number is
- larger than your opponent's hit points divided by your hit points - you will
- stand a fairly good chance of beating him.
- This is not the whole truth though. What we also have to take into account is
- how much D varies, a measurement of this is the standard deviation (denoted
- by s(D)). These calculations quickly becomes messy and I will satisfy with
- giving the result in one of the earlier steps:
- s(D) = sqrt( (4*pc + ph)*E(X^2) - (4*pc^2 + 4*pc*ph + ph)*(E(X))^2 )
- (sqrt(x) denotes the square root of x, x^2 denotes x squared)
- If the standard deviation is large, the damage dealt will vary wildly and who
- wins the fight will become more random than if the standard deviation is low.
- If the standard deviation would be zero - you would always win if the damage
- you're expected to deal divided by the damage your opponent is expected to
- deal is greater than your opponent's hit points divided by your own.
- To continue Jason Cha's analysis of Bill:
- When single wielding, Bill achieves the following constants (not assuming the
- 9 STR of Bill but assuming the final THAC0 to be t. Taking enemy AC to be
- denoted by e and Bill's hit bonuses to be h):
- pc = 0.1
- ph = (19 - t + h + e)/ 20 = 0.95 + 0.05*(h + e - t)
- Assume Bill has n number of attacks per round with single weapon style, we
- get the following (when supposing Bill is using a longsword (a weapon
- rolling 1d8 in the damage roll), the weapon's + to damage will be included in
- d):
- E(D) = (0.2 + 0.95 + 0.05*(h + e - t))*(d + 4.5) = 1.15*d + 5.175 +
- (0.05*d + 0.225)*(h + e - t)
- Expected damage per round = n*(1.15*d + 5.175 + (0.05*d + 0.225)*(h + e - t))
- When dual wielding, the constants become:
- pc = 0.05
- ph = 1 + 0.05*(h + e - t)
- We will suppose the second weapon is also a weapon rolling 1d8.
- With t' denoting the THAC0 of the second weapon and d' difference in damage
- bonus between the weapons and assuming the primary weapon is the same as the
- single wielded weapon, we get:
- Expected damage per round with primary weapon =
- n*(1.05*d + 4.725 + (0.05*d + 0.225)*(h + e - t))
- Expected damage per round with secondary weapon =
- 1.05*d + 4.725 + (0.05*(d+d') + 0.225)*(h + e - t')
- Observe that the term (h + e - t) changes for the primary weapon when
- changing to dual wield. This results in severe complexity (although it
- really is trivial) in calculating what values of Bill's hit and damage
- bonuses that will make dual wielding deal more damage than single wielding
- per round on average. In the end it comes down to practically all factors
- such as Bill's proficiencies, his modifications from attributes, what weapons
- he's using and so on... almost everything counts, just as it should be.
- As we all can see from the amount of calculations involved (I've not nearly
- done a full analysis) that making a full analysis would be quite large and
- that the calculations probably would have to be redone for each fight. So I
- guess we should just play the game and "get a feeling" for when dual wield
- pays off. Hey! It's more fun too... =)
- NOTE: I have not checked all the calculations. If you find something to
- be incorrect feel free to correct it. Also note that I've got more
- experience in mathematical statistics than I do in AD&D rules. =)
- /End Jason Cha's Dual Wield Analysis
- -------------------------------------------------------------------------------
- C. [CHTSSS] Cheats
- -------------------------------------------------------------------------------
- Any of the following cheats may crash your computer, ruin your game, or just
- make the game less challenging (which is either good or bad).
- _____________
- Item Copying:
- ¯¯¯¯¯¯¯¯¯¯¯¯¯
- This isn't really a cheat, just taking advantage of a quirk with the system.
- You don't actually have to be playing multiplayer for this to work, it just
- really helps. You also don't have to be actually playing with anyone else to
- be playing as multiplayer. One thing to do when you find any item of value
- would be to:
- 1. Save the game.
- 2. Export the Character with the item(s) that you wish to copy. (only works
- with characters that you have created yourself, such as the main
- character)
- 3. Give all of that character's items away, and then click the bottom
- button (Multiplayer Options), then click the Modify Characters button
- (only works if there are no enemies around, and you aren't in the middle
- of casting a spell), and then click on the Character Name to delete the
- character.
- 4. Now immediately Import the character back, and you now have 2 of
- everything that person had.
- Similarly if you are doing this in a single player, you:
- 1. Export the Character.
- 2. Start a new game.
- 3. At the Character Creation Screen press "Import" and the select your
- character.
- 4. To keep all your items, quickly pause when the game starts, then drop
- all the items on the floor. Pick these up later when you regain
- control.
- It is really helpful that when you Export your Character to name him/her
- something specific, not just "Character1" or something.
- This is really useful for the ultra-rare items like the Full Plate +1. This
- also works well if you want to start over, simply export your character,
- start a new game, and import them there!
- Export Mage without his Familiar for Maximum HP Profit! (by Mr. C)
- -------------------------------------------------------
- Here's a way to explot the game's mage familiar mechanics to perminantly
- increase hit points. With this, one doesn't need to worry about rolling a
- good constitution for a mage (not that we can't just use the control-8 cheat
- anyway). I should probably note that I'm using Throne of Bhaal expansion and
- patched to version 2.5.26498. Haven't tried this with any un-patched version
- of BG2. Should work, though, since the familiar mechanics have mostly
- remained unchanged in the various patches.
- Start a game where your main character/protagonist is a kind of mage
- character you're going to play in a serious game (specialist mage,
- fighter/mage, mage/thief, etc).. when picking spells, it's actually important
- to start the game with the find familiar spell this time. I used to avoid
- starting the game with the spell since you can just get a familiar by using a
- scroll. But, you can just use potions of genius to allow your character to
- learn more than their allowed amount of spells, anyway.
- 1. After the intro with Irenicus and you have control, memorize find
- familar, rest, then cast find familiar.
- 2. Export your mage character _without_ the familiar in your backpack (so
- that when importing your character the game won't see any familiar in
- your pack).
- 3. Start a brand new game, importing the mage character in question.
- You'll notice you still have the original bonus hit points, even though you
- have no familiar. Since you started a new game, the game's variables for the
- mage's familiar were 'reset' allowing you to cast find familiar again..
- getting more bonus hit points. One could probably exploit this multiple
- times, but once or twice is probably enough. At least one doesn't need to
- stress over the constitution statistic too much when making a character like
- a multi-class fighter/mage.
- Setting Up the In-Game Cheats:
- ------------------------------
- The cheat features are largely unchanged since the original Baldur's Gate.
- There are some minor differences, but that is to be expected.
- To get the cheats activated do these steps:
- Step One:) Open the game's directory C:\Program Files\Black Isle\BGII - SoA
- Step Two:) Open the Baldur.ini file in notepad.
- Step Three:) Find the line [Program Options]. Under it are a variety of
- settings for your game. Add this line:
- Debug Mode=1
- And it must be Debug Mode=1, not debug mode=1 or anything else.
- Save and close notepad.
- Step Four:) Now when you are in the game, press CTRL-SPACE to bring up the
- Console. This is where you will enter all the cheats.
- Note: When running Vista, either disable UAC, or Run As Administrator. You
- may also want to consider installing in a different directory than
- the default. I use D:\Apps\BG2.
- Anyone familiar with the original Baldur's Gate cheats will find that the
- cheats are mostly the same from this point. At any point in the game, press
- CTRL-SPACE to bring up the console. There you enter in your cheat and press
- ENTER to execute the cheat.
- Changing Experience Cheat:
- --------------------------
- In the console window enter this cheat:
- CLUAConsole:SetCurrentXP(number)
- Where 'number' is replaced by whatever number of experience points that you
- wish for the selected party member(s) to have. It can normally go up to
- 2.95 million. (The Exp Cap can be removed, see the next section "Trainers &
- Editors for more information) If you had 2000 exp and you set it to 1000 you
- will actually lose experience, although this has no bearing on your level.
- Example:
- CLUAConsole:SetCurrentXP(2950000)
- Create an Item:
- ---------------
- In the console window enter this cheat:
- CLUAConsole:CreateItem("itemcode",number)
- There MUST be quotation marks around the itemcode. Sample item codes are
- "boot01" (boots of speed). Once entered, that character will have that item.
- The number part of the cheat is NOT NEEDED. And for most cheats you won't
- want it. But if you want to create 5 potions, simply enter in 5 after the
- item code to get 5 potions created. (The maximum is 65,536)
- This also works well for arrows and scrolls. To get the maximum the easy
- way, use -1. Example:
- CLUAConsole:CreateItem("potn07",-1)
- ...would create thousands of potions of Storm Giant strength.
- If you want some Item Codes check out my Item List (complete with
- Descriptions) which is located at:
- http://www.gamefaqs.com/
- Create a Monster:
- -----------------
- This works almost exactly like the CreateItem cheat, except you can't create
- multiple monsters:
- CLUAConsole:CreateCreature("creaturename")
- Again a list of monsters can be found at GameSages. At least until I come
- up with my own list.
- Cheat Hot Keys:
- ---------------
- To activate the Cheat Hot Keys, enter this into the Console:
- CLUAConsole:EnableCheatKeys()
- And here are the Hot Keys:
- CTRL+1 -- change the armor of the paper doll (the armor class doesn't
- change)
- CTRL+2 -- fades screen to black
- CTRL+3 -- fades screen to normal
- CTRL+4 -- highlight the background-interactive objects
- CTRL+5 -- ???
- CTRL+6 -- shapeshift your character into the previous paper doll in list
- CTRL+7 -- shapeshift your character into the next paper doll in list
- CTRL+8 -- highlights the text boxes
- CTRL+9 -- highlight the sprites
- CTRL+0 -- ???
- CTRL+A -- do a sprite animation (see CTRL+S)
- CTRL+B -- view last FMV sequence
- CTRL+C -- jump to next chapter
- CTRL+D -- display some strange numbers
- CTRL+F -- turn the character
- CTRL+I -- random party conversation
- CTRL+J -- transport onto the position pointed by the cursor
- CTRL+L -- information on position (same as X)
- CTRL+M -- (Then press ENTER) DEBUG DUMP
- CTRL+Q -- Makes the creature at the mouse cursor join the party, works on
- pretty much anything [from GOOD-ASH, Brian Phillips]
- CTRL+R -- heals the party member whose portrait your mouse is currently
- over (doesn't have to be selected)
- CTRL+S -- select a sprite animation
- CTRL+T -- Advances the game time by one hour. This has the effect of
- removing spell effects and such.
- CTRL+X -- information on position (more)
- CTRL+Y -- hurts/kills person mouse cursor is over
- Throne of Bhaal adds a new one:
- CTRL+H -- Fixes a wild mage to a specific surge, such that every time he
- casts a spell he gets that surge. Setting the Surge Number to 0
- undoes the surge fixing and goes back to normal functioning (or
- malfunctioning as the case may be). One could be really cheesy
- if they wanted and keep a wild mage fixed at the "spell cast at
- normal, all spells refreshed as if rested" and keep the entire
- spellbook "memorized" off of one Nahal's Reckless Dweomer (since
- it would always work). All of the advantages of Sorcerers and
- Wizards rolled into one. Really cheesy, as I said. [from Vash]
- Note: This affects all magic everywhere, even for enemies, so
- use at your own risk.
- CTRL+I -- Invokes a random party conversation. Quite useful if you play
- "fast" and wouldn't otherwise hear all the funny dialogues.
- Especially Imoen's and Jan's...) This can be used to speed up
- Sarevok's "conversion" to Chaotic Good, too. (Corvus Albus)
- Other Codes:
- ------------
- CLUAConsole:AddGold(number)
- CLUAConsole:ExploreArea()
- CLUAConsole:MoveToArea("ARXXXX")
- The area code MUST appear in quotes. Just replace the XXXX with whatever
- the area number is where you want to be. For example, to teleport to the
- Government District in Athkatla you would do:
- CLUAConsole:MoveToArea("AR1000")
- And you would be teleported there. This allows you to go back to any
- otherwise inaccessible area, but beware of ill side effects!
- CLUAConsole:SetWeather(#) -- Use one of the following 3 settings:
- 0 - No Weather
- 1 - Rain
- 2 - Snow
- Item Codes:
- -----------
- The "short" item list has been removed to reduce the size of the FAQ. You
- can find it at the beginning of my item list, which is at
- http://www.gamefaqs.com/
- -------------------------------------------------------------------------------
- D. [TRNRSN] Trainers and Editors
- -------------------------------------------------------------------------------
- I would recommend that you play through the game at least once without
- cheating. Most of the fun in games comes from the challenge, and if you
- make a SUPER party, then there isn't much challenge.
- As always most everything here can be found at:
- http://www.teambg.eu/
- Right now there are two major Rules Fixes and a Beta Character Editor. The
- two rules fixes are an EXPERIENCE CAP REMOVER -- for when that 2.95 million
- just seems too low -- and a fix for the Grand Mastery proficiency level,
- which adds an extra attack at that level.
- Another program -- the save game editor, Shadowkeeper -- is available here:
- http://www.mud-master.com/shadowkeeper/index.html
- This allows you to directly edit most everything directly from the Save
- Game, which is a little more versatile than a mere character editor.
- -------------------------------------------------------------------------------
- E. [MNLCRR] Manual Corrections & Addendums
- -------------------------------------------------------------------------------
- While looking through the manual, impressive as it is, I found quite a number
- of errors.
- Page 101, Specialization:
- -------------------------
- Looking at the Specialization chart on page 101, one might get the idea
- that the proficiency system was completely nerfed from BG. Well it was
- only partly nerfed. Here is the accurate chart:
- points spent to hit bonus damage bonus attacks
- 1 (Proficient) 0 0 1
- 2 (Specialized) +1 +2 3/2
- 3 (Master) +2 +2 3/2
- 4 (High Master)* +2 +3 3/2
- 5 (Grand Master) +2 +4 3/2
- * Improves weapon speed.
- This gives you an extra +1 damage at High Master. Although if you
- installed TeamBG's weapon specialization "fix" it will restore this chart
- to what it was in BG:
- points spent to hit bonus damage bonus attacks
- 1 (Proficient) 0 0 1
- 2 (Specialized) +1 +2 3/2
- 3 (Master) +3 +3 3/2
- 4 (High Master) +3 +4 3/2
- 5 (Grand Master) +3 +5 2
- This can be downloaded from http://www.teambg.eu/
- Sorcerer Spell Charts: [from Mark Darrah, Bioware]
- --------------------------------------------------
- Number of Spell Levels that can be CAST per day:
- Spell Level
- Char Lvl 1 2 3 4 5 6 7 8 9
- -------------------------------------
- 1 3 0 0 0 0 0 0 0 0
- 2 4 0 0 0 0 0 0 0 0
- 3 5 0 0 0 0 0 0 0 0
- 4 6 3 0 0 0 0 0 0 0
- 5 6 4 0 0 0 0 0 0 0
- 6 6 5 3 0 0 0 0 0 0
- 7 6 6 4 0 0 0 0 0 0
- 8 6 6 5 3 0 0 0 0 0
- 9 6 6 6 4 0 0 0 0 0
- 10 6 6 6 5 3 0 0 0 0
- 11 6 6 6 6 4 0 0 0 0
- 12 6 6 6 6 5 3 0 0 0
- 13 6 6 6 6 6 4 0 0 0
- 14 6 6 6 6 6 5 3 0 0
- 15 6 6 6 6 6 6 4 0 0
- 16 6 6 6 6 6 6 5 3 0
- 17 6 6 6 6 6 6 6 4 0
- 18 6 6 6 6 6 6 6 5 3
- 19 6 6 6 6 6 6 6 6 4
- 20 6 6 6 6 6 6 6 6 6
- Number of Spells per Level that can be KNOWN:
- Spell Level
- Char Lvl 1 2 3 4 5 6 7 8 9
- -------------------------------------
- 1 2 0 0 0 0 0 0 0 0
- 2 2 0 0 0 0 0 0 0 0
- 3 3 0 0 0 0 0 0 0 0
- 4 3 1 0 0 0 0 0 0 0
- 5 4 2 0 0 0 0 0 0 0
- 6 4 2 1 0 0 0 0 0 0
- 7 5 3 2 0 0 0 0 0 0
- 8 5 3 2 1 0 0 0 0 0
- 9 5 4 3 2 0 0 0 0 0
- 10 5 4 3 2 1 0 0 0 0
- 11 5 5 4 3 2 0 0 0 0
- 12 5 5 4 3 2 1 0 0 0
- 13 5 5 4 4 3 2 0 0 0
- 14 5 5 4 4 3 2 1 0 0
- 15 5 5 4 4 4 3 2 0 0
- 16 5 5 4 4 4 3 2 1 0
- 17 5 5 4 4 4 3 3 2 0
- 18 5 5 4 4 4 3 3 2 1
- 19 5 5 4 4 4 3 3 3 2
- 20 5 5 4 4 4 3 3 3 3
- (thanks to Kevin Logan for sending this in)
- Page 232, 234, Thieving Skill Base Scores, Bard Abilities
- ---------------------------------------------------------
- Not really a mistake, but "Climb Walls", "Detect Noise" and "Read
- Languages" are not implemented in Baldur's Gate II, so they needn't be
- mentioned in the manual.
- The "Base Scores" for thieving skills should be as follows:
- Pick Pockets 15
- Open Locks 10
- Find Traps 5
- Move Silently 10
- Hide in Shadows 5
- Detect Illusion 0
- Set Traps 0
- Also, the Thieving Skill Racial Adjustments should include "Detect
- Illusion" and "Set Traps". Here is the completed table:
- Skill Dwarf Elf Gnome Half-Elf Halfling
- ----------------------------------------------------------------------
- Pick Pockets -- +5 -- +10 +5
- Open Locks +10 -5 +5 -- +5
- Find/Remove Traps +15 -- +10 -- +5
- Move Silently -- +5 +5 -- +10
- Hide in Shadows -- +10 +5 +5 +15
- Detect Illusion +5 -- +10 -- --
- Set Traps +10 -- +5 -- --
- ----------------------------------------------------------------------
- Total ==> +40 +15 +40 +15 +40
- On the next page comes the Thieving Skill Dexterity Bonuses, which should
- be extended to DEX of 25:
- Pick Open Find Move Hide in Set
- DEX Pockets Locks Traps Silently Shadows Traps
- ---------------------------------------------------------------
- 9 -15 -10 -10 -20 -10 -10
- 10 -10 -5 -10 -15 -5 -10
- 11 -5 0 -5 -10 0 -5
- 12 0 0 0 -5 0 0
- 13 0 0 0 0 0 0
- 14 0 0 0 0 0 0
- 15 0 0 0 0 0 0
- 16 0 5 0 0 0 0
- 17 5 10 0 5 5 0
- 18 10 15 5 10 10 5
- 19 15 20 10 15 15 10
- 20 20 25 15 18 18 15
- 21 25 30 20 20 20 20
- 22 30 35 25 23 23 25
- 23 35 40 30 25 25 30
- 24 40 45 35 30 30 35
- 25 45 50 40 35 35 40
- Page 238, Upgrading Reputation in a Temple
- ------------------------------------------
- The costs for upgrading your reputation is incorrect at 13 and 14. Right
- now it reads "200" and "500" respectively, when it should read "1200" and
- "1500".
- Here is the revised chart:
- Cost Reputation Level
- ---------|----------------------------
- 1500 | 1
- 1200 | 2
- 1000 | 3
- 1000 | 4
- 500 | 5
- 400 | 6
- 200 | 7
- 300 | 8
- 400 | 9
- 500 | 10
- 700 | 11
- 900 | 12
- 1200 | 13
- 1500 | 14
- 2000 | 15
- 2500 | 16
- 5000 | 17
- -- | 18
- -- | 19
- -- | 20
- Page 89, Thief
- --------------
- The thief gets 25 points per level to spend on Thieving abilities, not 20
- as the manual states.
- Page 99, Find Traps
- -------------------
- In my BG2 manual I found that on page 99 that Volo says "You should always
- be on the watch for traps in dundeons" It is right after Find Traps under
- Special Abilities. Should be "dungeons." [from ?????]
- Page 93, Fighter/Mage/Thief
- ---------------------------
- In the manual's description for the Fighter/Mage/Thief multiclass it says
- that: "They cannot use their thieving skills while wearing studded leather"
- which is untrue. They cannot use their thieving skills while wearing
- anything MORE than studded leather.
- -------------------------------------------------------------------------------
- F. [BGSZS1] Bugs
- -------------------------------------------------------------------------------
- A pretty comprehensive buglist/bugfixlist can be found here:
- http://www.baldurdash.org/
- I've experience a lot of crashes, usually when I QuickSave. [not so much now
- with the patch installed]
- For some reason when I try to rest in an Inn it will first say "cannot rest",
- even though the "Peasant" room is already selected. Then if I click on
- "Peasant" again it will then let me rest.
- Sometimes when my computer is restarted, BGII will "forget" that it exists
- and make me uninstall and reinstall it. This happens when the hard drive
- is defragmented and the computer is restarted. Very annoying.
- [Fixed with the patch.]
- Ever notice how strange the Sensate Amulet is? I had one character using that
- and the Ioun Stone that adds HP. Which means that that person should gain
- about +10% HP. However, when I equip the amulet first and then the Ioun
- Stone, I only got 5%, but if I de-equipped the amulet and re-equipped it, not
- only did I get the 10% but it healed the difference. Which means that I
- could use it to heal a character.
- Throne of Bhaal adds a new bug: While fighting the City Gates Lich, I
- decided to pull him out into the inn where I could lay traps for him to get
- killed by. This is all well and good (having killed the lich), but when I
- entered his crypt to gather his treasures, there he was, back and ready for
- more. In fact, as long as I kept leaving the crypt with him following me out
- he would continue to respawn inside the crypt. In other words, I could fight
- an unlimited battle with the lich! I believe that this bug works with any
- battle where you have the enemy follow you to a new area, but haven't tested
- it.
- Note: This is fixed in the ToB patch.
- Jae Jung had some bugs:
- 1. Aerie dies (!) on random rests, loads or movement between areas. I don't
- know if this is a bug or intended. I'd load up, hear a death sound and the
- information bar would state "Aerie - Death". This has happened twice, once
- on load and once when moving OUT of Irenicus' dungeon. The second time, I
- hadn't even begun the Circus quest (obviously). Ideas?
- 2. I don't have a manual on me so this may not be a bug at all. My
- characters sometimes (quite often actually, hence I don't think it's a bug)
- have their strength reduced to a meagre 2. I cannot restore that value
- either through temples or rest. There's no level drain icon either. It
- usually happens after equipping certain weapons with bonuses, but reading
- the weapon information gives no data about such reductions in your
- strength. It has happened once in Irenicus' dungeon (with Imoen) and is
- happening a lot (my specialist Thief especially and specialist Conjurer)
- while I'm looking for quests outside. Ideas again?
- Curtis Withers had more problems with Aerie:
- While I was resting in that area of the sewers with all the Mind
- Flayers, Aerie and Anomen started up a conversation, which resulted in
- Anomen turning Chaotic Neutral and attacking Aerie. I interfered and
- killed Anomen before he could finish Aerie off, but after that point
- Arie would not walk to a location without constant prodding, and would
- not pick up items anymore. It became really annoying, as you would be in
- the heat of battle and Aerie would be half a screen behind. I eventaully
- had to boot her out of the party in favour of Jan Janssen. I have had no
- similar problems with any other NPC.
- Editor's Note: This conversation thread happens ONLY after Anomen has
- FAILED his knight's test. If he passes the test, it won't
- happen.
- Geoff Ulreich found a weapon inconsistency:
- The Sun Sword (supposedly +2/+4 vs. evil creatures) will not hit
- the demilich as far as I can tell, yet the +4 dagger will. In AD&D (second
- edition), the +4 change should apply to what it can hit as well as THACO.
- Geoff also found a Magic Resistance bug:
- Magic resistance items don't 'stack' correctly. Only one of
- multiple MR items placed on your character will affect them. I tried
- placing the Ring of Gaxx (10% MR) on my Holy Avenger(50% MR)-wielding
- paladin and at first his MR showed as 60% on the character record screen.
- Soon after (I think after either saving or moving to a new area) his magic
- resistance dropped to 50% again, until the ring was removed and put back
- on. What a pain.
- P.K. came up with this script bug:
- By the way I noticed a small bug in BG2. I gave the "Trap detecting" script
- to the thief (Is it called Thief Adventurer Script ?), and when I dualled
- to mage, I forgot to change the script, but guess what... the Mage/Thief
- kept detecting traps even though the Thief class was inactive!
- Editor's Note: Technically this script works for ANYONE, even those who
- have no "find traps" ability. If the trap is a 0 level
- trap, they can even detect it. (Not too likely, but still)
- Alexander Ferguson found a few:
- I wanted to report a possible Bug I have found with the some
- of the various Books that upgrade abilities. (Tome of Clear Thought, etc.)
- On my system, only some of the books are actually usable. The others
- can not be placed into the QuickSlots for use. They fail with the message
- "Wrong Item Type". In addition, when you pick them up to move them into
- the QuickSlot, the QuickSlot does not highlight, as it does with the usable
- ones.
- I have noted below the status that I have found with them.
- ======
- Works Properly - BOOK03 - Manual of Bodily Health +1 Con
- Works Properly - BOOK04 - Manual of Gainful Exercise +1 Str
- Works Properly - BOOK05 - Manual of Quickness of Action +1 Dex
- NOTE: When Picked up, it changes to a scroll icon, and then back to a book
- Works Properly - BOOK06 - Tome of Clear Thought +1 Int
- FAILS - BOOK07 - Tome of Leadership and Influence +1 Chr
- FAILS - BOOK08 - Tome of Understanding +1 Wis
- Braden found the way around this:
- To use Tomes of Wisdom, or Charisma, or other ones that may
- not work, simply place one crappy healing potion, and the
- appropriate IDed tome, into the less-than insightful, weak, dumb
- clumsy, far from amiable, or frail character. If in MP mode,
- pause the game, if in SP mode, not an issue. Open the inventory,
- from a personal items slot, drink a potion by right clicking on
- it and click Quaff/Drink (ensure that the same kind of potion
- DOES NOT exist in your quick items also), switch the Tome with
- the potion (pick up the book, put it down on top of potion,
- put potion elsewhere). Return to game, unpause if needed. Wait.
- Viola, you now bite less. This method can probably be adapted
- to activate any item that has an effect targeted on the caster.
- ======
- Only ONE Bag of Holding, Gems, Scrolls Bug:
- I also found another bug <?> about the various bags in a most strange
- way.
- There is only ONE container of each type. Thus if you have (2) bags of
- holding; any item placed into the 1st, appears in the 2nd, and vice versa.
- I found this one out when my 1st bag was full of stuff, and I started to
- dump stuff into the 2nd bag. It filled up in no time, and when I checked
- into the bag, a bunch of the "lower level" stuff from the 1st bag was gone,
- and the inventories of both bags were identical.
- Editor's Note: If you think this sounds like a method for duplicating
- items, think again. An item taken out of one bag is also
- removed from the other.
- Even if they are in separate people in the party... it works across people;
- just like the shopkeeper interface.
- Other Mistakes:
- ---------------
- In the Paladin Quest you are told that an artifact lies in the hands of
- "geat evil". Heh.
- When Jon Irenicus is being held by the cowled wizards he tells Imoen to be
- quiet to let the "fool make his judgement", however it should be spelled
- as "judgment." A lot of people have emailed me about this one, saying that
- judgement is just as valid as judgment. This is probably one of those cases
- where a misspelling was so common that it became a valid spelling.
- David Lyons refutes that argument:
- Judgement (Middle English, from Old French 'Jugement') is the correct
- primary spelling. Judgment, however, is also valid, but if a persistent
- misspelling occurred, it was in the omission of the first 'e'. Unless
- you're American, of course, in which case it may well be the other way
- around (this was my first thought, but then, you spell theatre as, well,
- 'theatre' and not 'theater' throughout the FAQ). This is supported by the
- large amount of anglo-centric slang in the dialogue (mainly in the
- insults), e.g. 'Arse' and not 'Ass', which sneaks me to the suspicion it
- may have been compiled by a stray Brit at Bioware.
- When Baron Ployer is about to curse Jaheira, he disdains the Hero by saying
- that "Khalid was a better compliment," when he should have used "complement."
- Compliment is a Praise (ie "you look pretty") while Complement means that
- one thing completes another or goes well with.
- In one of Viconia's Romances, she mentions that her sisters are "more of a
- danger and a rival then the next," when it should be "than the next."
- In another of Viconia's romances, she says: "My mother wished me to recant,
- to prostate myself before the Spider Queen and beg forgiveness." This should
- have been "prostrate", the missing "r" gives it a whole new meaning. [from
- Cyrille Artho]
- If you attempt to leave the Underdark without doing the Silver Dragon quests,
- while still disguised as a Drow, the guards will stop you and tell you to
- go back, to which you can say "we will offer a significan increase..."
- They left off the 't' in "significant."
- In a conversation between Keldorn and Aerie, Keldorn tells Aerie: "Wrong?
- No, to some you be the ideal." Should be "you are the ideal."
- Spelling mistake: While you're searching for the artifacts in Suldanessellar,
- if you attempt to pick the lock of the Castle door, it will say this:
- "....Them temple of Rillifane may hold the key" instead of THE temple.
- [from Cornelius Chesterfield]
- Spelling mistake: When the Guardian Telwyn (Temple of Helm) gives you the Sir
- Sarles quest, the character writes in his journal that he needs 200 pounds of
- "illuthium" instead of illithium. [from Snark]
- Grammar mistake: In Brynnlaw when you pay Calahan for Ginia and Ason's
- passage he says, "There passage is assured" when it should be "Their passage
- is assured." [from John Jung]
- In the bard stronghold, if you speak to the players the first time you are
- able to, one of them will say "out rehearsal" instead of "our rehearsal".
- [from Xander77]
- During your first moment of weakness, after Irenicus took your soul, if Jan
- is the one you talk to, he says "upsidedown" instead of "upside down".
- [from Xander77]
- -------------------------------------------------------------------------------
- G. [STRNGT] Strange Things
- -------------------------------------------------------------------------------
- About "Temple District - The Guarded Compound", I've seen this referred to
- as the Slave Lord's Headquarters in a few forums. That name may come from
- something that was planned but never made the official game, since there's
- nothing in the place ties its inhabitants to the slavers. Or is there? Two
- of the inhabitants are a male priest named Stalman and a female thief named
- Ketta. Interestingly, back in the old AD&D "Scouge of the Slavelords"
- module, two of the Slavelords you go up against are a male priest named
- Stalman Klim and a female thief named Slippery Ketta. [from zambkptkn]
- Near the Circus is a cage with a Moose... and a Squirrel. Rocky and
- Bullwinkle, anyone? (many, many people sent this in)
- Create an Elf and name him Drizzt. Then by Chapter 6 have a reputation less
- than 12. When you bump into Drizzt... he is annoyed that you swiped his
- name! Sure, he fights you for his name's honor, but it sure is funny.
- Also if you imported from Baldur's Gate and had any of Drizzt's Items on you,
- then Drizzt will be very upset when he meets up with you. He won't
- necessarily fight you, but it could lead to that (anyone who is GOOD in your
- party won't assist you, though).
- In the back of the Adventurer's Mart are two paintings. Look at them closely
- and also click on them. Recognize them? They are taken from the old
- Dungeons and Dragons cartoon!
- There's also a picture of Elvis on the second floor of the Five Flagons.
- (again many people sent this one in)
- Fearghus (Waukeen's Promenade) is the name of the Black Isle division
- director.
- There is a commoner named "Neeber" in Trademeet who constantly pesters you
- with inane questions and comments. Just like a certain "Noober" used to do
- in the first game.
- Biff the Understudy (in the really awful theatre play) is the character that
- would appear in Baldur's Gate when the regular character could not appear.
- (i.e. if that character was dead, but still had something to say)
- Ask the barkeeper in Imnesvale about the Umar Witch and he'll give you a
- book titled "The Umar Witch Project."
- The Knights of Solamnia in the Planar Sphere are from Dragonlance.
- There's another, bit more obscure AD&D reference in the Planar Sphere...the
- halflings. Took me a bit to place them, but the cracked dry earth and the
- village built from bones...those are feral halflings from the old Dark Sun
- setting. (Bill Ray)
- One of Edwin's plots goes awry leaving him in the form of a woman. Jaheira
- mocks, Anomen pretends to want to champion "Edwina", and so forth. Then take
- "Edwina" to see Silvanus at the Copper Coronet (the Elf by the counter), who
- will be quite attracted to Edwin. And Edwin is ALMOST attracted to Silvanus
- as well! Not only that, but Bioware did up an entire FEMALE voice set for
- "Edwina" as well! Hilarious!
- Cyrando the Gnome romantic (at the Temple District at night) provides the
- words for Garrick to woo a woman with. Just like Cyrano the Big Nosed
- Romantic of literary fame. There are actually 4 little mini-events attached
- to this one that take place over time. Eventually Cyrando and the Lady
- get married and Garrick runs away with one of the bridesmaids.
- One of the Sentient Sword's battle cries is: "Murder! Death! Kill!!", which
- is the term for a homicide from the movie, Demolition Man. Also a reference
- to the game MDK... MurderDeathKill. Get it?
- In the Bridge section where the Five Flagon is located, there are a pair
- of thugs that fight each other for the love of a girl named Bubbles. Their
- names are Shank and Carbos. If their name is familiar, it's because they
- were in Baldur's Gate. They were the thugs that tried to kill you in
- Candlekeep. They hid inside houses. I'm pretty sure it's them since they
- have a lot of trouble hitting each other. I've spent a minute or 2 watching
- them trying to kill each other without any success. It doesn't seem to
- affect the game in anyway, but it's funny to see. [from Death Crow]
- In the Asylum, one of the mages gives you a worthless scroll (memo) that says
- that that the scroll is worthless, that it is indecipherable and that it is
- most likely the ravings of a madman. Anyways, the scroll is decipherable
- although not within the game though. The text of the scroll says:
- "Qc terxepssrw evi jypp sj aiewipw. Mrjsvg xli Uyiir, ws xlex wli qmklx
- wlss xliq eaec. Livi ai ks ' vsyrh xli qypfivvc fywl. Ks qsioic KS!"
- This translates into:
- "My pantaloons are full of weasels. Inform the queen, so that she might
- shoo them away. Here we go 'round the mulberry bush. Go monkey GO!"
- [from Hector E. Meza]
- In Chapter 4, in Spellhold, Aphril (sp?) talks of seeing a walking corpse
- talking to a pillar of skulls. References to Planescape: Torment, the hero,
- the Nameless One, who'll just wake up within minutes of dying. [from Matri]
- Contributing to your list of Easter Eggs, on the top floor of the Five
- Flagons there are what appear to be Elvis pictures on the far wall, and
- guitars on other walls on the same floor. [from Per Jorner]
- Here's one: William Reirrac's last name is "carrier" backwards. While
- it's likely intentional, it's not necessarily a reference or a pun (people
- make up fantasy names in the strangest ways). [from Per Jorner]
- The vampire named Durst is possibly a German pun - Durst is the German word
- for "thirst", and definitely a good name for a vampire to have. Then again,
- I accidentally named a character "Darsteller" (actor in German) without
- thinking about it, so perhaps it's not intentional. [from Brian Camley]
- Rob DeCaire sent in this one:
- Here's a "strange thing" that I didn't notice in the FAQ, but I thought was
- a pretty good joke. In the Vulgar Monkey tavern in Brynnlaw, there's a
- pirate named "Pirate Newf". If you talk to him, he sings a little shanty
- that goes:
- "I'se th' b'y that builds the boat
- And I'se th' b'y who sails 'er
- And I'se th' b'y that catches th' fish
- And brings 'em home to Liza"
- This is a joke for all the Canadians in the audience, since it's a fairly
- well-known song from Newfoundland, sung by a character named Newf.
- Voreth has some "Strange Things":
- CLUAConsole:CreateCreature("Boo") creates Boo (and we all know who Boo is).
- CTRL+Q him to add him to your party. He's very powerful, and even has his
- own paper doll. To keep him effective, don't equip any weapons in any
- slots, and DO NOT LEVEL HIM UP! (requires the EnableCheatKeys() cheat to
- be active)
- CLUAConsole:CreateCreature("Gorion") is fun, though it does require you to
- exit your game once it works. If you create Gorion, talk to him and choose
- a few of the dialogue choices (it's keyed to a different dialogue, so
- you'll see some pretty weird, including NPC, dialogues). He'll bring you
- through the BG sequence with him (bringing you over, casting Cure Light
- Wounds, etc.) and bring you to a forest (area number is the same as circle
- of stones in BG). There, you get stuck on a tree. Too bad. I wonder if
- Sarevok would have appeared and all. Oh, and the BG loading screen appears
- in front of the BG2 one, though off center and much smaller.
- (Note: I've only tried this in the Docks, so if you try it somewhere else
- and get different results, don't be alarmed...)
- You can also create Kivan, from what I've seen, though he doesn't say
- anything, his dialogues are bad, and he says what he should say on the
- bottom of the screen. Still, it's pretty fun. You can do this with Drizzt
- too, and get him to say some of Korgan's (voice acted) lines. So you have a
- Drizzt with a Scottish accent who says "Cure Disease" at the end of his
- dialogue. Answer his first question with the description of Summon Monster
- I for the rest of Korgan's dialogue.
- Xander77 found something interesting:
- If you use CLUAConsole to teleport to AR2700 (Only works in SoA) you will
- find the remains of an unfinished test - an area with giant heads (not
- the one you find Illasera in) which force you to do battle with a slayer to
- get a terrifying sword.
- You can get the sword with CLUAConsole:CreateItem("Killsw01") -
- It's sort of like PST's Eviscerator
- NPC's from Baldur's Gate found in BG2 (but who don't join):
- SPOILERS
- Ajantis (killed at Windspear Hills by you, identified by Keldorn)
- Coran (can be killed by Safana in chapter 6, or becomes a drunk)
- Faldorn (seizes control of the Druid Grove, killed by you to free it)
- Garrick (attempts to woo a woman, but fails)
- Khalid (found dead in Irenicus' Dungeon)
- Montaron (killed by the Harper's for breaking into their compound)
- Quayle (currently alive and well and running a circus)
- Safana (killed by Lanfear in chapter 6 after she attempts to kill you)
- Tiax (locked away in Spellhold, helps the main character beat Irenicus,
- dies in the attempt)
- Xzar (killed by a Harper assassin at the docks)
- Tutorial
- Branwen
- Xan
- ===============================================================================
- < < < < < [FNLWRD] Final Words.... > > > > >
- ===============================================================================
- This FAQ was written entirely using the GWD Text Editor: (shareware)
- http://www.gwdsoft.com/
- This FAQ was then updated using Notepad++:
- http://notepad-plus.sourceforge.net/uk/site.htm
- Spiffy Links:
- Planet Baldur's Gate -- http://www.planetbaldursgate.com/
- TeamBG -- http://www.teambg.eu/
- GameFAQs -- http://www.gamefaqs.com/
- Baldurdash -- http://www.baldurdash.org/
- Fantasy Name Generator -- http://spitfire.ausys.se/johan/names/default.htm
- Portrait Sites:
- Kirith -- http://www.kirith.com/
- Havak's -- http://havak.db-forge.com/index.php
- _________________________
- Special Thanks: (Credits)
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- /Eathlon for the mathematical way of looking at dual wielding
- Accord for the "keep Yoshimo" trick
- Adar for several strategies
- Alan Cherry for a bit on romances and the Temple Ruins
- Aleph for an interesting twist to my "Fake Talk" strategy (stealing)
- Alessio Ronchi for a really neat Cromwell trick
- Alexander Ferguson for some bugs
- Alexcool for an update on the Hendak quest
- Alex Malano for the mage scroll trick
- Andrea Nicoli for the limited Wish trick
- Andrew Scarvell for an interesting alternative for the Selfish Tear
- ANDY for a list of different abilities at the end of the game
- Andy Kahn
- Ard for his improved method on getting the Selfish Tear
- Bioware for making such a great game!
- Blackhawk for details on Edwin's quest
- Boogie for the additional rewards for the Sir Sarles Quest
- Brad Beacham for picking a chicken's pocket for a second Beljuril
- Braden for an interesting Dragon strategy and a Tome idea
- Brian Brus for the trick on creating a character with all 18 stats
- Brian Camley for various helps and tips
- Brock Meyer
- Carl Pettersson
- Carl Wear
- Chris Emery for a better way to uncurse Jaheira
- Chris Norman for the alternative way to keep the Drow items
- CJayC for posting this FAQ
- Clayton for his Shopthrifting strategy
- Cornelius Chesterfield for a trick and some stuff
- Corvus Albus for a new CTRL cheat key
- Craig Gibbens for a better way to find the Skinner of the Bridge District
- CY Lee for his infinite Fire Giant trick
- Cyrille Artho for his different way to deal with Aboleth, the fish
- Daniel Pang for an evil alternative to the Drow Eggs quest
- Dave Loveland for various Throne of Bhaal additions
- David Haire for some additions
- David Lyons for a lot of small tips, and another pro-judgement article
- David Weldon for a Stealing Strategy
- Death Crow for the new special ability charts
- Dominic for his Evil Method of Druid Removal
- Doug Scheurich for correcting a ToB mistake
- Dranyth for discovering that Mordenkainen's Sword has a Greenstone Amulet
- Edward Adams for a reputation note on the Tanner Murders & more on Wellyn
- Gabriel for a spiffy trick to keeping Drow items in daylight
- Gareth Embrey
- Geoff Ulreich for a whole lot of things (party making strategies, battles)
- Grack for the multiplayer as single player trick
- Greymane for a Golem fighting trick
- Gunslinger <slingersalliance@hotmail.com> for some pickpocketing info
- Harry Smith for the Familiar Frequently Asked Question
- Hatchedcross
- Hector E. Meza for a strange thing in the Asylum
- Henning Roes for several notable tricks (Planar Sphere and the Burial Mask)
- Jafar Sadeq for many tricks and tips
- James Prieels for several contributions
- James Victor for a Mind Flayer strategy
- Jason Cha for the Dual Wield analysis
- Jayhc for a party creating strategy
- Jeremy Hanson for killing the Chromatic Demon
- Jeremy Treanor for a couple of battle strategies
- John Howard for a note on the Soul Gem, and the Bonus Merchants
- John Knudson for the Wilfred the Red quest
- John Welch
- John Winkleman for information on removing spell protections
- Jonathan Zimmerman for another Mind Flayer strategy
- JP for his Cowled Wizards fighting thing
- jsaving
- Juky & 649 of 711 for the better Snares strategy
- Ken Adams for a couple of cheats and a tip
- Ken Baker (Founder of TeamBG) for making some of the best BG & IWD Utilities
- Kevin Chung for confirming that the Store recharge thing works
- Kevin Horan
- Kevin Logan for the Sorcerer Spell Charts
- Khadgar for getting out of the Underdark
- Konstantin for a battle strategy in the Watcher's Keep
- Lani Weaver
- Lucas had a better way to deal with the Unseeing Eye
- Marc Oliver for a Frequently Asked Question
- Matri for the Nameless One Strange Thing
- Max Chen for more information on Jaheira's Curse (and how to upgrade the
- Silver Horn)
- Michael Schneider
- Miguel for some romance information
- Mike O for his Fire healing trick
- Mishael for the Mind Flayer strategy
- Moby for getting evil-doers to join a rep above 18 party
- Mr. C
- Nick McIsaac for the Evil Note on the Firkraag quest
- Nolan Wright
- Paul Dickinson for bunches of stuff
- P.K. for a party making strategy and a bug
- Per Jorner for a million little tips and corrections
- Pieter Spronck for sending in the method of adding the Bonus Merchants
- Phobia for the Invisible Door Blocker Strategy
- Rabbit for the 8 Stronghold Cheat
- Rakhiir for a Mind Flayer lair tip
- RCL for a great many strategies
- RedCodeKevin
- Redd Barren for the alternative way to do the Spellhold test
- Rick Harder had a better way to kill Neb (by NOT killing the spirits)
- ROB for the Monks wearing Keldorn's Armor trick
- Robert Pay for confirming that the 2 stronghold trick works
- Rolander for a lot of strategies all over
- Ryan Brady who discovered that a trick to allow anyone to have a familiar
- Sarina noted that the Statue in the Unseeing area had a scroll
- Sergio Le Roux for the FINAL Glaicas solution
- ShirouKyoji for a way to the Kobold Shaman's Staff (Sentient Sword), etc.
- Skithee
- SloppyDogg for fixing my Thieves Guild numbers
- Snark for the Gloves of Pickpocketing
- Sonia
- Souma for an Evil Abilities strategy
- SpookyScarecrow for a trick on NOT fighting the De'Arnise golems
- Steotia for the Ribald's Ring of Regeneration thing
- Taganath for the locations of most of the item pieces
- Tetrazome for an addition to the Samia quest
- Teun Dupont
- The Maxx
- Tim Lou for a different way to free Hendak
- Tim Marshal for the defensive spin trick
- Timy Gadeholt
- Travis Archer for noting that you get 2000 exp if you repay Jan's jailer
- Vash for the two strongholds trick
- Vladislav Brkic for the Mazzy/Gorf quest
- Wai Chu Yu for the better way to solve the Spellhold trials
- Willis Su for a better Set Traps strategy
- Xander77 for a great many tips and strategies
- Xar for his many tips and tricks
- zambkptkn
- Anyone who emails me with nice things to say, you are appreciated!
- _________________________
- Shameless Self Promotion:
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- I am Dan Simpson (dsimpson.faqs@gmail.com) and have also written FAQs for:
- NES: Disney Adventures in the Magic Kingdom
- Final Fantasy -- Magic FAQ
- The Legend of Zelda
- SNES: Aerobiz
- Aerobiz Supersonic
- Utopia: Creation of a Nation
- Genesis: StarFlight
- PSX: Thousand Arms -- Walkthrough
- -- Forging/Dating FAQ
- PS2: Madden NFL 2001
- XBOX: Star Wars: KotOR II: The Sith Lords -- FAQ/Walkthrough
- -- Influence Guide
- PC: AD&D Rules FAQ, 2nd and 3rd Editions
- Baldur's Gate & Tales of the Sword Coast -- FAQ/Walkthrough
- NPC List
- Creature List
- Baldur's Gate II & Throne of Bhaal -- FAQ/Walkthrough
- -- Items List
- -- Class FAQ
- -- Creature List
- Civilization III (incomplete)
- Colonization -- the Single Colony Strategy Guide
- -- the Cheat Guide
- Drakan: Order of the Flame
- Dungeon Hack
- Icewind Dale & Heart of Winter -- FAQ/Walkthrough
- Items List
- Kresselack's Tomb Map (JPG)
- Burial Isle Map (JPG)
- Shattered Hand Map (JPG)
- Icewind Dale II -- Items List
- Master of Magic (revision)
- Messiah
- Pharaoh (currently being edited by Red Phoenix)
- Planescape: Torment -- FAQ/Walkthrough
- Items Listing
- Rollercoaster Tycoon
- Sid Meier's Alpha Centauri
- The Sims
- Ultima 4: Quest of the Avatar
- Ultima 7: The Black Gate
- Ultima 7 Part 2: Serpent Isle
- Ultima Underworld -- Keyboard Commands
- Ultima Underworld II -- Keyboard Commands
- -- Spell List
- All of my FAQs can be found at:
- http://www.gamefaqs.com/features/recognition/2203.html
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- ________________
- Version History:
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Version 0.1 September 30, 2000 78k
- Versions 0.2 to 5.5 were removed to save space...
- Version 6.0 June 28, 2001 830k
- Finished the Throne of Bhaal walkthrough. Fixed the Upgraded Familiars to
- be more accurate. I had somehow missed something (Imix and the Ravager +4)
- so those were added.
- My comprehensive Item List is now updated to include all the Throne of
- Bhaal items, you can find it at http://www.gamefaqs.com/
- Also, there is now a BETA patch for ToB. If you're having trouble, I
- would suggest installing it (see the Notes above).
- Version 6.1 June 29, 2001 830k
- Added the location of the Darkfire Bow (thanks to Dave Loveland).
- Version 6.2 July 2, 2001 832k
- Added a way to kill Fire Giants forever (in the Saradush section, thanks
- to CY Lee).
- Version 6.3 July 3, 2001 833k
- Added the new cheat command that deals with Wild Mages and their wild
- surges (from Vash).
- Version 6.4 July 6, 2001 836k
- Various small updates all over.
- Version 6.45 July 8, 2001 839k
- Changed the phrasing of some things, and corrected some minor errors.
- Version 6.5 July 11, 2001 837k
- Added a new "Demogorgon Guardians" battle strategy from Konstantin. Lots
- and lots of edits.
- Version 6.55 July 18, 2001 839k
- Jeremy Hanson had a way to kill the Chromatic Demon pretty easily.
- Baldurdash has some interesting files for Throne of Bhaal, these are now
- added (http://www.baldurdash.org/).
- Version 7.0 December 10, 2001 848k
- After a very long break, finally updated this FAQ once more. Went through
- my emails and added most everything I was sent. Also updated some of the
- information in the Notes section above to include a link to the Darkest
- Day (unofficial mod) and Ascension (another unofficial mod).
- Version 7.1 January 18, 2002 848k
- Included a link to Suburban Mod's The Darkest Day walkthrough, which can
- be found in the above Notes section.
- Version 8.0 September 10, 2002 876k
- Added proficiencies to the Companions section. Added information on some
- of the summoned monsters (see the end of the Ranger Stronghold). Created
- some new Spell strategies for Larloch's Minor Drain and Draw Upon Holy
- Might (In the Gameplay Strategies section). Added some neat tricks from
- Xander77 (in Gameplay Strategies and Monster Fighting Strategies). Added
- a new Infinite Exp Bug from wvfoos (Tiris and Raissa in the Trademeet
- section). Added a link to the Kelsey romance (in Notes above).
- Version 8.1 February 5, 2003 884k
- Sorted out the Monster Fighting Strategies into multiple sections. Many,
- many edits and corrections all over the place. Added Alessio Ronchi's
- neat Cromwell trick. Added some new tips and tricks from Xar. Added
- Andrew Scarvell's neat trick for the Selfish Tear. Fixed the Baldurdash
- link (it is now at http://www.baldurdash.org/)
- Version 8.2 February 10, 2003 892k
- Added more strategies and secrets from Xander77.
- Version 8.3 February 19, 2003 896k
- Added the ForgottenWars unofficial add-ons to the Notes section. Added
- two notes from John Howard, one on an easy way to get the "bonus" merchants
- (in the Introduction) the other on the Underdark Soul Gem. Added a topic
- in general strategies on magic weapons.
- Version 8.4 December 22, 2004 902k
- Edited the Mod information and gave it a new section to call home.
- Reorganized somewhat, edited somewhat and added some stuff here and there.
- Added TOB information to the kits section.
- Version 8.5 January 17, 2005 902k
- Changed my email address.
- Version 8.51 April 23, 2009 904k
- Added the CTRL-F codes to the table of contents. Some other small edits.
- More updates shortly.
- Version 8.6 April 27, 2009 931k
- Moved the Frequently Asked Questions to just before the walkthrough.
- Added some notes on Vista & Cheats. Removed the special thanks from
- the Notes above, it was looking like a big blob of names. The full special
- thanks can still be found at the end of the guide. Added a bunch of new
- FAQs based on questions I've been asked. Added lots of notes from various
- people as well.
- Version 8.7 April 28, 2009 942k
- Added some new notes from jsaving on Jaheira, creating a character to
- balance your party, and a mephit trick in the starting dungeon. Per his
- advice also wrote up a bit more on dual- multi-classing in the character
- creation section. Updated Kangaxx to include more ways to take him out.
- Replaced the Baldurdash fixpack with the Gibberlings 3 fixpack. Added the
- Ring of Lock picks in the docks section from Skithee.
- Version 8.71 May 6, 2009 942k
- Added a new FAQ. Other small changes and edits.
- Version 8.72 May 18, 2009 942k
- Some very minor edits.
- ________
- Stinger:
- ¯¯¯¯¯¯¯¯
- Viconia: Minsc, that tattoo on your face. Does it have tribal significance
- or did some nursery's fingerpainting class assault you with the
- blue pastels?
- Minsc: I do not like the tone of your voice, Dark Elf. The face I have is
- the face the ladies love! Boo loves Minsc's face, too! Don't you,
- Boo?
- _______________________________________________________________________________
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This Document is Copyright 2000-2009 by Dan Simpson
- Baldur's Gate II is Copyright 2000 by Bioware/Black Isle/Interplay
- Throne of Bhaal is Copyright 2001 by Bioware/Black Isle/Interplay
- I am not affiliated with Bioware, Black Isle, Interplay or anyone who had
- anything to do with the creation of this game. This FAQ may be posted on any
- site so long as NOTHING IS CHANGED and you EMAIL ME telling me that you are
- posting it. You may not charge for, or in any way profit from this FAQ.
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