BG EE part 3
<pre style="box-sizing: border-box; font-family: monospace, serif; font-size: 12.800000190734863px; white-space: pre-wrap; line-height: normal; text-align: start;"> Chapter 1 |
o======================================================================o
| Escape from Irenicus' Dungeon |
o======================================================================o
Sequence of Events: {WLK001}
1) You Should Survive the Process
2) Minsc
3) Jaheira
4) Gearing Up
5) The Mephit Machine
6) Aataqah's Game
7) Goblins
8) Stasis Room
9) Sewer Golem Room
10) Relieving Rielev
11) Tales Dead Tell
12) The Sewage Chamber
13) The Master's Room
14) The Dryads Three Make a Plea
15) The Master's Wife's Room
16) The Library
17) Ilyich
18) Cambion Containment
19) The Genie's Request
20) Retrieving the Flask
21) The Sword of Chaos
22) Yoshimo
23) Mephit Spawning Room
24) Escaped Clone
25) To the Wand Room
26) The Wand Room
27) The Vampire's Display
28) The Smithy
29) Freeing Frennedan
30) Attacked by Assassins
Dungeon, Part 1 (AR0602)
o======================================================================o
1) You'll be approached by some Mage who will proceed to perform
'experiments' upon you. Not very nice ones either, judging from all the
fire and death cries your character makes. A Golem will eventually
arrive, drawing the man's attention and leading him away to deal with
'intruders'. Imoen will show up and spring you from your cage, joining
your party immediately afterwards. She'll tell you about some weapons
to the north-west before the game auto-saves and the camera pans to the
north-east to reveal two captured people.
Imoen doesn't start out too great in the way of spells. Have her
memorize some Magic Missiles and maybe a Chromatic Orb. It won't take
much more than brute force to get out of here. As for 2nd level spells,
get a Mirror Image, a Melf's Acid Arrow, and a Stinking Cloud. We won't
fight many large groups of enemies, and even when we do we don't have an
unlimited supply of ammunition to use on them, so Stinking Cloud isn't
too important just yet. Melf's is best against trolls and spell casters,
which won't be a problem for a while yet, but at least it contributes to
the fight. For 3rd level spells get Haste. It might be fun to Fireball
some baddies, but really, Haste is going to help you out more in a
fight. As for 4th level spells, we won't be letting Imoen get hit, so
don't bother with Fire Shield, and if we do let her get hit, Stoneskin
would be better anyways. Improved Invisibility can go on anyone, so keep
it handy to spell-buff your front line Fighter. You don't want to let
Imoen scribe any scrolls you find, as... it'll be a while before she can
put them to good use. Save them up for your main character, Edwin, or
failing that, for Imoen to use at a later date.
Note: If Imoen suffers mortal damage (if she's reduced to zero Hit
Points) she'll panic, disband, and flee the dungeon. Of course, since
you can't raise dead characters at this point in the game, anybody who
sustains fatal damage is out of the game for the rest of this dungeon,
but it's still something to be wary of. At least if Imoen starts
spazzing out, you'll know why.
<---------------------------------------------------------------------->
2) Go over to the man at (x=4000, y=2750) to find your old friend Minsc.
The captivity really hasn't made him any saner... or more insane, for
that matter. Some things are beyond torture. You will eventually provoke
his wrath to the point where he breaks his 'permanently welded cell'. He
then accuses you of provoking him to unleash his berserker might. Uh,
yeah! Sure. Regardless of your intentions he thinks you're one clever
fellow and offers to join you. By all means take him along, you could
certainly use his Hit Points and Strength to get out of here. You can
always ditch him later if you're so inclined. Minsc is, if anything,
even more hilarious in the sequel. It's just another perk of bringing
him along.
***REWARD***
(For 'encouraging' Minsc to escape from his cell)
EXP 3000
<---------------------------------------------------------------------->
3) Over at (x=3850, y=2650) you'll find another cage with another former
traveling companion, the Harper agent Jaheira. She's just as hot-headed
and mouthy as ever, and will give you a run down of your story. The game
assumes, of course, that you actually traveled with her in the prequel.
It's possible to blow her off and leave her behind, but you might just
want her healing power for this dungeon, even if you don't plan to keep
her. Note that if you turn on her and leave her behind she will say some
rather disparaging things about you 'turning'. It is all too similar to
the way others of her ilk will look at you later... but now I'm
foreshadowing. To get her free go up to the room to the north-west and
search the table at (x=3050, y=2800). You'll find, along with many
weapons, a Jail Cell Key. Take the key and open the door.
***ITEMS***
(x=3050, y=2800) Long Sword, Short Sword, Quarter Staff, Mace,
Battle Axe, Spear, Halberd, Jail Cell Key,
War Hammer, Two Handed Sword, Katana
***REWARD***
(For freeing Jaheira from her cage)
EXP 3000
Have Jaheira get plenty of Cure Light Wounds. You can get Entangle, but
it by now has long since run its course as a useful spell. Armor of
Faith is a decent defensive spell that will cause Jaheira to ignore
10% of the damage she takes at her present level, and lasts long enough
to be considered as a good defensive buff. Bless can also provide a
temporary buff to your entire party's attack rolls, but I'd prefer Armor
of Faith. 2nd level is very slim pickings, as Barkskin does not stack
with armor. You'd be better off just wearing the Splint Mail. You
should, however, always carry a Slow Poison on you, just in case. For
3rd level spells, get a Dispel Magic-every spell caster who can cast
this spell should have one prepared-and a Cure Medium Wounds. Finally
come 4th level spells, of which you have the very nice Death Ward,
which has no applicable use just yet. For now either grab Defensive
Harmony, which is a good spell buff, or Cure Serious Wounds for extra
healing power.
<---------------------------------------------------------------------->
4) Go back into the room where you found the Jail Cell Key. As
previously noted you can find weapons on the table at (x=3050, y=2800).
Equip your main character with whatever they're good at. Minsc gets the
Two Handed Sword, Jaheira suffers with a Quarter Staff for now. I set
Jaheira up as my front-liner, as she's got the Dexterity and the ability
to wear the heavier armor I need to succeed. Loot the chest for some
armor. I give Jaheira the Splint Mail, and I have Minsc don the Chain
Mail. For now getting through the place is more of a priority than
taking advantage of his ability to Sneak. Besides, he can always take it
off to scout ahead. Finally, the painting at (x=3130, y=2700) has stuff
behind it, but be sure to search for traps. This is your introduction to
traps in this game, and this one isn't very powerful or hard to disarm.
It is, however, a warning. It's the second room in the game, and there's
a trap. Oh yes, kiddies, there will be traps in this game, enough to
ruin your day if you don't bring about a Thief. The Dagger +1... eh...
well, it can go on Imoen, but it's really just a waste. If you stick it
on Jaheira you'll raise her THAC0 by one, but then she can use the Small
Shield to bring her Armor Class down. And of course, if you imported
your main character with the Golden Pantaloons in their inventory, you
will find those in here as well. You can talk to the Golem in this room
but it has little to say. The tunnel to the north leads to a door
(x=2420, y=2180) we can't open yet. There's also an annoying Smoke
Mephit down there, which isn't particularly dangerous, but it can blind
you temporarily.
***ITEMS***
(x=3000, y=2750) Helmet, Leather Armor, Studded Leather Armor,
Small Shield, Buckler, Splint Mail, Chain Mail,
Buckler
(x=3130, y=2700) Dagger +1, Potion of Healing x3, Golden Pantaloons
***TRAPS***
(x=3130, y=2700)
<---------------------------------------------------------------------->
5) Head to the south-west. I'd suggest sneaking in with Minsc or Imoen,
as there is a machine in the middle of the room that creates Lightning
Mephits which shoot... well, lightning at you. Click on the machine's
controls at (x=2850, y=3050) twice to turn the machine off and stop it
from spawning more Mephits.
***REWARD***
(For disabling the Lightning Mephit spawning machine)
EXP 2000
<---------------------------------------------------------------------->
6) Continue up to the north-west to find a genie named Aataqah, who
initiates dialogue with you. If you blow him off he'll leave, if you
humor him he'll ask you to answer a hypothetical question. If you say
you'll push the button he'll summon an Ogre Mage for you to fight. If
you say you won't he'll summon four fearful Gibberlings. I prefer the
Ogre Mage path, as it at least gets you some experience... and you don't
have to chase down a bunch of stupid Gibberlings. He'll tell you to seek
out Rielev after you kill his monsters.
<---------------------------------------------------------------------->
7) If you go north you'll find a tunnel leading to the east, with a
Goblin guarding it. The passage ends in a locked door (x=2150, y=1900)
we can't open. Typical. So head west instead to find some Goblins. Most
of them will carry Battle Axes, but a few will sit back and fire arrows
at you, leaving behind Composite Long Bows when they die. How is a
Goblin firing a Composite Long Bow? Who knows. It's as good an excuse as
any to get yourself some Bows and Arrows though. I put a bow on Minsc
so he has a ranged option. Continue heading up the passage until you
come to two doors, one to the north-east (x=900, y=2200) and one to the
south-west (x=600, y=2400).
<---------------------------------------------------------------------->
8) In the south-western room you'll find a number of containment vats,
inside of which are various creatures both living and dead. There's
nothing you can do with them just yet, but there are two Mephits you can
actively make more dead. Once they're done loot the room. The Short Bow
goes to Imoen so she can participate effectively in combat, and the
Quarter Staff +1 goes to Jaheira.
***ITEMS***
(x=670, y=2700) Arrows x5, Short Bow, 1 gold
(x=820, y=3050) Bullets x5
(x=1050, y=3000) Quarter Staff +1
***TRAPS***
(x=1050, y=3000)
<---------------------------------------------------------------------->
9) Through the north-eastern door you'll find a Radiant Mephit which
needs to be put down. You'll also find a Sewage Golem (x=1070, y=2050)
you can't interact with yet. You can, however, loot the room. Jaheira
will be much better off with the Medium Shield and the Scimitar. My
protagonist scribes Flame Arrow immediately, but I save the Scroll of
Dispel Magic for later.
***ITEMS***
(x=1050, y=2100) War Hammer, Medium Shield, Scimitar, Long Sword +1
(x=900, y=2000) Arrows x4
(x=900, y=1950) Potion of Healing, Scroll of Flame Arrow
(x=1200, y=2100) Scimitar, Potion of Extra Healing x3, Spear,
Scroll of Dispel Magic
<---------------------------------------------------------------------->
10) Now head up to the north-west, then follow the tunnel to the north-
east. You'll pass a door (x=520, y=2000) with two Lesser Clay Golems
inside. Again, you can't bother them now, but they will become hostile
towards you later in the level if you let them live, so it's a good idea
to just bump them off now... Unlike the other Clay Golems you'll fight
later on, these ones can be hurt by non-magical and non-blunt weapons.
Head north-east some more. You'll come under attack by some Goblins at
the first intersection to the north-west. Kill them, and then continue
north-east through a door (x=1020, y=1750). Inside you'll find another
vat, inside of which is a... creature... called Rielev (x=1170, y=1500).
Talk to him to find out a bit about Rielev and his master. He'll mention
the master being 'cast out' and 'one of us no longer'. He'll also
mention something being taken. Offer to release him from his torment
and he'll tell you to take some power crystals, with which you can talk
to other experiments and possibly find out how to escape.
***ITEMS***
(x=1250, y=1600) Activation Stone
(x=1280, y=1400) Potion of Extra Healing x2, Sling, Bullet x8, Halberd,
War Hammer
***REWARD***
(For relieving Rielev from his torment)
EXP 1000
Item Energy Cells
<---------------------------------------------------------------------->
11) Head back to the room with the stasis vats and talk to the various
beings, the 'Tortured Ones' (x=400, y=2500), (x=450, y=2900),
(x=750, y=2700), (x=1200, y=3100), to learn that-if nothing else, your
captor can inspire some pretty fanatical devotion. If you go back to the
Sewer Golem room you can activate it with that Activation Stone you
found and get it to open the door to the sewage chamber, which causes it
to merrily run off and open the doors at (x=2420, y=2150),
(x=2220, y=1700), and (x=2150, y=1900).
***REWARD***
(For activating the Sewage Golem)
EXP 3000
<---------------------------------------------------------------------->
12) Head through any of the aforementioned doors to reach the Sewage
Chamber, the simplest way is to go through the door north of where you
met Aataqah. In the Sewage Chamber you'll find an Otyugh, something I
honestly expected to find in the sewers in Baldur's Gate 1, but was
nonetheless thrilled to find in the sequel. It can't fit through
the doors, so if you have a Thief main character you can sneak, run in,
backstab it, and run back out for an easy time. It's not too rough in
any event. When it dies grab the Wand of Frost Key and loot the room.
Minsc enjoys having a Helmet of Infravision again. Go through the door
to the north-east (x=2800, y=1700).
***ITEMS***
(x=2700, y=1720) Oil of Speed, Splint Mail, Potion of Healing x2
(x=2750, y=1800) Potion of Healing x2, Light Crossbow, Bolt x10,
Scroll of Vocalize
(x=2900, y=1870) Potion of Healing x3, Helmet of Infravision,
Scroll of Clairvoyance
***TRAPS***
(x=2750, y=1800)
<---------------------------------------------------------------------->
13) Head north-east through another door (x=3500, y=1250), killing some
Goblins as you go. You'll find an oddly lavish room - a welcome, if
ominous change from the dungeons behind you. The game will even warn you
of the traps ahead, so get to disarming and looting. The Air Elemental
Statue will get us into another area. It's good to have our Helm of
Balduran back, too. This time it goes on Jaheira, as my main character
will soon find a better helmet to see him through the game. My main
character does, however, retain the Metaspell Influence Amulet. In
the room to the north-west you'll find some Goblins and two lootable
containers. There's also a portal (x=3000, y=550) we need to find a key
for.
***ITEMS***
(x=3550, y=900) Scroll of Chromatic Orb, Helm of Balduran
(x=3600, y=880) Wand of Lightning Key, Scroll of Burning Hands
(x=3780, y=900) Air Elemental Statue
(x=3930, y=970) Metaspell Influence Amulet
(x=320, y=820) Scroll of Fireball
(x=3340, y=800) Bullets x20, Scroll of Armor
***TRAPS***
(x=3700, y=1000)
(x=3550, y=900)
(x=3930, y=970)
<---------------------------------------------------------------------->
14) Venture south-east to find three Dryads, Elyme, Ulene, and Cania,
who will beg you to help them escape by taking their acorns to the Fairy
Queen. They'll also give you the name of your tormentor, Irenicus.
Their acorns are held by a mean creature named Ilyich, the clan chief
of the master's duergar slaves. They'll also promise to tell you how to
escape if you free them. All in good time. First head past them to the
south.
<---------------------------------------------------------------------->
15) You'll find a very nice circular room that is covered with traps.
When you set foot in the room an alarm will sound, summoning the two
Lesser Clay Golems from before, who will-eventually-make their way to
you and attack for entering the 'chambers of the the master's wife'...
unless, of course, you killed them earlier. The Portal Key opens the
portal in the room north of the room where we found the Helm of
Balduran. My main character enjoys the Bracers of Defense, as would any
Mage hurting for Armor Class. And be sure to grab the Pommel Jewel of
the Equalizer! You're going to want that weapon. Now that we're done
here head back to the Sewage Chamber and go north-west through the door
at (x=2220, y=1700).
***ITEMS***
(x=3100, y=2300) Portal Key
(x=3060, y=2220) Potion of Extra Healing, Bracers of Defense A.C. 8,
Pommel Jewel of the Equalizer
(x=3160, y=2460) Scroll of Dire Charm
(x=3000, y=2370) Potion of Master Thievery, Scroll of Summon Monster I
***TRAPS***
(x=3400, y=2300)
(x=3400, y=2350)
(x=3300, y=2250)
(x=3140, y=2300)
(x=3100, y=2300)
(x=3060, y=2220)
(x=3160, y=2460)
<---------------------------------------------------------------------->
16) You'll find a room with... more Goblins, and a Dust Mephit. There
are also lots of bookshelves to loot, which I will note ignoring all the
useless books on the shelves.
***ITEMS***
(x=950, y=750) Agna Mani Necklace
(x=850, y=850) Potion of Healing x5, Scroll of Larloch's Minor Drain
(x=1100, y=800) Scroll of Know Alignment
(x=1500, y=800) Oil of Speed
(x=1650, y=950) Potion of Extra Healing
<---------------------------------------------------------------------->
17) Go north-west and follow the passage around to get to a large room
with Duergar milling about. Further in you'll find Ilyich, who will not
spare much dialogue before attacking. He's got some crossbowmen and a
Mage with him. Either use a Haste and set upon them, shooting the Mage
down to size, or use a Stinking Cloud. Either way, a simple spell should
see you through this fight with ease. Most of the duergar don't have
anything interesting on them, but Ilyich will drop a suit of Leather
Armor, a Medium Shield, Bullets x40, Acorns, Mail of the Dead +2, Battle
Axe, Sling, and 87 gold. Jaheira slaps on the Mail of the Dead +2.
During the looting you should find enough weapons and armor to pretty
much equip everybody the way you want. Especially be sure to strap those
Helmets on, you don't want to suffer from critical hits. You could give
Jaheira that Club, but I want to pretend she doesn't even have any
proficiency points in Clubs at all.
***ITEMS***
(x=1240, y=400) Throwing Axe x5, Potion of Extra Healing x2
(x=1530, y=250) Chain Mail, Helmet, Medium Shield, Battle Axe,
Two Handed Sword, Scroll of Grease
(x=1780, y=400) Throwing Dagger x20, Dart x30
(x=1850, y=500) War Hammer, Leather Armor, Helmet, Small Shield,
Quarter Staff, Flail, Sling, Bullet x40, Scimitar
(x=1900, y=600) Bastard Sword, Long Sword, Short Sword, Arrows x6,
Short Bow, Potion of Extra Healing x2, Club, Flail,
Morning Star
<---------------------------------------------------------------------->
18) Head down a tunnel to the south-east and go past a door at
(x=1960, y=260). Disarm the trap in the tunnel south-east and continue
on until you find a room with an odd machine in it and a Cambion
(x=2600, y=1040), who is inside some sort of magical barrier. If you
activate the machine (x=2350, y=1000) you can take down the Cambion's
barrier, allowing him to attack you... and allowing you to attack him.
Before you do so encircle the Cambion and caste some defensive spell
buffs and Haste. He shouldn't be too much of a problem, but why not
start out prepared? When it's dead loot the Cambion for a suit of Chain
Mail, a Bastard Sword +1, and 146 gold. Now go back up the hallway
and through the door at (x=1960, y=260), which we can access thanks to
our possession of the Air Elemental Statue.
***TRAPS***
(x=2300, y=500)
The Elemental Plane of Air (AR0601)
o======================================================================o
19) Travel north-west and you'll meet a pack of Mephits. I always found
this encounter annoying... but it might be just because I find Mephits
annoying in general. To the west are two more Mephits and a container
for you to loot. north-west of the entrance ramp you'll find a large
circular area with more Mephits. Spell buffing is suggested, Haste in
particular, and a pre-emptive Fireball wouldn't hurt, either. Go up
another ramp to the west to find the proverbial genie bottle at
(x=300, y=550). Activate it to get Irenicus' Genie to show up. He will
offer to give you an item that used to belong to you if you free him
from his bonds, which you can do by finding the real flask the Genie
is bound to, a twin of the one here. He'll mention one of the possible
locations as one of Irenicus' Dryad concubines. See where this is going?
Time to head back to the Dryads.
***ITEMS***
(x=200, y=1220) Scroll of Conjure Air Elemental
<---------------------------------------------------------------------->
20) Bring the Dryads their acorns and they'll tell you that you must
travel up to the next level of the complex using portals... perhaps the
one we found north of Irenicus' room? (That or the one east of the
prisons, it doesn't really matter.) Talk to them again and ask for the
Genie's flask and they'll simply give it to you. Now head back to the
door leading to the genie.
***REWARD***
(For talking to the Dryads after recovering their acorns from Ilyich)
EXP 9500
<---------------------------------------------------------------------->
21) Now return to the Genie and give him his flask for a hefty
experience reward and the Sword of Chaos-Sarevok's sword from Baldur's
Gate 1... or what's left of it, anyways. Even though most of it's power
died with Sarevok, it's still a Two Handed Sword +2, and perfect for
Minsc. Now head back to the main level of the dungeon and go through a
portal, either the one at (x=3000, y=550) or (x=3900, y=2400).
***REWARD***
(For freeing the Genie)
EXP 15000
Item Sword of Chaos +2
Dungeon, Part 2 (AR0603)
o======================================================================o
22) When you appear you'll instantly be approached by Yoshimo, who asks
to join your party. Regardless of your end goals as far as party
composition is concerned, I suggest you take him along. It'll... open up
options when you get out of this dungeon, and if you don't have a Thief
as a main character, you'll need him for a while. He'll tell you about
some room with portals to the east that continuously spawn enemies, and
beyond that is a room with mounted wands.
***ITEMS***
(x=320, y=2880) Scroll of Hold Person
<---------------------------------------------------------------------->
23) Go through the door to the north-east at (x=880, y=2800) to find a
room with Mephits and Mephit Portals. Our favorite! Ignore the Mephits
and concentrate on the portals, which will simply spew out more Mephits
as you kill them. The Scroll of Protection from Normal Weapons is
interesting, as from time to time you'll fight monsters that can't harm
you, lacking in magical weapons and all. It's not an indispensable
spell, and soon loses its potency, but it is a defensive option for when
we get 5th level spells. As you head to the east Jaheira will make a
most unfortunate discovery. Unfortunate for her. Now that Khalid is out
of the picture, the Jaheira romance opens up. Of course, you must be
careful not to say anything disparaging about her dead husband at this
crucial first step. Go through the door to the north at (x=1120, y=2350)
and continue up a tunnel to the north-west.
***ITEMS***
(x=900, y=2650) Gold Ring, 4 gold
(x=800, y=2650) Tchazar Gem, Cursed Scroll of Weakness
(x=1050, y=2530) Potion of Extra Healing, Arrow of Detonation,
Wand of Cloudkill Key
(x=1350, y=2580) 2 gold, 8 gold, Bolt +1 x3
(x=1400, y=2500) Wand of Summoning Key,
Scroll of Protection from Normal Weapons
(x=1250, y=2350) Wand of Fire Key, Bastard Sword, Arrow x5
<---------------------------------------------------------------------->
24) You'll come to another room with stasis vats, where you'll find an
Assassin and an Escaped Clone fighting. The clone will typically win
this fight and, after a short dialogue, will go hostile on you too,
apparently being another one of Irenicus' concubines. She'll cast some
spells-starting out with Mirror Image and Minr Spell Turning to protect
herself, after which she'll start shooting out Magic Missile spells and
a Lightning Bolt before finally ending with some Monster Summoning II
spells. She'll recast Mirror Image if you take them down (even if you
don't, actually) but she has no interest in attacking physically
whatsoever. If you simply direct all your characters to attack her,
she should go down without too much fuss. Loot her body for the Wand of
Missiles Key.
***ITEMS***
(x=750, y=2170) Pearl Necklace, Arrows x7
(x=180, y=2150) Scroll of Fireball, 1 Gold
***ENHANCED EDITION***
In the original version of the game, the 'escaped clone' was merely an
Elf model character. In the Enhanced Edition, it has been replaced by
the unique avatar of the character the clone is meant to immitate.
I suppose Irenicus cloned her clothes, too? He's got skills, that guy.
<---------------------------------------------------------------------->
25) Go back to the Mephit Spawning Room and through another door at
(x=1300, y=2220). You'll find another Assassin fighting a losing battle
against Mephits, and north-west of that another group of Goblins. Who
are these assassins that are so incompetent they can't even kill a
Mephit, and how are they troubling Irenicus so? It is a question for
somebody wiser than I. Go through the door at (x=550, y=1400) and cross
a bridge, disarming the trap as you go.
***TRAPS***
(x=720, y=1300)
<---------------------------------------------------------------------->
26) You'll come into a room with a colorful mosaic floor, which an
Assassin will try to cross to get at a Duergar with a crossbow. You'll
see what happens, and why this is not a good idea. Strike the Duergar
down with missile weapons and spells. This is the wand trap room, and
it's beyond time we used those wand keys. Don't bother trying to disarm
the traps in the middle of the room, as you'll just get hurt, instead
play with the pillars to the north to deactivate the traps across the
floor. You'll get a wand for each trap you disarm, as noted below, but
these wands only have one charge each and aren't good for much besides
selling. Search the statue at the far eastern end of the room to get
ahold of a Ring of the Princes +1. I put this on my main character...
it's going to be some time before they get themselves some armor. Now
go through a door to the north-west (x=1320, y=600).
***ITEMS***
(x=2000, y=350) Ring of the Princes +1
o===============o===============o===============================o
| Traps |Deactivated At:| Reward |
o===============o===============o===============================o
|(x=1200, y=920)|(x=950, y=900) | Wand of Missiles |
|---------------|---------------|-------------------------------|
|(x=1300, y=820)|(x=1180, y=700)| Wand of Frost |
|---------------|---------------|-------------------------------|
|(x=1400, y=750)|(x=1290, y=650)| Wand of Fire |
|---------------|---------------|-------------------------------|
|(x=1500, y=650)|(x=1420, y=550)| Wand of Monster Summoning I |
|---------------|---------------|-------------------------------|
|(x=1700, y=620)|(x=1520, y=500)| Wand of Lightning |
|---------------|---------------|-------------------------------|
|(x=1900, y=600)|(x=1630, y=400)| Wand of Cloudkill |
o===============o===============o===============================o
<---------------------------------------------------------------------->
27) You'll arrive on the scene just in time to see a Vampire named
Ulvaryl go to town on some more Assassins, this time declaring
themselves as Shadow Thieves. She'll then turn into mist and disappear.
Great, Irenicus has Vampires on his side. Who wants to bet those will
become a pain in the ass sooner or later? If you are very quick and a
little lucky you can attack Ulvaryl while she's focusing on the Shadow
Thieves. If you kill her you'll get a nice bit of experience
(8000 experience total), and you might as well try. She won't attack the
party and only leaves if she kills all the Shadow Thieves. She's also
not immune to non-magical weapons as she should be. Anyways, once that's
done with there are three tunnels in the wand room leading south to
explore. The western one gets you out of here in short order, but go
down the eastern passages for some loot, starting with the eastern-most
passage, then the middle passage, and finally the western passage.
<---------------------------------------------------------------------->
28) Go down the tunnel until you come to a smithy with Goblins inside.
To the east you'll find some Duergar. Focus your missile fire on the
Mage and wipe the Duergar out. In this room you'll find some things
worth looting. The Destroyer of the Hills (aka: Girdle of Bluntness) is
a nice little toy, and it'll go good on any character who needs to go
toe to toe with Giants, Golems, and any other enemy that deals
bludgeoning damage. I prefer to put it on Anomen, Viconia, or Korgan, as
they typically wield blunt weapons which are effective against Clay
Golems. Still, it'll go just as well on Jaheira for now. When you're
done, go down the middle tunnel.
***ITEMS***
(x=3500, y=850) Dagger, Potion of Extra Healing x2,
Scroll of Charm Person, 100 gold
(x=3600, y=680) Mace, Potion of Healing x3, Chain Mail,
Destroyer of the Hills
(x=3600, y=700) Arrows x40, Bolt x20, Splint Mail
(x=3380, y=630) Heavy Crossbow, Bolts x20, Bolts +1 x7, Short Bow,
Arrows x40
<---------------------------------------------------------------------->
29) Go into a room to the south and somebody named Frennedan will ask
you to release him from his glass prison. If you decline him he'll turn
into a little boy and ask you. Something obviously isn't right with our
friend Frennedan. Unfortunately there's loot back there we want, so you
should open the door to his cell anyways. He'll follow you around for a
while if you let him, but he'll turn into a Doppleganger and attack you
given time. If you refuse to let him accompany you out he'll attack
sooner rather than later. Once that's done let's head out of this
dungeon once and for all.
***ITEMS***
(x=2220, y=1350) Key to Frennedan's Room, Potion of Healing x5,
Scroll of Knock
(x=2250, y=1400) Scroll of Protection from Electricity,
Potion of Firebreath
(x=2500, y=1200) Elixir of Health x4, Scroll of Invisibility
(x=2820, y=1420) Scroll of Color Spray, 101 gold
(x=2850, y=1450) Bolt +1 x4, Scroll of Blindness
(x=2850, y=1500) Arrows +1 x4
(x=2800, y=1540) Curse Scroll of Foolishness, Oil of Speed,
Scroll of Blur
(x=2700, y=1600) Bullets +1 x5, Potion of Extra Healing x2
***TRAPS***
(x=2220, y=1350)
(x=2500, y=1200)
(x=2800, y=1540)
<---------------------------------------------------------------------->
30) You'll come across a trio of Assassins, who will not listen to
whatever you say and attack. The one who initiates dialogue will cast
some spells to boost two others who are hidden when the battle starts.
When they're dead continue south-east through the room and down some
stairs into a sewer. Now would be a good time to take everything off
Imoen you want to keep. Head north-east past all the dead Shadow Thieves
until you find an area transition at (x=3400, y=1300).
***REWARD***
(For escaping from Irenicus' Dungeon)
EXP 34500 (each character)
o======================================================================o
| Chapter 2 |
o======================================================================o
| Five Finger Discounts |
o======================================================================o
Sequence of Events: {WLK002}
1) Imoen and Irenicus Incarcerated
2) Gooooooooal!
3) Lady Beth
4) Gaelan Bayle's Offer
5) Gaelan Bayle and An Introduction to Larceny
6) Shorekeep Stealing
7) Cohrvale and Bregg
8) Robbing Galoomp the Bookkeeper
9) Armor Courtesy of Arnolinus
10) Robbing Lady Yuth
11) Deidre's Selection
12) Ripping Off Ribald's Ring of Regeneration
13) To the Copper Coronet
14) A Note on Random Encounters
1) Now Chapter 2 has begun... You'll be treated to a cutscene announcing
your arrival on the scene of the battle between the Shadow Thieves and
Irenicus. Irenicus promptly smites a group of impudent Shadow Thieves
and a group of Mages when they appear. Eventually, however, more will
gate in and Irenicus concedes to be taken by them... so long as they
take Imoen as well, who cast spells at Irenicus during the fighting.
You'd think that these Mages would be happy to receive any aid they
could against Irenicus, but they probably just wanted to subdue him,
whatever the cost. So it seems that although interrupted, Irenicus has
managed to have Imoen taken from you. If you want her in your party,
you'll have to go and get her back. Jaheira insightfully points out that
Irenicus most likely wants to be pursued, and indeed going after Imoen
is the way to advance the main story. Chapter 2 is, however, dedicated
towards assembling your party, much as the beginning of Baldur's
Gate 1 was. Who you want in your party will directly determine what
quests need to be done and how long it'll take you to get to Imoen. Of
course, if you don't want Imoen in your party then there's no rush to go
get her. Still, there are things to do before we even rush off after
party members... Before we even explore the Promenade we now stand in,
in fact! In the mean time be sure not to cast any Mage spells out in the
city. You can cast any Priest or Druid spells you wish, and you can cast
anything if you're indoors, but as we've seen the Cowled Wizards do not
take kindly to arcane magic being practiced without a license.
<---------------------------------------------------------------------->
2) We now have an immediate goal: to raise enough money to effect the
release of Imoen... or get assistance in reaching Irenicus, the two
goals seem to be one and the same. First though, we need to assemble our
parties. Most party members come with quests that need to be resolved
before they'll remain in the party, and most of these quests involve
killing things and crawling through dungeons... you know, the kind of
activities that generally end in us earning money. We can kill two birds
with one stone! The first party members we should look for are Anomen
and Keldorn for good parties, and Dorn, Hexxat, Korgan, Edwin, and
Viconia for evil parties. Viconia needs only to be found before she'll
join, but the other four all have quests that need to be done... but
nothing so extreme that we can't handle it. Other characters like Nalia,
Valygar, Cernd, Haer'Dalis, and Mazzy require quests that are either
difficult or far-off, and should be recruited only after the previously
mentioned characters are recruited... if you even want them at all.
Before we head off to the Copper Coronet however, let's go get some
loot, spells and experience.
Waukeen's Promenade (AR0700)
o======================================================================o
3) Over at (x=3080, y=1080) you'll find Lady Beth, who will help you
get your bearings if you talk to her. She'll tell you about some guild
war, apparently between Irenicus (or someone tied to Irenicus) and the
Shadow Thieves, name the wizards that took Imoen away as the Cowled
Wizards, and mention that you might be able to find out how to get a
license to practice magic in the city if you visit the Government
District. She'll also name your location as Athkatla, the capital city
of Amn.
Slums District (AR0400)
o======================================================================o
4) Head south-west to exit the Promenade by clicking anywhere on the
edge of the map. Travel to the Slums District, as it's the only place
you have access to as of yet. As soon as you arrive you'll be met by a
rogue named Gaelan Bayle, who will tease you with information as to
Imoen's location. He'll escort you back to his house and promise you aid
in rescuing Imoen and finding the Mage Irenicus... for a price of 20,000
gold. He'll then direct you to his nephew Brus, who will lead you to the
Copper Coronet, where you should be able to find work; work which will
allow you to raise the money you need to pay for the assistance offered
by Gaelen's friends.
Note that with the beginning of Chapter 2 you'll start getting dreams
involving Imoen and Irenicus when you rest. They are part of the story
and there's no wrong way to go about them, just try to appreciate the
lessons Irenicus is trying to teach you. Or not.
Gaelan Bayle's House (AR0311)/(AR0312)
o======================================================================o
5) Stealing is the name of the game. Okay, not really, it's Baldur's
Gate 2, but in the sequel you can score yourself a lot of cash by simply
stealing. In the first game you could steal... what? Some Large
Shields +1, a Ring of Free Action, and a few spell scrolls? In this game
you can get a lot more mileage out of stealing, but with one important
note: You need a VERY high Pick Pockets score to pull it off. Poor,
stupid Yoshimo has only a 25%, which is not going to get us anything.
Head up the stairs at (x=150, y=350). Upstairs you'll find Arledrian
(x=530, y=360), who will sell you various things. Namely he sells
Potions of Master Thievery. Sell off all the crap from Irenicus'
Dungeon with any value-like gems, jewels, cursed scrolls, armor, and
bows... and those stupid one-charge wands. This gets me a total of 3500
gold, which I immediately use to buy all the Potions of Master Thievery
he has (three). Now if you have your own Thief character, you might not
need as many (this is one of the areas where my evil Fighter/Mage/Thief
protagonist shines), but Yoshimo chugs all three (and the one we found
in Irenicus' dungeon) to bring his Pick Pockets up to 185%. Now we're in
business. You need at least 100% to steal... anything, really, in this
game, and about 140% to expect to succeed once in a while. At 180%+ you
can steal with relative impunity, although you'll still get caught from
time to time, so save often.
Keep in mind when stealing you won't be able to sell fenced goods to
honest merchants, so don't steal EVERYTHING hoping to sell it back and
make a profit. Besides, the fact that you always have a chance to get
caught makes stealing minor items more of a pain in the ass than it's
worth. If you DO want to steal for unlimited cash flow-rejoice! Not all
merchants are honest! A variety of fences exist, including the fence at
the Shadow Thief guild, Gorch, in Mae'Var's Guildhall, and Roger the
Fence, in the Sewers under the Temple District, just to name a few off
the top of my head. There are a few specific items that are worth
stealing and reselling (due to their high sell price), which we'll get
to later. For now, steal things that you will not want to sell back...
Potions and ammo you will use, Scrolls you will scribe, and items you
will equip. If you don't have the unlimited ammo stacks mod activated,
it's still worthwhile to steal a good bit of ammo, you'll just have to
store them in a container of some sort until you need them. Arrows and
Bullets +2 are good for hitting magical beasties and Arrows of Acid are
great against Trolls... they will save you lots of trouble if you get
them. I also steal the Scimitar +1 for Jaheira to use, a Composite Long
Bow +1 for Minsc, a Short Bow +1 for Yoshimo, a pair of Katanas +1 for
my main character, the Glasses of Identification, and the Gem Bag. The
Glasses of Identification will make preparing Identify spells optional,
as you can just use these to identify your loot, albeit three times per
day.
I wouldn't consider it a requirement to steal for this game... but it
sure does make life easier in the short run. If you weren't supposed to
steal and this was akin to cheating I have the following questions to
ask: 1) Why would you have a Pick Pockets skill in the first place if
you weren't supposed to use it? 2) Why would you be able to steal from
Vendors? 3) Why would you be able to use multiple Potions of Master
Thievery to boost your Pick Pockets skill so high?
If you plan on stealing-and this guide will assume that you did-you will
need to steal only what you plan to equip or scribe immediately, or you
will need to find a place to store your excess loot (like Arrows +2,
Bolts +2, Bullets +2, extra scrolls, potions, etc). The Copper Coronet
makes a fine place to do so, as well as all the strongholds you can
acquire. Just make sure you don't store loot in a future stronghold
before you actually control it. Some areas (particularly thinking of
Mae'Var's Guildhall here) restock their containers once after you gain
control of them.
o===========o
|Mage Spells|
o===========o
3rd-Non-Detection
---
4th-Improved Invisibility
When you're done stealing from Arledrian's shop you can steal from him
personally to receive a Potion of Invisibility, a Potion of Extra
Healing, and 29 gold. If you've got an exceptionally high Pick Pocket
skill (over 120 will make the process easier) you can steal from Gaelan
Bayle to receive two Potions of Invisibility, two Potions of Extra
Healing, Bolts x20, and Bolts +1 x10. Also be sure to loot before you
leave. When all that is done leave the building. We've important things
to do before Yoshimo's Potions of Master Thievery wear off.
***ITEMS***
(AR0311)
(x=350, y=200) Chain Mail, Battle Axe
(x=670, y=250) Silver Necklace
(AR0312)
(x=300, y=250) Wand of Magic Missiles, Pearl Necklace, Moonstone Gem,
110 gold
(x=400, y=150) Aquamarine Gem, Throwing Dagger x10, Dart +1 x10,
History of Amn
(x=500, y=250) Water Opal, Tchazar Gem, Horn Coral Gem
***TRAPS*** (AR0312)
(x=300, y=250)
(x=400, y=150)
(x=500, y=250)
***ENHANCED EDITION***
In the first game, near the release of the BG2EE, Overhaul Games
decided to put in minimum Pick Pocket scores to steal certain items,
typically the rarer, more valuable items. Such a mechanic returns in
BG2EE, but it doesn't seem to limit our stealing excursions any. Yoshimo
with three Potions of Master Theivery was still able to steal all the
same goodies in the Enhanced Edition that I suggested stealing in the
old version of Baldur's Gate 2. In fact, stealing from within a shop
interface doesn't seem to be restricted-only when you manually steal
from NPCs via the general game screen. If you attempt to steal with too
low a Pick Pockets score you'll see the text: "The target has no items
that can be stolen by a cut-purse of your skill."
Slums District (AR0400)
o======================================================================o
6) When you exit you'll be approached by Brus, who will tell you about
a quest and offer to take you to the edge of the district, or to the
nearest tavern (Copper Coronet). Decline and walk down to the south
until you find a female storekeep (x=3500, y=1980) who will be our
second target. Steal a Sling +2 and a suit of Full Plate Mail for
Jaheira and a suit of Studded Leather Armor +2 for Yoshimo. Also note
that along the way you can loot the wall at precisely (x=3345, y=1660)
to obtain some random loot-once I scored a Scroll of Protection from
Magic Energy, another time I got a Flamedance Ring.
***ITEMS***
(x=3345, y=1660) Scroll of Protection from Magic Energy
<---------------------------------------------------------------------->
7) Continue south-west to find two ruffians named Cohrvale and Bregg.
They're somewhat sturdy, but not sturdy enough to cause you trouble.
Bregg leaves behind a suit of Studded Leather Armor, a Short Sword, and
10 gold. Cohrvale will drop a suit of Chain Mail Armor, a Helmet, a
Medium Shield, a Battle Axe, and 41 gold. Wee. At least they give good
experience. Head to an area transition and go back to the Promenade.
Waukeen's Promenade (AR0700)
o======================================================================o
8) When you get to the Promenade hit 'M' to bring up your map and look
for the marker labeled 'Spell Store'. It's time to do some more... ah...
shopping. Yeah... You'll find Galoomp the Bookkeeper at (x=3330, y=300),
who will sell a variety of scrolls. Of course, I have no intention of
actually buying any of them. Steal as many as you wish, but keep in mind
the more you steal the better off Imoen's and Edwin's spell arsenals
will be. Once you've stolen your heart's content (for me this was
everything) there's another tactic to employ. If you have ToB installed
(and since you're playing the Enhanced Edition, you've got it installed)
you can erase spells from your spell book and rescribe them... earning
yourself a good bit of experience. The primary goal isn't to
significantly level up your party-there are better ways to do that-but
to get Jaheira to 9th level as a Druid. To better your chances of
accomplishing this kick out any characters you can besides her and your
main character so the experience is only split two ways. On my game she
needed about 11,000 experience... after dividing that between her
classes and the rest of the party it meant earning about 110,000
experience from spells, which seems like a lot until you think about
the fact that you can earn 5000 from a single scroll. In any event,
you should consider picking up the following spells: Blur, Chaos,
Cloudkill, Confusion, Dispel Magic, Flame Arrow, Fireball, Friends,
Greater Malison, Haste, Improved Invisibility, Knock, Magic Missile,
Mirror Image, Slow. A full list of Galoomp's spells can be found
below:
o===========o
|Mage Spells| Galoomp the Bookeeper
o===========o---------------------------------------------------------->
1st-Armor
1st-Blindness
1st-Burning Hands
1st-Charm Person
1st-Chill Touch
1st-Chromatic Orb
1st-Color Spray
1st-Detect Evil
1st-Friends
1st-Grease
1st-Identify
1st-Infravision
1st-Larloch's Minor Drain
1st-Magic Missile
1st-Protection from Evil
1st-Protection from Petrification
1st-Shield
1st-Shocking Grasp
1st-Sleep
---
2nd-Agannazar's Scorcher
2nd-Blur
2nd-Detect Invisibility
2nd-Ghoul Touch
2nd-Horror
2nd-Invisibility
2nd-Knock
2nd-Know Alignment
2nd-Luck
2nd-Melf's Acid Arrow
2nd-Mirror Image
2nd-Resist Fear
2nd-Stinking Cloud
2nd-Strength
2nd-Vocalize
2nd-Web
---
3rd-Clairvoyance
3rd-Dire Charm
3rd-Dispel Magic
3rd-Fireball
3rd-Flame Arrow
3rd-Ghost Armor
3rd-Haste
3rd-Hold Person
3rd-Lightning Bolt
3rd-Melf's Minute Meteors
3rd-Monster Summoning I
3rd-Non-Detection
3rd-Protection From Normal Missiles
3rd-Remove Curse
3rd-Slow
3rd-Skull Trap
3rd-Vampiric Touch
---
4th-Confusion
4th-Emotion
4th-Greater Malison
4th-Improved Invisibility
4th-Minor Globe of Invulnerability
4th-Monster Summoning II
4th-Otiluke's Resilient Sphere
4th-Polymorph Other
4th-Polymorph Self
4th-Spirit Armor
4th-Wizard Eye
---
5th-Animate Dead
5th-Chaos
5th-Cloudkill
5th-Cone of Cold
5th-Domination
5th-Enchanted Weapon
5th-Feeblemind
5th-Hold Monster
5th-Monster Summoning III
5th-Shadow Door
You should ideally have many of these if you are a Mage yourself, but
keep in mind you've got allies to think about. And the experience always
helps. What good are spell scrolls going to do on an NPC merchant
anyways? Hell, you might as well make the most of your Potions of
Master Thievery Speaking of which, another merchant named Hes
(x=330, y=320) is just to the west, but he doesn't have must of anything
worth stealing. You could nip some Plate Mail from him, but that's
really not necessary. Especially not with so many other fine merchants
around to steal from. There's a Weaponsmith marked on your map on the
other end of the Promenade, but all he sells of interest are Arrows +2
and Bullets +2.
Armorer/Fletcher (AR0706)
o======================================================================o
9) Head over to the shop marked Armorer/Fletcher on your map
(x=1770, y=1200). Inside you'll find Arnolinus (x=420 y=350) the
armorer, and Perter (x=620, y=230) the Fletcher. Perter only has
Arrows +2, but Arnolinus has two suits of Full Plate Mail, a Large
Shield +2, a Medium Shield +2, and a Small Shield +2 which will all go a
long way to making our party more formidable. When you've taken what you
want from him, head over to the Adventurer's Mart (x=2200, y=1600),
which has much richer pickings.
Adventurer's Mart (AR0702)
o======================================================================o
10) Lots of interesting things to see, I know, but first head to the
back of the store to find Lady Yuth (x=180, y=410). She sells more
scrolls which you should certainly steal. I know this is a bit of a long
and tedious process, but it is immeasurably helpful to get access to as
many spells as possible. She'll also tell you to see somebody named
Corneil of the Cowled Wizards in the Government District if you want to
acquire a license to use magic. She's got a few spells that Galoomp
didn't have, that would be well worth your while to obtain, namely
Lower Resistance and Stoneskin.
o===========o
|Mage Spells| Lady Yuth
o===========o---------------------------------------------------------->
1st-Armor
1st-Blindness
1st-Burning Hands
1st-Chill Touch
1st-Color Spray
1st-Detect Evil
1st-Friends
1st-Grease
1st-Identify
1st-Infravision
1st-Larloch's Minor Drain
1st-Protection from Evil
1st-Shocking Grasp
---
2nd-Agannazar's Scorcher
2nd-Blur
2nd-Deafness
2nd-Detect Invisibility
2nd-Ghoul Touch
2nd-Glitterdust
2nd-Horror
2nd-Invisibility
2nd-Knock
2nd-Know Alignment
2nd-Luck
2nd-Melf's Acid Arrow
2nd-Mirror Image
2nd-Ray of Enfeeblement
2nd-Resist Fear
2nd-Stinking Cloud
2nd-Strength
2nd-Vocalize
2nd-Web
---
3rd-Clairvoyance
3rd-Dispel Magic
3rd-Fireball
3rd-Flame Arrow
3rd-Ghost Armor
3rd-Haste
3rd-Hold Person
3rd-Melf's Minute Meteors
3rd-Monster Summoning I
3rd-Protection From Normal Missiles
3rd-Remove Curse
3rd-Slow
3rd-Skull Trap
3rd-Vampiric Touch
---
4th-Confusion
4th-Emotion
4th-Farsight
4th-Improved Invisibility
4th-Minor Globe of Invulnerability
4th-Stoneskin
---
5th-Lower Resistance
5th-Protection From Normal Weapons
5th-Sunfire
---
7th-Limited Wish
---
8th-Symbol, Death
8th-Symbol, Stun
When you're done perusing her spells explore the rest of the
Adventurer's Mart. We should have all the spells we need for now... or
at least all the spells we can get our hands on for free.
<---------------------------------------------------------------------->
11) At (x=500, y=460) you'll find Deidre; a bonus merchant that shipped
with the Collector's Edition of the game before finally being patched
into the later versions of the vanilla game. She, and her Icewind Dale
counter-part Joluv, come standard in the Enhanced Edition. She sells a
variety of wonderful items we can only dream of for the moment,
described below:
Dak'kon's Zerth Blade
---------------------
This is a +2 Katana that was expressly designed to be used by a
Fighter/Mage... after all, that's what Dak'kon was in Planescape:
Torment. It bestows a +1 bonus to Armor Class and gives an additional
1st, 2nd, 3rd, and 4th level spell. It's not as good as Dak'kons blade
eventually could get, but it's still a nice off-hand weapon for any
Fighter/Mage, even if it does become obsolete fairly quickly. Unless
you've found yourself an over-abundance of money, I wouldn't bother with
it, although it does serve as a decent off-hand weapon until you get the
Equalizer.
Sensate Amulet
--------------
An amulet that gives you permanent protection from evil, +5 Hit Points,
and +2 Charisma. This really works well on Viconia, who has a pretty
good Charisma and thus can serve as a party leader. If anything the hit
points and protection from evil will do any Cleric good.
Vhailor's Helm
--------------
One of the best items Deidre sells and possibly the best helmet in the
entire game. It gives you a one-point Armor Class bonus and allows you
to cast simulacrum once per day. Simulacrum creates a duplicate of the
character casting the spell, who is at about half the creator's
level. Be that as it may they still have access to all of the
creator's items, including the Cloak of Mirroring, weapons, and armor-
even summoning items! That's right, you can create a simulacrum via
Vhailor's Helm, then use the simulacrum itself to summon an ally. The
Efreeti Bottle and Golem Book come readily to mind. This is a good item
to put on any character, as duplicating a high level Fighter with
plenty of Greater Whirlwinds and a vorpal weapon or a high level Cleric
and their Auras of Flaming Death has obvious benefits. It really gets
out of hand when it's on a multi-classed character, however. Duplicating
a Fighter/Cleric capable of popping out Auras of Flaming Death and
Greater Whirlwinds is an obvious improvement over the scenarios
mentioned above, as is getting two Fighter/Thieves. If each of the
Fighter/Thieves are wielding the Dagger of the Star they can both
unleash backstabbing destruction on your foes. It really gets fun with
the Fighter/Mage, where you'll get two characters who can spell-buff
themselves to nigh-invulnerability and then go after enemies with
Greater Whirlwind attacks. The tactics might be somewhat blunt and
repetitive, but it's also brutally effective.
Plate of Balduran
-----------------
It's armor with an Armor Class of -1, it gives +4 Hit Points, and +1 to
Charisma. Need I say more? Keldorn would love this. Granted, its -1
Armor Class doesn't make it much better than Full Plate Mail +1 (which
we'll find/steal in abundance, don't you doubt), especially for the
price... But if you have tons of money just burning through your pockets
later on, it might be something to consider. Also keep in mind that this
item sells for quite a bundle-in fact, it's one of the highest-selling
items in the main game. You have to buy it, of course, to be able to
steal/sell it to a fence, but once you do, you'll be able to easily
steal/sell grind for unlimited cash.
Mercykiller Ring
----------------
A ring that improves your Set Snares, Hide in Shadows, and Move Silently
abilities by 20%. Not essential, but still nice.
Robe of Vecna
-------------
Possibly the best item sold by Deidre, it lowers casting speed by 4,
making most spells cast instantaneously. It cannot be over-stated how
much it helps to be able to get off a spell before the enemy can,
particularly a debuff or defensive spell. Oftentimes the tempo (and
outcome) of a battle is set by who gets the first spell off. It makes
casting every spell that much more effective. It also has an Armor Class
of 5 and 10% magic resistance, giving it some practical defensive
implications as well. For Edwin and Imoen, there is no better robe in
the game.
Shield of Balduran
------------------
It imparts a penalty to Strength, but for, say, Jaheira, that's a minor
concern, since it won't lower her combat effectiveness any. With an
Armor Class bonus of four it's a pretty solid shield on its own, but it
really shines because it reflects Beholder rays, turning one of the most
fearsome monsters in the game into push-overs. It'll come in very handy
for the Unseeing Eye quest, and should probably be the first item we
get.
As you can see these items run between 10,000 and 40,000 gold, making
them well out of our price-range for now. You can't even steal them,
either! Oh well. It's something to work towards, at least.
<---------------------------------------------------------------------->
12) At (x=600, y=700) you'll find Ribald Barterman, owner of the
Adventurer's Mart. It's interesting that he allows so many other
merchants to ply their trade in his establishment... in any case, he's
got some good items on him, like a reasonably priced Sling +2, a Short
Bow +2, several interesting suits of armor that could go well on any
light-armor wearing character, the Fortress Shield +3, the Reflection
Shield +1, Bracers of Defense A.C. 3, Potions of Master Thievery,
Scrolls of Breach, a Girdle of Hill Giant Strength, the Ring of Air
Control, and plenty of magical ammunition. Depending on who you get in
your party, some or all of those items should interest you, but
specifically every party should plan on getting the two shields, the
Girdle of Hill Giant Strength, and the Ring of Air Control. There are
also various blunt weapons that would go well on Anomen or Viconia, but
we have much more important things to buy by far. When you're done
gawking at all the things you can't afford, pick pocket Ribald to obtain
a Ring of Regeneration. I don't usually invest this item into any one
character, especially not at this point in the game when there are so
few rings to go around. Give it to whomever is hurt to get some passive
healing. It'll cut down on healing spells expended and rest times
required. Even though its rate of healing is so slow that it won't turn
a battle in your favor, it will make exploration that much simpler.
o===========o
|Mage Spells| Ribald Barterman
o===========o---------------------------------------------------------->
2nd-Vocalize
---
3rd-Melf's Minute Meteors
3rd-Non-Detection
---
4th-Enchanted Weapon
4th-Secret Word
---
5th-Breach
Fortress Shield +3
------------------
With a +7 bonus versus missile weapons and an Armor Class bonus of four
this is a far superior version of the Large Shield +1, +4 vs Missiles
from the first game. It's a superior shield, and we'll use it a long
time... at least until we reach Throne of Bhaal. A defensive item that
you can get this early that'll keep that long is a good investment
indeed.
Reflection Shield +1
--------------------
While not as powerful as the Fortress Shield +3, it'll come in very
handy once in a while.
Girdle of Hill Giant Strength
-----------------------------
Another item that will last us a long time, through the entirety of
Shadows of Amn at least. No matter who you include in your party, there
is always somebody who will benefit from having a higher Strength.
Keldorn, Jaheira, and Viconia are all especially in need of this item.
Ring of Air Control
-------------------
While seeming somewhat lack-luster, there is no underestimating the
defensive implications of an item that allows you to cast Improved
Invisibility once per day. Put it on a Thief main character to allow
them to get out of trouble or to get another backstab ready. Or put it
on an character with a poor Armor Class to give them a boost for big
combats. It'll become obsolete later in Shadows of Amn, and especially
in Throne of Bhaal, as there will almost always be an enemy ready to
tear down illusions with True Sight.
Scroll of Breach
----------------
Just look at all the defenses that this spell takes down. It is your
primary debuffing spell against... well, most anything. You can always
use a Dispel Magic to do much of the same, but this is a more definite
means of leaving an enemy open to attack, without risking your own spell
buffs.
Bracers of Defense A.C. 3
-------------------------
Equal to a suit of Plate Mail, these bracers are good for every class
that is normally deprived armor, especially Monks and Mages. If you are
a Fighter/Mage, however, it becomes especially vital. Mages are well
defended by keeping their distance, but you're going to want to get into
combat-and survive. These allow you to do so admirably, and will be your
armor for most of the game.
<---------------------------------------------------------------------->
13) We still have one more thieving target ahead before these potions
wear off, but before we get to him, it's time to start forming our
party. There are still a few other merchants around that have various
things to steal, but we should have obtained all we really need. Most of
the random merchants hanging around will sell-at best-a few +1 weapons
and some +2 ammunition. Granted the latter can be nice, but it's not
essential at this point. Just remain open to future stealing sprees,
but don't waste the Potions of Master Thievery, they're not (to my
knowledge) easy to come by until you complete the Mage's Stronghold.
Since non-Mages can't even obtain this quest it really means you should
try and get the most out of your Potions of Master Thievery. To that
end, let's not dawdle and waste the potions we already have in effect.
Our next goal is the Copper Coronet, in the Slums. So travel to the
Slums District (AR0400) and enter the Copper Coronet at
(x=2490, y=2270)... but before we get there, there's something I
should mention...
<---------------------------------------------------------------------->
14) As veterans of Baldur's Gate 1 will remember, going from area to
area was always a little risky, but in Athkatla there's a guild war
going on between the Shadow Thieves and another upstart guild that just
happens to have plenty of Vampires to throw around. In the next few
event sequences I will make a note of various random encounters that
can be had-either by just setting foot outside at the wrong hour
(usually night) or while traveling between districts. Mind you that
depending on your nocturnal activities it might take a long time to see
all these, if you ever do. They're not very important, I just feel it's
better to record them than not. If you don't care to read them and just
want to get on with it (I can't help but think about Monty Python's
'Holy Grail' when I read that...) skip to [WLK004]-which is where I'll
cover the Copper Coronet and our future party-building plans. Just
don't whine to me later when you get snarfed by a Vampire and don't
know why.
o======================================================================o
| Random Encounters in Athkatla |
o======================================================================o
Sequence of Events: {WLK003}
1) Arbane's Sword
2) Helping Harpers
3) Xzar's Quest
4) Hareishan's Warning
5) Salia and the Shadow Thieves
6) Parisa's Persuasion
7) Tanova's Inquiry
8) Sansuki's Salvation
9) Slaver Smite
10) Delon's Plea
Enroute in Athkatla I (AR0045)
o======================================================================o
1) Every time you travel between areas in Athkatla you run the chance
of encountering Slavers (among other things). In this particular
encounter one is named Suna Seni and another is named Eldarin.
Immediately focus your fire on the female wizard, and then focus on Suna
Seni when she goes down. They can be rough on a new party, but brute
force and attacking the spellcasters first should be more than enough to
win. Loot the Slaver Mage for a Scroll of Minor Globe of
Invulnerability, a Scroll of Vampiric Touch, a Scroll of Domination, a
Scroll of Shocking Grasp, a Scroll of Magic Missile, and a Scroll of
Flame Arrow. Loot the Slaver Cleric for a Necklace, a Potion of Frost
Giant Strength, a Potion of Stone Giant Strength, and a Mace +1. Suna
Seni has a suit of Leather Armor, a Scroll of Charm Person, and Arbane's
Sword +2. The Slaver with the bow has a Silver Necklace, Arrows +1 x20,
a Composite Long Bow, and 65 gold. Finally Eldarin drops a Bloodstone
Amulet, a suit of Plate Mail +1, Arrows +1 x40, a Composite Long Bow,
and 623 gold.
Arbane's Sword is a fair little short sword that offers immunity to hold
person and allows a character to use haste for two rounds once per day.
It's not spectacular, but you might as well hold onto it, seeing as how
having any +2 weapons will be a good thing for a while.
Enroute in Athkatla II (AR0045)
o======================================================================o
2) It seems like a good time to mention another random encounter you
might run into while traveling between districts... You know, since
we're on this topic. A group of three Thugs and a Mage will be found
near a wounded man. They decide to kill the witnesses (you) and a fight
ensues. They are woefully out-classed, and when they die the injured man
(Renfeld) asks for your help. Agree to take him to his friends' house
in the Docks District. Don't waste much time getting there.. just long
enough to loot the bodies. The Mage will drop a Scroll of Strength, a
Scroll of Chill Touch, a Scroll of Power Word Sleep, a Scroll of Haste,
a Scroll of Ghost Armor, a Scroll of Ghoul Touch, and a Scroll of
Summon Monster I. One of the Thugs will leave behind a Bluestone
Necklace, a Potion of Genius, a Potion of Defense, and two Daggers +1.
Another will drop three Potions of Extra Healing and 85 gold, and the
last Thug will leave behind an Oil of Speed, a Potion of Insight, and
67 gold.
Docks District (AR0300)
o======================================================================o
3) Go to the Galvery Estate in the south-western corner of the area and
talk to Rylock (x=1450, y=2950). Give Renfeld to Rylock for some coins
and experience. When you head back up north you'll be approached by your
old friend Xzar, who names the people you just dealt with as Harpers,
and asks for your assistance in going inside and retrieving Montaron.
Agree to do it or not, either way, it's something we'll be postponing
for a long, long time. If you must forge ahead with it sooner, it's
covered in [WLK034], Steps #18-21.
***REWARD***
(For Bringing Renfeld to Rylock)
EXP 14550
Gold 125
<---------------------------------------------------------------------->
4) A vampire named Hareishan will destroy a trio of Shadow Thieves.
Wait, wasn't there a Mage in the Cloakwood Mines named Hareishan? I'm
sure it's just a coincidence. She'll tell you to bugger off, mentioning
that until you choose your side the Mistress doesn't want you to come to
harm. Sure. Loot the dead Shadow Thieves for a suit of Leather Armor, a
Black Opal, a Water Opal, a Scroll of Contingency, a Note, a Short
Sword, and 173 gold. Another will have a suit of Leather Armor, a Sphene
Gem, a Bloodstone Amulet, a Scroll of Spell Thrust, a Dagger, a Scroll
of Stoneskin, and a Short Sword. The last one will leave behind a suit
of Leather Armor, a Pearl Necklace, a Dagger, a Short Sword, and 94
gold. Not a bad bit of loot considering we didn't lift a finger.
<---------------------------------------------------------------------->
5) If you go out at night you might just see a vampire named Salia
talking to two Shadow Thieves, obviously trying to lure them into the
new guild. Unfortunately they notice you and attack while Salia slips
away. When they die loot them. One has a suit of Leather Armor, a Gold
Necklace, a Sphene Gem, a Scroll of Disintegrate, a Note, a Short Sword,
and 68 gold. The other has a suit of Chain Mail, a Pearl, a Garnet, a
Scroll of Find Familiar, a Scroll of Minor Spell Turning, and a Bastard
Sword.
<---------------------------------------------------------------------->
6) You'll find a Vampire named Parisa trying to convince a Shadow Thief
to come join the new guild. When they refuse, she uses Dire Charm to
settle matters, and then threatens you before running off. You can kill
the charmed Shadow Thief for some experience if you wish.
<---------------------------------------------------------------------->
7) At night you may be questioned by a vampire named Tanova. At any
early point in the game, you'd be well served by saying you do NOT work
with the Shadow Thieves, as other responses will provoke Tanova into
attacking. Vampires are bad enough, but Tanova requires +3 weapons to
hit, and for a low-level party, that's just too much to overcome.
<---------------------------------------------------------------------->
8) A Shadow Thief named Sansuki will approach and ask for help, but
before anything useful can be communicated the source of his woes will
arrive. A Vampire named Del and two subordinate Vampires will show up
and warn you to stay uninvolved. Again, it's best if you simply let the
Vampires have Sansuki, as your odds against a handful of Vampires
aren't very good. Sorry Sansuki. If you do bother to help him out, all
he will do is thank you, and walk away. Really not worth the hassle.
<---------------------------------------------------------------------->
9) In the Slums of Athkatla you might come across a Slave being
escorted by a pair of Slaver Guards outside the Copper Coronet. The
slave will beg for aid and if you kill his guards you'll get a little
experience reward. Inside the Copper Coronet, you can talk to the
proprietor of the establishment named Lehtinan (x=400, y=1220) and ask
him about the obvious slave escort from his tavern. He'll play stupid,
and Anomen suggests we smite him right away. Somebody certainly doesn't
believe in a trial-by-jury. Lawful Neutral my ass. What's extra funny
is that later on Anomen will suggest that we should leave a slave in his
cage... so Anomen believes we should kill slave-masters, but keep unruly
slaves enslaved. Does this guy have two brain cells to rub together?
Anyways, we'll deal with this slavery issue much, much, much later...
well, not so much later if we're an evil party, but otherwise, my muches
stand.
***REWARD***
(For freeing the slave)
EXP 5500
<---------------------------------------------------------------------->
10) This isn't a guild-related meeting, but if you have Minsc in your
party after enough time has passed, you'll be approached by a little boy
named Delon. He'll tell you-well, Minsc, rather-about the troubles of
his village Imnesvale in the Umar Hills. He'll mark the area on your map
and tell you to go to Imnesvale and talk to Minister Lloyd. This starts
the Umar Hills quest, which is a very rewarding -yet far too difficult
for us now-quest. Needless to say, I'll be putting it off for a while.
o======================================================================o
| With Friends Like These.... |
| (Recruiting Anomen, Dorn, Korgan, Hexxat, Viconia and Jan) |
o======================================================================o
Sequence of Events: {WLK004}
1) Amalas' Challenge
2) Nalia in Need
3) Korgan's Quest
4) Joluv's Wares
5) Be Ye Friend, or Foe?
6) Helping Hexxat
7) Buying from Bernard
8) Guild War Worries
9) Viconia at Stake
10) Jan Jansen's Gibberish
11) Good ol' Garrick
12) The Wages of Faith is Stupidity
13) Oisig's Request
14) Soliciting Sir Sarles
15) Shadow Thief Sonnet
16) Priestly Paternity
17) Dealing with Dorn
Now that we're at the Copper Coronet it feels like a good time to
talk about what our immediate and future goals are. We know we need to
raise 20,000 gold to get Imoen back and to strike at Irenicus, and while
we're raising the money we might as well recruit the allies we'll need
to succeed. This is where the 'good' and 'evil' parties make a serious
departure, as who you recruit affects what quests you need to do to keep
them. For example, if you don't want Keldorn there's really no reason
to go do the Unseeing Eye quest yet, and if you don't care to recruit
Valygar you have no reason to enter the Planar Sphere. That said, no
matter who you wish to recruit you should recruit them before going
after Imoen and Irenicus, as you'll want a full compliment before
heading out on that lengthy rescue/revenge mission.
For the purposes of providing you-the reader-with this information I
will complete most of the character-related quests before heading off
after Imoen. These quests are often necessary to recruit and secure
characters, as many will be willing to stick around with you for any
length of time (and rescuing will take plenty of time, don't doubt)
only if you attend to their personal matters, first. This will comprise
about half of the quests that can be performed in and around Athkatla,
and if you're in a rush to get Imoen back, this is not a great path to
take, as the more quests you do before going after Imoen, the fewer
you'll have left to do after you get her back.
If you want to follow in the direct footsteps of this FAQ and recruit
all the characters in the game (whether you intend to use them or not),
then by all means, follow me in the order in which I plan to progress.
A more practical way of playing the game is to just recruit the
characters you wish to take with you and head off after Imoen. The
evil party or a good party who doesn't intend to keep Imoen round,
however, obviously doesn't need to refrain from completing as many
quests as possible. This leaves two ways of going about things in the
early part of Baldur's Gate 2-or at least two ways I'll acknowledge,
anyways. Obviously you're free to jump around as you see fit, but for
those who want their hands held more, you can either follow the guide
chronologically completing the quests in the order I complete them,
picking up and dropping characters as necessary to complete their
quests, or you can do so selectively, only picking up the characters
you want to keep. Decide who you want in your party and make those
characters a priority, whatever else you want to do, as the longer
you delay in making contact with your eventual core party members,
the higher level they'll be when you recruit them. The more levels you
give the computer to roll up, the lower their Hit Points will be.
Simple as. Below is a list of the characters and their related quests
which will take up the next part of the FAQ:
o=======o=======================================o======================o
|WLK### | Objectives | Suggested For... |
o=======o=======================================o======================o
|WLK004 | Recruit Anomen, Korgan, Hexxat, | Everybody |
| | Viconia, Jan, and Dorn. | |
|-------|---------------------------------------|----------------------|
|WLK005 | Jan's Quest. | Stupid People |
|-------|---------------------------------------|----------------------|
|WLK006 | Mae'Var's Guildhall (Recruit Edwin), | Evil Parties, |
| | Obtain the Thieves' Guild. | Thief Protagonists |
| | | People Who Want Easy |
| | | Money |
|-------|---------------------------------------|----------------------|
|WLK007 | Thieves' Guild Quests | Thief Protagonists |
|-------|---------------------------------------|----------------------|
|WLK008 | The Book of Kaza (Secure Korgan) | Evil Parties |
| | The Nether Scroll (Secure Edwin), | |
| | Obtain the Pale Green Ioun Stone | |
|-------|---------------------------------------|----------------------|
|WLK009 | The Unseeing Eye (Recruit and Secure | Good Parties, |
| | Keldorn), Obtain the Gauntlets of | Slow People, |
| | Dexterity, Kill the Bandits in the | Cleric Protagonists, |
| | Sewers, Obtain the Cloak of the | Ambitious Parties |
| | Sewers, Obtain Saving Grace +3, | |
| | Obtain the Cleric's Stronghold | |
|-------|---------------------------------------|----------------------|
|WLK010 | Keldorn and Anomen family quests. | Good Parties with |
| | | Keldorn and Anomen, |
| | | People who like quest|
| | | experience. |
|-------|---------------------------------------|----------------------|
|WLK011 | Cleric's Stronghold Quests | Cleric Protagonists |
|-------|---------------------------------------|----------------------|
|WLK012 | Astral Prison (Recruit and Secure | Impatient People, |
| | Haer'Dalis), Obtain the Boots of | People Who Like |
| | Speed, Obtain the Wave Shaft, | Halberds, Bards |
| | Obtain the Bardic Playhouse | |
|-------|---------------------------------------|----------------------|
|WLK013 | Bardic Playhouse Quests | Bard Protagonists |
|-------|---------------------------------------|----------------------|
|WLK014 | Obtain Celestial Fury | People Who Like |
| | | Katanas |
|-------|---------------------------------------|----------------------|
|WLK015 | The Circus Tent (Recruit and Secure | Good Parties, |
| | Aerie), Obtain the Ring of Human | Ugly People |
| | Influence | |
|-------|---------------------------------------|----------------------|
|WLK016 | The Planar Sphere (Recruit and | Good Parties, |
| | Secure Valygar), Obtain the Hands of | Weak People, |
| | Takkok, Obtain the Ring of Acuity, | Mage Protagonists |
| | Obtain the Ring of Danger Sense, | |
| | Obtain the Mage Stronghold | |
|-------|---------------------------------------|----------------------|
|WLK017 | Mage Stronghold Quests | Mage Protagonists |
|-------|---------------------------------------|----------------------|
|WLK018 | The de'Arnise Keep (Recruit and | Good Parties, |
| | Secure Nalia), Obtain the Flail of the| Fighter Protagonists,|
| | Ages, Obtain the Ring of Earth | People Who Like |
| | Control, Obtain the Battle Axe +3, | Flails, People Who |
| | Frostreaver | Like Axes |
|-------|---------------------------------------|----------------------|
|WLK019 | Fighter Stronghold Quests, | Fighter Protagonists,|
| | Nalia Quests | People Who Like |
| | | Clones |
|-------|---------------------------------------|----------------------|
|WLK020 | The Skinner Murders, Obtain the Boots | Completionists |
| | of Avoidance | |
|-------|---------------------------------------|----------------------|
|WLK021 | The Umar Hills, Part I (Recruit and | Good Parties |
| | Secure Mazzy) | |
|-------|---------------------------------------|----------------------|
|WLK022 | Trademeet (Recruit and Secure Cernd) | Druid Protagonists, |
| | Obtain the Druid Grove, Obtain the | People Who Don't Mind|
| | Cloak of Displacement, Obtain the Belt| Stealing |
| | of Inertial Barrier, Obtain | |
| | Tansheron's Bow +3, Obtain the Dwarven| |
| | Thrower +3, Obtain Belm +2 | |
|-------|---------------------------------------|----------------------|
|WLK023 | Druid Grove Quests | Druid Protagonists |
|-------|---------------------------------------|----------------------|
|WLK025 | (Recruit and Secure Rasaad) | Monkeys |
|-------|---------------------------------------|----------------------|
|WLK043 | Limited Wish Quests, obtain the | Enterprising Evil |
| | Boomerang Dagger +2, Obtain a second | Parties with an |
| | pair of Glasses of Idenfication, | Edwin who can Cast |
| | Obtain a suit of Full Plate Mail +2 | 7th Level Spells |
|-------|---------------------------------------|----------------------|
|WLK045 | Dorn's Quests | Evil Parties, People |
| | | Who Like Helmets |
|-------|---------------------------------------|----------------------|
|WLK046 | Hexxat's Quests | Evil Parties, |
| | | Pack Rats, |
| | | Necrophiliac Lesbians|
|-------|---------------------------------------|----------------------|
|WLK047 | Neera's Quests | Good Parties |
|-------|---------------------------------------|----------------------|
|WLK048 | Rasaad's Quests | Good Parties, Monkies|
|-------|---------------------------------------|----------------------|
|WLK055*| Watcher's Keep (Level 1 only) | Greedy parties who |
| | Obtain Quiver of Plenty, Case of | want to score some |
| | Plenty, Ammo Belt, Crimson Dart +3, | Throne of Bhaal loot |
| | Golem Manual | early. |
o=======o=======================================o======================o
*These two quests occur much later in the walkthrough, as they are not
completed until much later in the guide. First, we're simply not strong
enough to make it through more than the first level of Watcher's Keep
until near the end of Shadows of Amn... but I postpone it until we're
established in Throne of Bhaal, when it's easiest to explore in both
terms of party experience and story progression. Also, although I
strongly advocate at least partial exploration of the first level of
Watcher's Keep as our last endeavor before heading off to pursue
Irenicus and rescue Imoen I decided not to break up Watcher's Keep into
seperate parts in the Walkthrough for simple continuity... as opposed to
Umar Hills, which I broke up in order to lump all our recruiting quests
into the pre-Chapter 4 portion of the guide. A good party should head to
Watcher's Keep to obtain a few choice items while completing as few
quests as possible, whereas an evil party can-and is benefited by-
exploring the entire first level. This leads to the Limited Wish quest,
which is ignored entirely by the good party on the grounds that they
will simply not have enough experience to cast that spell before going
after Imoen, and the Limited Wish quests cannot otherwise be completed
again until Chapter 6, hence its chronological placement in the guide
until the good party can complete it.
To make life simpler, again, you can just follow the guide sequentially-
no matter what alignment your party will be. There's no reason an evil
party can't just leave Keldorn behind and do the Unseeing Eye quest, and
there's no reason a good party can't play with Korgan/Edwin long enough
to get their specific quests (the Book of Kaza and the Nether Scroll,
respectively) out of the way. If you want to just follow the guide-it's
okay. Imoen ends up fine. If, however, you really, really don't want to
do anything extraneous in this game, bewlow you'll find my suggestions
of what each party should do at the minimum:
--GOOD-- --EVIL--
[WLK004] [WLK004]
[WLK006] [WLk006]
[WLK009] [WLK008]
[WLK010] [WLK009]
[WLK014] [WLK014]
[WLK055]
Go recruit what characters you wish in whatever order you wish, after
which we'll have more than enough money to pick our poison and go after
Imoen. If you recruit characters you do not wish to keep, disband them
and send them back to the Copper Coronet when possible. I wouldn't
suggest doing this in two circumstances. Firstly, don't disband a
character you haven't secured. For example, don't send Korgan off before
completing the Book of Kaza quest, and don't send Valygar away before
completing the Planar Sphere. Also don't disband characters you want to
romance, as this will likely kill the romance. If you want to play with
good characters or otherwise don't care to recruit and secure Korgan and
Edwin skip to [WLK009]. For now, however, let's explore the Copper
Coronet and deal with-or at least acknowledge-all the minor events
within. Keep in mind that you'll need to pick and choose what characters
you want to take along with you here-we already have Minsc, Jaheira,
and Yoshimo, and stand to gain as many as six more during this
Sequence of Events. Jaheira, Minsc, Yoshimo, Anomen, and Viconia all
have no quests attached to them-at least no immediate ones-if that helps
in choosing.
Copper Coronet (AR0406)
o======================================================================o
1) At (x=1100, y=1880) you'll find Amalas. If you talk to him he'll try
to provoke you into a fight. If you fight him, you'll get to go one on
one with Amalas, who shouldn't be too tough as long as you have some
levels of Fighter. Jaheira won't approve of your antics, however. If you
decline and have Minsc in your party Minsc is riled to attack Amalas.
Overall it's more profitable to duel Amalas.
***REWARD***
(For beating Amalas in a duel)
EXP 9500
<---------------------------------------------------------------------->
2) You'll find a woman named Nalia in the tavern... or rather she'll
find you. As soon as you're in sight she'll come initiate dialogue,
hopelessly aristocratic and asking for help. Her quest takes you out of
Athkatla and is somewhat difficult, but to keep her happy you'll have to
do it. If it wasn't for this and the fact that she is practically a
clone of Imoen I'd consider taking her along. We'll deal with her and
her quest later. Much later.
<---------------------------------------------------------------------->
3) Over at (x=950, y=1870) you'll find Korgan. Talk to him if you want
the best evil Fighter in the game on your side. Agree to help him find
the Book of Kaza and he'll join with you. We won't delay too long,
however, as we don't want Korgan to grow impatient and leave. We'll
get to his quest shortly, so if you're following along chronologically,
it's best to pick him up now. Good parties can ignore him, as you wish.
<---------------------------------------------------------------------->
4) At (x=1350, y=1750) you'll find Joluv, another one of the 'bonus
merchants' from the vanilla game which have long since become staples.
Deidre sold Planescape: Torment inspired items, and Joluv sells Icewind
Dale inspired items. Overall, Deidre's gear is probably better, as
you'll be using some of it for the rest of the game, whereas Joluv's
collection of weapons-while great for Shadows of Amn-doesn't have quite
the same longetivity. Still, there's some good loot to be grabbed if
you've got the coin.
Defender of Easthaven +3
------------------------
This weapon is actually a consideration because it was buffed up for
the Enhanced Edition. It gives a +1 bonus to Armor Class and 20%
resistance to physical damage, making it a nifty offhand consideration
for the good protagonist. Sure, the Flail of Ages is free, and just
as good, but if you've got the money and don't want to do Nalia's
quest before chasing Imoen, this is a great Shadows of Amn weapon.
Joril's Dagger +3
-----------------
An opportunity to score a +3 Two-Handed Sword before going after Imoen.
Not a terrible weapon for Dorn or Keldorn, but we'll find better, and
it's unlikely you'll ever need more than one good Two-Handed Sword.
You'd have to be sitting on a ton of cash to make this weapon worth
picking up.
Scarlet Ninja-To +3
-------------------
I originally wrote this weapon off because it's a Monk-only weapon,
and frankly... who cares about making a Monk protagonist? Since Rasaad
is around in the Enhanced Edition, however, it might be worth picking
up for him. He'll benefit from the increased attack speed, and it'll
allow him to harm enemies that require +3 or better weapons sooner than
leveling will.
Sling of Everard +5
-------------------
This Sling provides its own ammunition, +5 bullets at that. Even though
it's damage is a little low, you'd be foolish to pass this weapon up
<---------------------------------------------------------------------->
5) Anomen is at (x=1530, y=1660) and will ask you some really stupid
questions when you talk to him... kinda reminds us of Ajantis in his
naivete. Instead of "Halt! Be ye friend or foe?" We have this dork
asking if we're brave and if we're on the side of good. For the good
party, he's our Cleric of choice and should be recruited, but he will
also play nice with evil folks... but the evil party doesn't need him,
and there are quite a few bad guys left to recruit. If you get him to
join, give him some better armor and a shield (some of the goodies we
stole from Arnolinus will work fine). It also might be a good idea to
shift the Helm of Balduran to him, considering that his Dexterity is
putrid.
<---------------------------------------------------------------------->
6) Hiding in a corner at (x=600, y=1050) you'll find Hexxat, who will
talk to you if you get too close. She seems... not quite all there,
and Bernard's interjections certainly don't make her sound any more
normal. She wants to go tomb robbing in the Graveyard District,
alluding to 'great treasure' in Dragomir's Tomb. Agree to go and she'll
join up. Every day you delay she'll complain and threaten to leave,
but just pick dialogue option #1 repeatedly and you'll convince her to
stay. As far as I can tell, this quest has no real time limit, so you
can just drag her around for now, if you want, or come back later, as
you wish. You'll notice that she's inferior to Yoshimo in pretty much
every way-still, her quest is worth doing, and Yoshimo is just dead
weight. Take off his bow and give it to her, they'll have almost the
same-limited-impact in combat. If you want to bring Hexxat along, I'd
suggest doing her quest immediately after scouring the rest of the
Graveyard District trying to appease Edwin and Korgan [WLK008]. Her
quests will be covered in [WLK046], for when you wish to do them.
<---------------------------------------------------------------------->
7) There are plenty of things to do in the Copper Coronet still, but all
of these quests can wait until later. You can go buy (steal) some things
from the bartender Bernard. He'll sell better things later in the game,
but until then we can at least nab a Sword of Flame +1, which will help
with Nalia's quest a good bit, and a Scroll Case, which will help with
the endless task of inventory management. Note that Bernard is
ridiculously hard to steal from, often requiring a Pick Pockets of 180+
to succeed. Now that we're done in here for now let's head over to the
Government District.
o===========o
|Mage Spells| Bernard
o===========o---------------------------------------------------------->
1st-Armor
1st-Charm Person
1st-Color Spray
1st-Blindness
1st-Burning Hands
1st-Chill Touch
1st-Chromatic Orb
1st-Detect Evil
1st-Grease
1st-Larloch's Minor Drain
---
2nd-Agannazar's Scorcher
2nd-Blur
2nd-Ghoul Touch
2nd-Strength
2nd-Vocalize
2nd-Web
---
3rd-Dire Charm
3rd-Ghost Armor
3rd-Ghost Touch
3rd-Protection from Normal Missiles
3rd-Skull Trap
3rd-Slow
3rd-Vampiric Touch
Note: If you want to be a little ahead of the curve, you can complete
the Copper Coronet Quest now (see [WLK036] for complete coverage). The
main reason to do this is to get Bernard to sell you better loot,
including the Sling of Seeking +2, and the Battle Axe +3, Stonefire,
among other things. And yes, all of these can be stolen, so you don't
even need money if you've got some Potions of Master Thievery. This is
by no means necessary... but that loot Bernard has for sale/steal will
benefit you a lot more now than it will later. When playing with an
evil party, I typically tackle the Copper Coronet after securing Edwin
and Korgan (after [WLK008]). With a good party, I feel no real hurry to
grab the Battle Axe +3, Stonefire, and hence I don't bother with this
quest until its sequential location in the walkthrough.
Government District (AR1000)
o======================================================================o
8) If you arrive in the Government District at night you'll find some
Amnish Soldiers in the northern central part of the district. They'll
question you about your identity and mention a guild war going on in
the streets between the Shadow Thieves and a new guild... presumably a
continuation of the fight that allowed your egress from Irenicus'
Dungeon.
<---------------------------------------------------------------------->
9) Head south-west to find a mob of citizens around a familiar dark
elf. Viconia (x=1820, y=1080) has landed herself in trouble again, and
is standing on the wrong end of an angry mob. More specifically the side
that's standing on a pile of logs and is about to be burned alive.. And
this isn't a spectator sport. Screw around too long and the mob will
burn her alive. Click next to her to free her, Which will provoke the
mob and force you to waste three Fanatics, who are push-overs anyways.
One Fanatic has a suit of Plate Mail Armor, and another has two Potions
of Extra Healing. It might not be much, but they should leave behind
enough to improve some of the armor you're wearing, and give Viconia
some rudimentary equipment.
<---------------------------------------------------------------------->
10) From here travel south-east to find a Gnome named Jan Jansen
(x=2730, y=1750). He'll describe himself as a part-time adventurer/part
time turnip salesman. Right. Don't blow him off and he'll try to sell
you a 'Flasher Master Bruiser Mate'. Shortly thereafter a man named Trax
will show up to apprehend Jan for the illegal sale of illegal items in
an illegal manner. Whatever you do, do NOT goad Trax into summoning the
guard down on you.. it's a fight we don't need to fight, especially not
with the reputation loss involved. If you cover for Jan you'll get some
experience. If you turn him in you'll get 100 gold from Trax. Of course,
to bail out Jan later you'll need to pay 800 gold, so it's a net loss to
do this. Get Jan on your side and do what you will with him. If you
keep him in your party you'll eventually have to deal with a quest
that pops up. Of all the PC quests, Jan's is perhaps the most disruptive
for this Walkthrough, undoubtedly due to the fact that he is recruited
so early in the game as it'll take you to many areas that I don't intend
to cover for a long time. I suppose I could have restructured the FAQ
to make Jan a better fit... but overall I find it best to cover each
character's quests in-or immediately after-the section where they
are recruited for organizations' sake. This really only negatively
effects Jan, as most characters have the good sense to have less
troublesome quests, and at the end of the day... it's Jan. I can't be
bothered to make things more convenient for a character I never play and
whose worth I seriously doubt. The next Sequence of Events [WLK005]
will cover with Jan's quest, but before we get to that, we've got more
characters to recruit.
***REWARD***
(For covering for Jan and prevent him from being sent to jail by Trax)
EXP 8500
***REWARD***
(For recruiting Jan into the party)
EXP 11500
Note from Lee: you can accept Jan into the party, drop pretty much
anyone to do it, get the experience, then re-accept the dropped person
back into the party and drop Jan for free experience without actually
having to put up with Jan and his crap.
<---------------------------------------------------------------------->
11) This is just an aside, but over in the south-eastern corner of the
map you can find a lady knight named Lady Irlana (x=3000, y=3600), who
is being wooed by Garrick-presumably our Garrick from Baldur's Gate 1.
Of course, he seems to have lost his edge and is being fed flattering
lines by one Cyrando. It's a debacle, of course, but an amusing one,
nonetheless. Once you're done messing around, head off to the Temple
District, where we can recruit the party leaders for both the good and
evil parties-Keldorn and Dorn, respectively.
Temple District (AR0900)
o======================================================================o
12) Head south-east of the Temple of Lathander to find a man named Gaal
(x=3250, y=1820) preaching to a group of below-average intellects who
think invisible critters will make life better for them if they do
unnatural and harmful things to themselves that otherwise make no sense
and if anybody else asked them to undergo such hardships for a reward
that may not be forth-coming they'd tell them to go... *ahem*...
anyways, he'll try and convince people to join his cult. Dawn Master
Kreel argues against Gaal with mixed success. One con-man doesn't like
another huckster cutting in on his business it seems. After the
conversation is over Gaal lures the foolish away and High Watcher
Oisig will come to the party, saying he wishes to hire you as
mercenaries in the service of Helm. The everseeing eye versus the
unseeing eye? Now that's fun religion there. Eh, I'll bite. Head into
the temple at (x=2050, y=1000).
Note: If you're evil, Stormherald Nallabir will give you the quest,
demanding that you serve as a vassal of Talos' wrath. If you're good
High Mornmaster Arval will be the quest-giver.
Temple of Helm (AR0901)
o======================================================================o
13) Go inside the Temple of Helm to find High Watcher Oisig again
(x=700, y=570). He'll ask you to put an end to this cult, as blindness
is offensive to his vigilant god. He'll also tell you that they hide in
the sewers somewhere, and that a warrior named Keldorn is looking into
things as well, and you should seek his aid. He's certainly right on
that last statement. Sir Donalus (x=880, y=460) sells a variety of armor
and shields, all of which are fairly nice. You can't steal them, and
they're nothing you shouldn't already have stolen from Arnolinus, so
don't bother.
***ITEMS***
(x=350, y=200) Helmet, Chain Mail, 2 gold
(x=400, y=110) 1 gold
(x=1220, y=770) 1 gold
(x=1350, y=820) 1 gold
<---------------------------------------------------------------------->
14) Over at (x=700, y=700) you will find Guardian Telwyn, who will ask
you to do a job. He wants you to recruit an artist by the name of Sir
Sarles to create a work of art which will bring glory to Helm. Of
course, it can't be too expensive, and Sarles is refusing to work in
anything other than pure illithium, a very valuable substance. Sir
Sarles can be found in the Government District at the Jysstev estate.
It's just another little quest to do when we get around to it.
Note: You used to be able to steal the Helm of the Noble +1 from
Guardian Telwyn-a future quest reward. Sadly, this is one of the few
items that seems to be affected by the new minimum Pick Pockets score
requirment-my evil protagonist couldn't snipe this item no matter how
many Potions of Master Thievery she chugged. For the record, she had a
base Pick Pockets score of 100.
<---------------------------------------------------------------------->
15) If it's night out, you'll find a riddling Shadow Thief at
(x=2250, y=1220). He's clearly not all right in the head, and his
riddles use the guild war as subject matter. Clearly, he's seen too much
of this Vampire menace which threatens the Shadow Thieves. When his
poetry runs out, he'll run off, cackling. He'll be fine.
<---------------------------------------------------------------------->
16) Head over to the sewers at (x=2550, y=2620). You'll find a prophet
near the sewer who will spout nonsense about his non-god. You'll also
see a woman named Miranda accost a priest of Talos named Talon Nirkhas
until the 'daughter', Lanie, spills the beans. Oops. If you talk to her
she'll accuse you as well. You can pay her 100 gold if you wish, but
there's no real point to this encounter.
<---------------------------------------------------------------------->
17) You'll find Dorn skulking around outside the High Hall of the
Radiant Heart (x=2550, y=3380). He got his revenge back in the first
game, and now is pretty much going around killing people at the behest
of his master, the demon Ur-Gothoz. His target for the moment is a
priest named Bollard Firejaw, of the Order of the Golden Lions.
Fortunately, Dorn is willing to join up with us, as his task will be
easier with our help, and likewise ours with his... at least, if you're
the evil party. The good party has another, arguably better party leader
to pick up, and need not bother with Dorn. You will lose some reputation
for taking Dorn along with you, just like you did with Viconia, and
doing his quest will only lose you more... the evil party is going to
end up really hurting when it comes to reputation. Just remember to drop
some gold at a temple every once in a while to keep yourself in the
middle range of things-you don't want the law coming down on you. We can
do this quest now... but Dorn is patient enough, and I'd rather finish
up recruiting Edwin and securing both Edwin and Korgan. This is a good
task for both parties, even if the good party has no interest in keeping
Korgan and Edwin around, as it's worth a good bit of experience and
gold-the latter of which we'll need to get a very important item for
[WLK009]. So, skip ahead to [WLK006] if you don't care about Jan and his
nonsense. The evil party can pursue Dorn's quest after securing Edwin
and Korgan [WLK008]. His quests will be discussed in [WLK045].
o======================================================================o
| Jammin' With Jan |
o======================================================================o
Sequence of Events: {WLK005}
1) Jan's Lost Love
2) The Daughter's Sickness of the Mind
3) Uncle Gerhardt's Help
4) Finding the Hidden
5) The Hidden
6) Thumb's Up
7) Hunting the Hunters
8) The Mother's Sickness of the Mind
1) Now, if you travel with Jan for a while you'll get a visit from a
relative of his named Beeloo Jansen, who tells Jan that he recently
escaped from prison and that some lady named 'Lissa' is staying at the
Jansen family home. After Beeloo leaves, Jan will elaborate-Lissa is
his childhood friend and former love interest that never panned out.
She married another Gnome named Vaelag, a far more serious and
successful criminal than Jan. Agree to help him out and follow him
back to his house in the Slums District (AR0400) (x=3550, y=1350).
The Jansen Home (AR0401)/(AR0402)/(AR0403)
o======================================================================o
2) Jan will provide a bad example for his cousin's twins and talk to
his mother, who fills him in a bit on the Lissa situation. She
apparently brought her daughter with her, and she has a problem, of
course. Her daughter has taken ill, but instead of a physical ailment
she apparently has some kind of mental impairment, possibly due to her
father's prevailing abuse. Jan will tell us to talk to Uncle Gerhardt
in the basement, while he leaves the party to stay by Lissa's side.
***ITEMS***
(AR0401)
(x=320, y=220) 1 gold
(x=250, y=200) Elixir of Health
(x=720, y=320) Potion of Freedom
---
(AR0402)
(x=480, y=220) 3 gold
(x=440, y=220) 1 gold
(x=400, y=210) 1 gold
(x=200, y=400) 1 gold
---
(AR0403)
(x=700, y=390) Short Sword, History of Durpar and Var, 5 gold
(x=270, y=250) Scroll of Identify
(x=150, y=250) Potion of Extra Healing
(x=200, y=370) tainted Antidote
<---------------------------------------------------------------------->
3) Head downstairs and talk to Uncle Gerhardt (x=650, y=350). Wade
through his circular dialogue and he'll tell you that you need to seek
out something called 'The Hidden'. A lady named Jysstev can point you
in the right direction, her estate can be found in the Government
District of Athkatla. Seems like we're not done with the Government
District right now after all.
***REWARD***
(For talking to Uncle Gerhardt)
EXP 3300
Jysstev Estate (AR1006)
o======================================================================o
4) Return to the Government District and enter the Jysstev Estate
(x=2900, y=2900). You'll find Lady Jysstev wandering around within.
Talk to her and ask her about 'The Hidden' and she'll arrange a meeting
with you and tell you to go to the sewers under the Copper Coronet.
Now, with a good-aligned protagonist, I don't bother with the Copper
Coronet and its quests yet, and I certainly don't have a reason to
drag Jan along with me long enough to start this quest. On the other
hand, as an evil party I deal with the Copper Coronet early to get
some better loot. For more information on dealing with the Copper
Coronet (in part, or in its entirety) see [WLK036].
***REWARD***
(For getting Lady Jysstev to arrange a meeting with the 'Hidden One')
EXP 8900
Sewers (AR0404)
o======================================================================o
5) Head to the Copper Coronet in the Slums District and talk to
Lehtinan to gain access to his back rooms. Once you've obtained this
access you can safely head to the back of the Copper Coronet. There's
a secret door at (x=2150, y=900) that leads to the sewers
(x=2070, y=670) in question. Again, if you decided to take Jan along
with you-and hence this quest became obligatory and led you into
these sewers-refer to [WLK036] for everything you might encounter along
the way. You'll find Hidden at (x=1070, y=2230), who will agree to heal
Lissa's daughter if you deal with two 'creatures of evil intent' that
are chasing him. To uncover them we'll need to go talk to the
proprietor of the Sea's Bounty in the Docks District (AR0300).
Sea's Bounty (AR0313)
o======================================================================o
6) By the time Jan's quest occurs we'll hopefully have already explored
the Docks District-at least crudely (as covered in the next Sequence
of Events). So, without elaborating further head over to the Sea's
Bounty (x=2100, y=2100). Be sure to leave Jaheira outside to avoid
starting another time-sensitive quest, Baron Ployer's Curse. Inside
the Sea's Bounty you'll find The Thumb, the proprietor we're looking
for. Talk to him and pick dialogue option #2 to get him to tell you
that the folks you're looking for are in the Five Flagon's Inn in the
Bridge District, in a room on the second floor.
Five Flagons Inn, Second Level (AR5011)
o======================================================================o
7) So, head over to the Bridge District (AR0500) and into the Five
Flagons Inn (x=3200, y=2000). Go up the stairs at (x=600, y=300) to find
two Githyanki, which can be rather strong for a very low-leveled,
under-staffed party. Return to the Hidden and he'll tell you that the
girl is healed before revealing itself to be an Illithid. It'll leave
without incident, and we'll be free to return to the Jansen home.
***REWARD***
(For performing the task of the Hidden)
EXP 17500
<---------------------------------------------------------------------->
8) Once home, you'll find all is not well. Being the useless bitch that
she is, Lissa will thank Jan for helping her daughter before telling us
that Vaelag is downstairs. When Jan goes to investigate the turn of
events, follow. Vaelag demands Lissa's return, makes some threats, and
Lissa only bothers to thank Jan briefly before leaving with Vaelag. Jan
will attempt to procure from us a promise of aid in the future, if he
discovers that Vaelag has continued to be abusive. Dude, let the bitch
go.
***REWARD***
(For saving Lissa's daughter)
EXP 15500
o======================================================================o
| Mae'Var's Guildhall Quests |
| (Recruiting Edwin) |
o======================================================================o
Sequence of Events: {WLK006}
1) Independent Practice
2) Submit to Cyric!
3) Thieve's Guild Fence
4) Infinite Money Exploit
5) Meeting Mister Bloodscalp
6) Robbing Gorth
7) Mae'Var's First Assignment
8) Temple Thieving
9) Referred to the Red Wizard
10) Thieving Tests
11) Edwin's First Task
12) Mephit Murdering
13) Golem Grinding
14) Rayic Gethras
15) Edwin's Second Task
16) Marcus' Documents
17) Mae'Var's Last Task
18) Embarl's Loyalty
19) Edwin's Evidence
20) Reporting to Renal
21) Purging Mae'Var's Guildhall
22) Making Mae'Var Meet His Maker
23) Renal's Reward
24) Valen's Offer
Docks District (AR0300)
o======================================================================o
1) When you arrive in the Docks District you'll get a confession from
Yoshimo (if he's still with you, anyways). He'll tell you that he got
caught practicing his trade in the city by the Shadow Thieves, and was
supposed to report to Renal Bloodscalp. He hints that there might a
reward involved for completing the independent mission he was supposed
to get started on. We might as well, right? Even if you don't have
Yoshimo around, you might as well go pay the Shadow Thieve's a visit.
<---------------------------------------------------------------------->
2) Head to the south-west and go down some stairs. You'll be approached
by a Mad Cleric who will demand that you embrace Cyric. If you decline
he'll attack you. When he dies he'll drop an Onyx Ring, a Jasper Gem, a
Quarter Staff, and 20 gold.
Shadow Thief Guildhall (AR0305)/(AR0306)
o======================================================================o
3) Over at (x=1350, y=980) you'll find a Shadow Thief, who will welcome
you inside being as you're a friend of Gaelan and all. Righty-o. Head
inside the door at (x=1330, y=900). At (x=950, y=790) you'll find a
Black Market Thief. You can sell stolen goods to her, which is an
invaluable service. You can buy (steal) a variety of scrolls from her if
you wish, including Fireshield (Blue), which is a great defensive spell,
especially for a Fighter/Mage. After all, a Mage who doesn't get
attacked in combat isn't likely to put the shield to full effect. Head
up the stairs at (x=200, y=350).
o===========o
|Mage Spells| Black Market Thief
o===========o---------------------------------------------------------->
1st-Blindness
1st-Detect Invisibility
1st-Friends
1st-Identify
1st-Infravision
1st-Protection from Petrification
---
2nd-Horror
2nd-Invisibility
2nd-Knock
2nd-Know Alignment
---
3rd-Clairvoyance
3rd-Dispel Magic
3rd-Fireball
3rd-Flame Arrow
3rd-Haste
---
4th-Confusion
4th-Fireshield (Blue)
4th-Improved Invisibility
4th-Minor Globe of Invulnerability
4th-Monster Summoning II
---
5th-Ice Storm
***ITEMS***
(x=850, y=800) Potion of Healing x2, Potion of Invisibility,
Potion of Master Thievery
(x=900, y=750) 1 gold
(x=950, y=700) Dagger, Long Sword
(x=1100, y=700) 3 gold
(x=750, y=620) Tchazar Gem, 234 gold
(x=900, y=570) Moonstone Gem, 39 gold
(x=1150, y=630) Waterstar Gem, Zircon Gem, 26 gold, Dagger
(x=350, y=470) Dagger, Bastard Sword
(x=200, y=400) Iol Gem
<---------------------------------------------------------------------->
4) Note that you can sell stolen goods to the Black Market Thief, and
you can also steal from her. Can you see the cyclic flow of money at
work here? Sell her anything valuable you want, steal it back, sell it
again, repeat until satisfied. This works best with a very expensive
item, as you'll always have a chance to get caught, and stealing
multiple cheaper items will get frustrating. On the other hand,
sell/stealing the Plate of Balduran will see you with enough money to
buy anything you want in short order. Because you can buy/sell/steal
from her in an infinite loop, I prefer to sell her all the items I
accumulate in the game. This is practical, in case you sell anything you
later want or need, as you can just steal it back. It sure beats having
to rebuy loot from Ribald. And, of course, it also helps to favor one
merchant since you'll always remember who you sold your stuff to. Keep
in mind, however, that as you sell more items to one merchant, the less
they'll pay for that item in the future. There's a rather generous cut-
off point, but if you want to maximize your profits, sell in bulk. On
that note, this level of the Thieves' guild has plenty of containers
within which you can store your accumulated loot. No wonder I pick this
spot as my mercantile headquarters, eh? And just one more note, although
I preach the merits of infinite money, on these walkthroughs I did not
practice them. I could pretend the reason had something to do with
gaming purity, but as you've noticed if you've been reading along, I'm
quite content to use my theiving skills to rob merchants blind. No,
the reason is much more practical. Good loot equals stronger characters,
and stronger characters influence what quests we can do, and when. For
the sheer sake of organization, not using any infinite money tricks
allows the economy of the game to influence (to some degree) what order
we do quests. Do the Thieves' Guild quests first, get some money, buy
the Shield of Balduran, do the Unseeing Eye Quest, get some more money,
and so forth.
<---------------------------------------------------------------------->
5) You'll find Renal Bloodscalp at (x=820, y=530). Yoshimo and Renal
will trade barbs for a bit before Renal decides that he is more
interested in you than Yoshimo. Long story short Renal wants you to
investigate a guild leader he suspects of treachery by the name of
Mae'Var. If you're a Thief he'll also offer you to take up the guild in
Mae'Var's place if you find something and are forced to... remove
Mae'Var. Agree and leave via the exit at (x=100, y=600) to get directly
outside. Head to Mae'Var's Guild (x=3050, y=2500). If you want to do
some 'shopping' along the way, you can find a Halfling merchant named
Ikert at (x=1920, y=2420)... although the best thing he sells is another
Scroll Case.
***ITEMS***
(x=300, y=500) 1 gold
(x=350, y=650) Garnet Gem, Diamond
(x=400, y=480) Potion of Extra Healing x5, Potion of Fire Resistance x2
(x=800, y=770) Pearl x3, 350 gold
(x=970, y=650) Jasper Gem, 39 gold
(x=1190, y=725) Light Crossbow, Bolt x60, Bolt +1 x2
(x=400, y=270) Dagger, Studded Leather Armor, Lynx Eye Gem,
De'Tranion's Balor Ale
(x=470, y=250) Potion of Extra Healing x5, Potion of Agility
(x=600, y=250) 3 gold*
(x=750, y=330) Iol Gem, 217 gold
*I also found a Scroll of Pierce Magic here. Talk about variability!
***TRAPS***
(x=970, y=650)
(x=470, y=250)
Mae'Var's Guildhall (AR0321)/(AR0322)/(AR0323)/(AR0324)
o======================================================================o
6) Over at (x=430, y=580) you'll find Gorch, who will try to peddle you
some wares. Tell him you're here to see Mae'Var and he'll give you the
go-ahead to go into the guild in the back. Gorch is the latest in a long
line of merchants we need to rob, and if you weren't messing around your
Potions of Master Thievery should still be in effect. In particular grab
the Maces +2, and some Bullets +2. We'll be needing some +2 weapons
sooner rather than later. Also grab a Sling +2 and a Short Bow +2. You
know, since stealing is cheaper than buying them from Ribald. Also,
since it's 'free', steal the Leather Armor +3 if you still need some
light armor for somebody. Also nab the Ring of the Princes +1, the Nymph
Cloak, the Bracers of Defense A.C. 6, Potions of Master Thievery (to
keep our stock up!), and the Rogue Stone. We'll out-grow this gear, but
we can always sell it back to the Black Market Thief in Renal's Guild.
Even if you're not really into stealing, you should rob Gorch. As a
friendly warning, he's not long for this world, and anything you don't
steal from him will go to waste.
o===========o
|Mage Spells| Gorch
o===========o---------------------------------------------------------->
2nd-Knock
Yoshimo happily accepts the Short Bow +2 and I give the Sling +2 to
Viconia, who is less potent in melee combat than Jaheira. Anomen or
Viconia gain the Mace +2, while the Nymph Cloak goes to your preferred
party leader. I give Korgan the Ring of Protection, as his Armor Class
is horrible right now. The Nymph Cloak goes on your party leader, either
Dorn or Keldorn. Also, the Bracers of Defense A.C. 6 are an improvement
for my main character. Head down the stairs at (x=400, y=400).
***ITEMS***
(x=350, y=420) 190 gold
(x=500, y=500) Tainted Oil of Speed, 8 gold
(x=600, y=600) Scroll of Strength
(x=600, y=200) Sunstone Gem
(x=700, y=150) Quarter Staff, 12 gold
(x=650, y=500) Scroll of Minor Globe of Invulnerability
Note: Do not sell the Rogue Stone you just stole. It's pretty, sure,
but it'll give us access to an area from which we can obtain the
most powerful staff in the game-a real treat for your Mages. It will be
a while yet, and you'll find several other Rogue Stones while you
travel, but as a respectable FAQ-writer it seems important to warn you
now, rather than have you send me unhappy E-mails because you can't
get an item that really should not be missed.
Note from Lee:
Gorch is a dumbass - I stole/sold/restole/resold the Bracers AC6, the
Rogue Stone, and as many Maces +2 as I could hold over and over and over
and over and over and over and over and over and over and over and over
and ended up with over 200k in gold - well more than enough to pick up
some extremely nice items from Dierdre. Of course having this much cash
triggers Valen and Brus earlier than "normal", but it doesn't really
affect the storyline (provided I don't visit the graveyard at night).
<---------------------------------------------------------------------->
7) You'll find Mae'Var at (x=970, y=300). If you thought Renal was
ambiguously hostile, you'll find that Mae'Var is much less ambiguous.
He'll give you a job to go steal a religious item from a church, either
the temple of Lathander or the temple of Talos depending on your
alignment. Head off to the Temple District.
***ITEMS***
(x=400, y=650) Skydrop Gem
(x=400, y=850) 5 gold
(x=500, y=800) 16 gold
(x=630, y=700) Turquoise Gem
(x=630, y=680) 1 gold
(x=1000, y=400) Dagger, Small Shield, 5 gold
(x=740, y=240) Dagger, 4 gold
Temple District (AR0900)/(AR0902)/(AR0904)
o======================================================================o
8) Enter either the Temple of Lathander (AR0902) (x=2850, y=1500) or the
Temple of Talos (AR0904) (x=1900, y=2200). Either way you'll need to
wait until night for the temples to clear out. When you have either the
Statuette of Lathander or the Necklace of Talos head back to Mae'Var.
***ITEMS***
(AR0902)
(x=1250, y=1500) 99 gold
(x=1400, y=1450) Sunstone Gem, Statuette of Lathander
(x=1350, y=1450) Sunstone Gem
(x=1400, y=1450) Lynx Eye Gem
(x=1800, y=950) Potion of Extra Healing x2
(x=750, y=600) Potion of Extra Healing x2
(x=470, y=850) Jade Ring, 23 gold
(x=320, y=750) Scroll of Protection from Poison
(AR0904)
(x=1500, y=360) Potion of Extra Healing x2, Antidote
(x=1650, y=400) Potion of Extra Healing x5, Wand of the Heavens,
210 gold
(x=700, y=1000) Potion of Insight, Necklace of Talos
(x=500, y=300) Scroll of Protection from Cold,
Potion of Storm Giant Strength
(x=400, y=250) Bloodstone Gem, Potion of Insulation
(x=250, y=250) Bloodstone Amulet, Antidote x2, 6 gold
Mae'Var's Guildhall (AR0321)/(AR0322)/(AR0323)/(AR0324)
o======================================================================o
9) Mae'Var will brush aside your act of skulduggery and you'll get a
nice experience reward. He then decides he's too busy for you and refers
you to his right hand man, a 'bloody good spellcaster' named Edwin. Oh
boy. Head back upstairs and take the stairs to the second level (AR0323)
at (x=1100, y=400).
***REWARD***
(For returning to Mae'Var with your stolen artifact)
EXP 29500
<---------------------------------------------------------------------->
10) Upstairs you'll find a room to the east that has a bunch of locked
doors and safes designed to test your Thief skills. If you still have
Potions of Master Thievery active you should definitely pick these
locks. Altogether they give a good bit of experience (14750 experience,
to be exact) and loot. The ones on the north wall are trapped as well,
further boosting the experience you'll get. when you're done looting
head up the stairs at (x=1000, y=500) to reach (AR0324).
***ITEMS***
(x=300, y=490) Antidote, Pearl Necklace
(x=400, y=460) 22 gold
(x=600, y=200) History of the Drow, 1 gold
(x=600, y=790) Skydrop Gem, Zircon Gem
(x=500, y=600) 10 gold
(x=550, y=600) 20 gold
(x=600, y=550) 30 gold
(x=630, y=500) 40 gold
(x=650, y=500) 50 gold
(x=700, y=450) 60 gold
(x=770, y=400) 70 gold
(x=900, y=500) 2 gold
(x=900, y=300) 80 gold
(x=950, y=300) 90 gold
(x=1000, y=250) Potion of Master Thievery x3, Waterstar Gem,
Ziose Gem, 300 gold
(x=1050, y=250) Emerald, 100 gold
(x=1050, y=300) Potion of Perception
(x=1110, y=330) Rogue Stone
(x=1170, y=300) Lynx Eye Gem, Fire Agate Gem
(x=1200, y=350) Short Sword +2, Buckler +1, Studded Leather Armor +1
***TRAPS***
(x=1050, y=250)
(x=1050, y=300)
(x=1110, y=330)
(x=1170, y=300)
(x=1200, y=350)
<---------------------------------------------------------------------->
11) Edwin is over at (x=850, y=350), and he's as haughty as ever. He
wants you to kill a Cowled Wizard by the name of Rayic Gethras. Seeing
as how we're not getting along with the Cowled Wizards, knocking off one
of their members is a welcome job. Leave Mae'Var's Guildhall and enter
Rayic Gethras' house (AR0315) to the west (x=1500, y=2220).
***ITEMS***
(x=1050, y=420) Bastard Sword +1, 35 gold
(x=1020, y=250) Dagger, 19 gold
(x=820, y=260) Fire Agate Gem, 63 gold
(x=500, y=370) Bastard Sword, 13 gold
(x=670, y=750) Potion of Healing x2
(x=370, y=550) Gold Ring
(x=330, y=500) Spear +1
Rayic Gethras' House (AR0315)/(AR0316)/(AR0317)
o======================================================================o
12) Inside you'll find two Fire Mephits, two Magma Mephits, and two Ice
Mephits. These require no special tactics to bring down. Loot the room
and make sure you're rested and prepared before you head up the stairs
at (x=150, y=350). Haste and Protection from Evil 10' Radius is probably
a good idea, as is Defensive Harmony. Equip whatever +2 weapons you
have. For me this means those Maces +2 I stole, and Bullets +2 and
Arrows +2 where available. Resting in this house was where I encountered
my first dream, by the way.
***ITEMS***
(x=500, y=250) History of the Red Ravens,
Scroll of Protection from Magical Energy
(x=440, y=150) Scroll of Clairvoyance, Cursed Scroll of Weakness
***TRAPS***
(x=440, y=150)
<---------------------------------------------------------------------->
13) Upstairs you'll find much more worthy foes than Mephits. Two Stone
Golems-which are fairly rough at this stage in the game-await you. They
aren't push-overs in melee, they have the ability to slow party members,
and they can only be hurt by +2 weapons. With all the gear we've been
stealing, however, they fall readily enough, especially with us being
spell-buffed. Dorn, especially, makes an impact with the Sword of
Chaos +2. Before I loot this level I head upstairs while my spell buffs
hold (x=400, y=700).
***ITEMS***
(x=400, y=270) 115 gold
<---------------------------------------------------------------------->
14) Rayic Gethras isn't much for talking, and he goes hostile after just
a bit of chatter. By now Jaheira has hit 9th level as a Druid, and has
an Insect Plague prepared just for this fight, she casts it as soon as
she can. As soon as combat starts Rayic will let loose with a Spell
Trigger, protecting himself with Protection from Magical Weapons and
Protection from Normal Missiles. He'll also get a Globe of
Invulnerability and a Stoneskin up. He is, safe to say, one rough
customer at our level. However, if Jaheira gets her Insect Plague off
he will be unable to cast spells for a few precious rounds... long
enough for my party to whittle through his Stoneskin and for his
Protection from Magical Weapons to wear off. His first move is to cast
Symbol, Fear, which will pretty much be game over if he doesn't get hit
with an Insect Plague, or even if he does, if he affects your whole
party. One way around this is to just head up with the main character
and Jaheira. My main character attacks and Jaheira stays back and casts
her spell. If he gets his Symbol, Fear off, the rest of the party can
then jump in when Insect Plague has rendered him helpless and beat him
down. Another way to get around it is to just cast Remove Fear. Either
way, When he dies Rayic Gethras will leave behind Bracers of Defense
A.C. 7, a Scroll of Charm Person, a Quarter Staff +2, and 40 gold. Rob
his house and leave.
***ITEMS***
(x=250, y=500) Scroll of Mislead, 1 gold
(x=550, y=400) Wand of Fire, 220 gold
***TRAPS***
(x=250, y=500)
(x=550, y=400)
<---------------------------------------------------------------------->
15) Head back to Mae'Var's Guildhall and talk to Edwin. Next he'll ask
you to get some documents from a merchant named Marcus at the Sea's
Bounty. Head back outside and enter the Sea's Bounty (AR0313)
(x=2100, y=2100). Whatever you do, do not bring Jaheira in with you. It
starts a quest we really have no need to complete just yet.
***REWARD***
(For reporting in to Edwin after killing Rayic Gethras)
EXP 20000
Sea's Bounty (AR0313)/(AR0314)
o======================================================================o
16) You'll find Marcus at (x=530, y=430), and there are many ways to
deal with him. If you're fast and strong enough you can simply snap his
neck without raising a fuss. You can pay him 250 gold... or negotiate
down to 200 for the documents. Lastly, you can threaten him for them. Of
course you can always try to pick his pockets, but with Yoshimo that
means he's going to have to use some Potions of Master Thievery to
succeed. Report back to Edwin and he'll inform you that you have one
last task to complete, this time from Mae'Var.
***REWARD***
(For bringing Marcus' documents to Edwin)
EXP 10000
<---------------------------------------------------------------------->
17) Go downstairs and pay Mae'Var a visit. He'll give you one last
mission; head back to the Sea's Bounty and kill a traitor named Embarl,
bringing back his dagger as proof. This time enter the door at
(x=2250, y=2050) to reach the upper level of the Sea's Bounty.
<---------------------------------------------------------------------->
18) You'll find Embarl at (x=580, y=320). You again have multiple
choices. First you can just kill him and grab his Leather Armor, Potion
of Invisibility, Elixir of Health, Embarl's Dagger and 36 gold. Or you
could just let Embarl go in exchange for his dagger. Either way take the
dagger back to Mae'Var and you'll get rewarded, albeit dismissively.
He'll tell you to go see if Edwin has any use for you.
***REWARD***
(For bringing Embarl's Dagger to Mae'Var)
EXP 18750
<---------------------------------------------------------------------->
19) Edwin guesses that you're not here as an obedient recruit for
Mae'Var and offers to help you find the hard evidence that Renal wants.
He will offer his magical services to you now, along with the key to the
strongbox in Mae'Var's suite. If you're playing an evil party you should
happily accept Edwin into your party. For all Edwin's potency, he does
have some rather glaring omissions from his spellbook. Have him scribe
Blur, Knock, Invisibility, Stinking Cloud, Dispel Magic, Slow, Improved
Invisibility, Stoneskin, Greater Malison, and Confusion to bring him up
to speed. Head downstairs and open the cabinet at (x=500, y=300) to find
Mae'var's Letter and Worn Whispers (aka Boots of Stealth). Yoshimo or
my protagonist puts the boots on by default. With the evidence in hand
head off to tell Renal.
<---------------------------------------------------------------------->
20) Renal will be delighted to see you, even more-so when you give him
evidence of Mae'Var's treachery. You'll get a hefty experience reward,
and one last mission from Renal Bloodscalp; go kill Mae'Var. With
pleasure.
***REWARD***
(For bringing Renal proof of Mae'Var's treachery)
EXP 48250
<---------------------------------------------------------------------->
21) I suggest spell-buffing before returning to Mae'Var's Guildhall, as
all the Shadow Thieves within are now hostile. They are fond of getting
backstabs, and will use Potions of Invisibility and Oils of Speed to
buff themselves in Combat. I've had Zyntris deal 82 damage with a single
attack before, which is well more than ridiculous. Needless to say, keep
unprotected characters safe... perhaps even outside. It only takes one
bad backstab to ruin your day. One tactic you can use to blunt the
offensive of the Thieves is as follows: head inside with one protected
character. In this case I used my protagonist spell-buffed with
Stoneskin, Blur, and Mirror Image. The Thieves directed their lethal
backstabs at them to no avail, then I brought in the rest of my fighters
to take them down, leaving my weaker characters (like Edwin) outside.
Head up the levels clearing out Shadow Thieves as you go. It's possible
to repeat the process above on the next floor, as well.
Note from Lee:
I recommend going up the exterior stairs and entering on the third floor
(x=3425, y=2150), then working your way down. There are no attackers on
the third floor at all, and you enter the second floor in a
strategically superior position. Plus you don't have the problem of new
attackers coming at you from both the floors above and the floors below.
If you have at least two characters equipped with ranged weapons, you
won't even need spells (or buffs) to clear the second floor. By standing
at the foot of the stairs, if you do happen to get into trouble, you're
poised to go back up and regroup (or ambush and take out attackers one
at a time if they follow). Same with moving down from the second to the
first floor, and again down to the lower level. I got thru this without
spell buffing at all, although I did take some damage in the final fight
with Mae'Var.
<---------------------------------------------------------------------->
22) Once the upper levels are clear head down into the cellar to
confront Mae'Var. Mae'Var has some Assassins with him and a Priest of
Cyric, but for all that, this is a very easy fight. You have two options
to win this fight hassle free. Use Edwin to conjure a Lesser Fire
Elemental, which will be immune to their weapons. Then just let the
elemental kill them all on its own. Or you can use Jaheira's Insect
Plague to eliminate their spell casting and send many of them fleeing.
Or do both to ensure a complete rout. Loot Mae'Var for Shadow Armor
(great for Yoshimo!), Arrows x40, a Scroll of Oracle, a Pearl, a Sphene
Gem, a Water Opal, a Horn Coral Gem, a Short Sword, a Composite Long
Bow, and 769 gold. In one of the cells you'll find a prisoner named
Kamuzu (x=600, y=500). Do what you will with him, but if you're nice, he
might just come back and lend you a hand one day... When you're done go
report to Renal.
<---------------------------------------------------------------------->
23) You'll get your reward all right. Each character will receive
45500 experience and the party gets a huge sum of gold... so much so
that you should be close to what Gaelan requires (if so, see Step #22,
next). If you're a Thief you'll also be offered ownership of Mae'Var's
Guildhall, if not, or if you turn down the offer, you'll get 'The
Shadow's Blade +3'. You can play with your guild if you wish, but time
is of the essence. Before we deal with it we should secure Korgan and
Edwin's loyalty [WLK008]. Since, however, you may or may not be
recruiting the individuals in question, it's my organizational method to
include the guild/stronghold quests immediately after completing the
quest where you obtain said guild/stronghold. Skip about as you please.
Note: You can only have one stronghold at once... which only matters if
you are a multi-class character, since the strongholds are only offered
to specific classes. If you decide you want a certain stronghold, turn
down other offers you recieve beforehand.
***REWARD***
(For reporting to Renal after killing Mae'Var)
EXP 45500 (each character)
Gold 10500
Item The Shadow's Blade +3*
*You'll only get this item if refuse the guildmaster position, or your
protagonist is not a Thief (and hence, unqualified).
<---------------------------------------------------------------------->
24) The following encounter will occur now that we have so much money-
15,000+ to be precise, and after the reward we just received, it's very
likely you'll have this amount. When you leave the building a woman
named Valen will show up and talk to you. She's got a better offer for
you, or so she says, and asks you to meet her Mistress in the Graveyard
after sundown. Brus will show up shortly thereafter and tell you that
Gaelan wants to sweeten the deal before you meet your new contact. Looks
like both sides are very keen on what we're doing. You might see other
altercations between the two guilds traveling around at night like the
encounter you had with Hareishan, and another later encounter you might
have with another vampire named Salia. If you pay Gaelan a visit he'll
tell you that the bosses have changed their minds and decided that
15,000 gold is enough for their aid. How curious. Anyways, both sides
want our money-and our allegience, but I'm not yet ready to make any
such decisons. There are two ways to avoid seeing Valen's mistress, who
waits for us in the Graveyard district-our next destination. First,
spend some of that money we got until we're under 15000 gold, or second,
just go to the Graveyard during the day. Simple enough. Resting up for
our run into the Graveyard triggers my second Irenicus dream. The good
party can keep Korgan and Edwin around if you want the expereince for
completing their quests (covered in [WLK008]). If not, drop them off and
head to The Adventurer's Mart and buy the Sheild of Balduran from
Deidre-it'll come in handy during the Unseeing Eye quest [WLK009], which
is their goal.
o======================================================================o
| Thieves' Guild Quests |
o======================================================================o
Sequence of Events: {WLK007}
1) Introduction to the Guild Hall
2) Rattell the Fence
3) Jariel the Taskmaster
4) Ama's Revenge
5) Whodunit?
Your Guildhall (AR0321)/(AR0322)/(AR0323)/(AR0324)
o======================================================================o
1) If you are playing a Thief (single, multi, or dual-classed), or if
you have the Multiple Strongholds mod installed, you will be offered
Mae'Var's Guildhall following his timely demise. It's a good way to make
money, and it offers you a few more things to do, but nothing too
extravagant. This section of the FAQ will cover this guildhall, to be
pursued when you have the time and inclination.
<---------------------------------------------------------------------->
2) First things first. You'll find a man named Rattell (x=430, y=570)
standing where Gorch was, who is willing to fence goods for you. He
doesn't have the selection Gorch does, but he does have some interesting
scrolls you can pick up. Or at least Invisibility ,10' Radius, which
will come in handy once in a while.
o===========o
|Mage Spells| Rattell the Fence
o===========o---------------------------------------------------------->
1st-Magic Missile
1st-Protection From Evil
1st-Shield
1st-Shocking Grasp
1st-Sleep
---
2nd-Luck
2nd-Melf's Acid Arrow
2nd-Mirror Image
2nd-Resist Fear
2nd-Stinking Cloud
---
3rd-Invisibility, 10' Radius
3rd-Hold Person
3rd-Lightning Bolt
3rd-Monster Summoning I
3rd-Non-Detection
3rd-Protection From Normal Missiles
---
4th-Stoneskin
---
5th-Animate Dead
5th-Cloudkill
5th-Cone of Cold
5th-Monster Summoning III
5th-Shadow Door
<---------------------------------------------------------------------->
3) The thing to do in the Thieves' Guild is to talk to Jariel
(x=720, y=320), who will give you the run-down of how this works. You
have a stable of thieves and you can direct them to do a variety of jobs
with varying degrees of risk. The riskier the job the more money it
makes, but the more likely they'll get put in prison. If a Thief gets
put in jail you'll have to bail them out, which costs you money. See the
gamble involved herein? All of these success and fail rates are handled
with dice rolls under the hood and you'll get news of their successes
roughly every week. Pick settings you like and if they aren't bringing
you a profit change them as needed. You must pay your dues to Renal,
however, so keep in mind depending on the prowess of your thieves and
Renal's humor you might actually lose money. This typically only happens
if a few of your thieves get caught and you don't bail them out,
reducing the operatives you have on the field and thus the potential
income they might bring. Going with low-risk jobs typically gets you
more than enough to pay Renal and keep some pocket change, as well.
When you need to pay Renal a Thief named Joster (x=700, y=290) will show
up, at which point you really need to pay him off.
Note: Unlike most events in this game that seem random but aren't, this
one actually is. After you change the variables of each Thief's mission,
a simple random number is rolled and checked against the difficulty of
the mission. It's a simple 100-scale percentile roll, and oddly enough,
it's checked immediately after you give your orders-not when they come
back. Anyways, the more difficult the mission, the less likely they are
to succeed... which typically involves you paying a bribe to get that
Thief back in action. If you play it safe and pick the lowest difficulty
options every time you'll make the least money... but you'll be almost
guaranteed success. Performing low-risk missions, I typically made a
steady income of 1600 gold per five days. Joster will ask for between
300 and 1000 gold every time dues are... well, due. The amount of money
you'll make depends not only on the risk of the missions you send your
Thieves on, but also on how diligent you are about checking up on your
guild and ensuring your rogues are working. Renal will collect his dues
even if your rogues are standing idle. If you fail to pay Renal's
representative in time, you'll lose your guild. If you lose your guild,
you can go pay Renal 4000 gold to get it back.
That's just the basics, though, for those of you who don't want to
delve too deeply into things. For those that do, here's the full
details. Each Thief has a number of variables you can set-a 'safe'
option and a 'risky' option. Risky options return more money, but
incur a higher rate of potential incarceration. With no risky options,
their rate of success is 90%. With one risky option, the rate of
success is 80%, with two, it's 65%, and finally with three it drops down
to 50%. If one of your rogues is caught during their mission, they
obviously won't generate any profit, and to have them handy later,
you'll actually have to pay up. Depending on their potential profits
as the risk goes up, and the cost of bailing them out, some rogues
will make you much more money, over a long-term period, with riskier
tasks. To factor their long-term profitability based on risk, I
simple simulated ten 'runs' with each rogue and added up the money
they'd make each time at a certain risk-factor (risk 0 is no risky
choices, risk 1 is one risky choice, and so on). From this total I
subtracted an amount based on how likely they were to be incarcerated-
for example, after ten runs at 'Risk 3' Hanz could potentially make
you 9000 gold... but with a 50% incarceration rate, that drops to
about 4500 gold for a ten-run span. With a 100 gold bribe per capture,
that drops us to 4000 gold total-or an average of 400 gold per run at
the highest risk. This value is noted in the 'Average' row on the
table below.
o=======o=======o=======o=======o=======o=======o
| Rogue |Risk 0 |Risk 1 |Risk 2 |Risk 3 | Bribe |
| | 10% | 20% | 35% | 50% | |
o=======o=======o=======o=======o=======o=======o
|Hanz | 200 | 400 | 600 | 900 | 100 |
|Average| 170 | 300 | 355 | 400 |-------|
|-------|-------|-------|-------|-------|-------|
|Goshan | 200 | 300 | 500 | 750 | 200 |
|Average| 160 | 200 | 255 | 275 |-------|
|-------|-------|-------|-------|-------|-------|
|Kretor | 250 | 500 | 750 | 1000 | 50 |
|Average| 220 | 390 | 470 | 475 |-------|
|-------|-------|-------|-------|-------|-------|
|Morsa | 100 | 250 | 500 | 750 | 250 |
|Average| 65 | 175 | 237.5| 250 |-------|
|-------|-------|-------|-------|-------|-------|
|Varia | 150 | 300 | 500 | 800 | 300 |
|Average| 105 | 180 | 220 | 250 |-------|
|-------|-------|-------|-------|-------|-------|
|Total | 900 | 1750 | 2850 | 4200 |-------|
|Average| 720 | 1245 | 1537.5| 1650 |-------|
o=======o=======o=======o=======o=======o=======o
As you can see from the chart above, not all rogues are made the same.
Different jobs, different crimes, different penalties. Kretor is the
king when it comes to profit, while Varia and Morsa kinda suck. A trend
that is univeral, however, is that there is a huge leap in profit if
you pick one risky element for each rogue. In the long run, you earn
more money as risk increases, but I tend to neglect to do this simply
because it's extra clicky work getting them all out of prison. Still,
at risk factor one (not to be confused with warp factor one) you'll
make nearly twice as much as with no risk. The rate of return falls off
sharply thereafter-with risk factor two you'll make about 20% more than
with risk factor one, and with maximum risk, the return is only
marginally better (less than 10%).
<---------------------------------------------------------------------->
4) You will also find Lathan (x=600, y=270), who will tell you when
problems arise that require your personal attention. You'll be told that
there is nothing at this time that requires your attention, only to
have somebody named Ama show up and ask you to serve as a decoy contact
for a politician who is causing the guild trouble. If you freed Kamuzu
from Mae'Var's Prison he'll show up and warn you about Ama, saying she
was... close... to Mae'Var, and she is not to be trusted. Good to know.
Let's deal with this little problem then, shall we? When you arrive at
Waukeen's Promenade you'll find Ama, who will implore you to wait.
Eventually a man named Sir Greshal will arrive and Ama will spring her
ambush. A number of Muggers will pop out and fight in a similar fashion
as the Shadow Thieves. Still, one Insect Plague should win this fight
in short order. When Sir Greshal dies he'll leave behind a suit of
Splint Mail, a Small Shield, a Bloodstone Gem, a Mace +1, and 21 gold.
On Ama you'll find a suit of Studded Leather Armor, Potions of
Invisibility x2, a Potion of Extra Healing, a Horn coral Gem, Poisoned
Throwing Daggers x20, a Dagger, and 340 gold.
<---------------------------------------------------------------------->
5) Go back to Lathan, who will apologize for his lapse in security. If
you kick him out you will-as he warns-not be able to complete the rest
of the guild quests. I grudgingly keep him aboard. You will be told that
Kretor has been paying his dues to you out of his own pocket, as one of
the pickpockets underneath him has been skimming the profits. Apparently
they know who it is, but aren't coming forward with the information as
they don't trust you yet. You'll have several options to deal with the
situation. Let Kretor deal with it himself. Kill them all. Randomly
kill one of them. Or dock all of their pay. If you dock all their pay
the guilty one will turn up dead, and everything is resolved. That's it
for the SHadow Thief guild... you can still collect your money and
assign missions, but the quests are over. Seems kind of underdeveloped,
doesn't it? Especially compared to some of the other guilds... oh well.
o======================================================================o
| The Book of Kaza and the Nether Scroll |
| (Securing Korgan and Edwin) |
o======================================================================o
Sequence of Events: {WLK008}
1) Edwin's Ambition
2) Adoptor-Seeking Arenthis
3) Wellyn's Rest
4) Tomb (AR0810)
5) Uncle Lester's Revenge
6) Tomb (AR0812)
7) Stein and Company
8) Tomb (AR0813)
9) Tomb (AR0807)
10) Buried Alive
11) Sethle's Confession
12) Tomb (AR0805)
13) Tomb (AR0806)
14) The Lower Tombs
15) Spider Central
16) Pai'Na's Den
17) Finishing the Lower Tombs
18) I Hate Level Drain, I
19) To the Split
20) Sarcophagi Skeleton
21) Nevaziah
22) Sniped by Shagbag!
23) Shagbag Strikes Again
24) Korgan's Revenge
25) Edwin's Translation
26) Edwin's Transformation
27) Edwin's Tracker
Graveyard District (AR0800)
o======================================================================o
1) When you arrive Edwin will mention the Nether Scroll-which Edwin is
sure lies in the lower tombs in Athkatla. This is the first area in the
game we'll explore in a traditional fashion... you know, going around,
exploring all the places, collecting quests, and otherwise doing
adventure-y type things, in contrast to briefly running through like we
have been doing.
<---------------------------------------------------------------------->
2) Over at (x=1450, y=1920) you will find Arenthis, a priest of
Lathander and his charge Risa (x=1470, y=1970). He'll ask you to find a
caretaker for Risa. Fortunately, just such a thing exists right here in
the Graveyard District. Over at (x=920, y=820) you'll find Kamir, a
Paladin mourning the loss of his adopted son, Stefan, who was killed by
bandits in Kamir's absence. If only there were SOME way he could, I
don't know, get another orphan? After all, if at first you don't
succeed, try, try again. Suggest Risa to Kamir and you'll get an
experience reward. Wait a while for Kamir to get over to Arenthis and
Risa and you'll get a bit more experience.
***REWARD***
(For finding a adoptive parent for Risa)
EXP 12250 + 3000
***ENHANCED EDITION***
Arenthis and Risa have been moved for the Enhanced Edition. They used
to be standing over at (x=2350, y=1880) and (x=920, y=820), near the
Tomb of Dragomir... which of course, didn't exist in the original game.
Or rather, it existed, but it wasn't important.
<---------------------------------------------------------------------->
3) Head north-west to find some Halfling 'Mourners' at about
(x=1620, y=1730). They are Wellyn's parents, whose ghost will be here at
night. There are ways to get this quest now without having to advance
the story (namely by being too poor to pay for the help of Valen's
mistress), and I'll mention the quest here just to complete the
Graveyard District. At night you'll find Wellyn wandering around his
grave-or rather, he'll find you and initiate dialogue. He'll tell you
that he was killed by a Thief, and he needs his bear, Littleman, so he
can rest. The Thief is one 'Llynis', who spends most his time at the
Copper Coronet. To reach Llynis you'll have to get access to the back
rooms, which you can achieve by talking to Lehtinan (x=400, y=1220) and
selecting dialogue options #1, #2, #2, and #1 (among other options).
Llynis is at (x=660, y=550), and you can talk him into giving you the
bear... but why not just kill the bastard? Regardless of how you do it,
get Littleman back and give it to Wellyn. If you wait until day and talk
to Wellyn's parents you'll get some more experience for your trouble,
but no reputation increase... the kind of reward you think such a good
deed would warrant... ah well.
***REWARD***
(For giving Wellyn his bear, Littleman, so he can rest in peace)
EXP 15500
***REWARD***
(For talking to Wellyn's parents)
EXP 5000
Tomb (AR0810)
o======================================================================o
4) Anyways, now that the Halflings are gone, continue into the tomb at
(x=1450, y=1850). Inside are two Skeleton Warriors... nothing as
terrible as the ones in Baldur's Gate 1, however. They won't hit you
much, and aren't immune to non-magical weapons. They do, however, still
have Two Handed Swords +1, which will sell well.
***ITEMS***
(x=450, y=400) 29 gold
<---------------------------------------------------------------------->
5) Exit the tomb and head north-west to find a scared peasant named
Nevin, who begs you to help put down his dead uncle Lester. Uncle
Lester will show up and the two will argue. Note that the voice of Uncle
Lester is the same actor who does Harold, from the Fallout series. Uncle
Lester will then attack Nevin, and you can jump in to save him, if you
wish.
***REWARD***
(For saving Nevin from Uncle Lester)
EXP 6500
Tomb (AR0812)
o======================================================================o
6) Ignore the tombs at (x=900, y=1650) and (x=650, y=1800) as they are
ways to get to where we're going, and it should not be explored before
we're done with the rest of the graveyard. Instead go into a tomb at
(x=1350, y=1200). Korgan grabs the Battle Axe +2.
***ITEMS***
(x=400, y=350) Battle Axe +2
(x=350, y=300) Bloodstone Amulet, 1 gold
***TRAPS***
(x=400, y=350)
<---------------------------------------------------------------------->
7) Near the middle of the level, at night, you can find Stein
(x=1720, y=1050) near the Crypt at (x=1670, y=1000). Talk to him, and
pick option #2 to question his activities. If you threaten to put him
down, he'll summon two of his buddies. They're weak, and really don't
drop anything of value.
Tomb (AR0813)
o======================================================================o
8) Go up some stairs and into another tomb (x=1670, y=1000) to find two
Shadow Fiends and a Mummy. Everybody has magical weapons by now, so
this isn't a hard fight, just watch out for the Mummy's ability to
disease you and the Shadow Fiend's paralysis. Both of which can be
cleared up easily enough with Clerical spells, but in the middle of a
fight it can be annoying.
***ITEMS***
(x=400, y=350) Gold Ring, Skydrop Gem
Tomb (AR0807)
o======================================================================o
9) At (x=2250, y=1100) you'll find another tomb, this one has two
nobles standing outside of it by the name of Arthur (x=2240, y=1200) and
Maggie (x=2150, y=1150) who will reminisce over their deceased butler
Jeeves. Go inside, loot, and leave.
***ITEMS***
(x=400, y=350) 34 gold
<---------------------------------------------------------------------->
10) Go up some stairs to the north-west and you'll get the following
message:
"Nearby you see an open grave. A chill runs up your spine as you hear a
sound emit from it. You shake your head and continue walking. The sound
is clearer now. You are not imagining it. Muffled cries for help are
coming from the grave."
Click at (x=1000, y=670) to help the poor soul. The man in the grave,
Tirdir, will talk to you, thanking you for rescuing him. He'll tell you
that some men held him hostage and buried him alive when they received
the ransom money they asked for. He'll tell you one of the men wore a
bright red shirt, and give you a piece of it to help in your search and
he'll tell you that the Gravekeeper spoke to this red-garbed man. Edwin
will complain about doing something as useless as helping a peasant
out... Wait... Red clothes? Nah, couldn't be.. Anyways, if you want to
finish this quest now, you'll need to skip over to [WLK020],
Steps 10-12.
***REWARD***
(Rescue Tirdir from his grave)
EXP 6500
<---------------------------------------------------------------------->
11) Speaking of a Gravekeeper... Over at (x=1550, y=400) you'll find
Sethle the gravekeeper. Talk to him and threaten him a bit and he'll
eventually capitulate and spill the beans, telling you that the man in
red you're looking for can be found in the Bridge District.
Tomb (AR0805)
o======================================================================o
12) Go in the tomb near Sethle at (x=1450, y=400). Inside you'll find
two Mummies and a Skeleton Warrior. Give the Mummies priority, because
again, they can cause disease. Pummel them, loot, and leave.
***ITEMS***
(x=450, y=400) Silver Necklace, Scroll of Identify, 6 gold
Tomb (AR0806)
o======================================================================o
13) Head over to the tomb at (x=750, y=850) where you'll find the Crypt
King. He's got a lot of Hit Points and can dish out some serious damage
He's immune to non-magical weapons but thankfully he's got a fairly low
Armor Class. It wouldn't be a bad idea to Haste up and use some Clerical
spell-buffs before taking him on, as at this point he'll likely do some
damage to your characters. He also likes to start things off by casting
Horror, so counter with Remove Fear. He's not hard in the grand scheme
of things, but when the best of my characters is boasting a -4 Armor
Class he can do a lot of damage. When he dies he'll leave behind a
Helmet, a Garnet, and Namarra +2. Namarra is a Long Sword +2 that can
cast Silence 15' Radius three times per day. Not only is a +2 weapon an
improvement over my Fighter/Mages' Katana +1, but it also serves a
useful purpose in being able to foil enemy spell casters. It's not a
great weapon by itself, but its ability to cast Silence 15' Radius means
it might be a good idea to keep it on hand long after it's melee
usefulness has been eclipsed by more powerful weapons.
***ITEMS***
(x=400, y=350) 9 gold*
(x=350, y=300) Ziose Gem*, Scroll of Summon Efreet*
*In a later playthrough, these containers yielded three scrolls-a Scroll
of Mislead, a Scroll of Flesh to Stone, and a Scroll of Abi-Dalzim's
Horrid Wilting.
Lower Tombs (AR0801)
o======================================================================o
14) Now it's time to get down to the Lower Tombs. I prefer taking the
entrance marked on your map at (x=2600, y=850). You'll have to be
careful down here, as there are a fair number of traps. In the cavernous
chamber immediately to the west are a variety spiders and Ettercaps. You
should view Ettercaps as much more severe threats at this point. Swords
Spiders can't really do much more than harass you, but Ettercaps can
poison you, which is much more annoying. Work your way around to the
south and Korgan will tell you that you're close to the tombs he's
interested in. These tombs can be found by taking the area exit at
(x=2700, y=3300), but we should finish off (AR0801) before we head to
(AR0802).
***TRAPS***
(x=3550, y=1900)
<---------------------------------------------------------------------->
15) North from the exit to (AR0802) you'll find another exit. When you
approach a Sword Spider, Phase Spider, and Wraith Spider will show up.
Kill them and spell-buff before before you head to the ominous web-dome
to the north (x=2400, y=1400).
Pai'Na's Den (AR0804)
o======================================================================o
16) Once you arrive you'll be bothered by a Dark Elf named Pai'Na in a
place reminiscent of where you fought Centeol in the first game. She'll
summon a host of weak little spiders to help her, which a Fireball will
kill admirably. I hit her with Namarra's Silence 15' Radius ability and
chop her down. Insect Plague also works well, and it's just as good at
killing her Spiders as it is for stopping her spells. Have some Slow
Poison spells ready, as her Spiders do some outright stupid poison
damage. When Pai'Na dies she'll leave behind a Black Spider Figurine and
a Quarterstaff. The spider summoned by the figurine isn't terribly
strong, but having anything that can distract enemies is good. Loot her
web for some more toys, namely the Pale Green Ioun Stone. It won't
protect you from critical hits and it doesn't give you an Armor Class
bonus, but it's still a nice item to put in your helmet slot. Put it on
a character that struggles with Hit Points and THAC0, but otherwise has
a good Armor Class. Also, since it does not protect you from critical
hits it should go on a more... secondary Fighter. Viconia stands out as
the best choice for this item, but Jaheira is a good choice as well. In
the latter instance she can pass off the Helm of Balduran to a stronger
Fighter. The Scroll of Spell Immunity is also rather useful in certain
situations. For example, if you know an enemy is going to try something
sneaky like cast an Imprisonment spell you can use this spell to become
immune to Abjuration spells, or if you know an enemy is going to hit you
with death spells you can become immune to Necromancy. You can even
prepare multiple instances of the spell to become immune to multiple
schools of magic... In fact, this spell is the back-bone of my anti-
Lich strategy, and is perhaps the best defensive spell against magic in
the entire game. Paired with the Cloak of Mirroring, you can-for all
intents and purposes-become immune to enemy spells... or at least all
the ones that matter.
***ITEMS***
(x=600, y=380) Pale Green Ioun Stone, Scroll of Spider Spawn,
Scroll of Spell Immunity
Note from Lee: in my case, the Pale Green Ioun Stone goes on Edwin. My
party is very well protected, due to having steal/sold over 300k worth
of items to Gorch in Mae'Var's Guildhall and then purchasing all of the
best weapons and armor available at this point in the game. Since Edwin
cannot wear a helmet, and I don't want to lose the critical hit safety
on the rest of the party, it's the best choice.
<---------------------------------------------------------------------->
17) Head back out to (AR0801) and continue west to find some more
spiders, traps, and loot. You'll also find entrances to the outside, and
to the north you'll find a door you can't open yet. As for the scroll of
Horrid Wilting we'll find; Horrid Wilting is one of the best direct
damage-dealing spells in the game for several reasons. Firstly, it
simply out-powers spells like Fireball (10d6 versus 20d8). Secondly it's
not fire damage, so fewer creatures are immune to its effects. And
lastly, and most importantly, it won't affect party members. Since you
can throw it into combat with impunity it'll become one of your most
effective weapons... just as soon as you can cast 8th level spells. Save
it for Imoen or Edwin to scribe later. You definitely don't want to have
a character learn it who you won't play with, and being a multi-classed
Mage, my main character isn't going to be able to cast it for a long,
long time. When you're done looting head over to (AR0802).
***ITEMS***
(x=1100, y=3000) Scroll of Ray of Enfeeblement,
Scroll of Minor Spell Deflection, Wooden Stake,
Arrows x80, Throwing Axes x30, Bolts x80
(x=900, y=3570) Scroll of Abi Dalzim's Horrid Wilting, Gold Ring,
Scroll of Color Spray, Scroll of Protection from Fire
(x=420, y=3350) Bluestone Necklace
***TRAPS***
(x=1100, y=3000)
(x=1150, y=3150)
(x=900, y=3570)
(x=750, y=3700)
Southern Dungeons (AR0802)
o======================================================================o
18) This room sucks. Ahead of you is a mosaic of a person's bust, on top
of which are several traps. If you go forward too far you'll provoke an
attack by assorted undead, the worst of which are Wights, which can
cause level drain. I must say that I HATE level drain, it's just a pain
in the ass to cure, and it annoys me nearly as much as losing one of my
characters. The best defense against level-draining foes at this point
in the game is... well, Dorn. He's immune, which is a wonderful thing.
Just let him run up and draw the fire, while you use whatever ranged
weapons you have to assist. The good party, however, has to just rely
on ranged attacks and spells, as we do not yet have gear that grants us
immunity-and Negative Plane Protection just has a laughably short
duration. Failing that, rely on spell buffs like Blur and Mirror Image,
but keep in mind that while Stoneskin might negate damage, it won't
negate the level drain. Using summons as decoys works well, too, for
obvious reasons. There is also a Vampyre in the far corner which, while
not as strong as a normal Vampire can still level drain, and three
freaking levels a hit at that! So long as you don't go too far forward
you shouldn't draw it into your fight while the Wights are still alive.
Lead with Dorn or use summons as decoys while you pelt it at a range.
You can also use what I'll call our 'vampire Strategy': Have a Cleric
cast Chaotic Commands (a 5th level spell) and Negative Plane Protection
(4th level) on a Fighter. I typically choose my main character, who can
spell buff with additional magics. Then I engage with my main character
while the rest of my party lets loose with magical ammunition. Note,
this is also my strategy for dealing with Illithids, and once I obtain
the Amulet of Power I can dispense with Negative Plane Protection when
fighting level-draining foes.
***ITEMS***
(x=960, y=260) Pearl Necklace, Scroll of Protection from Electricity,
Bullets +1 x40, Darts +1 x40, 100 gold
***TRAPS***
(x=820, y=490)
(x=870, y=450)
(x=900, y=530)
(x=1050, y=650)
<---------------------------------------------------------------------->
19) Opposite where the Vampyre came from you'll find a secret door
(x=900, y=800). Head through it to find some Mummies. Further down the
hallway you'll find Shadows, a Shadow Fiend, and Wraiths. Thankfully,
no Wights. Continue on until you come to a fork, one path leading east
and another leading south.
***ITEMS***
(x=530, y=1300) Silver Necklace, Fire Agate Gem, Onyx Ring,
Arrows +1 x40, 70 gold.
<---------------------------------------------------------------------->
20) To the east you'll find a trap in front of the sarcophagus at
(x=820, y=1320). Disarm the trap and activate the sarcophagus to open
it. A Skeleton Warrior will appear, which can then be lured back to the
open area where you fought the Wraiths and easily dispatched. Search it
Halycon +1.
***TRAPS***
(x=820, y=1400)
<---------------------------------------------------------------------->
21) Continue further down the eastern tunnel to find a group of Mummies
and Ghasts. Fireball and Holy Smite work well to hinder them before
engaging, just don't catch party members in them. You'll eventually find
a Lich named Nevaziah if Edwin is in your party. Edwin demands the
Nether Scroll, Nevaziah declines, and a battle ensues. Nevaziah,
although a Lich of sorts, isn't nearly as dangerous as a true Lich. Get
on top of him with your Fighters, Edwin for his part interrupts him as
often as possible with Magic Missiles. A True Sight spell will keep most
of his mischief at bay, or at least prevent him from getting respite via
Shadow Door and protection with Mirror Image. When he falls Edwin will
claim his Nether Scroll. He's not quite done with the Nether Scroll just
yet, but it'll take him time to read and interprate it. Now Edwin is
satisfied, go back to where the path split and head south.
***ITEMS***
(x=2070, y=1250) Dagger +1
(x=2100, y=1200) Silver Ring, Moon bar Gem, Wand of Fear,
Scroll of Reflected Image, Bolts +1 x40
***REWARD***
(For claiming the Nether Scroll)
EXP 11750
<---------------------------------------------------------------------->
22) Disarm the slew of traps on your way south until you come to an
open room where a Mummy, declaring itself to be a student of Nevaziah,
will attack the party for defiling the tomb and stealing the Book of
Kaza. Unfortunately it seems Korgan's old buddies have beat us here, and
Korgan is beside himself with rage. Search the tomb and leave. Korgan
wants to go to Pimlico's and try to head off Shagbag and his crew.
Onward, to the Temple District.
***ITEMS***
(x=1230, y=2130) Throwing Axe x10, Composite Long Bow, Arrows +1 x8
(x=870, y=2370) Potion of Defense, 110 gold
***TRAPS***
(x=300, y=1600)
(x=450, y=1800)
(x=700, y=2060)
Pimlico's Estate (AR0905)
o======================================================================o
23) Pimlico's Estate is north-east of the Temple of Lathander
(x=4300, y=1000), so head on over. Unfortunately, Pimlico is indeed
dead when you arrive, although why Korgan's crew would kill their boss
is a mystery (although people who would travel around with Korgan can't
be very nice folk.) He suggests finding them at the Copper Coronet,
where they are off celebrating. Loot Pimlico's Estate for some meager
treasure and head off to the Slums District.
***ITEMS***
(x=550, y=250) History of Tethyr, 2 gold
(x=750, y=110) Oil of Speed, 20 gold
(x=450, y=420) Tchazar Gem, 7 gold*
(x=350, y=470) Potion of Extra Healing x2, Dart of Wounding x1
(x=220, y=550) Greenstone Ring, 134 gold
*As a random treasure here, I've also obtained a Scroll of Pierce
Magic, instead of some pocket change.
***TRAPS***
(x=220, y=550)
***REWARD***
(For discovering Pimlico's fate)
EXP 8750
Slums District (AR0400)
o======================================================================o
24) Go to the Copper Coronet and head up the stairs to the roof to find
Shagbag (x=2020, y=1730) and company. Korgan and him will exchange
pleasantries, after which cheeky hostility verily doth ensue. I hit
them with two Silence 15' Radius (one from Namarra and one from Viconia)
to ensure that their Cleric doesn't cause any trouble. I also summon
Kitthix next to him, which will hopefully distract a few of them.
Jaheira gets off an Insect Plague and the fight is well in hand. I loot
Shagbag for a suit of Chain Mail, a Helmet, a Medium Shield, the Book of
Kaza, a Short Sword, and 250 gold. Scrooloose has a suit of Chain Mail,
a Helmet, a Medium Shield, a Short Sword, and 200 gold. The Cleric has
a Quarter Staff and 49 gold, while the two Goons each have a suit of
Chain Mail, a Helmet, a Medium Shield, a Short Sword, and 100 gold.
Korgan is now yours to keep for as long as you want him. He will ask the
party to go see to some business he is interested in with some fellow
named Madeen in the Government District, but unless you flat-out deny
him he'll stick around... even if you let time pass. Frankly at this
point in the game I could care less about Madeen, or Korgan's image,
for that matter. Oh, and the Book of Kaza is simply something you can
sell.
***REWARD***
(For locating Shagbag and his posse)
EXP 5000
I now head over to a merchant and sell my accumulated wealth, bringing
me over 30,000 gold. I can now buy most anything I want, but considering
what's coming up next... it's time to get the Shield of Balduran from
Deidre in the Adventurer's Mart. I also get the Bracers of Defense
A.C. 3 more or less because it's the only other item I can afford. I put
the Shield of Balduran on Jaheira, as her Strength is a useless 15, and
she won't lose a thing by dropping down to 14. The Bracers go to my main
character, of course. This brings his Armor Class down to an acceptable
-2. Next up is the Unseeing Eye quest, but we really should let the
Edwin's business with the Nether scroll come to a conclusion, first.
If you're feeling frisky, however, skip on ahead to deal with other
quests while you wait for Edwin to complete his research. The remaining
Steps in this Sequence will cover the rest of Edwin's quest in a safe
setting where we can advance time at a whim-in the Copper Coronet. Of
course, you can use any inn/stronghold, as long as you can rest and
pass the time quickly.
<---------------------------------------------------------------------->
25) Once in the Copper Coronet, go and rest for a few days, at which
point Edwin will exclaim that he has translated the Nether Scroll. He
will get a good chunk of experience before letting you continue on. Note
that in between resting be sure to check on your Thieves' Guild lest
you lose it. Pursuing the Thieves' Guild quests is another alternative
to just frittering away time resting.
***REWARD***
(For Edwin translating the Nether Scroll)
EXP 50000 (Edwin only)
<---------------------------------------------------------------------->
26) Rest another day and Edwin will discover a spell of transformation
in the Nether Scroll, which he thinks is akin to the transformation of a
Mage into a Lich. He of course, being an ambitious Red Wizard of Thay,
has no qualms about becoming an undead monster if it means gaining
eternal life and the powers of a Lich. Unfortunately Edwin's spell
doesn't go quite to plan, and you end up with... Edwina.
<---------------------------------------------------------------------->
27) This next step takes some time, so sit back, rest up, and have fun
watching your comrades taunt Edwin. To my knowledge Yoshimo is the first
and only character to actually refer to Edwin as 'Edwina'. Eventually a
Mage by the name of Degardan will show up and inquire about Edwin, who
is apparently not in good standing back home. The surprises never end...
Don't sell Edwin out or he'll turn hostile and there's no getting him
back. Wait some more and Degardan will show up again, spotting Edwina
for who she is. He'll dispel Edwin's unfortunate change of state,
after which a fight ensues. Degardan is fairly rough, but if you have
Breach and True Sight ready you'll be much better off. Degardan starts
out with a Spell Trigger unleashing a Stoneskin and Protection from
Magical Weapons. Again, you best friend is Insect Plague, along with
True Sight to keep him honest. When Degardan dies he'll leave behind two
Potions of Extra Healing, a Wand of Monster Summoning, a Scroll of Death
Spell, a Small Shield +1, a Quarter Staff +2, and 73 gold. Now we're
done with Edwin and Korgan for good.
As mentioned earlier in the guide, now is the ideal time for evil
parties to start appeasing Dorn and Hexxat with some opportune
questage. Dorn should get priority, as his actually has a time limit.
Dorn's quests are covered in [WLK045], while Hexxat's are covered in
[WLK046]. After you're done with those quests, feel free to join the
good party in their next objective-The Unseeing Eye quest, which will
score us some indispensible loot for both parties.
o======================================================================o
| The Unseeing Eye Quest |
| (Recruiting and Securing Keldorn) |
o======================================================================o
Sequence of Events: {WLK009}
1) Ahh... Kobolds
2) Cloak of the Sewers
3) Roger the Fence
4) Roger's Troll Problem
5) Oozes, Slimes, and Jellies
6) Keldorn
7) Axing the Hatchetman
8) The Old Tunnels
9) The Gas Room
10) Gaal's Request
11) Looting the Cult
12) Sassar's Request
13) I Hate Level Drain, II
14) The Lower Reaches
15) Yuan-Ti Tunnel
16) The Guardian's Riddles
17) Guathicide and an Old Friend
18) The Diseased Ones
19) Empathetic Manifestation
20) Tad's Secret Tunnel
21) Ghoul Town
22) The Brawling Hands
23) Looting the Pit of the Faithless
24) The Blind Priests
25) End of the Unseeing Eye
26) Destroying the Rift Device
27) Collapse of the Cult
28) Balance Restored
If you're the good party, you should have recruited Anomen, and kept
Minsc, Jaheira, and Yoshimo on board, and you're coming here right
from [WLK006], at the least. If you don't have the Shield of Balduran
(dealing with the Shadow Thieves should have provided us with plenty
of money) you might want to get it before continuing with this quest.
If you're the evil party, or you're following along chronologically, a
refrsher might be in course-we're investigating a mysterious new cult
that's causing the 'legitimate' religions above some concern. Enter the
sewers in the Temple District, for the sake of making my life easier,
use the entrance at (x=2550, y=2630).
Sewers (AR0701)
o======================================================================o
1) Head south-west to where the path splits and deal with a Green Slime.
There are tunnels leading north-west, south, and south-west. Now is a
good time to get back into the practice of scouting ahead, so as to not
run into dangerous encounters unprepared. To the north-west is a fight
with a group of adventurers we don't want to have just yet, so spell-
buff and head south-west. Be wary as you adventure around for groups of
Kobolds. Like in Baldur's Gate 1 these little reptiles seem drawn to
sewers, and while not dangerous on their own they can whittle down
health and be annoying. The exception is with Kobold Shamans. For some
reason my party is inclined to fail their saves against Hold Person
spells, even though by my level the odds should favor me...
<---------------------------------------------------------------------->
2) Ahead you'll find a group of Kobolds, including Kobold Commandos.
More importantly you'll find a Raksasha standing in a depression, who
has fair Hit Points, a good Armor Class, spell resistance, and immunity
to non-magical weapons. For all that, however, he's really just a tank
who'll cause trouble only if the spell-casting Kobolds nearby-the
Witch Doctor and Shaman-get spells off. If you start the fight out with
a Fireball and exterminate whatever Kobolds are left this allows you to
focus on the Raksasha without fear of spells like Hold Person. Keep in
mind that the enemies here have few answers to a creature who is immune
to non-magical weapons, like say, a Fire Elemental? When the Raksasha
dies it'll drop a Long Sword and the Cloak of the Sewers. This is one of
those items that gives you a bonus to Armor Class regardless of whatever
other magical protections you have on... needless to say, it's something
you'll probably wear through the rest of the game. Give it to a front
liner with a lower Armor Class, like Korgan or Anomen (or Keldorn, when
we get him!), or a secondary Fighter who can't wear heavy armor. One of
the Kobolds will also drop a Short Sword +1.
***ITEMS***
(x=1230, y=1450) Scroll of Conjure Earth Elemental, 3 Gold,
Dart of Wounding x20, Arros +2 x20, Bolts +2 x20,
Bullets +2 x20
<---------------------------------------------------------------------->
3) From the center of the level (where the Raksasha was) head south to
find Roger the Fence (x=1690, y=2300) who will sell you stuff... and of
course, he'll buy things, too, including stolen merchandise. He'll also
tell you about a Sea Troll wandering about the sewers, and will pay you
500 gold to get rid of it. You can also buy (steal) a variety of potions
from him, including a host of Potions of Giant Strength, Potions of
Master Thievery, potions of Magic Shielding and Magic Blocking.
<---------------------------------------------------------------------->
4) Go north-west until you find a Otyugh, which isn't too tough despite
the fact it can disease and slow you. Nearby you'll also find Roger's
Sea Troll. Beat it up and use a spell like Burning Hands, Melf's Acid
Arrow, Aganazzar's Scorcher, Fireball, Flame Arrow, or something similar
to deal the last blow when it falls after reaching the 'Near Death'
status. If you stole a Sword of Flame you could use that, or some of
those Arrows of Fire you got from the Kobold Commandos. Return to Roger
to claim your reward.
***REWARD***
(For killing Roger's Sea Troll)
EXP 9500
Gold 500
Note from Lee:
In 6 times playing thru this game, I've only once found an Otyugh here.
<---------------------------------------------------------------------->
5) Head north from where you fought the Otyugh to find a chamber with
an Ooze Mephit, Green Slimes, and an Ochre Jelly. All you really have to
worry about here is the Stinking Cloud the Mephit will unleash at the
beginning of the fight.
Note from Lee:
As above, I only found these foes here once.
<---------------------------------------------------------------------->
6) Continue north to find Keldorn, who promptly slays a Zombie and then
addresses the party. Since the only reason we're here this early in the
game is to recruit Keldorn, you might as well bring him along. If you
are an evil party and don't care to recruit Keldorn, then by all means
ignore him. I can't imagine why any good party wouldn't want a warrior
of Keldorn's caliber on their side, however. He comes pretty well
equipped with a Two Handed Sword +2 that deals 5 points of magic damage
to an attacker every time Keldorn is hit and a special suit of Full
Plate Armor +1 with Free Action. Note that when taking damage his sword
emulates a Fireshield: Blue, which stupidly counts as casting a spell
and can get you in trouble with the Cowled Wizards. Just something to
keep in mind when you get to the surface. Anyways, with or without
Keldorn work your way around to the east. It's time to confront the
enemies north-west of where we entered. Ignore the secret door at
(x=1100, y=500), as it leads us to where Haer'Dalis is kept. If you want
him as part of your party, go to [WLK012]. As for me, I prefer to
complete the Unseeing Eye quest and lock-in Keldorn, first.
<---------------------------------------------------------------------->
7) Scout ahead to find a group of adventurers consisting of the
following folks: Rengaard, Gallchobhair, Gaius, Tarnor the Hatchetman,
Draug Fea and Zorl. They're a pretty diverse bunch, equal to any
adventuring party you could cobble together early in the game, with
plenty of fighting power and spells. What's worse is at this point in
the game they're likely higher leveled and better equipped: Rengaard is
a Fighter/Cleric (level 12/11), Gallcobhair is an 11th-level Fighter,
Gaius is a 14th-level Abjurer (specialist Mage), Tarnor the Hatchetman
is a 13th-level Fighter, Draug Fea is a 12th-level Fighter, and Zorl
is a 12-level Cleric. My evil party had about 450,000 experience per
character at this time, ranging from about 8th-11th level. Clearly,
in a direct confrontation I'm out-matched...
...So we'll just have to out-smart them. Head up to the group with one
character to trigger Tarnor the Hatchetman to demand you pay 1000 gold
to pass. Decline his generous offer and quickly run back to your party.
If a few of the enemies followed you, spell buff and try to take them
out piecemeal. More likely they'll bunch up to spell-buff, which suits
me just fine.
Creep forward with a hidden character to map their location. Watch out
for Gaius, as he's easily the most dangerous character there. Not only
can he cast high level spells, but he'll use True Sight if he even
suspects an invisible or hidden character nearby. Once they are marked
spell buff your party and cast as many Chaos spells at the edge of their
group as you can (without bringing them into sight). Slow and Greater
Command are also worthy spells, in the absence of Chaos.
After the first round of spells is off, I summon Kitthix with the Black
Spider Figurine (any summon will work, however) and lead with some
fodder. The whole point of this is to get the enemy to focus on the
summon-right behind it will be Jaheira and my other spell casters. Once
Jaheira spots an enemy-any enemy-she'll cast Insect Plague on her
target, while my Mages hit the enemy with another round of debilitative
spells. If Jaheira were to get hit by Tarnor or Gallchobhair's ranged
attacks, it would disrupt her Insect Plague, and probably result in a
reload. A little summoned bait goes a long way in this fight by making
that unlikely to occur.
The Insect Plague will, of course, prevent the enemy from casting spells
and possibly cause them to panic. With a little luck you can debilitate
the dwarves with Chaos and Slow, then focus on killing their spell
casters. First I target Gaius, and when he falls, I work my way through
the rest of the spell-casters (Zorl and Rengaard). All the while, Edwin
keeps the baddies pacified with Chaos and Slow spells, rendering them
completely unable to respond in any meaningful way. When they die
they'll leave behind the following loot:
Draug Fea: Plate Mail +1, Helmet of Charm Protection, Small Shield +2,
Wyvern's Tail +2, Scroll of Improved Mantle, Laeral's Tear Necklace and
119 gold.
Gaius: Scroll of Warding Whip and 34 gold.
Gallchobhair: Full Plate Mail, Arrows x40, Silver Necklace x2, Jade
Ring, Composite Longbow and a Long Sword.
Rengaard: Plate Mail, Garnet and a War Hammer.
Tarnor the Hatchetman: Full Plate Mail +1, Small Shield +2, Elixir of
Health, Gold Necklace, Hangard's Axe +2 and 119 gold.
Zorl: Plate Mail, Large Shield, Skydrop Gem, Mace and 19 gold.
Now that's a haul! The Full Plate Mail +1 can go on just about
anybody... except Keldorn, who has better already. I put the Helmet of
Charm Protection on Jaheira and if you kept Korgan, Hangard's Axe is a
great ranged weapon. Most of the other items I can't find a use for, but
they will at least get us a good hunk of gold. Anyhow, head over to the
exit to the Old Tunnels (x=100, y=400).
Note: Bioware recycled a few names between the two Baldur's Gate games,
either as fan-service, or simply because they're lazy. Zorl was the
name of one of the Merchant League owners in Baldur's Gate, there was
a bandit named 'Ioin Gallchobhair' in the first game, and Tarnor was a
petrified Dwarven hero encountered in Durlag's Tower. You tend to
notice these things after playing through the game a dozen times.
Note from Lee:
I split up my party into three groups for this encounter, each
consisting of a fighter-type and a spell caster; send one around and
approach from the west, another around and approach from the east, and
the third straight up the middle from the south - this will prevent
their area spells from affecting more than two characters at a time.
It may take a try or two before you can get them all situated as close
as possible without starting the encounter, but once you do, spell buff
to the max and save. I normally initiate the encounter from the middle,
but it really depends on where your strongest fighter is. At any rate,
start the encounter and cast disabling spells from the sides
(Chaos, etc) while casting a Fireball or similar high impact spell from
the center. While this is going on, use your ranged weapons to start
dealing out damage, even if it's minor. Once that round of spells is
complete, repeat the process with a Breach or two to take down their
defenses, and have Jaheira throw out an Insect Plague. After that, swap
out ranged for melee weapons and let them come to you; they will have to
split up, and they are much easier to defeat in smaller groups than all
at once.
***VIDEO***
Haeravon Plays: Baldur's Gate 2 Enhanced Edition -
Temple District Sewer Fight {VID001}
Old Tunnels/Upper Reaches (AR0202)
o======================================================================o
8) To the south-west is an Otyugh and a locked door (x=2770, y=500)
which we can't open yet. So head down a tunnel to the south-east and
kill a few Shadows. You'll come to a room with some alcoves, and
south-west of this room is a chasm bridged by makeshift bridges with
more Shadows inside. Disarm the trap and some Ettercaps will appear.
Note from Lee:
To the south-west, I normally encounter either a Carrion Crawler or an
Otyugh at about (x=2760,y=650). After killing it, continue south to the
window at the end of the passage to cause the two Shadows to come around
and meet you in the hallway. This is a good time to use the hallway
combat strategy - while they are moving thru the dungeon to get to you,
you have plenty of time to arrange the party to put the three strongest
fighters in front. They can usually take out both enemies by themselves,
but a spell or two can't hurt. Either way, kill them both before heading
back north and then east to continue this step in the Ettercap room.
I use the doorway strategy here - get my strongest fighters in the
doorway with ranged weapons backing them up, then run across, disable
the trap, and run back to safety before the Ettercaps can catch my
thief - the Ettercaps are easy for 2-3 fighters who only have to fight
1-2 at a time. Have a couple Antidotes ready for after the fight.
***TRAPS***
(x=3300, y=920)
<---------------------------------------------------------------------->
9) Continue south-west until you find a door (x=3100, y=1750) that
leads to a room with a valve in the middle (x=2950, y=1920). Only take
your Thief inside. As soon as you approach the center two Vampiric Mists
will show up and a Cloudkill spell will trigger. Go pick the door out
and lead the Vampiric Mists to the rest of your party where they can be
smote in detail. These critters are pains in the ass, as they can drain
levels from you. To make matters worse, while they'll start out fights
in a fairly straight-forward manner, once they take a bit of damage,
they'll go invisible and try and seek out the weakest, least-defended
member of your party (for me this is typically Imoen/Edwin). They'll
even try to do this if said party member is on the other side of the
level, or even in another sub-area! What assholes. At this point in the
game your best bet is to have them attack a character protected by
Blur, Mirror Image, and Improved Invisibility, and hopefully they'll go
down without managing to drain any levels. Shooting at them with
enchanted missiles and popping out a few Magic Missile spells before
they reach the party is also a good idea. The Enhanced Edition evil
party, however, has a better way of dealing with things-just send in
Dorn and have him cut down the Vampiric Wraiths. He'll take some damage
from the Cloudkill, sure, but it probably won't be too rough on him,
and overall, it's less hassle.
Note from Lee:
If you have a spare Potion of Mastery Thievery handy, I recommend
drinking it before sending your thief in. Once, I got stuck in here and
Yoshimo couldn't pick the lock to get back out (useless idiot).
Equipping a Restoration Scroll or two isn't a bad idea either, just in
case.
<---------------------------------------------------------------------->
10) Continue south-west into a room where you'll find Gaal and a couple
of his guards (x=2500, y=2170) from whom you'll learn that the Unseeing
Eye is a Beholder. For the record, for all of you folks out there who
don't know much about AD&D, a Beholder is a floating orb of a monster
with numerous eye stalks that cast spells and a large central eye that
negates magic. Some Beholders will intentionally blind their largest eye
so they can learn to cast spells. Some even become Liches of a sort,
which is just a mix of two types of bad. Such a thing might be strong,
but it certainly is no god... Still, it's bad news. Ask to do a service
for the Unseeing Eye and Gaal will tell you to go seek an artifact that
the Unseeing Eye cannot locate himself. He'll give you a key to open a
door back the way you came and tell you the artifact you're looking for
is a part of a rod.
<---------------------------------------------------------------------->
11) Behind the door Gaal is near you'll find a huge pit surrounded by
some rather organic looking walls. To the north you can see a cultist
fail his ocular deprivation initiation. You'll also find Tad
(x=1520, y=2020) over by the pit where the faithless are thrown. Other
than that there's some looting to be done. When you've taken all there
is to take, head back to the hallway leading to the sewers and travel
south-west to find a door at (x=2770, y=500).
Note from Lee:
I usually just send in Yoshimo to loot the area - his PoMT should still
be active from the previous encounter. After all, what's the point of
dragging the entire party thru here if you really don't need to?
***ITEMS***
(x=2050, y=2200) Ziose Gem, Bullets +1 x40, Darts +1 x40
(x=1800, y=2350) Scroll of Protection from Normal Missiles,
Scroll of Slow, 980 gold
(x=1170, y=1670) Scroll of Animate Dead, Scroll of Cone of Cold,
130 gold
(x=1300, y=1350) Arrows of Ice x40, Bolts of Biting x40, 73 gold
(x=1520, y=1200) Scroll of Cloudkill
(x=1700, y=1140) Arrows of Piercing x20, 57 gold
(x=2050, y=1100) Moonstone Gem, Darts of Wounding x30, 109 gold
(x=2200, y=1120) Scroll of Non-Detection, Andar Gem, Skydrop Gem,
24 gold
<---------------------------------------------------------------------->
12) Go through the door, down a trapped tunnel, and into another room to
find a man named Sassar (x=2000, y=520). He and his fellows were former
worshipers of the Unseeing Eye, but they left once they learned the
depth of the Beholder's evil. He'll also tell you that the Beholder came
here for the sole purpose of acquiring the artifact you've been sent to
retrieve, with which it could wreak terrible destruction. If you were to
retrieve the half of the rod the Beholder wants, however, you could use
it to slay the Unseeing Eye. Once you find the missing half of the rod
Sassar will tell you where the Unseeing Eye keeps its half, leaving our
primary objective unchanged as of yet. Sassar will warn you not to
tamper with the sarcophagus in the middle of the room (x=1700, y=500),
and it's sound advice. We've no need to tangle with a Lich yet. To the
north-east you'll find two more former cultists who have little to say
and two chests you can loot.
***ITEMS***
(x=2320, y=270) Bolts +2 x40, 26 gold
(x=2100, y=220) Scroll of Lower Resistance, 1 gold
***TRAPS***
(x=2450, y=550)
<---------------------------------------------------------------------->
13) Head south-west to find a trapped tunnel with some Shadows and
Wraiths lurking around. Yeah, more damned undead that can level drain.
Just lead with your best Armor Class and try not to engage them all at
once... if for no other reason than to prevent having to cast a
Restoration. Or lead with Dorn. Damn, the evil party has it easy. Go
past a secret door (x=900, y=1100) that we can't open yet to find some
stairs (x=100, y=1400). Into the breach, and all that rot.
***TRAPS***
(x=1200, y=1100)
Lower Reaches (AR0204)
o======================================================================o
14) Walk forward a ways to trigger an ambush by some Huge Spiders, which
are sword-fodder by now. Keep heading north until you find a statue
that 'appears to be screaming'. Disarm the trap to trigger a Wandering
Horror and two Sword Spiders to pop up. The Wandering Horror can stun
opponents and cause fear, as well as cast Death Fog, and really, the
enemy strategy in this encounter is just a simple tactic that was
common-place in the first game. The Wandering Horror disables a party-
member (or several), and the Sword Spiders quickly pick off helpless
victims. It can still work, although with a stronger Baldur's Gate 2
party it's much less likely to succeed, especially if you use Remove
Fear. If you click on the statue around the lootable portion you'll get
some pop-up text telling you that 'The mouth of this statue seems to be
screaming', which will respawn this encounter. You can trigger this
encounter a total of five times, if you want to grind for extra
experience. Considering that the Wandering Horror gives 5000 EXP and the
Sword Spiders each give you 2000 EXP, you can get 9000 EXP per
encounter... or a total of 45000 EXP if you keep respawning it. It's a
nice hunk of experience, especially early in the game. Once they're
dead loot the statue for some scrolls and gems before heading to the
east.
***ITEMS***
(x=1280, y=2500) Scroll of Vampiric Touch, Scroll of Hold Undead,
Scroll of Enchanted Weapon,
Scroll of Tenser's Transformation, Star Diopside Gem,
Shandon Gem, Aquamarine Gem, Garnet Gem
***TRAPS***
(x=1280, y=2500)
<---------------------------------------------------------------------->
15) Continue down a passage to the south-east to find some Mutated
Gibberlings, followed by a group of Yuan-Ti later on. Yuan-Ti aren't
tough on their own, but they tend to come in groups including a Yuan-Ti
Mage. Of these you only need to worry about the Mage, as it'll typically
start out battles with a Stoneskin, and likes to pop on another
Stoneskin when its Hit Points fall to 50%. It will also cast Chaos,
which as we know from experience can win a fight by itself. It's last
line of defense is to employ Shadow Door. This fight gives Keldorn a
lot of opportunity to show his worth, as he can cast an awesomely
powerful Dispel Magic (to counter the Chaos) and True Sight to negate
Shadow Door. There's not a lot the Yuan-Ti Mage can do that Keldorn
can't simply counter.
***TRAPS***
(x=3100, y=2670)
Note from Lee:
I have run into Ghasts and Mummies here instead of the Yuan-Ti on a
couple of occasions.
<---------------------------------------------------------------------->
16) Head eastward onto a structure, taking care to disarm the trapped
first step. Activate the... uh... roof? (x=3300, y=2300) and you'll be
forced to answer some riddles by a Guardian.
"The bridge has fallen and ends in death. Call forth the name to
summon the path. What is the bridge?"
Answer: Life is my answer.
"You are not alone on the bridge. Call forth the name to summon the
path. It travels with you, and through it you travel, and yet it does
leave you behind. Who is with you?"
Answer: Time is my answer.
"The Bridge is not stable, and the end changes place. Call for the name
to summon the path. Choose the most difficult step on the bridge."
Answer: The current one, for it alone is my choice.
Once you answer the last riddle the bridge will mend itself and you'll
be able to move onward. You'll also get some juicy quest experience.
***REWARD***
(For answering the guardian's riddles)
EXP 42250
<---------------------------------------------------------------------->
17) Go across the bridge with only the character bearing the Shield of
Balduran, if you have it. At this level you should be facing some
Gauths, who are like Beholders... but much weaker. They have the power
to cast Lightning Bolts, Cause Serious Wounds, Slow, and Paralyze, all
of which will be reflected back at them by the Shield of Balduran. You
need only stand there and let them kill themselves. Thank them for
playing and loot the coffer on the wall of the bridge structure to find
your old friend, Ashideena +2. How it got from Basillus, to you, to all
the way down here, and back to you is probably quite a story. Regardless
of the unlikelihood of this reunion, Viconia takes back her old weapon,
even if just for a little while... unless she's using Mauler's Arm +2,
of course. You'll find some Shadows and Shadow Fiends along the path to
the north, as well as a trap over a bridge spanning some water.
***ITEMS***
(x=3720, y=2470) Ashideena +2, Scroll of Identify
***TRAPS***
(x=3400, y=1500)
Note: If you're doing things out of order, you may run into more trouble
here than is mentioned. Enemies level up with you, and while the
standard low-level encounter is a Gauth or two, if you're a higher level
you may run afoul of several Beholders, as well as Gauth. Still, with
the Shield of Balduran there's nothing they can do to you, but it's
something to be wary of.
Note from Lee:
I end up having the Shadows and Shodow Fiends rush me almost every time
before I ever get done with the Gauths. For this reason, I leave the
rest of the party way behind (west of the raised platform) and draw them
back to me, then kill them.
<---------------------------------------------------------------------->
18) Around this city over the water you'll find its inhabitants, morose
'diseased ones'. They speak of duty, and immortality, and of hating that
which sustains them. The most important one is at (x=2430, y=930) who
will pretty bluntly tell you everything. They were put here to guard
something - what, why, and by whom they cannot remember, but they have
apparently been too successful and guarded it for too long. So much so
that they no longer care to guard their charge and hate the one who put
them here and gave them the curse of immortality. Enter the temple
behind him (x=2300, y=800).
Ancient Temple (AR0203)
o======================================================================o
19) Inside you'll find an Empathetic Manifestation (x=600, y=500), a
demon created by the hate of the diseased ones outside. Since it's a
creature born of malice and hate, it cannot be harmed in the
conventional sense, as it only feeds off of such aggression. Instead,
kill it by casting all the healing spells you can muster and an Avatar
will appear. It will tell you that it is the remains of a god reduced in
power, set to guard a device that is not as dangerous as it once had
been. Over time the 'diseased ones', the followers of this god grew to
hate their duty and their god, eventually the loss of faith caused this
god to fade, and the demon to form, which simply compounded problems.
Now to the part where this ties with our quest: The Avatar will tell you
that those who sent you to seek this device intend to kill you, and that
the Avatar would prefer to gain both pieces of the artifact so he can
destroy it. Your job is to instill faith in his servants by telling them
they are to be released, go steal the other half of the rod from the
Unseeing Eye and use it to kill it, then bring the rod back to the faded
god in order to destroy it. When you leave the chatty diseased one will
question you about the device. He seems unimpressed, whatever you say.
Head back up to sewers.
***ITEMS***
(x=270, y=170) Scroll of Skull Trap, Scroll of Cure Serious Wounds x2,
Moonbar Gem, Black Opal
<---------------------------------------------------------------------->
20) As you approach Sassar will tell you how to retrieve the second half
of the rod, telling you to go speak to a friend in the cult and say
'the eye is blind'. You will then be shown how to get to the Beholder's
lair without being slain by its minions. Note that if you do give the
rod to Gaal he WILL turn on you. You'll then have to fight the cultists
and the Unseeing Eye itself. While this is a fight that can be won, it's
easier and more rewarding to go speak to Tad instead. Talk to him and
say the password and he'll show you the secret passage to reach the cave
at the back of the Beholder's lair. Exit the area at (x=1450, y=2100).
Be ready, as you won't be coming back this way once you go down.
***REWARD***
(For giving Gaal the artifact)
EXP 75000
Ghoul Town (AR0201)
o======================================================================o
21) Ignore the ominous dead bodies when you arrive and head north-west
to find a group of Ghasts and Mummies, two creatures that shouldn't be
too troublesome. Kill the Ghasts first. A Mummy's disease can harm you,
but getting paralyzed can be deadly in a close encounter like this.
Ahead of you will be a Zombie, who will run off to tell the 'mayor'
about your presence. More Ghasts and Mummies will be on the bridge to
the north-east. I suggest you lure them to more open ground rather than
fight them in the natural bottleneck of the bridges, where a paralyzed
character will quickly be overwhelmed. Once they're dead head into the
cavern at (x=900, y=1100).
***ITEMS***
(x=1350, y=1610) 1 gold
Undead City (AR0206)
o======================================================================o
22 Across a bridge you'll encounter two Zombies and a Ghoul Lord. Lead
with Keldorn, as he can't be paralyzed while he's in his basic armor.
Over to the north-east you'll find Theshal, the 'mayor' of this undead
city. He'll beg you to leave, as the smell of food drives them crazy. It
doesn't matter what you ask him, the conversation will end with Theshal
going berserk and attacking. Other than Theshal and the previously
mentioned undead are Shadow Fiends, Skeleton Warriors, as well as more
Ghoul Lords, Ghasts, and Mummies. So long as you don't lure them all to
you at once, you should be fine. when Theshal dies he'll drop Skin of
the Ghoul +4, which is excellent armor for Minsc, Yoshimo, or hell, even
Viconia what with her low Strength and all. And best of all, it's free!
Take that, Adventurer's Mart. Also loot the pile of bones over at
(x=600, y=460) to find, among other things, The Brawling Hands (aka:
Gauntlets of Dexterity.) Slap these on Keldorn or Korgan and they'll do
wonders for their Armor Class. With an Armor Class of 0 Keldorn was
taking a beating, but now that he's at -4 he's in much better shape to
hold up the front line. Korgan was doing a little better, seeing as his
Dexterity isn't quite as bad and he uses a shield. Overall this little
area did wonders for our Armor Class. Leave this area and continue
across some more bridges to the north-east. You'll encounter one last
group of Ghasts and Mummies before you find the entrance to the Pit of
the Faithless (x=2200, y=700).
***ITEMS***
(x=600, y=460) The Brawling Hands, Scroll of Dire Charm, 6 gold
(x=1350, y=620) Scroll of Friends, Arrows of Fire x30,
Bolts of Lightning x30
The Pit of the Faithless (AR0205)
o======================================================================o
23) With the Shield of Balduran this level is extremely easy. Scout
forward with a hidden character to mark the locations of the enemies and
send Jaheira ahead by herself (or whoever has the Shield). Between her
martial prowess and the Shield of Balduran she should have no trouble
killing all the beasties on her own. Be sure to grab Dragon's Bane +3,
if for no other reason than the fact that it's a +3 weapon. Do NOT loot
the Unseeing Eye's stash (x=3000, y=1500) until you're ready to face the
critter (see Step #25). It will show up when you steal its half of the
Rift Device... and we have another encounter to deal with, first.
***ITEMS***
(x=800, y=600) 9 gold
(x=300, y=1000) Conjure Lesser Fire Elemental, Aquamarine Gem,
Bolts +1 x40
(x=2000, y=300) Scroll of Protection from Acid, Zircon Gem, Iol Gem,
Dragon's Bane +3, Arrows +1 x40
(x=1800, y=330) Skydrop Gem, Dart +1 x40
(x=2350, y=1110) Gold Ring, Throwing Axe x40, Throwing Dagger x40
(x=1300, y=2300) Scroll of Secret Word, Bloodstone Gem, Andar Gem,
326 gold
<---------------------------------------------------------------------->
24) Near (x=1720, y=1320) you'll find a group of Blind Priests. Needless
to say that no matter how strong your Shield of Balduran bearer is, they
don't want to be facing six Clerics. We'll use the same tactic against
them we used on the adventurers in the sewer. Spell buff, then hit them
will disabling magic, especially focusing on anti-magic spells such as
Silence 15' Radius, although you can never go wrong with a Chaos spell.
When they come after you, have Jaheira do her thing. An Insect Plague
spell can just about win this fight on its own. After three Silence 15'
Radius spells, a Slow, and an Insect Plague they go down without even
scratching my party. How can blind people cast spells anyways? I
wouldn't call this out normally... but don't we use Improved
Invisibility (and similar spells) because it makes casters unable to
target us with spells? You know... because they can't see us? Oh well...
<---------------------------------------------------------------------->
25) When you're done looting and killing head over to the Unseeing Eye's
stash (x=3000, y=1500) and search the pulsating organ to find the 'Rift
Device Part', the second half of the artifact you're looking for. The
two pieces will fuse together and you'll be prompted to equip it into a
quick item slot immediately. I put it on Jaheira and go back down the
tunnel. You'll find the Unseeing Eye, who will start the fight by
spell-buffing itself with defensive magic. With the Shield of Balduran
this isn't too tough of a fight, but with the Rift Device Jaheira is
able to simply blast it once, bringing it to 'Near Death' status. The
rest of the party moves up and quickly subdues the Beholder, which drops
an Amulet of 5% Magic Resistance. Throw it on a character with crappy
saves versus spells-it usually goes on one of my Clerics until they get
the Sensate Amulet, after which it'll go to the party leader
(Dorn/Keldorn). It's a nice enough amulet for now, but it'll get
eclipsed soon enough by better things. Exit the level at
(x=1800, y=2100).
***ITEMS***
(x=3000, y=1500) Rift Device Part, 227 gold
***REWARD***
(For reassembling the Rift Device)
EXP 26250
Item Rift Device
<---------------------------------------------------------------------->
26) You'll surface back in the sewers just south-west of Sassar, head
back down the stairs and return to the faded god's temple. Talk to
the diseased one outside and tell him that you're here to destroy the
device. He won't believe his trials are nearly over, and will decide he
must see this for himself. The diseased ones will gather into the
temple, where you can convince them to call out the name of their faded
god. He'll appear and destroy the device, and the diseased ones will
finally have their rest. You'll be rewarded with some experience and the
Saving Grace +3, an excellent shield for Korgan or Anomen. The Unseeing
Eye quest nears its completion... all that is left is to deal with Gaal
and whatever followers remain loyal to their dead 'god'.
***REWARD***
(For returning the Rift Device to Amaunator's Avatar)
EXP 47250
Item Saving Grace +3
Note from Lee:
This is when I get the Yuan-Ti party, heading up the path to the east
on the way back to the temple.
<---------------------------------------------------------------------->
27) Head back to the room just south-west of the Vampric Mist-occupied
gas chamber-the antechamber to the cult complex. Two hostile Elite
Guards will run off when you approach, leaving you with a company of
three neutral Elite Guards and the Elite Guard Captain. Camp your party
out at the back of this room, behind the guards, and send one character
into the complext to find Gaal-for the good party I send Keldorn, and
for the evil party I send my protagonist. He's in his room trying to
keep his cult together (x=1900, y=2300). Largely failing at this, he
decides to take his frustrations out on you. Gaal himself can be
problematic, but he fortunately decides to focus on offensive spells
rather than debilitative ones. Any defenses he can pop up are easy prey
to Keldorn's Dispel Magic and True Sight, while my evil protagonist
just decides to start the fight out with a good old fashioned sneak
attack. His Elite Guards have a bit more staying power, being plate-
armored Fighters. They, however, should have no spell support-a single
Chaos spell can put this fight away, and spells like Slow, and Insect
Plague make the encounter even more lop-sided. The Elite Guards will
all drop suits of Plate Mail and plenty of Bolts. The Elite Guard
Captain has The Guide +2 (aka: Heavy Crossbow of Accuracy) and Bracers
of Defense A.C. 7 in addition to his normal gear. Gaal will drop a
Girdle of Fortitude, a Silver Necklace, and a Quarter Staff. The Girdle
of Fortitude would have gone great on Shar-Teel, but as she's not in
this game, Dorn will benefit from it just as well. I don't know why it
couldn't be a constant effect... it doesn't affect game balance compared
to, say, The Brawling Hands or Girdles of Giant Strength. Still, it can
be used to bring a character's Hit Points up to snuff for eight hours,
which is plenty of time. Keldorn/Dorn accepts The Guide +2, as he's
really the only one in any position to use it. You can now wander around
the cult complex and try to chase down any remaining cultists. They'll
wander around briefly before disappearing-making good their escape, or
falling into the pit to join their god? Your call-they did have their
eyes out, though.
***ENHANCED EDITION***
This fight changed a bit for the Enhanced Edition... it seems to make
less sense now, so maybe they'll change it back? Whatever, originally
you met Gaal and his buddies all in the ante-chamber. The biggest
difficulty here was the location, as it forced you to go through a
bottleneck to reach this room. A good spot to stand and fight, if you
are the cultists. Also, being the exit... well, it made more sense for
Gaal to be here imploring his underlings to stick around, instead of
sitting in his room screaming at the walls.
<---------------------------------------------------------------------->
28) Head back up to the surface and return to the Temple of Helm. Tell
High Watcher Oisig about your triumph and claim your reward. If you are
a Cleric you'll also be offered a position as one of Helm's priests...
Of course, I believe your alignment also affects what temple will accept
you. If you're Good you end up in the Temple of Lathander, if you're
Evil you end up in the Temple of Talos, and if you're Neutral you'll
get accepted into the Temple of Helm. I'll admit I'm not certain if
completing the Unseeing Eye quest is enough to get accepted into the
Temple of Talos or Lathander, you may also have to complete the quest
involving Sir Sarles. If you want to play around with your new Cleric
Guild, I'll include that section next. If not, or if you're not a
Cleric, sell off loot and let's get ready to recruit Haer'Dalis. In
any event Keldorn is yours. Keldorn will have some family issues that
pop up when you head to the Government District, and Anomen will
likewise have to deal with family troubles when enough time passes.
We'll discuss those matters to finish up the next Sequence of Events
[WLK010], even if they occur later. If you don't have Anomen or Keldorn,
feel free to skip to [WLK011] for the Cleric Stronghold quests, or
[WLK012] for the Astral Prison Quest.
***REWARD***
(For destroying the Cult of the Unseeing Eye)
EXP 45740 (each character)
Gold 7000*/8000
Item Ardulia's Fall +1*
*You'll get these rewards if your protagonist is not a Cleric, of if
you already have another stronghold.
o======================================================================o
| Honor and Family |
| (Keldorn and Anomen's Family Quests) |
o======================================================================o
Sequence of Events: {WLK010}
1) Keldorn the Cuckold
2) Rekindling the Love
3) Anomen's Family Trouble
4) Sins of the Father
5) Storming Saerk's Estate
6) Anomen's Revenge
7) Light of His Father's Eye
8) Anomen the Unworthy
9) Atonement for Two
10) Breaking the Chain
11) Bureaucracy is the Price we Pay for Impartiality...
12) Anomen the Knight
13) Maria's Murderer Unmasked
14) Anomen's Inner Demons
Firecam Estate (AR1003)
o======================================================================o
1) Head over to the Government District, where we can pick up the
quest. First, however, if you have a party including Keldorn, you'll
have to deal with him. Once you arrive he'll talk about his family
living near here. Agree to go with him and head over to the house at
(x=1550, y=1950). It's blatantly marked on your map as the Firecam
Estate... you can't miss it. Keldorn will even tell you when he's near
it. Once inside, Keldorn will have a chat with a maid before bringing
out his wife and kids. Once Lady Maria starts talking, things start
going downhill. Apparently Keldorn is a bit of a workaholic, and it
hasn't been good for his marriage. His wife will tell him that she's
been seeing a man by the name of Sir William of Thorpe. Keldorn will
send his wife away and speak to you. Don't pick the option goading him
to consult the courts, instead advise confronting William. If Keldorn
goes to the courts, he'll tell you to meet him at the Radiant Heart
building in the Temple District in three hours. His wife will be
imprisoned and William will be hanged. But what's the fun in that?
Instead, head over to Waukeen's Promenade.
***ITEMS***
(x=920, y=360) Bullet +1 x2
(x=850, y=450) 20 Gold
(x=350, y=350) Pearl Necklace, Gold x35
Mithrest Inn (AR0704)
o======================================================================o
2) Head over to (x=3020, y=420) to find the Mithrest Inn. Sir William
is at (x=350, y=450). When you get close he and Keldorn will talk. Pick
option #1 or #3 and head back to the Firecam estate and talk to Lady
Maria. She'll talk with Keldorn and the two will apparently make up. At
this point you really can't mess this up. You'll get an experience
reward for whatever option you pick and-if you let Keldorn go, he'll be
back at his house after a while, ready to be recruited.
***REWARD***
(For allowing Keldorn to return to his wife and family)
EXP 15500
<---------------------------------------------------------------------->
3) And since we're dealing with one party member's family problems, I'll
include Anomen's here too... for organizational purposes, see? After
traveling with Anomen for a while you'll be approached by a man named
Terl, who will tell Anomen that his sister was murdered and he is
requested home by his father. So, off we go to the Government District
of Athkatla, where we'll find the Delryn Estate at (x=4300, y=2200).
Delryn Estate (AR1001)
o======================================================================o
4) Go talk to Cor Delryn at (x=600, y=240) with Anomen (he won't talk to
other characters), and listen with bemusement as Cor and Anomen work
together to air the Delryn family's dirty laundry. Of course Anomen's
dad is an abusive drunk, you saw that coming. Everything about Anomen
just screams inadequacy and daddy issues... which is probably why he
reacts so poorly to Keldorn's tendency to portray himself as a father
figure for the rest of the party. Anyways, the drunkard blames some
Calimshite named Saerk, who is obviously the traditional Delryn family
nemesis. At least, of this generation. Cor blames Anomen for the death
of Moira, after all, even though he proclaims himself the man of the
house, the blame should fall on Anomen for not being omniscient and
preventing Moira's murder. If only Anomen hadn't driven his mother to
an early grave and caused his father to drink away all the family's
prestige and wealth! How dare he go out and try and join the Most Noble
Order of the Radiant Heart! The shame... To further cinch his spot as
father of the year, Cor demands that Anomen seek out and kill Saerk and
his son as retribution. Stepping outside the law is surely going to
impress the Order, but at least Anomen has the sense to speak with you
about it. If Keldorn is around he'll argue that the law must be upheld,
while pretty much everybody else will advocate a more direct and sure
solution. For Anomen to coexist with Keldorn, you need to keep him on
the straight and narrow, unless the Paladin's chastising finally gets
under Anomen's skin. Anomen's already feisty enough, allowing him to
fail his knighthood will make Keldorn unbearable and result in a broken
good party... which we don't need. Still, for the sake of being a
completionist, I'll include both paths, starting with the vengeful route
(Steps #5-#9). The suggested good paths are described in Steps #10-#12.
If you romanced Anomen and took the good path, the story continues in
Steps #13-#14.
***ITEMS***
(x=450, y=400) 1 gold
(x=350, y=450) Skydrop Gem
(x=220, y=550) Flamedance Ring
Estate of Saerk Farrahd (AR0505)
o======================================================================o
5) Advocate Anomen to take revenge by picking options #1 or #3 and
continue to convince him that his vows to the Order are less important
than his family. He'll tell his father that he's going to kill Saerk,
and Cor will conveniently procure a key which will gain us entry into
the Estate of Saerk Farrahd, which can be found in the Bridge District
at (x=2050, y=1850). Inside you'll have to fight you way through some
Guards, who aren't much of a threat to anybody. Go through secret doors
at (x=1000, y=1300) and (x=770, y=1200) to score some loot, and head to
the north-east to penetrate deeper into the estate.
***ITEMS***
(x=1200, y=1380) 7 gold
(x=1250, y=1400) Greenstone Ring, 1 gold
(x=570, y=1170) 2 gold
(x=450, y=1250) Sunstone Gem
(x=220, y=1150) 6 gold
(x=370, y=1050) History of the Dragon Coast, 7 gold
(x=350, y=950) 4 gold
<---------------------------------------------------------------------->
6) When you head to the north-east a cutscene will occur where Anomen
confronts the Farrahd family, including Saerk, his son Yusef, and his
startled daughter Surayah. While Saerk won't admit to killing Moira, he
certainly doesn't present himself favorably at all, and he's downright
delighted that Anomen-the son of his enemy-has barged into his house
and presented himself to be killed with justifiable self-defense. His
son is no better, and the two practically drool over the opportunity to
kill Anomen and hence grind their heel further into the defeated Cor.
Anomen, however, jumps the gun and kills Surayah in revenge for Moira.
Keldorn is aghast and you lose two points of reputation, and of course,
a fight ensues between your party and the surviving Farrahds. Saerk
casts spells, and Guards are summoned from either side to present
missile fire upon the party, but this fight can be entirely won by a
simple Insect Plague. After being defeated, Yusef will teleport away,
and you can easily mop up the rest of the Guards. Saerk Farrahd will
leave behind a suit of Full Plate Mail, Bullets +1 x10, two Potions of
Extra Healing, a Potion of Fire Giant Strength, a Scroll of Tenser's
Transformation, a Morning Star +1, a Sling +1, and 455 gold. Surayah
will also leave behind some trinkets, and one of the guards dropped me
a Bastard Sword +1 and a suit of Plate Mail Armor. The rest of the
Guards will, of course, drop some Arrows and low-quality loot. Before
we go, we might as well loot the other half of the house. It's not like
some burglary is going to really be bothersome after Anomen's slaying.
***ITEMS***
(x=2400, y=750) History of Tethyr, History of Waterdeep,
Potion of Invisibility, Potion of Master Thievery x2
(x=1800, y=720) Elixir of Health x3, Antidote x4
(x=1540, y=400) 1 gold
(x=1330, y=330) 4 gold
(x=1700, y=400) Tiger Cowrie Shell Necklace
(x=1670, y=570) Star Sapphire, Ruby Ring, 1250 gold
(x=1800, y=500) Composite Long Bow, Long Bow, Short Bow, Arrows x40
(x=1850, y=450) War Hammer, Bastard Sword, Two Handed Sword, Flail +1
***TRAPS***
(x=1670, y=570)
<---------------------------------------------------------------------->
7) After smiting Saerk and dealing a grievous blow to the Farrahd family
for which Yusef has rightfully promised revenge, return to the Delryn
Estate and report to Cor. Cor is proud of Anomen, for a change, for
doing what Cor wasn't man enough to do himself and ending his rivalry
with Saerk. The little fish always thrives in the absence of
competition, eh?
***REWARD***
(For killing Saerk Farrahd and avenging Moira)
EXP 10500
High Hall of the Radiant Heart (AR0903)
o======================================================================o
8) After some time passes a Paladin named Sir Ryan Trawl will show up
and greet Anomen. The time has come for him to return to the High Hall
and be judged in Helm's light for his deeds and Strength of arms. If
only it were just the latter, eh? Head over to the Temple District and
enter the High Hall of the Radiant Heart (x=3300, y=3350) and watch a
cutscene describing Anomen's judgment by the Order. It's... pretty
harsh, but Anomen's actions only acknowledge the fact that he had no
business being here. Anomen leaves in disgrace and you get a small
experience reward. Outside Anomen will complain bitterly at his
treatment, and even entertain the idea of returning to the High Hall to
seek vengeance against those who judged him unworthy. How very knightly
of him. If you encourage him to further wrong-doing, he'll leave the
party and attack, blaming you for leading him down this path. Pick
options #1, #2, and #1 to calm the broken shell of a man that was
Anomen down, and convince him to continue with you. Keldorn will have
two more banters if they're kept in the same party before Anomen
decides to take his frustrations with the Order out on Keldorn. To
denote his new change in outlook, Anomen's alignment shifts to Chaotic
Neutral.
***REWARD***
(For watching Anomen's expulsion from the Order)
EXP 5000
<---------------------------------------------------------------------->
9) During the next few banters Anomen will struggle with his rejection
and eventually come to the conclusion that he is now free of the Order-
free to indulge his vices. If your protagonist is female and you have
been romancing Anomen, you will become his drug of choice. All is not
well, however. Eventually, a messenger will come and give Anomen a note
from his father, stating that two workers actually killed his sister.
Cor continues to be a rat-bastard by thanking Anomen for killing Saerk
and family, as it has been a great boon to business, but having a wanton
murderer in the family might be bad for business. After being disowned,
Anomen will leave the party, ominously saying that he's going to atone
for himself, and his father. Head back to the Government District to
find Anomen ready to confront-and kill-his father. Either let him
continue with his murder-suicide, or talk him down. Afterwards, if he's
still alive, he'll rejoin the party.
<---------------------------------------------------------------------->
10) On the other hand, if you are a good friend and convince Anomen to
go down the path of good (options 2, 2, 2), he'll listen to reason and
decide not to be petty and vengeful like his father wishes. After all,
if she was really murdered, wouldn't somebody have investigated? He'll
go inform his father of his decision, who will of course be angry. Angry
enough, even to disown Anomen. Anomen bears it in stride, and suggests
we go to the Council of Six building and talk with one Bylanna Ianulin,
the magistrate who can get something done about this. While we're
dealing with this, let's go see what Madeen and his master wants, and
get our magic license see [WLK016], below, Steps 1-3. In this case, the
good party's activities mesh well with our next goal of finding Valygar,
but since you don't necessarily have to be good to be traveling around
with Anomen (and hence, doing Anomen's family quest) we'll keep the
two discreetly separate.
***REWARD***
(For guiding Anomen to uphold his vows to the Order)
EXP 10500
Council of Six Building (AR1002)
o======================================================================o
11) Make your way over to the Council of Six building (x=3150, y=900),
inside of which you'll find Bylanna (x=530, y=600). The bureaucratic
process is predictably frustrating, as there is no real evidence to
link Saerk to the murders. Anomen swallows his pride and comforts
himself with petty thoughts of post-life divine retribution for Saerk
and decides to put all this mess behind him.
***REWARD***
(For attempting to go through the proper legal channels)
EXP 7500
High Hall of the Radiant Heart (AR0903)
o======================================================================o
12) Again, some time will pass and eventually Sir Ryan Trawl will come
fetch Anomen to have his worth judged by the Prelate of the Order of
the Most Radiant Heart. So head on over there. Since Anomen wasn't in
the business of slaughtering innocent girls with this approach, he's
accepted into the Order. Really though, one has to think how near a
miss this was-a bit of bad advice from a traveling companion and he'd
have been expelled... But I guess that's life, right? Talk to Sir Ryan
Trawl, who allows Anomen to continue traveling with you. Everybody
wins, it seems. Anomen's alignment shifts to Lawful Good, his Wisdom
increases from 12 to 16, and whatever friction was between him and
Keldorn now fades. Apparently Keldorn doesn't rankle Anomen so much now
that they're brothers in arms of the Order-instead of the shining
example of all Anomen aspires to be-or failed to be, if you did this
the bad way. Oh, and Anomen becomes 'Sir Anomen'. What a douche. Now
most players can continue on with life and happily ignore Anomen, but
if you are romancing him, the story has a few twists left, which I will
detail in the following steps. Again, the following will only occur if
you are romancing Anomen and he was knighted by the Order-meaning no
vengeance.
***REWARD***
(For watching Anomen's knighthood)
EXP 10000
EXP 50000 (Anomen)
<---------------------------------------------------------------------->
13) After some time passes, and your romance with Anomen becomes more...
intimate... in nature, Anomen will be approached by Terl, the bearer of
Anomen-related news in this game. Terl will pass on a note from
Bylanna Ianulin, which Anomen will read aloud for our benefit.
Apparently Saerk WAS responsible for hiring those who murdered Anomen's
sister, and when Anomen's father found out he attempted-and failed-to
take justice into his own hands. Now without any family whatsoever,
Anomen decides his vows to the Order mean little, and paranoid that
Saerk's wealth will prevent him from being brought to justice, feels
compelled to rectify his earlier inaction by taking vengeance on Saerk.
He will, of course, attempt to blame you for advising him to leave
justice to the law, but with some apologizing he'll forgive you, and
leave the party to be decidedly un-knightly.
Estate of Saerk Farrahd (AR0505)
o======================================================================o
14) So, head over to the Estate of Saerk Farrahd, in the Bridge District
at (x=2050, y=1850). Inside, Anomen is apparently on steroids, as he
will have dispatched all the guards in the place single-handedly, and
at the moment is already confronting Saerk. After some dialogue, Anomen
will notice you and question your intent. Tell him that you're here to
stop him, then tell him either option #1 or #3. This will prompt him to
doubt his current course of action, and contemplate his inner demons.
Next pick option #1, or #2 to reassure him that you'll be by his side.
Anomen will concede to do the right thing, then moralize Saerk, who will
of course suddenly discover that he has a conscience. It's so
predictable, it hurts, I know. You might as well loot the place before
you go... especially all the Guards Anomen killed along the way. Good
thing for Anomen the Order doesn't care that he murdered a dozen
nameless Guards, so long as he left Saerk unmolested.
o======================================================================o
| Cleric Temple Quests |
o======================================================================o
Sequence of Events: {WLK011}
1) A Note on Petitioners
2) Glinden the Cuckold
3) Ti'Vael the Dueler
4) Rania the Faithless
5) Cotirso the Malcontent
6) Peace of the Gods
Note from Lee:
I was given the Sir Sarles and Dawn Ring quests here (WLK037), before
any of the Temple Quests started. While I didn't have some of the
magical items needed to follow the guide exactly (most notably the
Amulet of Power), I was more than powerful enough to complete these
quests without sustaining any real damage (thanks again to having
stole/sold stuff to Gorch and buying all the awesome weaponry). I also
do the Copper Coronet quests here (WLK036) to get Bernard to sell better
stuff. There's a lot of time to kill waiting for the Temple quests, and
this is a great way to use the time.
1) No matter what temple you end up in, most of the quests run the same
way. You've got to see petitioners and help them resolve their problems.
Just like in real life, people can't help but go to ostentatious
buildings dedicated to invisible beings to talk to folks who claim to
hear these invisible beings in order to find guidance and advice. Unlike
in real life, however, these gods grant spells and manifest themselves,
so they might actually have some clout. Your job is to answer the
petitioners that come to you in a way that best represents your deity
Of these quests, the priest of Talos has it easiest. You always advise
folks to kill or destroy. Priests of Talos will also be bothered by
Inspector Ardis, as a legal response to the less-than-lawful responses
you give to your petitioners. Dealing with him-and double-crossing the
folks who came to you for advice-is definately the greedy, evil,
chaotic, Talosy thing to do, and it nets you extra cash. Just head over
to the government district after each petitioner carries out your advice
to tell him about the crimes you advocated. If you're a priest of Helm,
look for such giveaways as the words 'duty'. Priests of Lathander need
to be on the lookout for the nicest path, promoting forgiveness,
renewal, and reconciliation. You'll get your 'results' in every few
days. You'll know you made the right choice if you get an experience
reward for your answer, so save/loading is a fine way to get through
this.
<---------------------------------------------------------------------->
2) Your first petitioner will be a merchant named Glinden, whose wife is
cheating on him. As a neutral character I tell him to remind his wife of
their vows. As an evil character I tell him to kill his wife and her
lover, and as a good character I tell him to forgive his wife and let
her come to her senses. In a few days return to the temple and you'll
be updated on the results, and rewarded for a correct response.
***REWARD***
(For telling your petitioner to follow the will of your god)
EXP 20000
Gold 200 (Talos only)
<---------------------------------------------------------------------->
3) Next you'll be visited by a Dwarf named Ti'Vael, who killed a man in
a duel when he could have spared him. As a neutral character I tell him
to turn himself in and let the courts decide. As an evil character I
tell him to kill the witnesses, and when he returns, I kill him myself
and turn him in for the reward. As a good character I suggest he pay
restitution to the family for their loss.
***REWARD***
(For telling your petitioner to follow the will of your god)
EXP 20000
Gold 500 (Talos only)
<---------------------------------------------------------------------->
4) A woman named Rania will approach and admit she's losing faith in
the church, and needs some reassurance. As a neutral character I
helpfully remind her of her duty to the church, and as an evil character
I simply attack her. As a good character I tell her that it's fine for
her to take her time to think about it. Imagine that... by Bioware's
standards, a Cleric telling somebody that doubt is fine is considered
good, and killing a heretic is evil. Think about it, religious folks.
Where does your religion stand?
***REWARD***
(For dealing with the heretic appropriately)
EXP 20000
<---------------------------------------------------------------------->
5) A man named Cotirso will approach, angry about your position and
determined to win it from you with a duel. If you're good turn down the
duel, if you're evil kill him. Neutral characters should deflect the
duel until Byron can come, then duel Cotirso once formally challenged.
***REWARD***
(For dealing with the upstart appropriately)
EXP 20000
<---------------------------------------------------------------------->
6) Now you've a task to perform that has nothing to do with hearing
whiny petitioners. The Talosites plan to attack the priests of
Lathander. It's obvious what you must do if you're aligned with either
of those two factions, but if you're neutral you must defend the priests
of Lathander from the Talonites without allowing them to destroy each
other. Once you've killed who needs to be killed you'll get a larger
experience reward, and your temple quests are completed.
***REWARD***
(For settling the score)
EXP 35000
Gold 1000</pre>
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