BG EE part 4
<pre style="box-sizing: border-box; font-family: monospace, serif; font-size: 12.800000190734863px; white-space: pre-wrap; line-height: normal; text-align: start;">The Astral Prison Quest |
| (Recruiting and Securing Haer'Dalis) |
o======================================================================o
Sequence of Events: {WLK012}
1) Enroute in Athkatla III
2) Bridge District Blues
3) Five Flagons
4) The Playhouse
5) Raelis'Shai's Request
6) Durlag's... err... Mekrath's Tower!
7) Mekrath's Mission
8) Bad Imp! No Mirror!
9) Rescuing Haer'Dalis
10) Astral Abduction
11) The Astral Prison
12) Talking to Tagget
13) Astral Prison Chamber (AR0520)
14) Astral Prison Chamber (AR0521)
15) Thrashing Thralls
16) Astral Prison Chamber (AR0517)
17) The Master's Pet
18) The Master of Thralls
19) Astral Prison Chamber (AR0518)
20) Astral Prison Chamber (AR0519)
21) The Warden
22) Rescuing the Sigil Troupe
Now we have access to Keldorn, Dorn, Korgan, and Edwin, the 'core'
allies who have quests that must be resolved before you can keep them.
The other characters I generally view as optional or less-than-ideal in
some way. For most players, this should satisfy your need for party-
making, as Anomen is a better Cleric than Aerie, Edwin is a better Mage,
Dorn is the best choice for leader of the evil party, and Korgan and
Keldorn make up the best recruitable warriors for the evil and good
parties, respectively. Of course, if you need to fill another party
space, or you'd prefer Valygar over Minsc, or you don't really care to
go rescue Imoen, there are still plenty of things to do and characters
to recruit. Haer'Dalis is the next I'd recruit, as this will also give
us the peace of mind of completing another part of the sewers. I sell
off all my accumulated wealth and with the money raised from the
Unseeing Eye quest I buy Vhailor's Helm from Deidre. This allows me to
pop out a second character once a day, a summon that will only get
stronger as I do. If you don't care to buy this item, get another useful
item... you can't go wrong with a Girdle of Hill Giant Strength. This
will allow Jaheira to really take off as a Fighter, and will allow
Viconia to wear heavier armor and shields. When you've purchased what
you want, head over to the Bridge District (AR0500). If you want Keldorn
and Anomen in your party, keep them around. Just like with Korgan and
Edwin there are still mini-quests to do with them first. If anything it
gives us incentive to delay going after Imoen until those are done.
Enroute in Athkatla III (AR0046)
o======================================================================o
1) On my way to the Bridge District I was attack by Slaves and several
Orogs. one Slaver had some Arrows +1 and a Short Sword +1, but otherwise
there's not much reason to go looking for this encounter.
Bridge District (AR0500)
o======================================================================o
2) When you arrive you'll be bothered by Lieutenant Aegisfield, who will
tell you that there is a murderer about preying on paupers. Skinning
them alive in fact. He'll warn you not go looking for trouble, but will
mention two witnesses, Old Rampah and Rose, which makes it just that
much harder to stay out of trouble. It's a quest that... you guessed
it, we can delay for later.
Five Flagons Inn, Main Floor (AR5009)
o======================================================================o
3) Head south-west until you find a door at (x=3190, y=2000), which
leads to the Five Flagons. Inside you can find numerous patrons-most of
which don't have anything interesting to say. Samuel Thunderburp
(x=350, y=410) will chat about the affairs of the day-the war between
the thieves guilds, the murderer on the bridge district, and about the
Cowled Wizards' prison. Head down the stairs at (x=100, y=700).
Five Flagons Inn, Basement (AR5010)
o======================================================================o
4) Once downstairs you'll be bothered by a Receptionist, who will tell
you the next show is about to start. Donate five gold for a ticket-or
not-and head in to witness the Sigil Troupe's... er... lacking
performance. Biff the Understudy bungles his lines (and really, how
could somebody named Biff be expected to do anything right?) to the
derision of the patrons. Raelis Shai will show up an apologize, and ask
for any who know of those who are skilled in sword and adventure to ask
such individuals to come speak to her. Swords? Adventure? Hey! That's
us!
<---------------------------------------------------------------------->
5) You can find Raelis Shai at (x=1320, y=250), near the rest of the
actors. She'll tell you that their usual 'Rodrigo' the tiefling named
Haer'Dalis, has been kidnapped by a Amnish wizard. Mekrath, by name,
he can be reached through the sewers-the very same sewers we were just
exploring while pursuing the Unseeing Eye quest. The best reward they
can offer-besides encouraging you to pillage Mekrath's lair-is 300 gold,
600 if you bring back Haer'Dalis' gem. Head back to the Temple District
and head back into the sewers.
***ITEMS***
(x=250, y=1100) 101 gold
(x=1450, y=170) 34 gold
(x=1650, y=320) 34 gold, Scroll of Protection from Energy
(x=1770, y=715) Bloodstone Gem, Flamedance Ring
(x=1730, y=830) Scroll of Ghost Armor, Scroll of Confusion,
Scroll of Stoneskin
Mekrath's Lair (AR0705)
o======================================================================o
6) You'll pass a secret door at (x=1100, y=500) that leads to a Secret
Entrance (x=1200, y=150). Upstairs you'll find.. Durlag's Tower! Not
really, but it sure looks like it, right? There are a bunch of Mephits
to smite and in a room to the east you'll find a Salamander, an Ice
Salamander, and a Yuan-Ti Mage. Of these three, you only need to worry
about the Mage.
Note from Lee:
Lure the Salamanders out one at a time and deal with them in the main
(half-circle) room. The Yuan-ti Mage will only follow you out as far as
the first small room off the main room, but a Dispel Magic or two, along
with a Greater Malison into that room will weaken him nicely. After he's
sufficiently de-buffed, send in your Hasted fighters to... well... kill
him.
***ITEMS***
(x=600, y=550) Scroll of Contingency
(x=600, y=450) Scroll of Spell Deflection
(x=1200, y=700) Chyrsoberyl Gem, Necklace of Form Stability, Gold Ring
(x=1300, y=700) Silver Necklace, Gold Necklace, 89 gold
(x=1450, y=550) Oil of Speed, Scroll of Carrion Summons, 400 gold
(x=1400, y=140) Portal Gem, Harp of Discord, Laeral's Tear Necklace
(x=600, y=800) Scroll of Ghoul Touch, 63 gold
(x=500, y=770) Potion of Invulnerability, Potion of Stone Form,
Potion of Genius, Scroll of Aganazzar's Scorcher
(x=220, y=280) 17 gold
***TRAPS***
(x=1200, y=700)
(x=1300, y=700)
(x=1450, y=550)
(x=1250, y=200)
(x=1400, y=140)
(x=500, y=770)
<---------------------------------------------------------------------->
7) Up at (x=950, y=160) you'll find Haer'Dalis, who doesn't have much
to say just yet. Mekrath is over at (x=200, y=350), and he's none too
friendly. Pick options #1, #2, #2, and #1 to opt to go on a mission to
recover a magic mirror from a wayward imp in exchange for Haer'Dalis.
Why turn down a quest, right? If you decide you don't want to be
peaceful, Mekrath is easy to provoke. He'll start up with Stoneskin and
Protection from Normal Weapons-which is pretty useless. Then he'll cast
an Animate Dead followed by more protections, such as Mislead. He can
cast some pretty powerful spells, including Finger of Death and Maze.
Haste up your party and hit him with a Dispel Magic and get on top of
him early to prevent him from causing you trouble. Use True Sight if you
have it when he uses Mislead and Shadow Door. To this end, Keldorn makes
this fight laughable, as his high-level Dispel Magic and True Sight are
just too much for Mekrath. Given the nature of the narrow hallway, it's
probably best to lead with a hasted melee character or two, and just
make the rest of the party stand band and use ranged-preferably magical
-weapons. When he falls, Mekrath will leave behind two Potions of Extra
Healing, a Gold Necklace, a Mage Robe of Fire Resistance, a Quarter
Staff +1, and 25 gold. The object near Mekrath (x=150, y=250) cannot
be opened until Mekrath is dead or gone... if you kill him, loot it
now. If not, wait until you've recovered his dumb mirror.
***ITEMS***
(x=150, y=250) Potion of Mind Focusing, Potion of Genius,
Wand of Cloudkill, Rod of Resurrection
<---------------------------------------------------------------------->
8) Head back down to the sewers and head east then south to find the Imp
(x=2520, y=2140), who thankfully isn't very talkative or friendly. It'll
come with a Lesser Earth Elemental-which can only be hit by magical
weapons. Kill it, and the Imp-which can cast a few minor spells, and
grab 'Mekrath's Mirror' when it dies. Return it to Mekrath for some
juicy experience.
***REWARD***
(For returning Mekrath's Mirror)
EXP 18750
<---------------------------------------------------------------------->
9) Once Mekrath is gone, or once he has his mirror back and teleports
away Haer'Dalis will be freed and will speak with you. Accept him into
your party if you wish, or turn him away. Now that Dorn is around for
the Enhanced Edition, Haer'Dalis' stock has dropped drastically. Either
way, your goal now is to collect Haer'Dalis' gem from the alter at
(x=1400, y=140), which is just as simple as going over and grabbing it.
It's a wonder he couldn't do it himself, eh? Good thing though, as
there's some loot worth keeping (and selling) along with it. Once
you're done head back to the Bridge District.
Note: After having traversed the Bridge District once, you'll find a
new encounter near the northern end of the area-one we need not deal
with just yet. A Mage named Lonneth lurks near where you'll arrive when
traveling to the Bridge District (x=3930, y=330). To avoid the proximity
based encounter she's part of, just head south-east around a building
complext marked on the map as the 'Balthis Estate'. This is just another
encounter we'll get back to later.
<---------------------------------------------------------------------->
10) Find your favorite group of ill-bred thespians again in the Five
Flagons. You can extract an extra 1200 gold from Raelis Shai if you hold
out on her, but going for more will provoke a fight. If you just hand
it over, you'll get the gold you previously agreed upon, as well as
700 gold and some experience. Haer'Dalis will explain what the Portal
Gem is while Raelis Shai messes with the gem, eventually spilling that
they're planning to move to another plane. During this process of
finding a new stage, you'll be asked to fend off some unwelcome visitors
that will come through the portals they're summoning up. Agree to help
them and fight off two Quasits, a Lesser Fire Elemental, and a Shadow
Fiend. Eventually a Bounty Hunter will show up and whisk your chums
away. Looks like you're going to have to go through that ominous planar
portal (x=900, y=450) and save them. Note that if you do not help them
fend off the extra-planar invaders, you will not see what became of
them, and there will be no portal for you to enter through. It might be
a good idea to spell-buff before going through the portal.
***REWARD***
(For returning the Portal Gem to the Sigil Troupe)
Gold 300 + 700 or 1200
EXP 21250
Astral Prison (AR0516)
o======================================================================o
11) When you make it through the portal, a person named Aawill will
be yelling at a thrall named Tagget. Once you are noticed, Aawill will
turn his attention onto you, and a fight ensues thereafter. Send a
strong Fighter to occupy Aawill and his bounty hunters, while the rest
of your party focuses their attention on the Yuan-ti behind the party,
who is easily the most dangerous single opponent there (it's capable of
casting Figner of Death among other spells). Take his spell defenses
down as he raises him and kill him quickly. The rest are just melee
Fighters, and no serious threat to you.
<---------------------------------------------------------------------->
12) Tagget will talk to you after the fight, telling you that the only
way out of here is by killing a creature known as the Warden. Of course,
it's not that simple, as the warden has a number of Thralls kept as
slaves. Heading east and killing the Master of Thralls will free the
thralls and make besting the Warden much easier. Loot the bodies-the
powerful Yuan-ti to the west will drop a Cloak of the Shield, Bracers of
Defense A.C. 8, a Scroll of Death Spell, a Scroll of Chain Lightning,
Quarter Staff, 25 gold. The other Yuan-ti will drop a suit of Chain
Mail Armor and a Wand of the Heavens. One of the humanoid Bounty Hunters
will drop Studded Leather Armor, a Small Shield +1, Pixie Prick +3, and
The Paws of the Cheetah (aka: Boots of Speed). The other two humanoid
Bounty Hunters each have a suit of Leather Armor +1, some Arrows of Fire
and Arrows of Ice, a Long Bow, and a Long Sword. Finally Aawill leaves
behind Melodic Chain +3, two Potions of Extra Healing, a Scroll of
Tenser's Transformation, a Scroll of Flesh to Stone, and a Two-Handed
Sword +1. Wow. First things first, the spell scrolls should be given to
Edwin or saved for Imoen. The Paws of the Cheetah should go on a front-
line Fighter-either Keldorn or Korgan (Dorn's Armor Class deficiency
makes him a less than ideal candidate). Since my Fighter/Mage and
Fighter/Mage/Thief protagonists are arguably the strongest characters in
the party when spell buffed and good at countering nearly every threat,
the boots go to them in my game. I keep the Pixie Prick +3 on hand-not
only is it a good weapon for Jaheira once she becomes Proficient in
Daggers, but... since I'm short of +3 weapons, it's worth keeping around
regardless. Finally we have the Melodic Chain +3, which is useful if
you're going to keep Haer'Dalis around. You know, he might need armor
and all, and you won't find anything better for a Bard to wear for a
very long time.
Astral Prison Chamber (AR0520)
o======================================================================o
13) To the north are two pulsating flesh nodes that will transport
characters to a chamber if they're caught by the opening diaphragm.
Yeah. I'd suggest you go ahead and explore these when you find them just
to get them out of the way, but the ones to the north (x=1550, y=1450)
and (x=1500, y=1300) are close enough to the Warden that you could
provoke some unwanted attention by exploring them. In the first one
you'll find two Prison Captains and four Minotaurs, which are little
more than an experience bank by now. One Prison Captain will drop a
Two-Handed Sword +1 and Bracers of Defense A.C. 8, and the other will
drop a Long Sword +1.
Astral Prison Chamber (AR0521)
o======================================================================o
14) In the second chamber (x=1500, y=1300) you'll find three Prison
Captains, a Stone Golem, and a Clay Golem. Two of the Prison Captains
will immediately start out with spell-buffs, and you need to get on them
quick with an Insect Plague to make this go smoothly... well, as
smoothly as it can go. As we know from experience Clay Golems and Stone
Golems require special attention that makes this precarious fight even
more bothersome. Also consider that provoking the Warden is almost a
certainty by going up here, which is something I can do without. When
they die the Prison Captains will drop the following loot; a Ring of
the Princes +1, a Mace +1, a Long Sword +1 and a Wand of Fire. Nice,
but not worth the trouble. Oh, and if you exit this chamber, and I'm
sure you'll want to do eventually, you'll appear next to the Warden.
The bad part is, once you kill the Warden you can't go visit these
chambers anymore.
<---------------------------------------------------------------------->
15) So instead, let's head over to the east where you'll find a Thrall
Leader who will talk only long enough to let you know you're in for a
fight. Focus on the spell-caster in the back, as she's the only one who
can cause you any real trouble, then kill the other two. They'll all
drop Thrall Collars and the Thrall Leader will drop a Medium Shield +1.
Ignore the 'brazier' (x=2500, y=1900) in the center of the room for now
and continue east until you find a opening fleshy-valve in the center of
the hallway east.
***ITEMS***
(x=2300, y=1800) Arrows of Biting x40, Arrows x160, Bolts x120,
Bullets x120, Darts x80, 1 gold
Astral Prison Chamber (AR0517)
o======================================================================o
16) You can avoid these chambers by running across the fleshy part at
the right time, but chances are somebody will get caught, and it's just
better to take care of them-besides, we like experience and loot, don't
we? I spell buff my Fighter/Mage and send him in alone-include a Chaotic
Commands in addition to his normal buffs. Inside are some Githyanki,
including one Gish, three Warriors, and a Knight. They'll all start out
by hitting you with psionics, followed by going invisible before
unleashing a second round of psionics. Getting knocked unconscious by
the psionic attacks would not be a good thing, hence the Chaotic
Commands. Once the two rounds of psionics is done, send in the rest of
the party. The Knight and Warriors drop Plate Mail Armor and Two-Handed
Swords (and possibly a Potion of Extra Healing), while the Gish will
leave behind... a bunch of Darts.
***ITEMS***
(x=300, y=400) Bullets x80, Bolt x80, Arrows x80, Darts x80,
Throwing Daggers x40
<---------------------------------------------------------------------->
17) Leave the chamber and continue east, where you'll find a Yuan-ti
Mage, a Salamander, and an Ice Salamander. To the north there are two
more troublesome Thralls and a Wyvern who will likely bother you while
you attempt to kill the snake-bodied bastards. It's a good time as any
to use an Insect Plague and hopefully neutralize one group or the other,
just don't let either have the freedom to cast spells. Once they're
dead loot the Female Thrall for a suit of Chain Mail Armor, Xarrnous'
Second Sword Arm (aka: Gauntlets of Weapon Skill), a Ring of the
Princes +1, a Medium Shield, Kundane +2, and a Thrall Collar. The Thrall
will leave behind Bracers of Defense A.C. 8, a Wand of Lightning, a
Potion of Extra Healing and a Thrall Collar. Who do the Gauntlets go
to? Well, Korgan/Keldorn has The Brawling Hands, and Jaheira/Viconia has
a Girdle of Hill Giant Strength, so just give them to the Fighter with
highest (worst) THAC0 until there's better to be had.
<---------------------------------------------------------------------->
18) Now we turn north-west for a change, where the Master of Thralls
will threaten us before summoning some Air Elementals. Be spell buffed
and keep in mind that you need +2 or better weapons to hit the Air
Elementals. As for the Master of Thralls, just be wary of his ability
to paralyze you and his 'death gaze'-the former can paralyze several
characters at once, so have a Remove Paralysis handy, or lead with one
character to suffer while the rest of the party hangs back, charging
after the paralysis gaze hits. It's just one of those fights that can
be a pain in the ass, or a breeze, depending on how things start out.
When he dies, pick up the Staff of Air +2 and the Mastery Orb that he
leaves behind.
***ITEMS***
(x=3000, y=950) Moonstone Gem, Dart of Stunning x40
Astral Prison Chamber (AR0518)
o======================================================================o
19) The Warden lies to the west-behind several more pulsating flesh-node
chambers. The first (x=2250, y=1100) contains four Wolfweres and a
Greater Wolfwere. I'd suggest focusing on the Greater Wolfwere first-
he's not anywhere near as strong as the Loup Garou of Baldur's Gate 1,
but he's still the toughest enemy in this area.
Astral Prison Chamber (AR0519)
o======================================================================o
20) The next chamber (x=1940, y=1020) contains two Efreeti and a Noble
Efreeti, who can be pretty damn annoying. Another situation where my
Fighter/Mage handles it himself-this time with the added benefit of a
Protection from Fire spell. With that little number, there's just not
much they can do, even though their Flame Arrow spells will strip you
of Mirror Images rather quickly. Once dead, they might go into a Gaseous
Form, during which time they're immune to damage.
<---------------------------------------------------------------------->
21) Now to deal with the Warden. Go down to the 'brazier' near the
Githyanki chamber (x=2500, y=1900) and activate it to destroy the Orb.
If you just rush in and take on the Warden, his pack consists of three
Thralls, three Warden Thralls, a Salamander, an Ice Salamander, a
Yuan-ti Mage, and of course, the Warden himself. Destroy the Mastery
Orb, the Thralls will turn on the Warden, and making this fight much
easier. Of course, if you have to fight all six of the Thralls, you've
got some serious spell power to worry about. First thing to do is hit
them all with a Dispel Magic, as the Warden and most of the Mages will
put up defenses to make themselves annoying. Immediately afterwards,
have Jaheira hit them with an Insect Plague. If the Thralls are already
neutralized, it should only take one-targeting in the Yuan-ti Mage-to
make this fight a cinch. If the Thralls are still hostile, it merely
takes two to (hopefully) neutralize their magic. Have everybody run in
and focus on the Warden, and use Keldorn to keep him honest-that and
Breach-which will be your best friend for tearing down his spell buffs
without dispelling the Insect Plague. The Warden likes to start out with
Symbol, Stun, and he can also cast Horrid Wilting. After that, him and
a few of his Thralls are fond of Finger of Death, which can make a
reload mandatory by itself. It's highly recommended you destroy the
Mastery Orb, although I'll be honest, the most challenging thing about
this fight are the stupid flesh chambers. After they're dead Tagget will
come and tell you the obvious. The Warden Thralls have Long Swords +1,
and one of the Thralls (the Cleric) has a Warhammer +1. The Warden has
three Star Sapphires, two Emeralds, the Wave Shaft (like the Equalizer,
part of an artifact weapon), Adjatha the Drinker +2 (a worthy compliment
for Namarra +2), the Planar Prison Cell Key, and 2577 gold.
***REWARD***
(For destroying the Mastery Orb)
EXP 24750
***REWARD***
(For defeating the Warden and freeing the Thralls)
EXP 5000
***ITEMS***
(x=1250, y=1150) Bolts of Lightning x40, Bullet +1 x40,
Throwing Dagger x30, Throwing Axe x40, 1 gold
<---------------------------------------------------------------------->
22) Head over to the north-west, where Raelis Shai will thank you for
saving them-and you'll get a hefty experience reward. Haer'Dalis will
elect to stay behind and explore the Prime, and if you're a Bard
Raelis'Shai will offer you the deed to the playhouse. Either way, you'll
appear back in the playhouse below the Five Flagons, where Haer'Dalis
will offer to join you for good. The next section will cover the
playhouse, if it interests you.
If you don't want to (or can't) do the Bard's quest, there's still
plenty to do. We still can recruit Cernd, Mazzy, Nalia, and Valygar.
Valygar and Mazzy require us to tread to the Umar Hills, Cernd requires
us to tread all the way to Trademeet, and Nalia necessitates a visit to
the De'Arnise Keep. Of course, if you want to keep your rural virginity
intact for this game, we can still recruit Aerie [WLK015]. Before any of
that, however, let's go off and grab one wonderful weapon that's now
well within our ability to obtain-the katana Celestial Fury [WLK014].
***REWARD***
(For freeing the Sigil Troupe from the Astral Prison)
EXP 44000 (each character, including Haer'Dalis)
o======================================================================o
| Bardic Playhouse Quests |
o======================================================================o
Sequence of Events: {WLK013}
1) New Ownership
2) The Lead Actress
3) More Actress Drama
4) Zaren's Improvisation
5) More Improvisation
6) The Turmish Curse
7) The Missing Score
8) Bothered by Barbarians
9) The Show Must Go On.. Or Not.
Note from Lee:
I try not to leave the city confines until all the various stronghold
quests are complete, so I do the last part of [WLK037] here (the Fallen
Paladin quest). It takes damn near forever for these stupid actors and
directors to get this play going.
Five Flagons Inn, Basement (AR5010)
o======================================================================o
1) Samuel Thunderburp will show up and discuss the running of the
playhouse with you, after which he'll send in Higgold, who will tell
you that it'll take a week to get some actors, and six weeks for
rehearsals, after which the playhouse will start making a profit. Keep
in mind that this quest takes place over a long length of game-time.
Every so often you'll get bothered by a runner who will tell you that
something has come up and you're needed at the playhouse. Do other
things between each event, or just rest repeatedly to pass the time.
Once some time has passed a boy named Meck will bother you, telling you
that Higgold has the actors. Keep in mind that your decisions do affect
the quality of the play-a higher-quality play will net you a greater
reward at the end of the quest. Essentially, all your decisions either
have no effect on play-quality, a small effect (+1 or -1 to the global
variable 'playquality') or a significant effect (+2 or -2 to
'playquality'). The higher the 'playquality' variable, the better the
reward at the end of the quest.
<---------------------------------------------------------------------->
2) Return to Higgold and he'll give you the first task right off-picking
a lead actress. There's also some mention of a curse on the play you're
performing. Choose either Iltheia (a pompous but experienced elf) or
Jenna (a naive and less experienced human actress.) Pick whomever you
wish and then comes the hard part-funding the play. You can pay as
little as 1000 gold, or as much as 10,000. The better the funds, the
better the advertisement, props, and costumes, and generally the better
reviews you'll get and the more money you'll receive later.
<---------------------------------------------------------------------->
3) After a while you'll get another visit from Meck calling you to visit
the playhouse and deal with another crisis.
If you made Iltheia the lead:
Iltheia is complaining about her lack of recognition-basically, the
pompous twat wants more money. Jenna just wants to see something done.
You can pay Iltheia more (100 gold does nothing for the play's
quality, 500 increases the play's quality, and refusing to pay her
more decreases the play's quality), threaten to kick her out of the
play (which decreases the play's quality), give the job to Jenna,
instead (decreases the quality of the play) or tell the women to solve
the problem themselves (which significantly decreases the quality of
the play).
If you made Jenna the lead:
Iltheia is upstaging Jenna, and wants a bigger role. You can capitulate
and let Iltheia have the lead (which increases the quality of the
play), tell Iltheia to stop screwing around and just play her role as
it was meant to be (which also increases wthe quality of the play),
expand Ilthea's role (decreases the quality of the play), or tell
them to fix it themselves (which significantly decreases the quality
of the play).
***REWARD***
(For letting Iltheia expand her role)
EXP 6750
***REWARD***
(For threatening to fire Iltheia)
EXP 6750
***REWARD***
(For putting Iltheia/Jenna into the leading role)
EXP 6750
***REWARD***
(For promising to pay Iltheia more)
EXP 11500
***REWARD***
(For regulating Iltheia to her role)
EXP 15750
<---------------------------------------------------------------------->
4) A few days later you'll be summoned again. This time Zeran thinks
he's too good to follow the script. Damn actors and their disobedience!
Zeran will defend himself, saying he can make the play better. Either
let him change the script (significantly improves the quality of the
play), tell Higgold the rest of the actors will have to keep up with
improvisation (slightly improves the quality of the play), or tell
Zeran to cut it out (decreases the quality of the play).
***REWARD***
(Allow Zaren to improvise)
EXP 11500
***REWARD***
(Allow Zaren to change the script)
EXP 15750
<---------------------------------------------------------------------->
5) Let some more time pass and Higgold will again send for you. This
time ALL the actors are 'in a state'. Apparently they all have ideas on
things to change with the script, and something needs to be done one way
or another. If you tell them to trust in Zaren, and your Charisma is
less than 17, you will decrease the quality of the play, If you tell
them to trust in Zaren and your Charisma is 17 or greater, the quality
of the play will increase. Same goes if you tell them there will be
no changes-your Charisma determines the outcome. If you bribe them with
500 gold, you'll increase the quality of the play. If you rewrite
the play yourself with a Charisma of less than 16, the quality of the
play will decrease. If you rewrite the play with a Charisma of 16 or 17,
the quality of the play will remain the same. If your Charisma is 18 or
higher, you will increase the quality of the play by rewriting it
yourself. Finally, if you threaten to fire everybody, the quality of
the play will take a HUGE hit.
***REWARD***
(Pay the actors 500 gold to stop whining)
EXP 11500
***REWARD***
(Don't allow the changes, with a Charisma score of 17+)
EXP 11500
***REWARD***
(Allow the changes, with a Charisma score of 17+)
EXP 11500
***REWARD***
(Rewrite the play yourself)
EXP 11500
<---------------------------------------------------------------------->
6) Meck will bug you again after a while, and this time it sounds like
something serious is taking place. Head back to Higgold and he'll tell
you about some 'hauntings' and other strange events going on. He'll
bring in Shvanana, a priest who'll promise to stave off the 'curse' for
a mere 1000 gold. You can pay the 1000 gold for your actors' peace of
mind (increases play quality), try and get the price lowered to 500
(if you have a Charisma score of 17 or higher, but this will not
increase play quality), realize that you've got Clerics too (will not
increase play quality), and just get them to do it, or you can tell
Shvanana to shove off (which will significantly reduce the play's
quality). Finally, if you legitimately do not have 1000 gold, you can
tell Higgold you cannot afford Shavanna-if your Charisma is 18 or
higher, you'll increase play-quality by doing this, if it's less than
18, you'll significantly reduce the play's quality this way.
***REWARD***
(Have less than 1000 gold, and a Charisma score of 18 or higher)
EXP 11500
***REWARD***
(Pay Shavanana)
EXP 11500
<---------------------------------------------------------------------->
7) Again time will pass, and again you'll be summoned-this time
something is wrong with the music. Again, you have options. You can get
Balmitance to do it for 500 gold (which greatly improves the quality of
the play), you can get Marcus to improve the music and get him to
rewrite the score (which significantly decreases the quality of the
play), or you can get Marcus to play and rewrite the score yourself.
This last approach will save you some money, but your Intelligence
will determine the outcome. If your Intelligence is less than 14, you
will significantly reduce the quality of the play. If your Intelligence
is 14 or 15, you will slightly reduce the quality of the play. If your
Intelligence is 16 or 17, the quality of the play won't be harmed at
all. If your Intelligence is 18, the quality of the play will slightly
improve. If your Intelligence is above 18, the quality of the play
will significantly improve.
***REWARD***
(Hire the harpist Balmitance)
EXP 15500
***REWARD***
(Rewrite the score yourself, with an Intelligence of 16 or 17)
EXP 6500
***REWARD***
(Rewrite the score yourself, with an Intelligence of 18)
EXP 11500
***REWARD***
(Rewrite the score yourself, with an Intelligence of 19+)
EXP 15500
<---------------------------------------------------------------------->
8) More time passes and Meck returns, this time claiming 'barbarians'
have taken over the playhouse. This time you'll find Higgold outside of
the playhouse (so resting in the Five Flagons won't work to advance this
next plot point.) Head inside to confront the Turmish who are refusing
to let the play take place. A fight ensues, but it's nothing
spectacular. Kill them, and loot them for the following goodies: The
Turmish Leader will leave behind Studded Leather Armor +2, a Two-Handed
Sword +1, a Helmet, and 37 gold. The Turmish Thief drops a Short
Sword +2, and Leather Armor +1, and a Light Crossbow, and a Scroll of
Identify. The two Turmish Thugs will each cough up a suit of Studded
Leather Armor, a Helmet, some Arrows, a Short Bow, a Bastard Sword, and
some minor wealth. Finally the Turmish Sorceress leaves behind a Quarter
Staff, Bracers of Defense A.C. 7, and 40 gold.
***REWARD***
(For removing the Turmish barbarians)
EXP 15500
<---------------------------------------------------------------------->
9) Wait for a day, then return to the playhouse at Meck's request to
go see the dress rehearsal. Watch the monster you've created, then go
waste another week doing... whatever. What are the odds that things
won't go smoothly, do you think? After a while Meck will return, and
Higgold tells you that some councilman is there, and that Zaren is too
ill to perform-you'll have to fill his shoes. If you cancel, your
playhouse is as good as wasted (Samuel Thunderburp will pay you 5000
gold to compensate you for the playhouse). I'll assume you'll play the
part, however, as it's much more lucrative for you to do so.
Best dialogue responses
Scene #1 (with Karenina): #2, #1, #1
Scene #2 (with Karenina): #1, #2
Scene #3 (with Marcus): #1, #2, #1, #2
Scene #4 (Monologue): #1
First, you'll get an experience reward depending upon your performance
in the play:
***REWARD***
(For refusing to perform)
Gold 5000
---OR---
***REWARD***
(For putting on a poor performance of the Turmish play)
EXP 19500
---OR---
***REWARD***
(For putting on a good performance of the Turmish play)
EXP 35500
---OR---
***REWARD***
(For putting on a great performance of the Turmish play)
EXP 49500
ITEM Azlaer's Harp
Then you'll get another reward depending upon the quality of the
play, itself. This depends upon the choices you made throughout the
quest.
(These are all the choices that seemed 'bad' to me.)
Leading Actress: Iltheia
Funding: Nothing
Jenna vs. Iltheia Nothing
Improvisation: Don't allow any changes
Script Change: Call their bluff on walking out
Curse: Nothing
Music: Marcus performs and rewrites score
(These are all the choices that seemed 'good' to me. When all else
failed, I simply followed the experience point rewards. After all,
getting more experience for a course of action has to mean something
good, right?)
Leading Actress: Jenna
Funding: 10,000 gold
Jenna vs. Iltheia Force Iltheia to stick to her role
Improvisation: Allowed Zaren to change the script
Script Change: Rewrite the script myself (w/high Charisma)
Curse: Hire Shvanana for 1000 gold
Music: Rewrite the score myself (w/high Intelligence)
***REWARD***
(For establishing an average playhouse)
EXP 19500
Gold 1000
---OR---
***REWARD***
(For establishing a good playhouse)
EXP 29500
---OR---
***REWARD***
(For establishing a great playhouse)
EXP 50000
Finally, after completing the play, you'll get crowd feedback-one
moron peasant always likes it, and the other three following the first
will have varied reactions. For all that, however, this can only
really end two ways. Either the play goes on, or it doesn't. Typically
the play only flops if you had a very poor play quality, or if your
protagonist refused to act at all on opening night. If that's the
case, you'll get 5000 gold as consolation from Samuel Thunderburp. If
the play goes on, no matter the quality, Higgold will offer to buy the
playhouse off of you for 10,000 gold. If you accept, you'll get a lump
sum and get to go on with your merry life. If you refuse, you'll get
weekly proceeds from the playhouse, like the De'Arnise Keep.
o======================================================================o
| Obtaining Celestial Fury |
o======================================================================o
Sequence of Events: {WLK014}
1) Glabrezu and Friends
2) Obtaining Celestial Fury
Guarded Compound (AR0906)
o======================================================================o
1) Go to the Temple District and head over to the 'Guarded Compound' to
the east (x=4200, y=2100). Spell-buff before you head in, and make sure
you have some +2 weapons at the ready. Inside you'll be welcomed by Sion
and Ketta, who will discuss how they will endeavor in the future to
better ward the door. Either pick a fight or pretend you came here by
accident, either way they'll teleport away. If you go north-east towards
the stairs some enemies will gate in, including an Efreeti, two
Ettercaps, an Ogre Berserker, an a Nishruu on one side, and a Glabrezu
on the other. The Glabrezu and Efreeti are the two somewhat worrisome
enemies, and the two sides will happily attack the other. The Glabrezu's
victory is a foregone conclusion, since none of the other enemies have
the +2 weapons needed to harm the Glabrezu. Trigger their appearance
then retreat, allowing the Efreeti to cast its Fireball and Flame Strike
on the Glabrezu before hitting it with a Dispel Magic or Breach and
stepping in to put them down. If you're in good condition, continue
upstairs. If you're injured or your spellbuffs have worn off, retreat
and recover before continuing to the upper level (x=1000, y=500).
***ITEMS***
(x=550, y=950) Acid Arrows x4
(x=450, y=1000) Bloodstone Gem, 15 gold
(x=400, y=1050) Morning Star +2, 38 gold
(x=300, y=1100) Moonstone Gem
(x=200, y=1150) Iol Gem, 8 gold
(x=150, y=1200) Bloodstone Ring
(x=750, y=1250) Scroll of Mislead
(x=730, y=1250) Andar Gem
(x=670, y=1300) 1 gold
(x=620, y=1500) Silver Necklace
(x=1650, y=620) 15 gold
(x=1650, y=200) 38 gold
***TRAPS***
(x=400, y=1050)
Guarded Compound, Upstairs (AR0907)
o======================================================================o
2) Upstairs you'll find a rough party consisting of Sion (14th-level
Abjurer), Stalman (16th-level Cleric), Koshi (16th-level Kensai), an
Orog named Olaf Rassmusen (17th-level Fighter), a Minotaur named Maferan
(17th-level Fighter) and Ketta (19th-level Thief). Like the bandits
we fought in the sewers under the Temple District a while back, they've
got a well-balanced party, they'll start out with some spell buffs
(particularly Stalman), and they will use potions to beef themselves up
before combat. Ketta begins hidden, and will use Potions of Invisibility
to hide with the sole goal of hitting you with as many backstabs as she
can. In a break with tradition, however, the most dangerous foe here
is Koshi-due only to the fact that he's weilding Celestial Fury-the
prize we're after. It has the ability to stun foes every strike, and
with such potent warriors at his side, a stunned party member can find
themselves in trouble quickly... which isn't to say that Sion and
Stalman aren't as dangerous as spell casters tend to be, they've just
got an extraordinary warrior with one of the best weapons in Shadows of
Amn to measure up to. On top of that you've got traps near the stairs
that will keep you from advancing. Once again, I find myself facing
superior opposition-only a massive spell assault will win the day at
my level. I'm nearing 650,000 experience with my evil party, which
hasn't translated to much in the way of levels, but my gear as improved
considerably since fighting the bandits in the sewers.
Turn off your party AI if it's on, as this fight requires some micro-
management. I send Keldorn up by the pillar and hit them all with a
pre-emptive Dispel Magic just to frustrate their early efforts. My Mages
begin tossing out Chaos spells to hopefully debilitate a few of the
warriors, while Anomen/Viconia cast True Sight, to thwart Ketta. The
fight-winner, however, will be Insect Plague, and Jaheira immediately
sets herself to casting said spell, with Stalman as the target. My
warriors wait in place, mindful of the traps at their feet. After the
first round of spells go off, my Thief (either Yoshimo, for the good
party, or my evil protagonist) search for and disarm the traps nearby,
while Edwin casts another Chaos. Once done, I focus on taking out Sion
first, then Stalman, while continuing to use my Mages to throw out Slow
and Chaos spells to neutralize the enemy warriors. If Sion and Stalman
go down without much of a fuss, there's a very good chance you'll win
this fight. After the spell-casters, focus on whatever warriors remain
able to fight back (those not panicked by the Insect Plague or confused
by Chaos), favoring Ketta and Koshi if at all possible. When they fall,
loot them to reap the following rewards:
Ketta: Leather Armor +3, Short Sword +2, Potion of Invisibility and
140 gold.
Koshi: Celestial Fury +3, Katana +1, Potion of Extra Healing x2, Oil of
Speed, Helmet and 120 gold.
Meferan: Full Plate Mail +1, Gift of Peace, Large Shield +2,
Battle Axe +2 and Potion of Extra Healing x3.
Olaf Rassmusen: Full Plate Mail +1, Helmet of Charm Protection,
Two-Handed Sword +2 and Potion of Extra Healing x3.
Sion: Adventurer's Robe and 75 gold.
Stalman: Plate Mail +1, Mace +2 and 20 gold.
For the second time in the game we've disposed of a rival group and
gained-in one battle-loot comparable to what we found in the entire
first game. With the two suits of Full Plate Mail +1, everybody in your
party wanting for good magical heavy armor should be satisfied, and the
Large Shield +2 is sure to help a bunch, not to mention the two magical
helmets. For all that, however, the real prize is Celestial Fury +3, a
+3 Katana with a chance to stun enemies and a chance to deal 20 extra
lightning damage. A katana-wielding character is now set for a long,
long time. Jaheira (in the good party) or Viconia (in the evil party)
wears the Gift of Peace (aka: Helmet of Defense). They both have decent
Armor Class, but the bonus to their saving throws is a welcome boost for
characters that I rely on to reverse debuffs on my other party members.
Of course, the resistances don't hurt, either. In any case, I prefer the
protection from critical hits and other bonuses given by the Gift of
Peace to the Hit Points and THAC0 bonus given by the Pale Green Ioun
Stone, which goes to Haer'Dalis, Edwin, or some other character who
can't wear a helmet and needs some protection. Don't be afraid to rob
the place now that you've overcome its owners.
***ITEMS***
(x=1330, y=350) Bullet +1 x8
(x=1530, y=400) 56 gold
(x=1700, y=400) 9 gold
(x=1670, y=570) Wand of Fear, Arrows of Fire x4, 666 gold
(x=1800, y=500) Potion of Insight, Spear +3
(x=1850, y=450) Spear +3
(x=2350, y=700) History of the North, History of the North, 4 gold
(x=2400, y=750) History of the Vast, History of the Unicorn Run,
History of the North, Skydrop Gem
(x=1250, y=1400) Sling +2, Bullets +2 x10
(x=1200, y=1370) Last March of the Giant, History of the Moonsea
(x=570, y=1170) Wand of Paralyzation, Arrows +1 x9,
Arrows of Piercing x8
(x=450, y=1250) Asp's Nest x7, Bolt +2 x10, Bolt of Lightning x20
(x=220, y=1150) Wand of Frost, Dart of Wounding x10
(x=370, y=1050) Scroll of Shocking Grasp, 2 gold
***TRAPS***
(x=1100, y=540)
(x=1000, y=590)
(x=680, y=800)
(x=600, y=890)
(x=1850, y=450)
(x=570, y=1170)
(x=450, y=1250)
(x=220, y=1150)
***VIDEO***
Haeravon Plays: Baldur's Gate 2 Enhanced Edition -
Celestial Fury {VID002}
o======================================================================o
| The Circus Tent Quest |
| (Recruiting Aerie) |
o======================================================================o
Sequence of Events: {WLK015}
1) There's Something Foul Afoot...
2) Genie Riddles
3) Into the Circus Tent
4) Aerie the Ogre
5) Aerie the Elf
6) Werewolves and Shadows
7) Kalah's Chamber
8) Back to Reality
Waukeen's Promenade (AR0700)
o======================================================================o
1) Head over to Waukeen's Promenade and make your way to the Circus Tent
area in the center of the map. At (x=2800, y=1550) you'll find a young
boy named Giran, who will complain that his mother went inside the tent
and never came out. What kind of mother leaves her son behind to go see
a circus act? Talk to the guard by the entrance to the circus tent
(x=2970, y=1570) and he'll tell you that something bad happened in the
tent-and he'll suggest evil magic is involved. Nobody has come out save
one of the animal trainers, and nobody sent in after the disturbance
has returned. Ask for permission to enter and he'll move out of the way
sure enough. Over at (x=2700, y=1920) you'll find Fearghus, whom-as the
first half of his name suggests-is terrified of what happened in the
circus tent. His story seems to confirm some bad magic as the cause, and
some 'special performance' as a possible catalyst. Head into the tent at
(x=2950, y=1500).
Circus Tent, Exterior (AR0600)
o======================================================================o
2) As soon as you enter a Genie will bother you with some riddles.
Haven't we done this before? Anyways, answer the riddles so that you
can cross the bridge and see some 'Kalah' creature, which apparently you
need/want to do. Or so the Genie assumes.
"A princess is as old as the prince will be when the princess is twice
as old as the prince was when the princess' age was half the sum of
their present age. Which of the following, then, could be true?"
Answer: The prince is 30 and the princess is 40.
If you answer the first riddle correctly you'll get a decent experience
reward. If not, the nice Genie will give you a second, less math-
intensive riddle.
"The poorest have it, the richest need it, but if either was to eat it
they would certainly perish. Tell me what it is!"
Answer: Nothing.
If you bomb both tries the Genie will turn hostile and attack,
immediately starting out with Stoneskin and various other defensive
spells. Offensively, he's fond of turning a character to stone before
attacking in melee. Still, it's more rewarding (and safer) to just
answer the Genie's riddle.
***REWARD***
(For answering the Genie's riddle)
EXP 19500 (first riddle) or 14500 (second riddle)
<---------------------------------------------------------------------->
3) You can now cross the bridge and enter a large domed structure
(x=1300, y=1500). If you head around the sides of the building you'll
find some Shadows and Werewolves. You won't get any experience for
killing the latter, and when they die you'll get some 'illusion
dispelled' text, and they'll turn back into people. All things
considered, it might not be worth it to kill them.
Circus Tent (AR0604)
o======================================================================o
4) When you arrive on this level you'll be approached by an Ogre named
Aerie. Being the super-sleuth that you all are, I'm sure by now you
realize Aerie isn't really an Ogre. She claims to be a member of a race
of winged elves who works at the circus with her uncle, Quayle. It
couldn't possibly be... nah... anyways, she tells you that somehow Kalah
has created this place, affecting everybody with illusions-deadly
illusions. She'll ask you to free her, which involves getting a sword
that's a key from some commoners who aren't common. Over at
(x=250, y=500) you can find a 'spider', who turns out to be Hannah,
Giran's mother. She'll give you a bit of information for talking to her.
<---------------------------------------------------------------------->
5) Up at (x=750, y=280) you'll find a pair of 'Peasants' who'll attack
you. As you strike them they'll turn into 'Orcs'. Kill them and take
'The Ogre's Sword' off of one of them. Take the 'sword' back to Aerie
and give it to her (refusing to give it to her provokes her into
attacking.) Give her the key and free her, however, and you'll get a
reward, as well as a new party member, if you're so inclined. Aerie's
one of the worst Mages in the game-certainly below Edwin, Imoen, and
Nalia, and she won't get along with Korgan. Anyways, continue on past a
'Pleasure Slave' who has little interesting to say, and enter the next
area at (x=1050, y=400).
***REWARD***
(For restoring Aerie to her true form)
EXP 18500
Circus Tent, Tower (AR0605)
o======================================================================o
6) This level is fairly uninteresting, being populated by some Shadows
and Werewolves. There are two vases to loot, but frankly, it might be
best to head up to the next level and leave the illusions at peace. As
you ascend the stairs a Genie will bother you and simply annoy you by
asking if you wish to proceed.
***ITEMS***
(x=930, y=400) Scroll of Protection from Petrification,
Scroll of Dispel Magic
(x=830, y=350) Scroll of Web
Circus Tent, Kalah's Chambers (AR0606)
o======================================================================o
7) At the top of the tower you'll find Kalah, who starts out the
conversation fairly threateningly. Quayle (the Ooze in the corner) will
talk to you and tell you not to acknowledge the illusions by attacking
them, or they'll become quite real to you. Simple enough, Haste up and
rush Kalah, who dies extraordinarily quickly (I swear, 47 Hit Points
of damage was all he could take, which was just two hits from my main
character.) After Kalah dies you'll be whisked away to the inside of a
rather normal-looking circus tent.
Circus Tent (AR0607)
o======================================================================o
8) Kalah, now forced back into his real form of a rather pathetic Gnome
illusionist, tosses out a few insults and whines a bit before dying.
Aerie and Quayle talk a bit before Quayle decides Aerie needs to
experience life outside of the circus. Take Aerie with you-or not
(she'll remain here for you if you decline)-and loot Kalah's corpse for
Elve's Band (aka: Girdle of Piercing, which is great for characters
like Dorn or Keldorn who come under missile fire a lot and don't have a
shield to protect them), a Ring of Human Influence (makes any character
fit to lead the party, pretty-wise), 20 Bullets, a Garnet, a Flail, a
Scroll of Identify, a Scroll of Infravision, a Scroll of Magic Missile,
a Scroll of Stinking Cloud, a Scroll of Stoneskin, a Sling and 724 gold.
Talk to Hannah (x=100, y=300) and she'll thank you and you'll get a
downright meager experience reward. Go outside and talk to Giran and
you'll get the rest of the reward... which still isn't very much. Ah
well, at least now we have Aerie at our disposal. For me, I take this
literally and leave her behind. Anyways, now it's time to leave
Athkatla in search of new party members. At this time I set my eyes on
recruiting Valygar, which also includes taking care of the Planar
Sphere... and marginally exploring the Umar Hills dungeons to dig out
Mazzy. This means heading over to the Government District, and after
all this adventuring we'll probably have to deal with Keldorn's family
crisis. If so, consult [WLK010].
***REWARD***
(For rescuing Giran's mother from the circus tent)
EXP 500 + 2500
o======================================================================o
| The Planar Sphere Quest |
| (Recruiting and Securing Valygar) |
o======================================================================o
Sequence of Events: {WLK016}
1) Madeen's Message
2) Magic License
3) Tolgerias' Request
4) Valygar's House
5) Another Call for Heroes
6) A Note on Over-World Travel
7) Trouble in Umar Hills
8) Finding the Fugitive
9) Valygar's Cabin
10) Into the Sphere
11) The Golem's Arm
12) Solamnic Knights
13) Sahuagin Room
14) Cannibalistic Halflings
15) Golem Room
16) Furnace Room
17) Finishing the Golem
18) Subduing Lavok
19) Garden Room
20) Lizard Man Room
21) The Lower Planes
22) The Rune Room
23) Tolgerias' Reckoning
24) Fire Room
25) Ice Room
26) Engine Room
27) Returning Home
Government District (AR1000)
o======================================================================o
1) Now head over to the Government District, where stupid cuckold
Paladins will no longer bother us with their marital problems.
Over by the Council of Six building you'll find Madeen, who will tell
you that he's a representative of one of the leaders of the Cowled
Wizards. Sounds like just the guy we need to talk to about this Imoen
thing! Agree to meet with his master, a wizard named Tolgerias, and head
inside the aforementioned Council of Six building (x=3150, y=900).
Council of Six Building (AR1002)
o======================================================================o
2) There are lots of people here to talk to, although only two have
anything worth listening to. Just follow the robes-you have Corneil at
(x=580, y=800) who you can talk to about that whole bothersome magic
license business. If you pay a ghastly 5000 gold, you'll be able to
sling spells about within city limits. This isn't a license to kill, of
course, but by now we have the money for it (or at least, you should).
No more worrying about the Cowled Wizards when we cast Haste, and no
more relying solely on Insect Plague to win fights!... well, not really.
<---------------------------------------------------------------------->
3) As for our quest at hand, we can find Tolgerias at (x=770, y=770).
He'll promise you magical trinkets, money, and information about Imoen
in return for your agreement to help him with some matters. Accept and
he'll tell you that a man named Valygar Corthala has slain some Cowled
Wizards, and Tolgerias needs you to track him down. First things first,
let's rule out his presence in Athkatla before we go running off to the
Umar Hills. Head to the docks district and enter the house at
(x=2450, y=1150), constructively called 'Valygar's Home' on your map.
Outside of the house at (x=1270, y=1130)
Valygar's House (AR0325)/(AR0326)
o======================================================================o
4) In Valygar's house, at (x=500, y=280) you'll find Hervo. Tell him
you're a friend of Valygar's and ask about what happened with the Cowled
Wizards. He'll let slip a comment about the Umar Hills, and about
Valygar being a formerly gifted scout of sorcerous ancestry. In case you
somehow haven't gathered what's up, loot around the house and upstairs
to find a Corthala Tax Notice, which clearly mentions a cabin in the
Umar Hills. Yeah, yeah, we get it. Off we go!
***ITEMS*** (AR0325)
(x=400, y=300) Zios Gem Studded Necklace, 8 gold
(x=550, y=150) Potion of Insight, 10 gold
(x=300, y=270) 12 gold
***ITEMS*** (AR0326)
(x=400, y=150) Bloodstone Ring, History of Dambrath
(x=300, y=250) Bloodstone Gem, Dagger, Corthala Tax Notice, 23 gold
City Gates (AR0020)
o======================================================================o
5) Head over to the City Gates (AR0020) where you'll find a man named
Flydian (x=480, y=680). He'll ask you if you can come to Trademeet and
meet with one Lord Logan Coprith to discuss resolving that town's
problems. Since it has to do with recruiting Cernd and Rasaad we'll pick
up the location of Trademeet now and agree to help him. Continue on to
the gate, where you'll see a corrupt Soldier get bribed by a ne'er-do-
well. Oh well, such is life. Exit the city at (x=1100, y=300).
<---------------------------------------------------------------------->
6) Now, a note on the overworld map. Just like in Baldur's Gate 1, you
can get ambushed on your way between areas. To my knowledge, none of
these encounters are anywhere near as threatening as in Baldur's Gate 1.
By now, you're just beyond the ken of simple bandits. Areas are further
apart and more significant now-no more trawling through half-empty
forests for a handful of simple encounters. I know, I miss it too. You
also don't need to search the corner of every area to make sure you find
every place-most of the game areas you'll get through quests and talking
to NPCs, not random discovery. Right now we should have three areas on
the map for our perusal: Umar Hills, Trademeet, and Watcher's Keep. The
latter we won't discuss for a good long time, but if you wish to scope
it out early nobody will blame you-as long as you go there to shop, and
don't seriously think you're ready to clear it out. I will admit, I did
head over there to grab the Potion Case sold by Sister Garlena. Hauling
my potions around with me was just becoming a chore.
Umar Hills (AR1100)
o======================================================================o
7) When you arrive you'll find Minister Lloyd trying to calm down a
group of irate and scared townsfolk. You'll hear mention of everything
from Ogres, to Wolves, and the witch Umar herself. Over at
(x=4380, y=3200) Nelleck, who will talk a bit about the murders, and
over to the west are three merchants-Elence Fielding (x=3580, y=2880),
Beherant Diir (x=3450, y=2900), and Min Mining (x=3450, y=2990) who have
more to say on the matter, and a little worth buying (or stealing).
<---------------------------------------------------------------------->
8) As fascinating as all this Umar witch business and people turned
inside out nonsense is, it's not what we're here for yet. Head up,
over, and around the Umar Inn to the east, cross a steam, then cross
another one to the north. Dispose of the local wildlife and head up some
natural stone steps. You'll be intercepted by a trio of Rangers, who
seek to prevent you from finding Valygar. Tell them you mean no harm or
kill them. They give good experience for only a little bit of trouble,
although they don't really drop anything fantastic.
Valygar's Cabin (AR1101)
o======================================================================o
9) Head up into Valygar's Cabin (x=1400, y=550) and search the back room
to find the elusive Valygar himself. He'll tell you that the Cowled
Wizards lied to you, that they wanted him to get inside a giant Planar
Sphere that appeared in Athkatla some time ago. Apparently the sphere is
owned by his ancestor Lavok, who parasitically inhabits the bodies of
his relatives to keep himself alive. The Cowled Wizards want to get
inside the sphere, and apparently Valygar's body is the key. When he
refused to help them (and really, who wouldn't?) they attacked him.
Naturally he's been on the run ever since. In traditional form for this
guide, let's discuss the less-than-ideal options for dealing with this
situation. First, you can kill Valygar and take his body back to
Tolgerias. So long as you don't try and hold out for more money, he will
more or less live up to his bargain. Of course, there are consequences
to this action that make it less than ideal. First, if Keldorn is in
your party he'll abandon you for attacking Valygar (this can be solved
by simply not having Keldorn in your party at the time). More
importantly you'll never get access to the Planar Sphere if you give
away Valygar's body, which means you'll never get some great items...
like the Hands of Takkok, and hence, Crom Faeyr. You can also kill
Valygar and take his body into the Planar Sphere yourself, which works
just fine. Of course, we came here to recruit Valygar, so I'll assume
you'll take him along... or at least you'll find your way into the
Planar Sphere, with Valygar alive or not. You can always let him tag
along just long enough to open the sphere, then drop him off and
continue on without him.
***ITEMS***
(x=130, y=370) Scroll of Infravision
(x=250, y=140) Rainbow Obsidian Necklace, Arrows +1 x10, Arrows x40
(x=350, y=100) Katana, Composite Long Bow, Spear +1
***REWARD***
(For convincing Valygar to join you)
EXP 9500
***REWARD***
(For giving Valygar's body to Tolgerias)
EXP 11250
Reputation -1
Gold 500
Item Ring of the Ram
<---------------------------------------------------------------------->
10) With Valygar (or pieces of him) in tow, head back to the Slums
District of Athkatla (AR0400). Head to the northern part of the level,
and when you get near the sphere Valygar will speak a bit. Go through
the doorway at (x=670, y=700) to reach the exterior of the sphere and
enter it at (x=200, y=600). Once the door is open you can safely disband
Valygar and continue on without him.
The Planar Sphere (AR0411)
o======================================================================o
11) Through the locked door at (x=3100, y=2500) you'll find a room with
a Steam Mephit and a scrying pool. Interesting, but not very useful. Go
through the doors to the west to find a circular room with a Clay Golem
inside. Clay Golems tend to haste themselves before engaging, they hit
hard, and require magical blunt weapons to harm. If you stole a Mace +2
from Gorch back at Mae'Var's Guild Hall you should be fine, just be sure
to equip your Fighters with them before provoking the Golem. It's worth
noting that-while incapable of actually dealing damage to the golem-
Celestial Fury can stun it, which makes taking it down much easier.
Once you've got the Planar Key, activate the north-western door to
initiate planar travel and gain access to the rest of the sphere. Now
the only way out is to clear the Planar Sphere.
***ITEMS***
(x=2300, y=2750) Coal, Scroll of Conjure Lesser Air Elemental,
Scroll of Minor Spell Turning, Bullets +2 x40
(x=2250, y=2750) Scroll of Polymorph Other, Bolts +2 x40
(x=2150, y=2800) Golem Arm, Planar Key, Scroll of Breach, Arrows x120
Bolt x120, Bullet x120, Dart x120
(x=2150, y=2850) Scroll of Haste, Emerald, Arrows +2 x40
***REWARD***
(For activating the Planar Sphere)
EXP 17500
<---------------------------------------------------------------------->
12) Head through the doors to the north-west where you'll find three
Solamnic Knights led by one Reyna, who will initiate dialogue with you.
Yay, crossover from Dragonlance. Who cares. They'll tell you about some
'cannibalistic Halflings' ahead that apparently caused the Solamnic
Knights some trouble. Talk to the other two knights-Ancan will talk of
'fish that walk as men' to the north and Onvo will mention a 'damaged
Golem' past the 'bone room.'
***ITEMS***
(x=2400, y=2200) Scroll of Warding Whip, Golden Necklace,
Throwing Axe x40
<---------------------------------------------------------------------->
13) In the room to the north you'll find two Sahuagin, two Sahuagin
Priestesses, two Sahuagin Baronial Guards, and a Sahuagin Baron. It's
another fight that Insect Plague wins with ease. Even without Insect
Plague, they're just not much of a challenge, despite their Clerical
debuffs and poisoned bolts. Aside from Paralytic Bolts and Bolts of
Biting, the Baron will drop of a Cloak of Protection +1.
<---------------------------------------------------------------------->
14) Head through the door to the south-west, where you'll find some of
the Halflings that the Solamnic Knights mentioned. The Halfling Warriors
aren't much of a threat, and each carry a Morning Star, a suit of Chain
Mail Armor, and a Helmet. Ahead you'll find four more Halfling Warriors
standing in front of a land bridge-behind them is another, more powerful
runt named Togan. When you come into view, Togan will retreat, and
beyond the bridge will join up with Kayardi, Entu, and Mogadish. This
can be a rough fight, as you probably won't be able to stop Mogadish
from getting off a Symbol, Stun. The best advice I can give? Lead with a
summon and hope Mogadish targets it with the Symbol, Stun. Have Keldorn
hit the enemies with a Dispel Magic to take down their spell buffs (if
you have him) and use Jaheira to cast Insect Plague. Mages should cast
Chaos and Clerics should try out Greater Command. The more enemies you
can incapacitate the better your chances of survival. You can also
absorb the Symbol, Stun with a Spell Immunity (Conjuration), and a
capable Mage can actually weather the entire group of cannibal Halflings
well enough (with the aid of Stoneskin, Improved Invisibility, and Blur)
to provide the rest of your group with enough cover to get out the spell
assault I've listed above. If you don't have Keldorn use Edwin to debuff
the enemies with Breach after a round or two of Chaos spells. Once
Mogadish and Kayardi are vulnerable go after them, as they're the real
threats. After they're dead, loot them for the following goodies:
Togan: Chain Mail, Helmet, Arrows x40, Flail and Ripper +2.
Entu: Chain Mail, Hands of Takkok (aka: Gauntlets of Ogre Power), Coal
and a Mace.
Mogadish: Chain Mail and a Club.
Ripper +2 will go great on Minsc (or any archer capable of using
Composite Long Bows), as it's easily the best bow we've found yet. The
Hands of Takkok are the real prize, however. The evil party should hand
them over to Viconia, so she can dispense with the Mauler +2 when it
becomes obsolete, while Anomen makes a good choice for the good party
(provided that Jaheira has the Girdle of Hill Giant Strength). Although
these gauntlets were great in the first game, in the sequel they're just
one extra girdle of Giant Strength away from becoming unnecessary. Never
fear, however-even after they stop being a direct boon for anybody, keep
them around. They'll find a way to contribute greatly to boosting a
character's Strength later on in the game.
<---------------------------------------------------------------------->
15) Go through the door at (x=400, y=1550) to find a pair of Sword
Spiders and a pair of Ettercaps. There's more to do in this room, but
since you don't have the poor Golem's head, you'll have to continue
exploring.
***ITEMS***
(x=500, y=1450) Golem Building Book, Coal, Emerald, Dart of Wounding x40
***TRAPS***
(x=880, y=1300)
<---------------------------------------------------------------------->
16) Through the northern door you'll find another group of Halflings,
including a pair of Halfling Warriors, a Mage named Taibela and another
spellcaster named Necre. This fight isn't nearly as hard as the last
Halfling fight, as Necre and Taibela aren't as well protected. Keldorn
tears down their spell effects, and the rest of my party simply destroys
them. Necre will leave behind the Stiletto of Demarchess +2, for what
it's worth. In this room you'll find three furnaces (x=500, y=500),
(x=700, y=700), and (x=300, y=700). Put a piece of coal into each one-a
Fire Elemental will show up after you light each one up.
***TRAPS***
(x=800, y=650)
(x=1120, y=550)
<---------------------------------------------------------------------->
17) Go east to find a gear room occupied by a pair of Stone Golems. Kill
them and grab the Golem Head-we can now return to the Golem room and fix
the Golem (x=300, y=1300). Once the Golem is free it'll declare that
there is an intruder and head to the east. Follow it, where it'll open a
previously locked door (Irenicus' Dungeon much?). Continue following it
east through a rune room and into a room occupied by an Elder Orb. After
the Elder Orb makes a defiant-but-futile-statement, it'll attack the
Golem. Try your best to get the last hit on the Elder Orb for a juicy
experience reward, which is fairly risk-free considering the Elder Orb
won't focus on you with the Golem around. Head through the door at
(x=3000, y=600) to reach the 'Navigator's Room'. Time to pay Valygar's
ancestor a visit.
***ITEMS***
(x=1620, y=500) Golem Head, Coal, Tchazar Gem x10,
Arrows of Piercing x40
(x=2440, y=580) Scroll of Spell Thrust, Diamond x2, Moonbar Gem x3,
Scroll of Breach, Throwing Daggers x40
***REWARD***
(For repairing the Golem)
EXP 23500
Navigator's Room (AR0410)
o======================================================================o
18) Before heading through the door ahead of you, spell buff-at the very
least cast Haste. Lavok is pretty unhappy that you caused the Planar
Sphere to move and ruined his 'escape.' If Valygar is with you he'll
have some words with Lavok, who will mention something about your
intrusion causing the sphere to leap back to his own dimension.
Afterwards a fight ensues. Just get on Lavok early and hit him with a
Breach and Insect Plague to tear down his spell defenses and render him
helpless, then pummel him into submission. After Lavok loses, he'll
mention that some being had possessed him, and asks one boon of you-or
Valygar-that he be allowed to see the sky one last time. In return he'll
tell you how to return home. To get back, you just need to go get
yourself the heart of a powerful demon. Might be pretty hard trapped in
this sphere, but fortunately the sphere warped back to some lower plane
when you entered. You might have stopped Lavok, but you're not out of
the woods yet! Or sphere, rather.
Garden (AR0419)
o======================================================================o
19) First go through the door to the west and exit the area
(x=100, y=550) to find a garden area, occupied by two Spore Colonies and
the Myconids they'll summon.
***ITEMS***
(x=900, y=450) Quarter Staff +1, Sling +2, Bullet +1 x40,
Potion of Extra Healing x10, 150 gold
Lizard Man Room (AR420)
o======================================================================o
20) Head back to the Navigator's Room and go north, exiting the map at
(x=500, y=50) to find a triangular room occupied by four Lizard Men.
Not very epic, but we might as well grab the loot, right?
***ITEMS***
(x=500, y=250) Battle Axe +2, Protector of the Second +2, Ninja-To +1,
Dart +1 x60, Bolt of Lightning x40, 350 gold
Lower Plane (AR0414)
o======================================================================o
21) Okay, enough picking on pansy enemies and grabbing easy loot. Head
back to where you entered the Planar Sphere and head outside
(x=3400, y=3100) to reach... well, no place good. This level is
populated by Fire Mephits, Imps, Maurezhi, Quasits, Salamanders, and
the odd powerful Tanar'ri. The latter are the only real threats,
especially the unique Lea'liyl. Spell-buff to the max before engaging
them, send summons first to provide extra targets, and hope their
'death gaze' doesn't paralyze anybody... Yeah, that's right, they're
like Aec'Letec from the first game, except their Death Gaze doesn't turn
you into a Ghoul and perma-kill characters. Keeping Remove Paralysis
handy comes highly recommended. Lea'liyl is at (x=1920, y=1340), another
Tanar'ri is at (x=1100, y=2050) and the last is at (x=2150, y=1750). The
last is probably the easiest to deal with, as it won't summon
reinforcements, but if you're brave you can test all three, as they each
give good experience. Besides their 'death gaze' they're fond of using
Vampiric Touch and Silence 15' Radius, and when all else fails, they're
fairly strong melee combatants, at least at this point in the game. Kill
one, kill two, or kill them all, but get a sweet, sweet Demon Heart and
head back into the Planar Sphere.
Note from Lee:
Didn't even have to spell buff much here. Double-hasted the party and
rushed the Tanar'ri - they went down pretty easily, and mopping up their
"reinforcements" was a breeze. I had a plethora of Healing Potions, so
getting back to full strength after each was easy. Once they were all
dead, I rested back inside the sphere.
<---------------------------------------------------------------------->
22) Now return to the rune room. To activate the runes, touch the
northern one first (x=1500, y=1120), then the southern one
(x=1300, y=1500), then the eastern one (x=1600, y=1370), and finally the
western one (x=1200, y=1220). The door south will open, allowing you to
head to the lower level (x=1700, y=1800).
The Planar Sphere, Lower Level (AR0412)
o======================================================================o
23) Go through the door to the north-east to find Tolgerias and a
companion Cowled Wizard. You know the whole 'screwing them over' thing
that you're doing? Yeah, they're not fans. Naturally, a fight ensues,
and it would be wise of us to be careful, being rather low-leveled and
all. Their strategy is as follows. Besides the requisite spell-buffing
they'll do (Stoneskin to start, True Sight if you try to be sneaky, and
other defensive buffs like Mirror Image if the fight draws out) their
main goal is for Tolgerias to hit you with a Horrid Wilting (nearly
fatal to any character at this level) followed by Power Word: Kill,
which will almost certainly kill any one character who survived the
Horrid Wilting due to the damage they just sustained. Afterwards,
Tolgerias will cast several Power Word: Stun spells, while his Mage
buddy summons critters to take advantage of any characters who might be
stunned. Tolgerias's stunning will, of course, be more effective by the
virtue of the damage done by his Horrid Wilting. It's a simple scheme,
but it can be brutal. An easy way to blunt their offense? Mark their
locations with an invisible or sneaking character, then summon
something near them (making good use of replenishable summon items like
the Black Spider Figurine.) Tolgerias will then be obligated to use his
Horrid Wilting on your summon. Afterwards, Haste up, and rush Tolgerias.
Use Jaheira to cast Insect Plague, then get a Mage to try and take down
his defenses with Breach. If you manage to hit them with Insect Plague
at this point, the fight is probably over, and his subordinate Mage is
much less capable of causing party-destroying mischief. Once they're
dead, loot Tolgerias for a Ring of the Ram, an Angel Skin Ring, and a
Quarterstaff. Not very epic loot for such a potent opponent, eh? Ah
well.
<---------------------------------------------------------------------->
24) To the north-east you'll find a 'fire room'. That's right, it's the
elemental part of the planar sphere. Inside is a Greater Fire Elemental,
an Efreeti, two Salamanders, two Fire Mephits, a Magma Mephit, and a
Smoke Mephit. I suggest luring them out if possible-why risk traps and
the bottleneck of a doorway if you don't have to?
***ITEMS***
(x=1900, y=930) Scroll of Globe of Invulnerability,
Scroll of Spirit Armor,
Sheild of the Falling Stars +1, Staff of Fire +2,
Arrows of Fire x40
***TRAPS***
(x=1650, y=940)
(x=2100, y=870)
<---------------------------------------------------------------------->
25) Through the door to the north-or rather, the large chunk of ice
that serves as a door-you'll find three Ice Salamanders, three Ice
Mephits, and a Troll. Remember to use fire or acid to finish the Troll
off once you've put it down. Again, luring some of them out is probably
going to make your life a little easier.
***ITEMS***
(x=700, y=550) Scroll of Otiluke's Resilient Sphere, Gift of Peace
***TRAPS***
(x=700, y=760)
(x=550, y=500)
Engine Room (AR0413)
o======================================================================o
26) Now to get to the Engine Room. You can reach the Engine Room via a
door north of the fire room (x=1700, y=300), or north of the ice room
(x=1100, y=50). In the engine room you'll encounter two groups of
Golems-one that appears along the northern end of the western walkway,
and one that appears near the engine in the center of the area. Both
groups consist of a Clay Golem and a pair of Stone Golems. Use the
narrow walkways to ensure you're only attacked by one Golem at once if
possible, and be sure to get all the magical blunt weapons you can on
the Clay Golem. Another Clay Golem guards the treasure stash along
the eastern walkway. Grab the Ring of Danger Sense (which will bring
Imoen and Nalia up to snuff when it comes to detecting traps) and the
largest cash payout we've had yet in this game. Dump your hard-won Demon
Heart in the power core (x=800, y=800) to get a nice experience reward
for your effort.
Note: If you're a higher level, you'll encounter an Iron Golem along
with the three lesser Golems. Yikes. Fortunately the Iron Golem is
just too big to move around much, and will likely block off the lesser
Golems that accompany it. You'll need +3 weapons to hurt an Iron Golem,
but by now you should have a few of the following: Celestial Fury,
Dragon's Bane, Stonefire, Pixie Prick, and/or Blade of Roses... which
doesn't make taking down an Iron Golem easy, but since it can't move
around, hit and run tactics will suffice. This is another event where
my protagonist excels-against a foe that can casually pummel my party
members for 40+ damage a hit, Stoneskin, Improved Invisibility, Blur,
and Mirror Image go a long way.
***ITEMS***
(x=1200, y=350) Ring of Danger Sense, Bloodstone Amulet, Black Opal x3,
Ziose Gem x2, King's Tears, 6666 gold
***TRAPS***
(x=1200, y=350)
***REWARD***
(For powering up the Planar Sphere)
EXP 45500
<---------------------------------------------------------------------->
27) Return to Lavok and either choose to let him die here, or take him
with you outside. It is MUCH more rewarding to take him outside, but
either way he'll give you the Planar Sphere when you're done (so long
as you're a Mage and haven't taken another stronghold yet.) Valygar
will talk with you once Lavok dies and ask to remain with you. He's now
yours for the rest of the game. Loot Lavok and grab his Ring of Acuity
before heading off on our next quest.
***REWARD***
(For letting Lavok die on his home plane)
EXP 45500 (each character)
Next up is to recruit and secure Nalia, which will also nab us the
Fighter's Stronghold. Before that, however, I'll cover the Mage
Stronghold quests (messing around with your new Planar Sphere.) Also,
since I've accumulated 34,000 gold over the last several quests, it's
time to go spend some of it. Since the end of my time here in Athkatla
is approaching, I buy what I really need before chasing off after
Irenicus-including Bracers of Defense A.C. 3, the Fortress Shield +3,
and the Ring of Air Control. Sure, I'd like to get my hands on the Robe
of Vecna, the Sensate Amulet, and the Reflection Shield, but I have the
cheaper defensive items, and that'll do for now.
o======================================================================o
| Mage's Stronghold Quest |
o======================================================================o
Sequence of Events: {WLK017}
1) Working With the Enemy
2) Slaying the Solamnic Knights
3) Sanctuary for the Solamnic Knights
4) Sending the Solamnic Knights Home
5) The First Task
6) The Second Task
7) The Third Task
8) Graduation
9) Assault of Argrim's Anti-Magic Fanatics
10) A Bad Day for Hanj...
11) Gossip
12) Imprisoning Argrim
13) Potion Payout
Planar Sphere (AR0411)
o======================================================================o
1) Return to the Planar Sphere, where Reyna of the Solamnic Knights will
ask you to return her and her companions home. After she leaves, a
Cowled Wizard named Teos shows up, ready to offer you a deal. Because of
your seizure of the Planar Sphere (and subsequent smiting of Tolgerias)
the Cowled Wizards have decided to take you seriously. They'll allow you
to operate the sphere, and in return you do some mercenary work in
situations in which they cannot act. He will offer to look into Imoen
for you, but by now you should realize that this is always a dead end.
And of course, you might be working for the Cowled Wizards, but it won't
change how the cowled Wizards treat you in the city (you'll still get in
trouble if you cast spells in the city without a license, for example.)
If you ask him about the Solamnic Knights, he'll tell you to just kill
them and be done with it-or failing that, go ask Ribald at the
Adventurer's Mart or the knights or the Most Noble Order of the Radiant
Heart.
<---------------------------------------------------------------------->
2) Well, first things first, we can just kill the Solamnic Knights. They
give 2000 experience each and drop mundane gear, so it's not much of a
solution. For a REAL reward, look into either going with the Most Noble
Order of the Radiant Heart or Ribald instead.
High Hall of the Radiant Heart (AR0903)
o======================================================================o
3) Head over to the Temple District and go to the south-eastern corner
to find the 'High Hall of the Radiant Heart' (x=3300, y=3400). Find
Prelate Wessalen (x=350, y=590) and talk to him about it. He'll offer to
allow them to stay here-not exactly what they wanted, but a bunch of
stupid paladins should be happy enough hanging around with a bunch of
other stupid paladins, right? Go back to the Planar Sphere and tell
Reyna that she can shack up with the Radiant Heart, and she'll resolve
herself to make the best of it. It's a start-45000 experience beats
6000 any day, but we can do better... if you have some money.
***REWARD***
(For getting the Solamnic Knights to join the Radiant Heart)
EXP 45000
<---------------------------------------------------------------------->
4) Travel to the Adventurer's Mart and talk to Ribald. He'll say he
knows a wizard who can help get the Solamnic Knights back-for a fee.
9000 gold, in fact. Yes, that's a lot of gold, but this crazy FAQ
writer must have something in mind if I think this is the best way to
resolve the quest. Just have some faith. Or better yet, keep reading
and you'll have knowledge, which is infinitely better than faith. You'll
be told that this Mage whose services you just procured will be at your
Planar Sphere in a day. So head on over to the Planar Sphere and rest
for a while-chances are you'll be bothered by Teos before your Mage will
show up, but that's fine (see Step #5). After a while, Khollynnus Paac
will show up and offer to take them away. Before they go, you'll be
given a Golden Girdle as a gift, as well as an experience reward. 9000
gold sound a little steep for a Golden Girdle? Maybe, but these things
don't grow on trees, and gold is only as useful as what you buy with it.
It's better to ante up the gold now than wish you had a girdle later on,
when you've got plenty of money and nothing to spend it on. It'll
happen.
***REWARD***
EXP 45000
Item Golden Girdle
<---------------------------------------------------------------------->
5) About a day after claiming the Planar Sphere and speaking with Teos
the first time, he'll show up again and promptly unload three
apprentices on you-Morul, Larz, and Nara. You know they're disposable
because of their short names. Right Teos? After the introductions are
over you'll be whisked away to the Golem room, where the apprentices
will discuss what their first task-the enchantment of a magical item-
should be. You have the following options:
Dagger of [Character Name] (250 gold)
The Wand of the Apprenti (1000 gold)
Ring of the Princes +1 (2000 gold)
Now, this is pretty much going to be the model for all your apprentice
missions-they'll ask you what they should create, and you'll pay them
to make the item. Some items are more difficult than the others and you
can always follow the cost to determine the difficulty. There's a brute
percentage chance whether each object will be successfully created by
your apprentices (so save before you assign and reload if you don't get
anything out of it!) However, magic is dangerous business-there's a
chance that one or more of your apprentices will die trying to make
these items. And by 'chance' I mean pre-determined outcome. The goal of
this exercise is to get all your apprentices out of their training
alive-at least, you'll get the best experience reward at the end if all
three are still breathing. That said, it's also an opportunity to get
yourself some loot, so we'll need to balance our greed for equipment
with our greed for experience points. Also, keep in mind that if you
lose an apprentice in an earlier step, you'll have no chance of getting
any of the better gear later... and of course, you'll forfeit the
experience at the end. Trying to make the Ring of Protection will
always get Larz killed, so go for something else instead. None of the
items are very powerful, so there's not much point in paying a lot of
money for one or getting anybody killed over it. I suggest going for the
Dagger this time around, as it's the least expensive item.
<---------------------------------------------------------------------->
6) After completing the first item, they'll next move on to scrolls.
These are your options:
Scroll of Mislead (250 gold)
Scroll of Horrid Wilting (1000 gold)
Scroll of Meteor Swarm (2500 gold)
The Scroll of Mislead and the Scroll of Horrid Wilting are both doable,
and the latter is one nice spell, indeed. Going for the Scroll of Meteor
Swarm will always result in Nara's demise... although it IS possible to
actually get it. Still, it's not a great spell, so go for a lesser
scroll, instead.
Note from Lee:
While waiting for these stuipd apprentices to complete their work, I go
off and do the Skinner Murders [WLK020] here.
<---------------------------------------------------------------------->
7) The final test is a serious enchantment, your apprentices want to
tackle one of the following options:
Robe of the Apprenti (250 gold)
Reaching Ring (3000 gold)
Staff of Power (10000 gold)
There's no way to get everybody out of this alive, unless you tell them
not to even try. If you're willing to get Larz killed (or Nara, if Larz
is already dead, or Morul, if both are already dead) you can score the
Robe of the Apprenti, which gives you an Armor Class of 3... but it's
nothing that Bracers of Defense can't do, and it's certainly not better
than the Robe of Vecna. Going for the Reaching Ring will get at least
both Nara and Larz killed, but again, there's a chance you'll actually
get a Reaching Ring out of this (which gives a bonus 5th, 6th, and 7th
level spell). The Staff of Power, however, is a pipe-dream. This one is
actually kind of tricky... 50000 experience is pretty nice, but then
again, so is the Reaching Ring. If you've got a Mage-heavy party, it
might be worthwhile to go for it. Still, there are plenty of good rings
out there, so it's not like there's any real chance of somebody's finger
getting cold. We'll find another one of these rings, and it's debatable
whether this ring is better than the ring of Acuity (a bonus 5th-level
spell is a good thing, but so are bonus 3rd and 4th level spells...
6th and 7th... not so much). Then again, 50000 experience is child's
play come Throne of Bhaal.
<---------------------------------------------------------------------->
8) About a day and a half after the completion of the last task (add on
the normal four days wait if you told them to skip the last craft) Teos
will show up. If you've got any apprentices left they'll have a rather
silly graduation ceremony, and you'll get a reward if all three are
still alive. By now you've gotten a crappy wand or a crappy dagger, and
a Scroll of Mislead or Horrid Wilting. At a cost of 500-2000 gold, it's
not a bad trade just for the items (especially if you scored yourself a
Scroll of Horrid Wilting!) but the experience really makes this worth-
while.
***REWARD***
(For successfully mentoring all three apprentices)
EXP 50000
<---------------------------------------------------------------------->
9) About two days after the graduation ceremony you'll be approached by
a Sergeant Natula, who will tell you that Teos needs to see you in the
Planar Sphere immediately. After returning Teos will gate in and ask
you why the hell you asked for him. Uh... Sergeant Natula and a group of
buddies will show up and attack, while Teos bravely flees. None of them
are spell-casters, which means they're all but helpless once you start
dishing out spell-buffs, and as usual a single Insect Plague or Chaos
spell will have this fight well under way. Sergeant Natula will drop a
suit of Full Plate Mail Armor and Alnarow will drop some Potions of
Invisibility, but the rest of what you'll get is junk. At least they're
worth a good bit of experience. After the fighting is over Teos will
return and sheepishly explain his departure. He'll also say that one
Lord Ketlaar Argrim is a fanatic opposed to magic, and will conveniently
have a rune of imprisonment on hand that will trap Argrim for eternity.
How nice. Question him about it and he'll admit that Argrim was
'encouraged' to find you. Time to pay Argrim a visit at the Crooked
Crane.
<---------------------------------------------------------------------->
10) When I enter the City Gate District this time, I find a merchant
being hassled by a ne'er do well named Hanj. If you encourage Hanj to
kill the merchant, he'll wuss out and leave, if you let the merchant be
bullied, Hanj will have a good day. If you help the merchant and run
Hanj off he'll offer you a discount. You can only buy from the merchant
if you help him out, and after you're done shopping he'll leave. He
sells Arrows +2, Bullets +2, Potions of Hill Giant Strength, and a
variety of interesting scrolls. If you have a Pick Pockets skill of
180~ or so, you can steal from him pretty much at whim. I am only too
happy to rob him of thousands of gold (and experience points) worth of
wares. A bad day for Hanj is not a bad day for me.
o============o
|Mage Scrolls| Merchant
o============o--------------------------------------------------------->
1st-Find Familiar
---
2nd-Power Word, Sleep
2nd-Ray of Enfeeblement
---
3rd-Minor Spell Deflection
3rd-Protection From Fire
---
5th-Breach
5th-Conjure Lesser Fire Elemental
5th-Lower Resistance
5th-Protection From Normal Weapons
5th-Oracle
---
6th-Chain Lightning
6th-Contingency
6th-Disintegrate
6th-Spell Deflection
Crooked Crane, Downstairs (AR0021)
o======================================================================o
11) Enter the Crooked Crane at (x=220, y=450). Do NOT enter the secret
door you may or may not discover at (x=500, y=150), as a messy death is
all that awaits you there. Once you enter some dink named Rilmi will
babble about Aulava and Tiiro are breaking up. It's really something I
don't care to deal with right now. Head upstairs at (x=100, y=500)
Crooked Crane, Upstairs (AR0022)
o======================================================================o
12) Once you get upstairs you'll see the drama of Aulava and Tiiro play
out. *Sigh* I guess we have no choice. Tell them what you think and
they'll stay together-or not. In the next room you'll find Lord Ketlaar
Argrim (x=300, y=450). He'll claim to recognize you for the magical
abominations that you are. It doesn't matter what you say, a fight
ensues. Equip the 'Rune of Imprisonment' into your quick-item slot, and
use it on Argrim. Your character will get close to him and take their
sweet ass time casting the spell. Once the deed is done and Argrim is
imprisoned, mop up his guards and head back to the Planar Sphere. Report
to Teos and you'll get your reward. Teos will also tell you one
pertinent word regarding Imoen: Spellhold.
***REWARD***
(For killing Argrim)
EXP 7500
***REWARD***
(For imprisoning Argrim)
EXP 7500
<---------------------------------------------------------------------->
13) If you successfully imprisoned Argrim, Morul will return and ask if
he can stay in the Planar Sphere. In return he'll brew you potions every
week. It's not quite as nice as cash, but it's something. He'll make
batches of five potions, which he'll randomly give you when they're
ready. The batches are random, but the potions within are not. Here's a
list of the various batches I've encountered:
Potion of Genius
Potion of Invulnerability
Potion of Frost Giant Strength
Potion of Regeneration
Potion of Stone Form
Potion of Master Thievery
Potion of Perception
Tainted Potion of Invulnerability
Potion of Insight
Potion of Extra Healing
Elixir of Health
Potion of Fire Resistance
Oil of Speed
Potion of Genius
Potion of Genius
Potion of Defense
Potion of Cold Resistance
Potion of Agility
Potion of Firebreath
Empty Potion Bottle
o======================================================================o
| de'Arnise Keep |
| (Recruiting and Securing Nalia) |
o======================================================================o
Sequence of Events: {WLK018}
1) Nalia's Plea
2) The Palisade
3) Being a Servant Sucks
4) Deliberating with Daleson
5) Flail Head (Cold)
6) Clearing the Level
7) Lowering the Drawbridge
8) Splitting Trolls
9) Flail Head (Acid)
10) Lady Delcia Caan
11) The Golem Chamber
12) Dog Stew
13) The Flail of the Ages
14) Dog Food and Ultimate Weapons-Check
15) Umber Hulk Melee
16) Feeding Time
17) TorGar the Troll
Copper Coronet (AR0406)
o======================================================================o
1) Now it's time to recruit and secure Nalia-the Imoen clone. Head back
to the Copper Coronet and hear her out this time. She'll complain that
her home is under attack, and these ungrateful common folk won't do
anything to help. And after all she's done for the poor, too! You'd
think that they'd be more grateful that she was giving back her father's
tax money-tax money generated by noble land-owners preying on their
serfs-but still! You can take her with you to the keep, or send her on
ahead and meet up with her there. I almost always send her ahead and
complete the quest without her in my party, but for this playthrough
I'll make an exception and take her along. In my 'good' party she takes
the place of Yoshimo, and with the Ring of Danger Sense, she'll serve
well enough in his place for now. Before you exit the city, you may
wish to get Nalia some fire-based spells if you take her along. She
comes with Burning Hands, Melf's Acid Arrow, and Flame Arrow, but
getting her Fireball might not be a bad idea either. If you have
some money lying around, you might consider heading over to Watcher's
Keep. The Firetooth +4 Crossbow is expensive, but it is incomparably
effective at clearing the de'Arnise Keep. Also note that Bernard in the
Copper Coronet sells all the Arrows of Fire and Arrows of Acid you'll
ever need (400 or so of each.) Although at 20-25 gold pieces per arrow
(750-1000~ per 40) it might be easier on your finances to steal them.
Then again, if you've done the Copper Coronet quests you could just arm
Korgan with Stonefire +3, which does the job of putting down Trolls
just fine.
de'Arnise Keep, Exterior (AR1300)
o======================================================================o
2) When you arrive, Nalia will notice a palisade to the west and assume
the worst. The crucified corpses in front of the keep don't help ease
her mind either, I'm sure. Now she'll tell you what scourge has befallen
the keep: Trolls and 'snake creatures' have attacked. Head over to the
west to find the palisade, since there's no way we're getting in the
front gates. You'll find Captain Arat at (x=670, y=3330), who will tell
you about what happened here in full detail. He confirms the Trolls,
Yuan-ti, and 'tunneling beasts', and tell you that the secret side
entrance is the only way in. He'll also mention that if you get the
drawbridge down he'll lead his men to the attack, which will hopefully
distract some of the enemy. Then he'll give you 20 Arrows of Fire and
send you off on your way. Head north-east to find a secret door at
(x=1300, y=2700).
de'Arnise Keep, Servants Quarters (AR1302)
o======================================================================o
3) Upon entering the keep Nalia will tell you to find Daleson, then
lower the drawbridge. Sure. Continue through some rooms until you find a
secret door at (x=600, y=1400). In the next room you'll find a Troll
abusing a servant, who is promptly mulched when you enter. Oh well,
can't save everybody, right? Kill the Troll and once it is 'dead' it'll
fall down and be 'Near Death'. During this time use fire or acid to
kill it-either a Arrow of Fire, Arrow of Acid, Burning Hands, Melf's
Acid Arrow, Agannazer's Scorcher, Fireball, Flame Strike, and so forth.
I know we've met a Troll or two before by now, but this place is
crawling with them, so knowing how to deal with them is essential.
***ITEMS***
(x=530, y=1550) Potion of Extra Healing x5,
Scroll of Agannazar's Scorcher, Bullet x120, Dart x80,
1 gold
(x=350, y=1550) Potion of Defense, Arrows +2 x20, Heavy Crossbow,
Bolt +2 x20, Bolt of Lightning x20, Light Crossbow +1
(x=850, y=1250) Scroll of Protection from Normal Weapons, Bullet +2 x4,
Throwing Axe x20, Throwing Dagger x60
(x=800, y=1380) Scroll of Identify, Bolt of Lightning x6, Bolt +2 x10,
Bolt x40, Bullet x40, Bullet +1 x10, Dart +1 x20
(x=950, y=1450) Scroll of Simulacrum, Bullet x10, Bullet +2 x2,
Dart +1 x9
(x=1000, y=1400) Bloodstone Gem, 12 gold
<---------------------------------------------------------------------->
4) Go through the secret door at (x=700, y=1200) to find Daleson. Well,
that was easy. Watch as Nalia desperately tries to act chummy with the
commoner, then defends her aunt's noble status in a turn. Ahh...
Hypocrisy... They'll mention some flail that Nalia's father never got
reassembled, and talk about the 'cellar', where Lord de'Arnise was
apparently taken.
***ITEMS***
(x=700, y=1140) Composite Long Bow, Long Bow, Long Bow +1, Arrows x120,
Arrows of Acid x12, Arrows of Fire x10, Bolt x120,
Bolt +1 x20, Throwing Axe x40
(x=500, y=1000) Spear, Quarter Staff, Quarter Staff +1, Spear +1,
Halberd, Arrows of Fire x40, Bolts of Biting x40,
Bullet +2 x40, Dart of Wounding x40
<---------------------------------------------------------------------->
5) We still have no need to barge into the middle of the level. Go
through two secret doors, one at (x=400, y=950), and the other at
(x=370, y=720). You're now in a forge room, which will come in handy
later. Loot the chest and continue through yet another pair of secret
doors at(x=650, y=400) and (x=720, y=350) to reach a room with some
animal statues inside. Loot one of the lions (x=950, y=200) for a
Flail Head (Cold), as well as a Ring of Earth Control. I put the latter
on Keldorn, since it can be worn with magical armor and Keldorn doesn't
have a shield to boost his Armor Class. As for the Flail Head? Keep it
handy. It's not worth forging yet, but it will be shortly.
***ITEMS***
(x=550, y=400) Scroll of Find Familiar, 37 gold
(x=950, y=200) Ring of Earth Control, Flail Head (Cold), 810 gold
<---------------------------------------------------------------------->
6) Now this might seem rather unceremonious, but backtrack and clear out
the entire level... Yeah, I'm being lazy, but this level isn't that
interesting anyways. In the middle of the level you can expect to find
several Trolls, whom can be bottle-necked quite nicely by simply not
going down to them. Make sure to grab the Star Sapphire from the latrine
and head out into the courtyard via one of the two entrances
(x=2000, y=1200)/(x=1600, y=1300).
Note from Lee:
I do this with just my main character, Keldorn, and Yoshimo - I have all
the melee power I need with my character and Keldorn, and Yoshimo brings
up the rear with Arrows of Fire to finish off the Trolls after melee
(and to disable the trap at (x=1420, y=1370)). The rest of the party
stays safely back in Daleson's Room. Moving clockwise from the door at
(x=625, y=1025) I can clear the level cleanly, then reassemble the party
to move on with Step 7.
***ITEMS***
(x=1420, y=1370) Dagger +2, 450 gold
(x=1790, y=680) Dart of Stunning, 1 gold
(x=1765, y=505) Star Sapphire
(x=1320, y=420) Silver Necklace, 1 gold
(x=1250, y=370) Silver Ring
(x=1170, y=320) Arrows x40
(x=1250, y=240) Bolts x40
(x=1420, y=250) Bullets x30
(x=1520, y=520) Scroll of Protection from Normal Weapons,
Scroll of Breach
***TRAPS***
(x=1420, y=1370)
<---------------------------------------------------------------------->
7) Once outside kill Rover, Rex, Spot, and Sparky and collect their
delicious Dog Meat. Daleson said that to feed the burrowing creatures in
the cellar he made some dog meat stew, requiring... exactly four dogs.
Convenient, that. There's also an Otyugh around and some trolls as you
make your way up the walls. The wheel that operates the drawbridge is at
(x=2850, y=1850). Activate it to lower the drawbridge and get some
reinforcements-and better yet, some experience. Head back down to the
ground level of the courtyard and kill some Yuan-ti and Trolls that
have appeared to do battle with some de'Arnise Guards-guards armed with
Arrows of Fire, I might add. Go back up the stairs and head through the
door at (x=2450, y=1200) to get to the roof, where you can find more
foes to slay. Up here you'll find a door (x=1770, y=1200) leading to the
upper level of the de'Arise Keep.
***REWARD***
(For lowering the drawbridge)
EXP 29750
de'Arnise Keep, Upper Level (AR1303)
o======================================================================o
8) You'll appear in a room surrounding a Yuan-ti Mage, who also has some
Trolls nearby. If you jump on the Yuan-ti, this fight'll be over in a
pinch. Nalia will tell you to find her aunt's room, as there is a
secret passage (surprise...) to the 'cellar' there. One of the Trolls
here will split into two mini-trolls as you fight it, which is silly.
Grab the Keep Key from the bookshelf (x=1600, y=1380) before exploring
the rest of this level.
***ITEMS***
(x=1600, y=1380) Scroll of Conjure Lesser Earth Elemental, Keep Key,
Bolt +1 x20
(x=1700, y=1550) Scroll of Minor Spell Turning
<---------------------------------------------------------------------->
9) Go through a door to the north-east and circle up and around counter-
clockwise. Head into the room beyond the door at (x=1550, y=650),
wherein Nalia will speak and mention the curious lack of bodies lying
around. In this room you'll find a secret door to the south at
(x=1500, y=800) which will lead to another secret door (x=1370, y=1400).
Go through a trapped and locked door (x=1250, y=1350) to find Glaicus.
Nalia claims he's been charmed, and sure enough, if you hit him with
a Dispel Magic he'll come to his senses. He'll implore you to kill the
leader of the Trolls-a brute named TorGal-before mentioning that Lord
de'Arnise was trying to reassemble a magical flail that 'had powers of
flame and acid and the like'... Probably the same device Daleson was
talking about. Lastly, Glaicus will give you the Flail Head (Acid)
before mentioning a secret forge on the lower level. Glaicus then makes
a sorry excuse and runs off. Wuss! Somebody should re-charm him so that
he does his job! Anyways, if you're the more violent type you can
always just kill Glaicus. He's fairly strong, but a Slow spell really
takes the bite out of him. Once he dies, loot him for a suit of Full
Plate Mail, two Potions of Extra Healing, a Flail Head (Acid), a
Two-Handed Sword, and 20 gold.
***ITEMS***
(x=1990, y=1090) 16 gold
(x=2100, y=770) Silver Necklace, Fire Agate Ring, Arrow x80, Bolt x80,
Throwing Axe x50, Throwing Dagger x40
(x=1670, y=770) Dart x60, Bullet x80
(x=1200, y=520) Wand of Frost
(x=1200, y=1370) Scroll of Spell Thrust, Arrows of Acid x20,
Bolt of Lightning x20, 57 gold
(x=1200, y=1400) Andar Gem, Bullet +2 x40, Dart of Stunning x20
***TRAPS***
(x=1200, y=520)
(x=1250, y=1350)
***REWARD***
(For freeing Glaicus)
EXP 22550
<---------------------------------------------------------------------->
10) Backtrack to the hallways around the perimeter of the level and
continue counter-clockwise. You can go up some stairs (x=1200, y=300)
to the roof and kill some more Yuan-ti if you wish, but there's no
point to it besides the experience in it. Continue through a room with
a fountain and enter a room (x=570, y=1200) containing Lady Delcia Caan
(you'll need the 'Keep Key' we found in Step #8 to gain entry to her
room). She's worse than the Trolls, but you'll suffer a large reputation
hit if you kill her, so just endure her uselessness. There's a room to
the south (x=1300, y=1700) you can loot, but to continue on you'll need
to search Lady Delcia Caan's room.
***ITEMS***
(x=1400, y=1500) Scroll of Detect Illusion, Sunstone Gem,
Arrows of Piercing x20
<---------------------------------------------------------------------->
11) In Lady Delcia Caan's room you'll find a secret door at
(x=850, y=1050). Go through another secret door at (x=900, y=850) to
find a room lined with Golems. At my modest level (about 960,000
experience per character) there were two Flesh Golems, two Stone Golems,
one Clay Golem, and one Iron Golem. This is much more than I wish to be
facing at this time, so we'll have to be... sneaky.
For the sake of convenience, let's list the Golems by their location,
numbering them by where they stand. #1 is the Golem (whatever type it
may be) closest to the secret door, and #6 is the Golem closest to the
statues. The Golems activate (and attack) when you mess with the statues
are the far end of the room-namely, certain Golems get touchy when you
molest certain loot. If you grab Frostreaver +3, Golems #6 and #4 will
attack. If you fondle the Kneecapper +1, Golems #1 and #2 will become
irate. If you 'borrow' the Elven Court Bow +3, Golems #3 and #5 will
attempt to kindly convince you to desist. Since #3 is the Iron Golem,
this is the group to watch out for. Finally, if you just want to have a
closer look at that Flail Head (Fire)... well, the Golems don't give a
crap about the most potent artifact they guard. Lazy Golems! It should
be pretty obvious how we can handle this encounter simply-take one
magical item at a time (saving that bow for last) to provoke the
Golems, and dispatch them piecemeal. Or... you could just manually
attack a Golem without bothering with its loot first. The attacked
Golem will fight back, of course, but you can simply slaughter them one
at a time this way.
In any event, the big threat here is the Iron Golem. I suggest killing
off its buddies, then provoking it. Once done, run back out the door
where the Iron Golem can't reach you. Sure it's not very brave, but
that's not the point here. The Iron Golem requires +3 weapons to hit,
and thankfully I've kept the Dragon Bane +3 Halberd. Keldorn/Dorn equips
it, then attacks the Iron Golem, which simply cannot reach him to
retaliate. It'll take half of forever to kill it, but it'll die
eventually. Failing that, Celestial Fury and Stonefire +3, can be used
to harm it-you'll just have to withdraw injured characters to heal them.
Now, for the loot we've just acquired... The bow is great for Minsc, the
War Hammer should be kept on hand just for occasions when a highly
enchanted weapon is needed (by the way, Trolls count as giants, so slap
it on Anomen for now), and the Frostreaver +3 will do wonders for
Korgan. It was a generous room, indeed. There is another secret door at
(x=1100, y=850) and stairs down at (x=1250, y=900), but before you go
there are a few things you may want to do. Head back to the Servant's
Quarters by heading back down the stairs at (x=2200, y=900) to complete
a few tasks that'll make your life easier.
***ITEMS***
(x=350, y=500) Warhammer +1, +4 vs. Giantkin, Flail Head (Fire)
(x=450, y=450) Elven Court Bow +3
(x=570, y=370) Battle Axe +3, Frostreaver
<---------------------------------------------------------------------->
12) Back in the Servants Quarters (AR1302), activate the kitchen
(x=2050, y=700) four times to scrape all the Dog Meat into a cauldron
and make a stew. The game gives away the fact that the burrowing
beasties below are Umber Hulks, but at least now you have something to
distract them... and some experience.
***REWARD***
(For making Dog Meat stew)
EXP 11500
<---------------------------------------------------------------------->
13) Now head over to the forge (x=400, y=500) and activate it. You
should have all three Flail Heads in your inventory and ready to go.
Once activated you'll get an experience reward, and the best flail in
the game. It's a +3 weapon that deals an extra point of acid, cold, and
fire damage, and it has a chance to slow creatures when striking. The
only downside is I don't really have a character who has the
Flail/Morningstar proficiency right now. Still, it's a great weapon for
Viconia or Anomen, when they become proficient. Anyways, at least we
have it, and once we can use it well-watch out, game!
***REWARD***
(For reconstructing the Flail of the Ages)
EXP 22350
<---------------------------------------------------------------------->
14) Dog food and ultimate weapons-check, now it's time to return to the
upper level (AR1303). Head up the stairs at (x=2300, y=900) to get
there, then head back to where we slaughtered the Golems. Go through a
secret door at (x=1100, y=850), then down the stairs at (x=1250, y=900).
de'Arnise Keep, 'Cellar' (AR1301)
o======================================================================o
15) Loot this room, then head south-east and kill the Trolls in the
next... not-torture chamber. Before going through the next door, I spell
buff my protagonist to the fullest, but I include Chaotic Commands to
his normal defenses. Beyond the door you'll find several Umber Hulks,
who typically like to start out combat with confusion gazes. This can
really break up an attack, and having my main character with Celestial
Fury, Dorn, Korgan or Keldorn out of the fight (or worse, attacking my
own party!) can really make things go bad fast. A fully spell-buffed
Fighter/Mage, however, just waltzes in and endures their attacks. After
the first round of gaze attacks, the rest of my party walks in and puts
the beasts down. A lower-leveled party (like one trying to score loot
early or trying to secure Nalia) might want to try and lure them out one
at a time. If you want a non-violent solution to this issue, however,
see Step #16.
***ITEMS***
(x=880, y=250) Shield Amulet, Scroll of Identify, Arrows x80,
Arrows of Fire x10, Bolts x80, Bullets x80,
Throwing Daggers x30, Darts x100
(x=1080, y=150) Arrows x80, Bolts x80, 12 gold
(x=980, y=500) Dart of Wounding x20, Arrows of Fire x40,
Arrows of Acid x40, 1 gold
(x=1150, y=550) 6 gold
***TRAPS***
(x=880, y=250)
<---------------------------------------------------------------------->
16) Remember that dog food we made earlier? If you want to avoid
fighting the Umber Hulks (or if you just want to score some extra
experience) you'll need to be sneaky. Take a sneaking Thief and go
through the door at (x=1550, y=750). To the south-west you'll find two
tunnels. Go through the open door leading to the northern of the two
tunnels, then enter a cell that has been clearly tunneled into. If you
search the tunnel you'll find some 'dog bones'. This is the game going
*hint-hint*. Put the dog stew we brewed earlier here (x=650, y=1100) and
you'll get some experience. None of the other cells are worth exploring,
and you should probably vacate the area before the Umber Hulks arrive.
You can kill them later, if you wish. Regardless of how you handle the
Umber Hulks, however, regroup in the room they once occupied.
***ITEMS***
(x=1750, y=720) Scroll of Infravision, Orc Leather +3
(x=1900, y=750) Bolt of Biting x40, Bolt +2 x40, 9 gold
(x=2070, y=900) Bullet +2 x40, Bullet +1 x40, 1 gold
(x=1900, y=1000) Scroll of Mordenkainen's Sword, Throwing Axe x40,
Dart +1 x60
***REWARD***
(For luring the Umber Hulks)
EXP 18750
***ENHANCED EDITION***
In the original version of the game, you could plant the dog food in
the tunnel after killing the Umber Hulks... which didn't really make
much sense, since... I mean, what was it luring? In the Enhanced Edition
you must plant the dog food before killing the Umber Hulks. At least, if
you want to gain any experience.
<---------------------------------------------------------------------->
17) Before you head through the door to the north-east, spell buff to
the max. I know, two straight battles in which I told you all to spell
buff, I must be mad. Once you're ready go through with just one
character (for me this was my Fighter/Mage, who is my one-man problem
solver/tank.) At (x=2500, y=440) you'll find TorGal, the top Troll.
He'll spill some interesting information before attacking, not all of
which will make much sense. He'll come with friends, which can present
a bit of a problem at higher levels, but at my current, modest, level
he had only a pair of Giant Trolls with him. I ran back to the Umber
Hulk room and when the first Troll crossed the threshold I met them,
bottle-necking them at the door. After they're dead, search the room
they were in to find Nalia's dad, who is rather dead. After you make
your way out of the keep you'll get a rather hefty quest reward, in
both experience and gold. This gives my Viconia just enough experience
to hit level 12, and hence, get a proficiency point to spend into
Flails. Better late than never, right?
***ITEMS***
(x=2600, y=350) Scroll of Feeblemind, Bloodstone Gem x5,
Bloodstone Amulet, Moonbar Gem, Water Opal, 2126 gold
***REWARD***
(For clearing the de'Arnise Keep)
EXP 45500 (each character)
Gold 10650
If you're a Fighter, Nalia will pester you about her problems, saying
that she's betrothed to a snooty noble named Isaea Roenall. Now that her
father is dead she's set to marry this noble and fall into a life of
quiet servitude. Of course, she has a scheme-take control of the
de'Arnise Keep and she'll be safe from the unwanted marriage. Sounds
like a win-win, you get control of a fortress, and she doesn't have to
marry an arrogant lordling. The missions pertaining to the de'Arnise
Keep will be discussed in the next Sequence of Events. It will also
include the Nalia-specific quests, since I traveled around with her for
a little while. It seems like a good enough place to include them, and
as far as this FAQ is concerned, I won't bother separating the two.
(Even though the two are indeed separate. Just keep Nalia around while
you do the Fighter's Guild quests to replicate the section below.)
***ENHANCED EDITION***
In the original game, the de'Arnise Keep was the only stronghold that
could be obtained along with another stronghold. Now if you have
another stronghold, you cannot obtain the de'Arnise Keep.
o======================================================================o
| Fighter's Stronghold Quests |
o======================================================================o
Sequence of Events: {WLK019}
1) The Regent of de'Arnise
2) Bandit Problems and Pushy Merchants
3) Philosophical Ponderings
4) Temple of Tempus
5) Lord de'Arnise's Funeral
6) Isaea Roenal's Power Play
7) Lord Roenal's Power Play
8) Barg Blathering
9) Dirth's Dirge
10) The Roenal Estate
11) Initiating Isaea's Investigation
12) Her Lord's Blessing
13) An Easy Mark
14) Financing the Flood
15) Winning the War
De'Arnise Keep (AR1302)
o======================================================================o
1) After accepting to lead the keep you'll be taken to see the Major
Domo. He'll talk to you about day to day functions of the keep, taxes,
and other terribly interesting things. You'll be told that you'll be
making about 500 gold pieces a week, and that every couple of weeks you
should check in. And of course, you'll be summoned when big things need
your attention. One bit of good news, however, is the fact that Lady
Delcia Caan will not be staying. Anyways, check back every time you get
the message 'gold has been placed in your keep'. Chances are you'll have
some task you can perform. Like most strongholds, you can trigger most
quests by simply resting in your keep, but some require you to be
outside. I'll try and let you know, but if you just go around and
adventure like normal and just check back every time you make money,
you'll be fine.
You can also talk to the Major Domo about quickly raising taxes at the
expense of the commoners. This will net you an instant 1000 gold each
time you do it, but it'll piss of the peasantry, and as time goes on
your own staff will begin resigning. Spoiled serfs, this is why you
don't treat them well, they get all indignant and free-willed for later
tyrants! Thanks Lord de'Arnise. Extort money like this nine times, and
your peasants will revolt and you'll lose the de'Arnise Keep-
permanently. Also Nalia isn't too proud of how you ran things, and will
leave your party, too. So let's try and balance our greed in the short
term with our greed in the long term, hmm? Talk to the Major Domo and
select option #4 "Tell me how things fare." and he'll tell you the
general disposition of the peasants, which typically increases the more
benevolent things you do, and drops the more cruel things you do.
Following the experience rewards is usually the best option, but there
are some things you can do that'll make the peasants love or hate you
more regardless (typically involving you spending money to help
somebody for no reward.)
<---------------------------------------------------------------------->
2) After about a week the Major Domo will tell you that a merchant
named Tolmas Bendelia is demanding to see you. Apparently his caravan
was waylaid by bandits when passing through the region and he is none
too happy about it. First, actually choose to see him. Doing nothing is
almost always the worst solution. He'll storm in and as a merchant he
naturally wants restitution. If you don't please him he threatens to
never travel through these lands again and to foreclose on every farm
he holds a debt for. To protect against more bandit threats, the Major
Domo says you'll have to hire mercenaries-you've lost too many guards to
the Trolls to clear out the bandits with your own men. It'll cost you
either 500 gold, or 250 for more.. delayed results. As for the merchant
your options seem numerous, but boil down to a few simple things.
Either compensate the merchant for his caravan fully (1000 gold),
partially (500 gold), or not at all. Or you can buy your farmer's debt
off of him (1000 gold). Lastly, you can have him executed for being such
an ingrate. The real experience-earner is the mercenaries, where you
have the option to pay 500 gold for adequate forces (the best option)
250 gold, or nothing. You get bonus experience for having the merchant
executed.
***REWARD***
(For hiring adequate mercenaries)
EXP 15000
***REWARD***
(For having the merchant executed and hiring adequate mercenaries)
EXP 15500
<---------------------------------------------------------------------->
3) In time talk to the Major Domo and he'll tell you that Captain
Cernick wishes to see you. He'll tell you that a guard named Lastin has
been caught red-handed stealing from the manor, and Cernick is unsure of
how to deal with him. He's an ineffectual pansy who wants to make you
make all the hard decisions. The Major Domo warns you that people who
oppose your rule are watching, so be a careful judge. Yeah, yeah..
If you ask Cernick about the precedence he'll mention that in the past
one of the servants was stealing tax money-and was executed. Let Lastin
have his say and he'll give you the sob story about his wife getting
sick and him needing medicine to heal her. Medicine he could not ever
afford on his salary. Ah, how many times have I heard this in my
philosophy classes? Stealing is wrong, but stealing to save a life might
be less wrong? Bad Bioware, for throwing elementary philosophical
prime examples at us. If you execute Lastin you'll get no reward, so
it's probably not the right thing to do, right? You can also fire
Lastin, pardon him, or pay for his wife's medicine. Let thy experience
reward be thy guide. Paying for his wife's medicine doesn't get you
anything extra, but it is good for your soul. Eh... but since that
probably doesn't exist, do what you wish.
***REWARD***
(For firing Lastin)
EXP 11500
***REWARD***
(For pardoning Lastin)
EXP 15500
<---------------------------------------------------------------------->
4) After more time passes the Major Domo will inform you that a burly
man who claims to be a priest of Tempus wishes to speak with you. Enter
Bolumir, priest of Tempus, who wishes to set himself up here in the
de'Arnise keep. Keldorn will vouch for him, but Anomen seems to feel
differently, and the Major Domo will recall that he was ejected from his
last parish. Your choices here are relatively simple. If you deny him
rudely you'll get nothing, if you deny him.. less rudely, you'll get an
experience reward, and if you allow him to set up kip here you'll get
the best reward. If you want to go see him later, he'll be up in what
used to be the Golem room. You can buy a few things off of him, potions,
priest scrolls, a Helmet of Charm Protection, and Boots of Grounding, if
you still have a need for some boots.
***REWARD***
(For dismissing Bolumir somewhat less rudely)
EXP 11500
***REWARD***
(For allowing Bolumir to set up a temple)
EXP 15500
<---------------------------------------------------------------------->
5) Now, if you have Nalia in your party a Messenger will come find her
and give her a message. She's not specific, but it has to do with her
father's funeral. Well, we can't in good conscience leave her to her own
devices or delay this most important of matters. After all, we're just
chasing after a friend who's in grave peril, and for all we know Nalia's
father's grave is in peril! Oh yeah, you just read that. Head over to
the Graveyard district and the Messenger will meet you again, and
whisk you away to a tomb, where he says "they are waiting for you
upstairs." Kay. Head up into the tomb (x=1620, y=750). Upstairs you'll
find a collection of nobles, talk to them all, and have Nalia nearby.
Eventually Isaea will start talking to Nalia and as you can expect, it
doesn't end very well. Afterwards Nalia will fume for a bit before
resolving to leave.
Note that this will not happen in the de'Arnise Keep, so go wander
around Athkatla until the Messenger shows up.
<---------------------------------------------------------------------->
6) Shortly thereafter I was met by Isaea Roenal on my way back to the
de'Arnise Keep, who presumes to have Nalia imprisoned for.. well, lack
of judgement, really. He'll use his station as a noble and as a member
of the military to get this to pass. Nalia will be taken away, and we'll
need to recover her-if for no other reason than because of Isaea's
smugness! Afterwards a man named Khellor Ahmson will show up, and
conveniently provide you with a lead. He'll direct you to go to a man
named Barg at the docks. He'll also tell you to check Isaea's personal
records, which are in his home in the Government District, and to bring
anything you find to Corgeig Axehand-Isaea's commander.
<---------------------------------------------------------------------->
7) Of course, now that Nalia has been removed from my party I'll
immediately get bothered by a Messenger telling me that Lord Roenal is
waiting for me at the de'Arnise Keep. Wonderful. When I get there he's
about as nice as you'd expect-he demands I give over the estate or else.
If you refuse to see Lord Roenal, or if you refuse to give up the keep
you're in for a fight with him. Well, while we wait for him to get his
'army' here, let's go get Nalia back.
<---------------------------------------------------------------------->
8) Head down to the Dock District and talk to Barg (x=2380, y=2500).
Ignore his reference to the Canterbury Tales and he'll readily spill
information about Isaea supporting piracy and slavery, and mention a
man named Dirth over at the Sea's Bounty. You know, with how easily it
is to find dirt on Isaea, the rest of the city must be actively looking
the other way.
<---------------------------------------------------------------------->
9) Head down the stairs to the Sea's Bounty (x=2100, y=2150) again,
leaving Jaheira behind so she doesn't come into contact with Baron
Ployer-yet. Talk to Officer Dirth and (x=350, y=620). He's not quite
the same level of moron that Barg was, and will fight you if you throw
out the name Isaea. Kill him and loot him for Isaea's Slavery Document.
Note that this letter mentions the slavers we killed in the Temple
District earlier.
Roenal Estate (AR1009)
o======================================================================o
10) Now go to the Government District and enter the Roenal Estate,
(x=2800, y=150). The house is blissfully empty. Go grab Isaea's
Financial Statements (x=450, y=400) and leave.
***ITEMS***
(x=220, y=550) 38 gold
(x=350, y=470) Black Opal
(x=450, y=400) Isaea's Financial Statements
<---------------------------------------------------------------------->
11) Head over to the Council of Six building (x=3200, y=950) and talk
to Corgeig Axehand (x=520, y=730). Show him the evidence you've
collected-the gem smuggling, the piracy, and the slaving. Individually
they are apparently unworthy of investigation, but all together, they
add up to a big problem for Isaea. You'll be told that you'll find out
what the score is in a day. Thankfully the game auto-skips ahead. Isaea
is indignant about the inquiry, but the good guys seem to have won, this
time.
***REWARD***
(For exposing Isaea Roenal)
EXP 7000 (each character)
<---------------------------------------------------------------------->
12) Now it's time to return to the de'Arnise Keep and deal with the
elder Roenal. I'll put this whole family in hell yet! But first.. we
have to deal with a problem with a maid named Chanelle. Two men want to
marry her, and as the new lord of the estate you need to give one of
them your blessing. Have them brought in and Chanelle will tell you
what's up. Jessup, a ranger from the local area has been courting
Chanelle for a while, but Malvolio-a land owner from Roenal lands-has
decided he wants her. Malvolio isn't the one Chanelle loves, but he will
pay you 500 gold for her hand. Jessup, on the other hand is rather
broke, and there's the issue of the dowry that Lord de'Arnise promised
to pay that now, of course, is on you. Here we go again with this
status issue again. The experience rewards say be benevolent, and the
fact that I'm not quite a fan of Roenal folks right now really pushes me
in that direction out of spite. Giving them the dowry on top of it
doesn't net you more experience, but it does make the peasants more
happy. After this act of benevolence, the peasants are overjoyed with me
as their leader. Bring it on, Roenal.
***REWARD***
(Give Chanelle to Malvolio and refuse the gift of 500 gold)
EXP 11500
***REWARD***
(Let Chanelle marry Jessup)
EXP 15500
<---------------------------------------------------------------------->
13) Next up, a well-dressed couple will ask for an audience with you.
You should know to be wary when they talk and they're identified as
'Moneylender'. They're here to collect a debt of 2000 gold owed to them
by the late de'Arnise. Like the last extortionist, they threaten to call
in debts in the area if you refuse to pay. They profess knowledge of
what happened to the last guy who tried this, and yet they somehow won't
see their own fates mirrored until you order their execution. Once you
do, their facade cracks and they reveal themselves as crooks. An easy
mark, indeed. After they're escorted away, the matter of the very real
debts your people have arises. You can leave them to their fate, pay up
partially (500 gold) or pay up the full debt to protect your people
(1000 gold).
***REWARD***
(For paying off half of the debt your people owe)
EXP 11500
***REWARD***
(For paying off the full debt your people owe)
EXP 15500
<---------------------------------------------------------------------->
14) The next thing the Major Domo has to report is damage done to a road
by a flood. *sigh* This sounds expensive. What's the point of owning a
keep if you have to spend all the money you make on it! Peasants will
show up and whine, threaten, and give sob stories. After it's over, the
Major Domo will tell you it'll cost 5,000 gold to rebuild. If you don't
plan to pay, at least pick the second option to pay a portion. It'll
get you some experience, and then you can just opt out. On the other
hand, if you choose to do a partial rebuild, do NOT then choose to pay
the whole thing. You'll get an additional 8500 experience... but it's
still less than the full 15500 you would have had if you just chose to
fully rebuild from the start. You can rebuild in increments of 1000,
up to 5,000 gold (the full cost of the rebuild.)
***REWARD***
(For partially rebuilding)
EXP 4500
***REWARD***
(For partially rebuilding and giving 2,000 gold)
EXP 2500
***REWARD***
(For partially rebuilding and giving 3,000 gold)
EXP 4500
***REWARD***
(For partially rebuilding and giving 4,000 gold)
EXP 6500
***REWARD***
(For partially rebuilding and giving 5,000 gold)
EXP 8500
***REWARD***
(For fully rebuilding, at an expense of 5,000 gold)
EXP 15500
Next it's the dikes, which will cost 2,000 gold to rebuild. This one is
more cut and dry, either pay the 2,000 gold, or pay nothing.
<---------------------------------------------------------------------->
15) Finally it's time for the fight with Roenal. Major Domo is panicked,
and apparently we're out numbered and out matched. Follow Captain
Cernick outside-his bright idea is that we kill Roenal quickly so his
army loses spirit and dissolves. Of course he'd suggest something that
didn't involve him doing the work. Head out past the bridge and find
Roenal, who will threaten you before attacking. He's horribly out-
matched, a simple Haste spell and brute force is far too much for him
to handle. He does have a Mage who might cause you a bit of trouble,
but it's just a matter of tearing down his defenses with a True Sight
and Breach. After Roenal dies the battle ends, so you might want to
save him for last in order to get the max experience from his minions.
Once he's dead you'll be whisked back into the keep and praised for
being the awesome fellow that you are. You'll get an experience reward,
and the keep is yours forever more... or until you over-tax it and the
peasants revolt. Head back outside and loot the vanquished. Many of the
troops will have Arrows of Fire, and Roenal's stronger guards will leave
behind Arrows of Fire and Arrows of Ice, as well as Chain Mail +1.
Roenal's Mage will leave behind Bracers of Defense A.C. 8 and a Wand of
Lightning, while Roenal himself drops a suit of Full Plate Mail +1, a
Bastard Sword +1, and 50 gold.
***REWARD***
(For defeating Lord Roenal and holding onto the de'Arnise Keep)
EXP 50000
Anyways, we've secured all the somewhat prominent PCs in the game, and
this leaves us only with Cernd and Mazzy. Since we've already partially
explored Umar Hills, we'll go after Mazzy first. Before any of that,
however, head over to the Bridge District, where we still have some
unfinished business that will tie into the Umar Hills quest.
o======================================================================o
| Skinner Murders |
o======================================================================o
Sequence of Events: {WLK020}
1) The Skinner Murders
2) Mugging at Midnight
3) Rampah's Hide
4) Rose's Odor
5) Bel Dalemark
6) Faraji's Witch
7) Missus Cragmoon
8) Robbing the Robber
9) Silver Horn of Valhalla
10) The Balthis Estate
11) Ankheg Shell House
12) Warehouse
13) Battle Over Bubbles
14) The Man in Red
15) Routing the Ransomers
16) A Good Deed.. or Silver Pantaloons
17) The Murderer Exposed
18) A Skinny Shirt
19) Riverside Escape
20) Collecting the Reward
21) Abduction, Interrupted
22) Wild Mages in the Wild Forest
Before we begin, let me just say that this is going to be a slightly
unorthodox part of the FAQ. By now you should be used to not completing
every quest as we encounter it chronologically, but this is even more
extreme. This section covers much of the ancillary exploration in and
around Umar Hills, but at this point I have no real intention of
completing this quest at all. This part of the FAQ is merely for
recruiting Mazzy, after which I'm more than happy to abandon the Umar
Hills quest. I will not resume and complete the Umar Hills quest until
after recovering Imoen.
Bridge District (AR0500)
o======================================================================o
1) That our Umar Hills explorations starts in the Bridge District of
Athkatla might seem odd, and really it's only marginally related. Doing
this quest now saves us the bother of back-tracking later, and it even
affects some events in Trademeet, so it's worth the bother. If you
remember, Lieutenant Aegisfield recommended we talk to Old Rampah and
Rose, and that's what we should do now.
<---------------------------------------------------------------------->
2) Along the way I was assaulted by Muggers, this is a random encounter
which I'll note here mostly because... well, this is when and where it
happened. It's really only notable because one of the Muggers initiated
dialogue with me and demanded I hand over my money. He then had the
nerve to only give me 20 experience when he died.
<---------------------------------------------------------------------->
3) Rampah is at (x=2630, y=1200). He will try to get you to buy
something he found, asking for 100 gold. Say you don't have that much
and he'll accept half-40 gold-in return for which you'll get an 'Exotic
Hide'. He'll also refer you to the 'seller that buys'.
<---------------------------------------------------------------------->
4) Now head over to Rose (x=2950, y=1970), near the Five Flagons. Money
talks, as usual. If you're nice to her (option #1) she'll ask for 20
gold, if you're rude (option #2) she'll ask for 40. Pay her and she'll
tell you that she distinctly smelled Guril berries when she happened
upon the murder. If you bring her some more, she claims she'll be able
to identify the smell.
<---------------------------------------------------------------------->
5) Since Rose and Rampah both suggested it, you might as well talk to
Bel Dalemark (x=2650, y=2050). If you ask about the slayings he'll talk
about the flayings being precise, not like the work of some beast. Show
him the 'Exotic Hide' you bought from Rampah and he'll identify it as
elephant hide. Who would have such a thing, you ask? A tanner. He'll
mention one Rejiek. Ask about Guril berries and he'll mention three
things with a similar odor-Guril berries, 'the bark of the oak', and
solik berries. Of the three, the bark is used to make tannin, which is
used for curing skins. Your merchant will give you a sample of each free
of charge and again suggest talking to Rejiek.
<---------------------------------------------------------------------->
6) Return to Rose and get her to smell what the merchant gave you.
She'll identify the smell as tannin. Now we could report the information
to Aegisfield, but let's talk to Faraji (x=1400, y=2800) first. Give him
some coins and ask about the murders and he'll mention that he found the
body of 'old Bilver', and he'll implicate a mean old witch named Missus
Cragmoon.
<---------------------------------------------------------------------->
7) Head over to (x=320, y=2670) and talk to the mean cookie-hoarding
witch. She'll admit to being a witch, but otherwise seems pretty
benevolent. What's the point of all this? Nothing much, but once you're
done talking to her talk to her again and she'll sell you some potions.
Namely Potions of Frost Giant Strength, Potions of Stone Giant Strength,
and Potions of Master Thievery. They're pretty easy to steal, if you
don't want to spend any gold. I was fairly successful with a Pick
Pockets score of only 115%. Note that if you tell Aegisfield that Missus
Cragmoon is a witch she'll promptly disappear. Those Cowled Wizards are
nothing if not quick, eh? Later on you'll be attacked by a group of
Adventurers led by one Strachan Fireblade whom has a note from Missus
Cragmoon on him. They're pushovers and they have no exceptional gear.
<---------------------------------------------------------------------->
8) If it's night time you'll find a cutpurse at (x=660, y=2500) who
actually sells a variety of good stuff. Namely Arrows +2, Bolts +2,
Potions of Master Thievery, and a variety of scrolls, the notable ones
are listed below. Despite being a Thief himself, it's very easy to steal
from him. Wait until night if possible and time it so you can steal from
both Missus Cragmoon and the cutpurse in order to conserve Potions of
Master Thievery.
o===========o
|Mage Spells| Cutpurse
o===========o---------------------------------------------------------->
3rd-Detect Illusion
3rd-Hold Undead
3rd-Protection from Cold
3rd-Spell Thrust
---
4th-Enchanted Weapon
4th-Fireshield (Red)
4th-Minor Sequence
4th-Spider Spawn
4th-Teleport Field
---
5th-Spell Immunity
---
6th-Death Fog
6th-Improved Haste
6th-Protection From Magic Weapons
6th-Power Word, Silence
Now, for some entirely unrelated exploration. As you may have noticed,
there are some houses in the north half of this district that we might
as well explore (or at least discuss) since we're canvassing the area.
***ENHANCED EDITION***
In the original game, this cutpurse was kinda buggy-he wouldn't get
appropriately angry if he caught you stealing. Now he does.
Wealthy Home (AR0527)/(AR0528)
o======================================================================o
9) Over at the house at (x=3000, y=770), you can find a fair amount of
loot (and traps) hidden around. It's probably the most wealthy house in
this district that we'll explore for no good reason. The best item you
can find is, of course, the Silver Horn of Valhalla, which is really a
poor summoning item, but it's still nice to have it.
Note: You can upgrade the Silver Horn of Valhalla by visiting the
'Storekeep' (x=1880, y=2070) in Waukeen's Promenade (AR0700). For the
first upgrade you'll need the Silver Horn of Valhalla (of course) a
Diamond and 2000 gold. Pick dialogue options #2, #2, and #1 and in
return you'll get the Bronze Horn of Valhalla, which summons a
7th-level Berserker instead of the Silver Horn's 5th-level Berserker.
To upgrade it again you'll need the Bronze Horn of Valhalaa, a Beljuril
Gem (very rare) and 5000 gold. This second-and final-upgrade will create
the Iron Horn of Valhalla, which summons a 9th-level Berserker. I played
through this game about a dozen times now, and never knew this item
could be upgraded until I saw the other two horns in Infinity Explorer.
A simple Google search later, and I found myself educated by a poster
named 'Keylow' on www.ironworksforum.com. Credit where credit is due.
***ITEMS***
(AR0527)
(x=500, y=250) 87 gold
(x=430, y=170) Wand of Magic Missiles
(x=600, y=200) Agni Mani Necklace
(AR0528)
(x=200, y=320) Moonbar Gem, Fire Agate Gem
(x=300, y=270) Potion of Insulation, Potion of Hill Giant Strength
(x=400, y=350) 4 gold
(x=500, y=250) Silver Horn of Valhalla
(x=450, y=150) 8 gold
(x=630, y=230) Bolt +2 x2, Onyx Ring
***TRAPS***
(AR0527)
(x=350, y=350)
(x=430, y=170)
(AR0528)
(x=300, y=270)
(x=500, y=250)
Balthis Estate (AR0506)
o======================================================================o
10) In the Balthis Estate (x=4300, y=950), you'll be bothered by Pip, a
diminuative butler, a host of Amnish Bodyguards, and the typically
unfriendly Acton Balthis. There's a bit of minor loot in here, but
nothing worth fighting guards over.
Ankheg Shell House (AR0531)
o======================================================================o
11) Over at (x=3730, y=1400) you'll find an apparently quaint home with
some nasty traps in it. The best item in here is an Ankheg Shell, from
which you can make Ankheg Plate Mail. Frankly, however, your fighters
should all have Full Plate Mail or Full Plate Mail +1. It's just not
worth the cost to have it made. Remember to loot at night if you want to
avoid witnesses, guards being called, and all that fun.
***ITEMS***
(x=630, y=200) Ankheg Shell
(x=570, y=200) Turquoise Gem x2, Andar Gem
(x=400, y=200) Healing Potion x3
(x=250, y=300) 1 gold
***TRAPS***
(x=630, y=200)
Warehouse (AR0530)
o======================================================================o
12) Sick of looting unguarded houses? Me too. So enter the building at
(x=4000, y=1500), within which you'll find a group of hostiles. There's
Pitre, the priest, Dracandros, a Mage, Falahar, a Fighter, and
Valeria... she throws darts, and wears heavy armor... so she's a
Fighter, too, just not a very good one. By now, we all know what we're
going to do. Edwin/protagonist hits them with Chaos, and Jaheira targets
Dracandros with Insect Plague. Then I eliminate Dracandros and Pitre,
before dispatching the fighters at my leisure. Their loot is as follows:
Pitre: Plate Mail, a Large Shield, a Mace, a Scroll of Identify and
30 gold.
Falahar: Chain Mail, a Helmet, a Halberd and a Scroll of Identify.
Dracandros: Bracers of Defense A.C. 7 and 43 gold
Valeria: Plate Mail, some Darts, a Bastard Sword and 34 gold.
To say they were poorly equipped is an understatement... but at least
they gave good experience. And now you can loot the building... which is
quite profitable.
***ITEMS***
(x=350, y=550) Medium Shield, Mace, Two Handed Sword
(x=620, y=200) Star Sapphire, Black Opal, Laeral's Tear Necklace,
460 gold
(x=570, y=170) Scroll of Spirit Armor, Scroll of Lightning Bolt,
Scroll of Protection from Electricity, Scroll of Breach
(x=220, y=250) 1 gold
***TRAPS***
(x=620, y=200)
(x=570, y=170)
<---------------------------------------------------------------------->
13) As another (yes, another) aside, over at (x=1300, y=2190) you'll
find a lady of the night named Bubbles, who has two lovers by the names
of Carbos and Shank. Surely you must remember your very first victims in
the first game? I'm sure they just have the same names. Anyways, they
argue over their lady, then resolve to fight each other over her.
Eventually one will win, and a disinterested Bubbles will wander off.
<---------------------------------------------------------------------->
14) And since we're here, let's knock off one more quest. Over at
(x=1680, y=3520) you'll find a man named Am-Si, who is dressed in a
very, very red outfit. Question him about his tendency to bury people
alive and eventually he'll run off into the house at (x=1420, y=3600).
Leave most of your party outside the house, then send one character in.
House, Downstairs (AR0507)
o======================================================================o
15) Am-Si will talk to a Dwarf named Camitis before they notice you.
Once they do, however, Catimis kills Am-Si and makes a break for it,
along with his buddy Reti. They will, of course, run into the rest of
your party. Attack them and kill them and grab Retis' Senses of the
Cat (aka: Boots of Avoidance). You might remember these from Baldur's
Gate 1, they're an incomparable defensive item for use against missiles.
You might as well stick them on whatever character you'll use to draw
missile fire, either Keldorn or Dorn. They'll probably hand these off
to less well-protected characters later on. Search the house after
you're done killing its inhabitant. Once done, head upstairs at
(x=200, y=400).
***ITEMS***
(x=300, y=280) Turquoise Gem, 3 gold
(x=550, y=150) 1 gold
House, Upstairs (AR0508)
o======================================================================o
16) Up here you'll find Lady Elgea, who demands to be freed. If you want
to be a nice guy you can let her go for some experience. Note if Keldorn
is in your party you have no choice but to free her. Trying to do
otherwise will prompt Keldorn to overrule you-and will get you a lesser
experience reward. Of course, you can always just leave him downstairs
and do as you please. If you're evil, or interested in obtaining the
Big Metal Unit at some point, you'll be better served by ransoming her.
Loot the cabinet at (x=400, y=200) and grab the 'Ransom Note'. Read it
to discover the location of the exchange, which is in front of
everybody's favorite Copper Coronet at nightfall. You'll find Welther
at (x=2030, y=2670), who will cough up the Silver Pantaloons in return
for the location of Lady Elgea. You'll lose two points of reputation for
doing this, but that can be cured with a little donation or two.
***REWARD***
(For freeing Lady Elgea)
EXP 16750
***REWARD***
(For freeing Lady Elgea... eventually)
EXP 8500
***ITEMS***
(x=400, y=200) Ransom Note
(x=400, y=340) 157 gold
(x=300, y=420) Short Sword
Tanner's Shop, Upstairs (AR0501)
o======================================================================o
17) Anyways, it's time to get back to the Skinner Murders. Report your
findings to Aegisfield and he'll run off to go check out the tanner.
Jaheira wisely suggests that since the tanner is our top suspect for a
series of grisly murders we should probably go with Aegisfield. Head
over the building marked 'Tanner Shop' on your map (x=2700, y=2600).
Once inside our friendly neighborhood tanner will tell us that he's
closed, and will play innocent about the murders. Press him a bit and
he confesses before running down the stairs (x=300, y=360). Kill his
hired thugs, then follow him.
***REWARD***
(For discovering the identity of the Skinner Murderer)
EXP 23250
***ITEMS***
(x=550, y=150) Andar Gem, 19 gold
(x=660, y=120) Shandon Gem, Potion of Regeneration
***ENHANCED EDITION***
The Thugs in this area aer new to the Enhanced Edition. Why they were
added, I cannot say-they're not even speed bumps.
Tanner's Stop, Downstairs (AR0502)
o======================================================================o
18) Once downstairs your companions may comment on the corpse-strewn
room. Disarm the traps in the room and search around to find the
Inspector's Body, and the 'Tanner's Letter'. The latter object directs
you to a contact in the Umar Hills. See? I told you there was a
connection. Search one of the beds (x=400, y=300) and you'll find a..
shirt made of human flesh. Wonderful. Once you have all three objects
go down the stairs at (x=550, y=400).
***ITEMS***
(x=700, y=400) Inspector's Body
(x=200, y=400) Potion of Fire Resistance, Moonbar Gem, Black Opal,
130 gold
(x=400, y=200) Scroll of Protection from Electricity, Tanner's Letter
***TRAPS***
(x=500, y=650)
(x=500, y=420)
(x=600, y=430)
(x=200, y=400)
(x=400, y=200)
Tanner's Shop, Riverside Room (AR0503)
o======================================================================o
19) When you reach the next level you'll find that it connects directly
to the river, apparently to facilitate quick escapes by boat. More
threateningly you'll find a trio of Ghasts and a Mage named Vellin Dahn.
A fight soon ensues, and a pair of 'Rune Assassins' and a Bone Golem
will show up, while Vellin Dahn disappears. The Rune Assassins can be
pests, as they are fond of going invisible to score cheap backstabs.
Once they're dead, loot around to obtain the Gesen Bow Shaft. Nice.
We're just about done with this quest, but there's just one more thing
that needs to be done. Time to get rid of Aegisfield's body.
***ITEMS***
(x=500, y=400) Gesen Bow Shaft, Hide Armor
(x=670, y=450) Scroll of Improved Invisibility,
Scroll of Monster Summoning II, Tchazar Gem
(x=700, y=250) 6 gold
***TRAPS***
(x=500, y=400)
(x=670, y=450)
Council of Six Building (AR1002)
o======================================================================o
20) Head over to the Government District and enter the Council of Six
building. Inside, find Chief Inspector Brega (x=1120, y=500) who will
take Aegisfield's body off of you. More importantly, he'll reward you
for solving the crime. Well, that was fun and all, but there's one more
thing we can do in the Bridge District-meddle in the affairs of mages!
Okay, honestly, I have no real desire to pursue this quest now, but
there is no harm in getting it started, since we're not obligated to
follow up on it... and it is in the Bridge District... you know,
completionism and all.
***REWARD***
(For solving the Skinner Murder crimes)
EXP 45000
Reputation +1
Gold 500
Bridge District (AR0500)
o======================================================================o
21) After you've gone through the Bridge District once, talked to
Lieutenant Aegisfield and witnessed some victims, all that crap, you'll
find a little girl named Mereth being harassed by some Red Wizards led
by Lanneth near the northern end of the Bridge District. The abduction
is interrupted by Neera, who whisks the girl away, then teleports
herself, as well. Lanneth chastises her minions and wanders off. Okay.
Alley in Athkatla (OH6010)
o======================================================================o
22) Exit the Bridge District and head... anywhere else to meet Neera in
a random encounter around Athkatla. She'll try to spark your memory, as
is par for the course of all recurring Baldur's Gate characters. Seems
like she's started to fight back in her struggle against the Red
Wizards, helping other Wild Mages find refuge in... the Hidden Refuge.
Why are so many Red Wizards lurking around down here in Athkatla? Who
knows. Probably for the same reason we can't go a game without running
into Drizzt and Elminster-they're icons of the Forgotten Realms, and
Bioware and Overhaul Games are shameless. Anywho, long story short,
ask Neera what you can do to help and she'll ask you to meet her in the
Wild Forest. If you care to pursue Neera's questline, skip ahead to
[WLK047]. If not, well... now it's time to pursue our contact to the
Umar Hills. And do a few other things and grab Mazzy while we're there.
o======================================================================o
| Umar Hills (Part I) |
| (Recruiting Mazzy) |
o======================================================================o
Sequence of Events: {WLK021}
1) His Name Was Darcin Cole
2) The Bla... err... Umar Witch Project
3) Minister Lloyd
4) Daar-Daar-Daar!
5) Jermien's Task
6) Idle Hands in Imnesvale
7) Tales Farmers Tell
8) Things Farmers Hide... In Chickens
9) Making Peace with Madulf
10) Umar Cave
11) Addled Mines in Imnesvale
12) A Golem Gone Awry
13) Marcella's Cabin
14) Anath's Vengeance
15) Wolf Den
16) Anath's Demise
17) Grave Robbing is Bad
18) Mazzy
19) Pala Poisoned
20) A Word with Wallace
21) The Predictable Ending
Umar Hills (AR1100)
o======================================================================o
1) Now if you remember, people have been disappearing... after being
found turned inside out, of course. Some people think it's the wolves,
some people think it's an Ogre and his band, and other think it's Umar
herself. I think you should talk to Fael (x=3500, y=2860) and buy a
copy of 'History of the Zhentarim'. After purchasing it he'll talk to
you and ask you to call him by the name he used before (as pertaining
to the riddle on the Tanner's Letter.) Select the following option:
"Darcin Cole was your name."
And he'll continue to chat with you. He'll say that he'll add the
finishing touches to the human skin (presumably making it into a potent
suit of armor) once you do one simple task. You merely need to retrieve
the blood of a Silver Dragon. Simple, right? Obviously this is an evil
act, but it'll be a while before we have the opportunity to get this
blood, so you need not worry about it at the present. Also, buy some
ale from Min Mining and three Bastard Swords from Elence Fielding. We
MIGHT just need them shortly.
Umar Inn (AR1105)
o======================================================================o
2) Head into the Umar Inn (x=3750, y=2650), which you'll discover is
somewhat crowded, at least at night. This Umar witch nonsense isn't
bad for everyone's business, it seems. Talk to Vincenzo the Innkeep
(x=600, y=600), who has a bit of a story to tell about the Umar witch...
by now we should realize that this is a spoof of some cheesy low-budget
witch film. Fortunately Willet the Stableboy keeps us down to earth.
***ITEMS***
(x=750, y=250) Wand of Fear, 24 gold
(x=620, y=420) 448 gold
(x=160, y=550) Umar Witch Project Journal x10, Antidote x2,
Potion of Extra Healing x2
***TRAPS***
(x=750, y=250)
Minister Lloyd's House (AR1104)
o======================================================================o
3) When you're done messing around at the Inn head outside and into the
house at (x=4970, y=2550) and talk to Minister Lloyd (x=680, y=400).
He'll tell you less stories and more fact, and mention that their
Ranger, Merella, has vanished recently, leaving them all but
defenseless. He'll reiterate everybody's fears, restating the culprits
and mentioning that he hired the 'famous knight' Mazzy Fentan to look
for the source of the problem.
***ITEMS***
(x=910, y=410) 3 gold
(x=170, y=400) 7 gold
(x=250, y=500) 7 gold
<---------------------------------------------------------------------->
4) Head outside and find Daar (x=4300, y=2050), who is in love with a
local girl named Colette. Unfortunately Colette's dad is a powerful
wizard named Jermien, and like all good dads, he doesn't want anybody
messing with his daughter. He's not interested in trying to kill the
guy, so it looks like Daar is at an impasse. Head into the house at
(x=4440, y=2050).
Jermien's House (AR1103)
o======================================================================o
5) Jermien will question you when you enter the house, and although he's
gruff he's not outright hostile. Well, except for the whole magic
missile comment. Ask him about his Golem and he'll brighten up and
cheerfully tell you about it. At length he'll ask you if you can find
the blood of some mimic for him, which you might as well accept. You can
talk to Colette to get her side of the story, but she doesn't have much
to say right now. Don't loot the place, as Jermien will go hostile if
you touch his valuables.
<---------------------------------------------------------------------->
6) Leave the house and go north, where you'll be accosted by a trio of
over-eager village boys named Dirbert, Valsben, and Neler. They want
you to buy them some Bastard Swords and ale-the start of all great
adventures. Don't be a prude and agree to buy them their contraband.
You'll get 200 gold for the task, which is more than enough. Hey, look
at that! Somehow you just happened to know ahead of time to buy these
items! You must be omniscient or something. For aiding in the
delinquency of the minors you'll get some experience. Huzzah.
***REWARD***
(For aiding idle hands in Imnesvale)
EXP 2000
<---------------------------------------------------------------------->
7) To the west you'll find Jeb (x=3770, y=1550), who'll tell you a tale
for 30 gold (although you can argue him down to 20 gold). After paying
he'll tell you that Hendrick's daughter used to be an adventurer, and
that after an encounter with some adventurer's he saw Hendrick trying to
'stuff somethin' down the gullet of one of them chickens he keeps out
back.' South of Jeb you'll find Groos the Herder, Atta, Dale the Herder,
Margie, and Kaatje, all of whom have an opinion about the killings. Of
them, Kaatje actually has the most interesting story-since it's backed
up by an eyewitness account of something wicked at Marella's cabin. The
eyewitness account of a kid, but still...
<---------------------------------------------------------------------->
8) To the west you'll find Erlin Hendrick (x=3220, y=1900) and his wife
Enna Hendrick (x=3150, y=1800). Talk to the former, where you'll have
several options. First, you can just strong-arm the Hendrick into giving
up what he hid in the chicken. Second you can buy the chickens off of
him for 10, 50, or 100 gold, depending on how generous you feel. Either
way you'll score a Beljuril gem, which is worth far more than the gold
you spent on it.
<---------------------------------------------------------------------->
9) Travel past Jeb to the north over a stream until you find Madulf at
(x=3300, y=720). You can talk to him and provoke a fight, but if you
don't explicitly go out of your way to do so, he'll ask you to bring
terms to the villagers. Madulf wants to stay nearby and perhaps protect
the village against Orcs in the mountains, and trade once every moon.
Well, somehow I don't think these guys are the killers, especially since
they're losing members to whatever stalks out in the forests. Return to
Minister Lloyd and tell him about the deal and he'll agree to go and
talk to Madulf. He'll wander around his cabin, vanish, and if you rest
a few days (outside of his cabin) and return he'll be back. Since it's
obviously not the Ogre that's killing people, Minster Lloyd tells you to
investigate Marella's cabin. All in good time. Rest, then talk to
Minster Lloyd again and he'll have magically gone and met with Madulf,
and will thank you for setting up the negotiations. Return to Madulf and
he'll tell you about a struggle he saw near Meralla's cabin. More
importantly, he'll give you the Shield of the Lost +2, which is a fair
enough shield for this point in the game. Even more-so considering how
little work we had to do to get it.
***REWARD***
(For setting up friendly relations between Madulf and Imnesvale)
EXP 27500
Item Shield of the Lost +2 (from Madulf)
Umar Cave (AR1106)
o======================================================================o
10) West of Madulf you'll find Umar Cave (x=1600, y=1300), wherein
you'll find a perfectly unguarded and totally not suspicious treasure
chest (x=950, y=1050) just lying there for the looting. Don't mind the
corpses lying around it. Send one character forward and try and loot
the chest, whereupon everybody within range (which should be only the
one character) will be subject to the 'chests' mimic glue, which
holds characters regardless of free action. Kill the mimic and loot
it for its juicy Mimic's Blood. Further north into the cave you'll find
a smaller chamber with a cache you can loot.
***ITEMS***
(x=950, y=1050) Mimic's Blood, Diamond, Bullets +1 x40, Darts +1 x40
(x=900, y=300) Greenstone Ring, Flamedance Ring, Short Sword +1,
War Hammer, Bolts +1 x40, Arrows +1 x40,
Throwing Dagger x40, Throwing Axe x40, 42 gold
Note from Lee:
I often had multiple characters 'held' upon opening the chest. The Mimic
is no big deal to kill, just don't be surprised if you only have 1-2
characters to fight it.
<---------------------------------------------------------------------->
11) This is more of an aside, but if you return to Umar Cave later, when
there are no quests involved with it, you'll find the three kids you
bought ale for earlier (Dirbert, Valsben, and Neler). They've apparently
encountered a 'Dragon', and in their inebriated state, they have even
less sense in their heads than usual. They'll flee, and if you explore
you'll discover a Mutated Gibberling lurking in the cave... not quite a
Dragon.
<---------------------------------------------------------------------->
12) Return to Jermien's house and give him his precious Mimic's Blood.
An overjoyed Jermien will give you a sword for your trouble and merrily
set off to complete and activate his Golem, so as to ensure his
daughter remains unmolested. Unfortunately the Golem goes crazy and
attack Jermien. Step in and save him, and afterwards Jermien decides
that he might not be quite as knowledgeable as he previously thought.
This prompts him not to stand in the way of Daar and Colette anymore,
and after they take off, he will too. This grants you yet another
experience reward and the ability to loot Jermien's house free from
fear of reprisal. The sword you were given, Ilbratha +1, isn't very good
in combat, but the fact that it you can use it to throw on a Mirror
Image means it's worth putting in one of your Fighter's quick-weapon
slots. Before big fights they can use this baby to boost their
defenses, then switch back to a more potent weapon. Minsc, Keldorn,
Dorn, and Korgan are all good choices for this defensive item, although
I tend to favor those poor fools who won't have a shield to protect
them.
***REWARD***
(For giving Jermien the Mimic's Blood)
EXP 19250
Item Ilbratha +1
***REWARD***
(For saving Jermien from his Golem)
EXP 21250
***ITEMS***
(x=150, y=200) Potion of Fire Resistance, Potion of Clarity,
Potion of Genius
(x=550, y=250) Scroll of Power Word Sleep, Scroll of Contingency,
Scroll of Protection from Normal Weapons
(x=500, y=330) Silver Ring, Scroll of Identify
(x=600, y=400) 3 gold
Marella's Cabin (AR1102)
o======================================================================o
13) Now that we've done everything in Imnesvale we can possibly do, it's
time to stop delaying and head over to Marella's cabin (x=600, y=2800).
Make sure to grab Marcella's Journal off the table and then grab 'A Note
from Mazzy Fentan' off the floor in the bedroom. The journal will point
to some shadowy wolf-like creatures and intrusive voices. Spooky. Mazzy
seems to believe it's the wolves too, and both have drawn maps to help
you find this wolf den. Ignore the messy corpse on the bed and leave the
house, exit via the edge of the map and travel to the 'Temple Ruins'
area to the north.
***REWARD***
(For obtaining Marella's Journal)
EXP 22500
***ITEMS***
(x=950, y=370) 1 gold
(x=550, y=600) Marella's Journal
(x=450, y=550) 1 gold
(x=500, y=450) 1 gold, Bolts of Lightning x20
(x=460, y=375) A Note from Mazzy Fentan
(x=500, y=200) 1 gold, Acid Arrows x20
Temple Ruins (AR1404)
o======================================================================o
14) You'll enter on the western end of the map. To the north you'll
find a dead Shadow Thief (x=130, y=430), one of Mazzy's adventuring
partners. Loot his body and grab Lellyn's Journal. Reading it will talk
about the foes you'll be fighting, as well as how to deal with them up
near the temple. As the journal indicated, you'll periodically come
across Shadows, Shade Wolves, and Greater Shade Wolves. By now we can
certainly knock off any mundane explanation for the murders, although
the 'wolves' do seem to be involved, but by now I don't think we can
safely call them 'wolves' anymore. You'll find a cave at (x=600, y=600),
outside of which a werewolf named Anath will proclaim that you won't
steal her vengeance. Okay. Head inside the cave to find out what this
is about.
Wolf Cave (AR1403)
o======================================================================o
15) Anath stands at (x=700, y=470), and considering all the corpses
lying around, she looks awfully guilty. You can pick a fight here, but
since she's not a Shadow or some other form of undead, you should
probably give her the benefit of the doubt. Also she can't be hurt by...
pretty much any weapon you can get your hands on in Shadows of Amn, so
unless you have a boatload of Magic Missiles, you might not want to
tangle with her. Anath blames one 'Shade Lord' for the unnatural and
unholy darkness in this area, as well as for the belligerence of her
pack. She also states that the temple to the east has been perverted,
what was once a temple to Amaunator, a god of the sun, is now the
sanctuary for this Shade Lord. We remember Amaunator, right? We helped
him out during the Unseeing Eye quest! She'll admit to killing a man to
gain Strength enough to fight the Shade Lord, so she's no saint herself,
but since she's the enemy of our enemy, I let her go try and get her
vengeance. She'll tell you to meet her by the temple when you're ready.
Loot the pool and leave.
***ITEMS***
(x=900, y=400) Silver Ring, Gold Necklace, Onyx Ring
(x=345, y=520) Scroll of Shocking Grasp
<---------------------------------------------------------------------->
16) Head to the north-east to find the temple, which is just crawling
with shadows. Anath will be there and will tell you that it's a trap,
and will suggest using a mirror (x=4150, y=300) to beat back the undead.
After telling you this helpful information, she'll continue to be
helpful by dropping dead, which saves us the trouble of having to kill
her. Manipulate the mirror until the area near the crystal lights up.
Every wretched Shadow that moves into the light will be destroyed, and
if you move your party into the light the Shadows will gladly chase you
to their doom... I guess they're not very... bright? Ah-hah. I kill
myself... Now that you've secured the entrance to the temple, rest up
and head down the stairs (x=4500, y=200) when you're ready.
Fallen Temple of Amaunator (AR1401)
o======================================================================o
17) Continue down a tunnel and go through a door at (x=1850, y=950) to
find a room full of Shade Wolves and Skeleton Warriors. Massacre them
and continue through another doorway to the north-west. We could grab
Amauna's Bones (x=1850, y=950), but since I have no intention of
completing this quest right now I prefer to leave them alone. They're
less likely to get lost if they stay where they are, and they won't
clutter up my inventory.
***ITEMS***
(x=1850, y=950) Amauna's Bones, Arrows x80, Bolts x80, Darts x40,
Throwing Axes x40
<---------------------------------------------------------------------->
18) Through the doorway awaits more Shadows and a Shadow Jailor, who
will proclaim that you will not steal his master's consort. Whatever.
Kill it and loot its body for a 'Shadow Prison Key' with which you
can prove him wrong. Go through the door at (x=1450, y=550) to find
Mazzy (x=1500, y=510). You can gallantly rescue her, or try to leave
her behind (although Keldorn will object to the latter if he's with
you.) It's her goal to defeat the Shade Lord, and if you ask she'll
tell you... well... pretty much everything there is to know about the
situation. Apparently you'll need to pass Amaunator's tests to collect
'Sun Gems' which will open the doors in this temple. This will allow you
to reach the bowels of the temple and reach the corrupted altar of
Amaunator, now more ominously dubbed the 'Shadow Altar'. You also need
three parts parts of a key that opens a door leading the the 'horror'
the Shadow Lord commands-a Shadow Dragon. According to Mazzy, the
Shadow Lord inhabits the body of Meralla and planned to use Mazzy as
his next vessel when the former faltered. In a nutshell you need to
find Sun Gems and parts of a key, sneak past a Shadow Dragon, and
smash a Shadow Altar and kill the Shade Lord. See why we're not doing
this quest now? It's possible that after doing all the quests we've
done that we might indeed be powerful enough to kill the Shadow Dragon,
but it's something I prefer to wait for. Anyways, you can recruit
Mazzy now if you wish, or send her off to her family home in Trademeet
if you don't want her in your party. Either way, we're off to Trademeet
as well. If you carry Mazzy around with you for a while you'll
eventually get a quest involving her, which I'll cover below... you
know, since this part of the Walkthrough is dedicated to recruiting
Mazzy, might as well keep her quest here, too.
***ITEMS***
(x=1360, y=380) Bolts x40, Bullets x80, 1 Gold,
Tombelthan's journal (2nd half)
Note from Lee:
I never - I repeat, never - take Mazzy along. She is arguably the most
useless character in the game, and her family quests are worthless. I
do, however, complete the rest of the temple quest (WLK038) as well as
the Ranger Stronghold quests (WLK039) here. My party is powerful enough
to tackle the Shadow Dragon (thanks to having stole/sold my way to all
the best weapons, etc), although it is far more difficult now than it
would be later. Not recommended for first-time players-you really have
to know how to micro-manage a major battle to think about attempting
this...
<---------------------------------------------------------------------->
19) After a bit of traveling (this quest seems to trigger more through
game-time, rather than real-time, which determines banters) Danno
Fairfoot will show up and tell Mazzy that he accidentally poisoned her
sister, Pala, with a love potion he bought from some huckster in
Trademeet. Apparently we're going to Trademeet regardless of what we
wish to do next! Still, full disclosure here, I expect few enough
people to actually play with Mazzy that I have no real discomfort
including her family trouble in Trademeet here, while having the
official exploration of Trademeet just below this. Ignore the goofiness
engulfing Trademeet for now (or better yet, mix this Sequence of Events
with the next) and head over to the Fentan Home (x=2750, y=1000).
Fentan Home (AR2002)
o======================================================================o
20) When you arrive, Vara Fentan, Mazzy's mother, will tell you that
Pala has been poisoned by the old Gnome peddler, Wallace, although why
remains a mystery. You'll find Wallace in Trademeet at (x=2000, y=2820),
and he'll show some surprise at Pala's poisoning. He explains that he
has a new supplier, a priest at the temple of Waukeen named Barl. Mazzy
accepts him at his word, and you gain a bit of experience for merely
finding him.
***REWARD***
(For chatting with Wallace)
EXP 6750
<---------------------------------------------------------------------->
21) Now it's time to pay a visit to the Temple of Waukeen
(x=850, y=2000), within which you'll find Overgold Renwellyn
(x=550, y=350). Be cordial and he'll agree to disregard Barl's right to
privacy if it helps discover whether he is evil or not. A quick
investigation of Barl's room will turn up some 'suspicious
paraphernalia' including an alchemy set and a symbol of Talona, the
'Mistress of Poison'. Can't really get much more cut and dry than this,
can it? Barl shows up, and his demeanor is laughably confrontational.
In what is surely some of the more lackluster dialogue in this game,
Barl blusters and admits to the misdeed before attacking. He'll summon
some Poison Mists to help him, but they're nothing that can't just be
chopped down. After he dies, Mazzy hopes for a magical cure for her
sister, and lo', we discover a vial on his body, after which we'll be
whisked back to the Fentan Home. The cure, of course, seems to be
working, and Mazzy will leave your party for a while to stay by her
sister's side. Wait a day and return and all will be well. Why would a
Priest of Talona, 'Mistress of Poison' bother carrying around an
antidote? It's his religious obligation to inflict pain and suffering
upon people, and if anybody uses the 'blackmail' excuse, I'll hit them
with a stick. Nobody attempting to murder somebody with poison would
carry an antidote. This whole quest is just short-sighted and silly,
and does nothing for my disdain of Mazzy, or of Halflings in general.
Stupid Halflings!
***REWARD***
(For exposing and killing Barl)
EXP 25000
o======================================================================o
| Trademeet |
| (Recruiting and Securing Cernd) |
o======================================================================o
Sequence of Events: {WLK022}
1) Assaulted by Animals
2) Genie Monopoly
3) Efreeti Bottle
4) Khan Zahraa's Fugitive
5) Rahee and Salahee and the Family of Rom
6) Tall Tales in the Pleasure Tent
7) Exploding Bhaalspawn, Vyatri's Pub
8) Annoying Neeber
9) Itona's Information
10) The High Merchant's Request
11) Incarcerated Cernd
12) Brotherly Beat-Down
13) Another Day, Another Cult
14) Pauden
15) The Troll Mound
16) Trolls and Shadow Druids
17) Kyland Lind and More Shadow Druids
18) Ogre's Tower
19) Adratha's Cabin
20) Druid-on-Druid
21) Dalok and Even More Shadow Druids
22) Showdown with Faldorn
23) The High Merchant's Reward
24) Khan Zahraa's Reward
25) The Terror of Tiris of Trademeet
26) The Caravan Merchant
27) Treasures of Trademeet
28) The Smithy
29) The Heroes of Trademeet!
30) Family Feud
31) The Tale of Tiris of Trademeet
32) Skin Dancing
33) Picking Sides
34) Trademeet Tomb
35) Delivering the Mantle
36) Cernd's Child
37) Home Sweet Home
38) In Cernd's Absence..
39) Reckoning with Deril
Trademeet (AR2000)
o======================================================================o
1) When you arrive at Trademeet you'll immediately find yourself in the
middle of a battle between wild animals and the townsfolk of Trademeet.
Kill everything that's hostile and after the carnage has ended the
Militia Captain will speak with you, telling you that you should leave.
Offer to help with the animal attacks and you'll be referred to the High
Merchant, Lord Logan Coprith.
Caravan Merchant's Tent (AR2015)
o======================================================================o
2) Of course, there's a lot to see and do here in Trademeet, so let's
start out by exploring the southern end of the map from east to west.
Start by entering the tent at (x=3680, y=3100) and talking to the
Caravan Merchant (x=400, y=370), who will inform you they have nothing
to sell do to the interference of some genies.
***ITEMS***
(x=300, y=300) 1 Gold
(x=450, y=300) Sunstone Gem
<---------------------------------------------------------------------->
3) Genies, he says? Just north of his tent you'll find one such creature
named Taquee (x=3420, y=2950) from whom you can steal an Efreeti Bottle.
The Efreeti Bottle is a moderately powerful summoning item-certainly
more potent than the Silver Horn of Valhalla and the Black Spider
Figurine. The Efreeti will only last a turn, and isn't tremendously
sturdy or potent in melee, but it can cast a selection of spells,
including Flame Strike, Magic Missile, Agannazar's Scorcher, Melf's Acid
Arrow, Stinking Cloud, Flame Arrow, Ghost Armor, and Lightning Bolt.
The Dao Djinni Tent (AR2014)
o======================================================================o
4) Head inside the tent (x=3500, y=2900) and talk to Khan Zahraa
(x=420, y=320). You know he's special because he's got legs. He'll say
they've come here from Calimshan hunting a Rakshasa by the name of
Ihtafeer. Since they're proven inept thus far at finding the Rakshasa,
they've decided to blockade all the trade into Trademeet by buying all
incoming goods (using spells to 'convince' the sellers, if necessary)
then jacking up the prices to effectively strangle the good folk of
Trademeet. They hope the people will get sick of it and find their
Rakshasa for them-which under normal circumstances might just work, but
with the animal attacks... it's a bad combination for Trademeet. Offer
to bring him Ihtafeer's head and thus resolve this problem. You can
also purchase some items from the genie. His goods are expensive, but
not mind-bogglingly so, if you need some +2 ammunition, Potions of
Master Thievery, or something of the sort. You cannot steal from him.
If you wanted to resolve this quest the brutish way, you could always
just kill them-but what's the fun in that?
o===========o
|Mage Spells| Khan Zahraa
o===========o---------------------------------------------------------->
3rd-Non-Detection
---
4th-Improved Invisibility
Rahee and Salahee's Tent (AR2016)
o======================================================================o
5) Over at (x=2600, y=3250) you'll find Raafee's tent, within which
reside Raafee (x=350, y=320) and his wife Salahee (x=520, y=320). They
just complain about the genies. Over to the west you'll find the family
of Rom, consisting of Kveroslava (x=1050, y=3030), Mastav
(x=950, y=3030), Jidek (x=850, y=3050), and Rinin (x=750, y=3030). The
first will tell you your fortunes for 10 gold-something that we know by
now is rough on the fortune teller. Talk to Jidek a couple of times to
involve yourself in some family troubles. Jidek has been struck by
wanderlust, and thinks Athkatla is some wondrous metropolis where the
streets are littered with gold. Either indulge his fantasies, crush
them, play the middle ground, or refuse to get involved. If you tell him
it's not a bad place he'll set off for Athkatla immediately. Pick any
other option and he'll just go for a walk. Oh, and along the way, you'll
find some crates you can loot. Thanks to Lee for that.
***ITEMS***
(x=1470, y=3040) Helmet x7 (lots of variety!), 1 gold
(x=1390, y=3080) Potion of Extra Healing, 3 gold
The Pleasure Tent (AR2017)
o======================================================================o
6) In the tent at (x=320, y=3000) you'll find Wilfred the Red
(x=420, y=280) who claims to have slain a dragon. The Mistress of this
brothel-tent and the last remaining working girl both seem to have
serious doubts about this claim, however. Be a ball-buster and
challenge him to duel and he'll confess the truth. To keep you quiet
he'll pay you off.
***REWARD***
(For getting Wilfred the Red to confess)
EXP 1000
Gold 1000
<---------------------------------------------------------------------->
6) After our unexpected and entirely undeserved payday, head into the
western side of Trademeet and talk to the Merchant at (x=1680, y=2820).
He has nothing to sell, but he'll tell you more about the animal
attacks, saying that a druid has been arrested and is being kept in
the High Merchant's manor. He'll also tell you about the genies, and
tell you to talk to Guildmistress Busya about the situation.
***ITEMS***
(x=970, y=2600) Fire Opal Ring
Note from Lee:
This merchant is only here during the day - not at night.
Vyatri's Pub (AR2010)
o======================================================================o
7) Head into Vyatri's Pub (x=2200, y=2350), where you'll find Viekang,
who identifies you as a child of Bhaal. Before anything else can be
forthcoming, however, there's an explosion and Viekang is gone. Okay.
Talk to Vyatri (x=770, y=400) to find out some info about the animal
attacks and the genies-but by now it's nothing you don't already know.
<---------------------------------------------------------------------->
8) Now head up to the town center, near the fountain, where you'll be
accosted by Neeber (x=2430, y=1230). Neeber... Noober...? Naw, it can't
be.. Endure his annoying line of questioning and he'll eventually give
you some 'rocks' that other people threw at him.
***REWARD***
(For enduring Neeber's moronic questions)
EXP 1000 (each character)
Item Bullets +2 x5
<---------------------------------------------------------------------->
9) Head out the north-eastern gate of town (dispatching some animals
along the way) to find a Thief named Itona (x=3750, y=70). She'll offer
to tell you the location of the Rakshasa, free of charge. Why? Simple,
the Shadow Thieves can't steal from the genies who hold all the wealth
in Trademeet, and to get their hands back into other people's pockets,
the businesses need to be freed of their Djinni monopoly. She'll name an
old woman, Adratha, as your Rakshasa.
Mayor's House (AR2007)
o======================================================================o
10) We've explored Trademeet enough for now. There are still people to
talk to and places to visit, but they're not very interesting at the
moment. Enter the Mayor's House (x=1300, y=2300) and talk to
Guildmistress Busya (x=700, y=500). She alludes to Trademeets problems
without really telling you anything. She will, however, tell you to
talk to her about the Djinni problem after the animal attacks are
halted. Since she seems like the rewardy type, we should probably delay
the rakshasa hunt and focus on the animals. Now go find High Merchant
Logan Coprith (x=1220, y=420). He gets right to the point and asks you
to escort the druid he has in custody to the grove of the local-and now
hostile-druids. That or investigate them yourself, which I greatly
prefer. Head down the stairs at (x=550, y=350).
***ITEMS***
(x=850, y=450) 16 gold
(x=910, y=170) Potion of Extra Healing x2, 1 gold
(x=1010, y=240) 31 gold
(x=1300, y=450) History of Dambrath, History of Luiren,
History of Halruaa, Potion of Invisibility
Mayor's House, Dungeon (AR2009)
o======================================================================o
11) The only thing to do here is talk to Cernd (x=330, y=300) who is
being held 'captive' more for his own safety than anything else. He will
tell you that he was sent from the north to investigate why this grove
has cut ties with the hierarchy. He suspects a change in leadership as
the cause. Take him with you-or not. If you don't have a Druid in your
party you might just want to. Frankly, however, Jaheira is far and away
a better character, so she'll serve in his stead. We've only got one
more thing to do before we go deal with the Druids, and it's
completely unrelated, but I figure I might as well cover it now,
rather than have you bump into it on your own.
Note: If your alignment is evil you'll be approached by a Halfling
named 'Lord Khellon Menold', who will offer you a more permanent
solution to the Druid problem. Although his reasons seem more personal
than practical, he wants you to 'exorcize' the spirit of the Druid
Grove, hence eliminating it once and for all. To do this you need to
poison the 'holy font' in the grove with 'sulfurous poison'.
***ITEMS***
(x=350, y=420) 6 gold
<---------------------------------------------------------------------->
12) Near the fountain that dominates the center of Trademeet you'll
find Rasaad (x=1530, y=1360) being confronted by two fellow Sun Soul
Monks. Rasaad'll warn them off-they don't listen-Rasaad goes all Chuck
Norris on them (minus the crazy Jesus/conservative crap) and the two
scuffed Monks end up talking to you after they dust themselves off and
Rasaad walks away. Long story short, these two Monks seem to think their
brother Rasaad has fallen under the sway of a new cult, one which
attempts to reconcile the antagonistic cults of Shar and Selune. Of
course, this pleases nobody. Telling two rivals their goddesses are
just two sides of the same coin? That's just no damn good. The whole
point of religion is to claim to have the bestest invisible friend,
and exclude everybody who made the wrong choice to be born into a
different race or culture. If you can't pretend to be better than
others due to an unmeritous accident of birth and tell everybody else
they're going to hell, what's the point? Anyways... if you played the
first game, you should know this just doesn't sound right-Rasaad is
too white-bread to do anything as interesting as defect to a new cult.
Listen to the monkies talk-if you have Viconia in your party, she-as
a devotee of Shar-might pick a fight. Otherwise they'll babble at
length about the cult.
<---------------------------------------------------------------------->
13) After talking to the Monks, wander off any 'ol direction and Rasaad
will show up. Talk to him a bit, and sure enough you'll find out that
his faith is unshakable. If anything he's paranoid that he can't trust
his former brothers due to this new cult's sway. More personally, he
thinks this new cult is led by one Collus Darathon-almost sounds like
some Game of Thrones name. Anyways, Rasaad thinks this Collus Darathon
is, in fact, Alorgoth, the man who caused the death of Rasaad's brother.
Gotta give it to this Alorgoth, he sure picks names that are awfully
villian-y. After some chatter you can offer to have Rasaad join you,
but I'd rather finish Trademeet (and the Druid Grove quests, if
applicable) before dealing with Rasaad. Leave him behind for now-he'll
simply stand around where you left him. You might want to record his
location, which varies depending upon where you went after talking to
Rasaad's beaten buddies... you know, just so you can find him again
after you're done in Trademeet. His questline will be continued in
[WLK048]. Speaking of that, exit Trademeet off any map edge and travel
to the Druid Grove.
Druid Grove (AR1900)
o======================================================================o
14) Fair warning, there are Trolls lurking about. Be sure to have some
way to deal with them. To the north-west you'll find Pauden, who's
really trying to be nice-but firm. Mention Cernd and he'll tell you that
this grove has been usurped by a Shadow Druid named Faldorn. Yep. The
same Faldorn from Baldur's Gate 1. Well, it looks like we've found the
source of our Druid problem.
If you provoke Pauden some Druids (led by Dalok) will overhear and
attack. These Druids will normally be encountered later in the level.
Troll Mound (AR1904)
o======================================================================o
15) Head to the far south-western corner of the map, killing Spiders
and Trolls as you go. Near the Troll Mound I encountered a new sort of
Troll-the Spirit Troll (if you were higher level during the de'Arnise
Keep, you'd have fought them there.) Spirit Trolls require magical
weapons to hit (like Spectral Trolls) and begin battle with an Improved
Invisibility effect on them. They also drain Strength every time they
hit-like a Shadow. The effect is temporary, but annoying. Anyways,
spell-buff and enter the Troll Mound (x=900, y=2500), where you'll find
Trolls, of course. Kill all the Trolls and loot one pile of skulls for
some gold and the Spear of the Unicorn +2, and another for the Dale's
Protector and more gold. I don't have much use for the Spear of the
Unicorn +2, but characters who contribute primarily with ranged attacks
(like Minsc, Imoen, Nalia, Yoshimo, etc.) will be well-served by these.
***ITEMS***
(x=930, y=700) Spear of the Unicorn +2, 46 gold
(x=600, y=880) The Dale's Protector, Scroll of Identify, 420 gold
<---------------------------------------------------------------------->
16) Leave the skull that is the Troll-Mound and head north, then east.
You'll happen across a group of adventurers fighting Trolls. You can sit
back and watch, or help the adventurers. After the Trolls are down,
they'll turn on you, being in league with Faldorn as they are and all.
The Fighters have some Arrows +1 and Arrows of Fire, and the Druid has
Leather Armor +1, but it's nothing to get worked up over.
Note from Lee:
On one play-thru the Trolls actually won this fight, killing the good
guys and leaving a single Troll for me to dispose of.
<---------------------------------------------------------------------->
17) Over at (x=2850, y=1530) you'll find a group of Druids led by one
Kyland Lind, who is decidedly opposed to your presence here. Since they
are capable of presenting a lot of spell power against me, I decide to
treat them as if they are threats. An Insect Plague, two Silence 15'
Radii, and two Chaos spells make them considerably less threatening.
Kyland Lind might surrender and walk off once he has decided he's
done his duty, but it's no big loss. They don't drop anything, but it's
good experience, nonetheless.
Ogre's Tower (AR1905)
o======================================================================o
18) Continue eastward over some rocks and across a bridge. As soon as
the bridge ends go south. It looks impassable, but you can go there.
Continue on until you find the large door leading to the Ogre's Tower
(x=4800, y=1200). Inside search the hay (x=380, y=200) for Belm +2, a
+2 Scimitar that grants an extra attack per round. Perfect for Jaheira,
who finally finds an excuse to drop that Staff Mace she had been using.
5 attacks/2 rounds is much better than 3 attacks/2 rounds, after all.
***ITEMS***
(x=380, y=200) Silver Ring, Belm +2
Adratha's Cottage (AR1902)
o======================================================================o
19) Head back up to the bridge and continue north-east to find Adratha's
'Cottage'. One hell of a cottage. Maybe it's just the towers throwing me
off? Spell-buff and enter the cottage (x=4400, y=900), inside of which
you'll find 'Adratha' (x=480, y=530), who is, in reality, our wayward
Rakshasa. Talk to Adratha/Ihtafeer and she'll 'smell' the Djinni on you,
which naturally provokes her into attacking. She'll be joined by Saadat
and Jalaal. Just focus on Ihtafeer. She can take a lot of punishment,
but she can't really deal retaliate against my spell-buffed party.
Jalaal and Saadat will amuse themselves with petty magics, and when
Ihtafeer dies... well, their experience rewards really does measure
their relative level of threat. Saadat will drop a Cleric's Staff +3 and
a Long sword, Jalaal will leave behind a Long Sword, and Ihtafeer drops
a Periapt of Proof Against Poison, a Long Sword, and Ihtafeer's Head.
You'll need the latter to prove you've done the Djinni's dirty work.
***ITEMS***
(x=620, y=200) Jade Ring, Arrows of Fire x40, Acid Arrows x40,
Bolts of Biting x40, Bolts of Lightning x40
<---------------------------------------------------------------------->
20) Head north over another bridge, which terminates in a bunch of
mushrooms. Nobody should be surprised that several Spore Colonies lie
nearby, ready to spawn Myconids. Continue to the west where you'll
find Cernd waiting (x=2420, y=600), provided that you didn't bring him
with you. Talk to him and tell him you discovered that a Shadow Druid
named Faldorn now runs things here. He'll tell you that only a Druid
can face Faldorn, as it's unlikely she'll leave the grove, within which
she is nearly invulnerable. She is honor-bound, however, to accept the
challenge of another legitimate Druid. You can either take Cernd or
Jaheira with you for the purpose. Note that this will be an unarmed
fight, one which Cernd is actually probably more capable of handling
than Jaheira (what with his werewolf shapeshift and all.) Still,
Jaheira is more than capable. Make sure you have some Druid or another
in your party and continue to the west.
<---------------------------------------------------------------------->
21) You'll come across another group of Druids led by Dalok
(x=1100, y=670). This is your last obstacle before encountering
Faldorn. A few spells will soften them up, but I required no special
strategies to defeat them. Dalok will drop The Burning Earth +1 (another
old friend from Baldur's Gate 1), 3 gold, and the Gnasher +2, which is
an interesting weapon Jaheira could use, but I'd just as well keep
Belm +2... besides, if you're into enchanted Clubs there's a superior
one we'll be able to get shortly in Trademeet. Why a Druid was carrying
around a sword he can't use is beyond me. Before I enter the Druid Grove
(x=850, y=250) I have Jaheira prepare an Iron Skins, and a Conjure Fire
Elemental.
Druid Grove (AR1901)
o======================================================================o
22) Explore the grove until you find Faldorn (x=330, y=580). She has
little of interest to say, so challenge her for the grove. After which
your applicable character will be stripped of all their items and placed
into a rather small pit with Faldorn. Jaheira casts Iron Skins and then
conjures herself a Fire Elemental before shapeshifting into a Brown
Bear. You could also cast an Insect Plague, but Faldorn isn't very keen
on using spells. Whittle away Faldorn's 90 or so Hit Points and victory
is yours. Cernd will then talk and say that a Druid named Verthan will
serve as the head of this grove until the time comes when a new Great
Druid can be chosen. If you're a Druid yourself, command of the grove
will be offered to you. If you accept (and why wouldn't you?) Master
Verthan will tell you to rest in the grove when you're ready to 'accept
the joyous burden the Spirit offers'. Either way you'll get the Staff
of Thunder and Lightning +2, and Master Verthan'll tell you to pick up
whatever crap you dropped before the fight with Faldorn. We'll get to
the Druid Grove quests in a bit, but first it's time to wrap things up
in Trademeet.
If you accepted the poison earlier, you need to activate the 'holy font'
at (x=1100, y=300). This will provoke Cernd, Jaheira and Keldorn to
leave your party and attack, as well as all the Druids in the grove. I
can only imagine what Aerie, Mazzy, and Minsc will do in response to
this, but the point remains-don't do this with good party members
present! If you wanted to see what could unite Druids and Shadow
Druids... well, this is it.
Note from Lee:
Battle trick... Strip Jaheira/Cernd/Main Character (depending on who
will fight Faldorn) of all their gear and give it to another character
before issuing the challenge. Once you appear in the battle pit, move
your Druid as close to the edge of the pit as possible, and the carrying
character as close as possible to your Druid. Pause, and you should be
able to re-equip the Druid with everything except armor (can't change
armor in battle), but you'll have all your weapons, magic items, and
other gear for the fight. Not that you really need it - Faldorn is a
pussy - but hey... why not?
<---------------------------------------------------------------------->
23) Exit the Druid Grove and head west to exit the area and return to
Trademeet. Waste little time in returning to the Mayor's House, where
Logan Coprith is waiting to reward you. He'll then tell you about
Trademeet's other problem-the Djinni-which unbeknownst to him you've
already resolved. He'll tell you about the Djinni and refer you to
Guildmistress Busya, who is now presumably in a better mood to deal
with you. Indeed, she'll tell you to convince them to leave, or destroy
them if that fails. She'll offer gold and a magical item for your help.
***REWARD***
(For eliminating the Shadow Druid menace)
EXP 18000 (each character)
Gold 2000
If, on the other hand, you poisoned the grove you'll lose a point of
reputation. Babies. To get any reward you need to travel to Vyatri's
Pub and talk to Lord Khellon Menold, who waits outside (x=2080, y=2320).
Your reward from this greedy halfling is significantly less than it
would have been from the High Merchant.
***REWARD***
(For poisoning the Druid Grove)
Gold 1000
Item Shield of Harmony +2
<---------------------------------------------------------------------->
24) Head over to the Djinni tent and talk to Khan Zahraa. In return for
Ihtafeer's head he'll give you a Scimitar +2" 'Rashad's Talon', as well
as an experience reward. Didn't we find this thing on top of Durlag's
Tower? How'd it get all the way down here, and in the hands of a Djinni,
no less? If you haven't stolen the Efreeti Bottle from Taquee outside,
it's too late to do so after returning the head to Khan Zahraa. Also be
sure to have purchased everything you want from the Khan before you
complete this quest.
***REWARD***
(For delivering Ihtafeer's head to Khan Zahraa)
EXP 10000
Item Rashad's Talon +2
<---------------------------------------------------------------------->
25) Upon leaving the tent you'll be bothered by a lady named Jenia, who
will tell you that her son Tiris is too frightened to leave their home.
This certainly doesn't seem like something worth bothering adventurers
of our caliber over, but we might as well go check it out.
<---------------------------------------------------------------------->
26) Before we return to Mistress Busya, I'll discuss the shops in
Trademeet that have now reopened. First we have access to the Caravan
Merchant in the tent south of the Djinni Tent (AR2015). He sells gear
that is identical to the stuff the Cutpurse in the Bridge District of
Athkatla sold-namely a Staff Spear, Potions of Master Thievery, and
some useful spell scrolls. All of this can be had at a five-finger
discount, of course.
Note from Lee:
If you do nothing else, steal the Wand of Fire from him. These are
arguably the best wand-type item in the game, and I pick them up at
every opportunity.
<---------------------------------------------------------------------->
27) Next is the merchant we gained so much information from earlier
(x=1680, y=2820). His wares are honestly quite nice:
Blackblood +3
-------------
A possible upgrade for Jaheira, it's enchantment bonus makes it
considerable, and the +3 acid damage is a bonus. In most fights, I
prefer Belm +2, but it's worth carrying around.
Dwarven Thrower +3
------------------
This would be a good weapon for Anomen-if he were a dwarf. As it stands,
it's a consideration for Korgan, although he already has Hangard's
Axe +2. As Korgan becomes more proficient with Hammers, however, you'll
appreciate having a +3 ranged weapon. Especially against giants.
Tansheron's Bow +3
------------------
One of the better weapons this merchant sells, it's a +3 Short Bow
that doesn't require ammo. It'll serve you well as you chase after
Irenicus, and really it's the best Short Bow you're going to find
until you create the Gesen Bow.
Ras +2
------
A +2 Long Sword isn't very special by now, but the cool thing about
Ras is that it can fight on its own for four rounds. Treat it as a
summoned monster rather than a melee weapon and stick it on Dorn or
Keldorn.
Cloak of Displacement
---------------------
You should remember this from the first game, it gives a +4 Armor
Class bonus against missile weapons, and a +2 bonus to saves versus
death, breath, and wands. I used to put this item on my Clerics
(either Viconia or Anomen) but recently I've decided that the Armor
Class bonus versus missile weapons and the saves (especially the
Save vs. Death) will go better on a Mage. Now Edwin/Imoen end up with
this item.
Belt of Inertial Barrier
------------------------
This belt gives a +5 bonus to saves vs. breath weapons, 25% resistance
to missile damage, and 50% resistance to magic damage (not magical
fire or magical ice, but magic like Magic Missiles and Horrid
Wilting). Wizards, with their low Hit Points make natural benefactors
of these bonuses, since they're most likely to be maligned by
missiles, magic, and breath weapons, rather than melee attacks.
Stealing all the loot from him was a breeze with a Pick Pockets of
175%. It's a small investment in potions for literally tens of
thousands of gold worth of loot. Steal from him liberally, and you'll
put yourself ahead for the next few chapters.
The Smithy (AR2001)
o======================================================================o
28) You can't really expect the rest of the merchants in the city to
top the last one. Wallace (x=2000, y=2820) sells a Scroll Case and he
and the Peddler (x=2520, y=2000) both sell a few potions, as well as
mundane gear, but nothing exceptional. Head to the Smithy
(x=1950, y=800) if you want to buy some +2 ammunition and some useful
spell scrolls (listed below). He also has a Robe of the Good Archmagi,
but it's expensive, and inferior to the Robe of Vecna. Unfortunately
you can't rob him, either.
o============o
|Mage Scrolls| Blacksmith
o============o--------------------------------------------------------->
3rd-Detect Illusion
3rd-Hold Undead
3rd-Protection From Cold
3rd-Spell Thurst
---
4th-Enchanted Weapon
4th-Fireshield (Red)
---
5th-Breach
5th-Conjure Lesser Fire Elemental
5th-Lower Resistance
5th-Protection From Normal Weapons
5th-Oracle
---
6th-Mislead
6th-Pierce Magic
6th-Protection From Magic Energy
6th-True Sight
***ITEMS***
(x=500, y=400) 1 gold
(x=600, y=150) Scroll of Protection from Cold
(x=800, y=280) Tchazar Gem, Black Opal
<---------------------------------------------------------------------->
29) Return to Guildmistress Busya for another well-deserved reward,
mostly in the shape of loot. The Shield of Harmony +2 can replace any
Large Shield +2 you may yet be carrying, it's resistances are nice, but
it's bonus to Armor Class is only moderate, and soon to be eclipsed.
The gold reward is nice, too, being half the money you needed to raise
in order to find Imoen. Return to the High Merchant and he'll declare
you the Heroes of Trademeet! The reward is... less practical, but still,
how many other people have statues of themselves hanging out by a
fountain? Not you, that's for sure.
***REWARD***
(For peacefully convincing the Djinni to leave)
Gold 7500
Item Shield of Harmony +2
Item Rogue Stone
Item Diamond
Item Jade Ring
Item Pearl
<---------------------------------------------------------------------->
30) The High Merchant will give a little speech and you'll get the
real reward for saving Trademeet. Of course, an adventurer's work is
never done. Before the ceremony ends you'll be bothered by Lady Lilith
Lurraxol and Lord Skarmaen Alibakkar, two nobles who claim to be
descendents of the founders of Trademeet. They're diametrically opposed,
it seems, and they both want you to meet them at their mansions. You'll
now get a suitable reward for becoming the Heroes of Trademeet. Before
we involve ourselves in this new quest, let's go check on Tiris, first.
***REWARD***
(For becoming the Heroes of Trademeet)
EXP 25250 (each character)
Gold 10750
Reputation +1
Tiris' Home (AR2006)
o======================================================================o
31) You can find Tiris' home at (x=1300, y=900), where Tiris himself
cowers (x=270, y=170). He'll tell about how he was ambushed by a
skinless man while out with his love Raissa, whom he bravely left
behind when he fled. He'll ask you to try and rescue Raissa, and will
mention the name of the skinless man's accomplice-one Rejiek. It
appears our skinner made his way here from Athkatla. See the connection
between the Bridge District and Trademeet? There's reason to my
madness, sometimes.
***ITEMS***
(x=330, y=170) Dagger, 2 gold
(x=170, y=150) Fire Agate Gem, Silver Ring, Short Sword, Leather Armor
(x=580, y=120) Dagger, Sling, History of Amn, 7 gold
<---------------------------------------------------------------------->
32) Head over to the south-western gate, where this ambush apparently
occurred. You'll meet a man outside the gate named Darsidian Moor, who
claims to be hunting a Skin Dancer. He believes the Skin Dancer lairs
north of the eastern gate. Head over to where the large mosaic of
Waukeen is to find Darsidian Moor, who claims to have rescued Raissa
and to have knocked the Skin Dancer's accomplice unconscious. They'll
both beg you to kill the unconscious Rejiek Hidesman. This sure seems
fishy, eh? Talk to Rejiek to discover that this is actually Raissa, and
the other two are your villains. Rejiek grows impatient and decides to
attack. Take them down, they're not very strong, and talk to Raissa.
Raissa will rise and occupy her own skin again. That's right, you read
that. Poor Raissa has been cursed to become a Skin Dancer herself, that
is, unless she gets a Restoration spell cast on her. You can either
cast it yourself or use a scroll to cast it. The latter can be
purchased from the Temple of Waukeen, or purchased/stolen from the
Caravan Merchant (AR2015). At this point in the game I prefer to steal
a Scroll of Restoration and cast it on her. It's much more rewarding
than killing her. Return back to Tiris' house and talk to his parents
to complete the quest.
***REWARD***
(For saving Raissa from her affliction)
EXP 30000
Reputation +1
Alibakkar Estate (AR2011)/Lurraxol Estate (AR2012)
o======================================================================o
33) We now have only one quest left to do, which involves paying a visit
to one of Trademeet's supposed first families. Whichever one you choose
to side with matters not a bit. To show how arbitrary this choice is,
I picked to work for the Lurraxols because their name is cooler. And
because I'd rather please the ladies. Anyhow, they both want you to
recover an item from the tombs in Trademeet called the 'Mantle of
Waukeen, which they think will prove their legitimacy as the first
family of Trademeet. Of course the tombs are haunted, which is why
they're bothering to hire you. Both will offer 1000 gold, and both will
give you the 'Trademeet Tomb Key' to facilitate your infiltration.
***ITEMS*** (AR2011)
(x=400, y=360) Pearl Necklace, 35 gold
(x=850, y=450) 20 gold
(x=920, y=370) Bullets +1 x2
Trademeet Crypt (AR2013)
o======================================================================o
34) Head over to the Trademeet Crypt (x=3200, y=500). After you open the
doors the High Merchant will show up and offer you another deal. To
preserve the peace in Trademeet he wants you to give him the Mantle of
Waukeen, as bloodshed seems inevitable if you give it to either of the
noble families. It's the common video game moral dilemma-money versus
doing a good deed. Regardless of what you do, you need the Mantle,
first. Head inside the tomb and kill the Skeletons and Skeleton
Warriors within, one of which will drop the Mantle of Waukeen.
<---------------------------------------------------------------------->
35) Now, if you return it to one of the noble families, the other will
show up and attack. Looks like the High Merchant was right about the
bloodshed thing. You'll be caught in the middle of the fight and will
have to fend off both sides, which inevitably means you need to kill
both the nobles. After they're dead the High Merchant will come in and
comment on the sorry state of affairs. The big draw of killing the
nobles is that Lord Alibakkar will drop a suit of Elven Chain. By now
it's only so useful (and unnecessary if you plan to side with Bodhi
later), but it's still something. You also get more gold and comparable
experience (6000 from just the two nobles). If you give it to the
High Merchant, you'll get an experience reward, a quarter of the gold
the nobles will pay, and a reputation increase (which, depending on
where your reputation is, can equal or exceed the monetary value the
nobles offer). Best of all, we're now done with Trademeet.
The rest of this Sequence of Events covers Cernd's rather uninspired
character quest-more family troubles, surprised? If you're a Druid,
the next Sequence of Events [WLK023] will cover the Druid Grove
quests, if not, or if you don't care to do these quests now, skip to
[WLK048] to help out Rasaad, who has, after all, been patiently waiting
for our business in Trademeet to conclude. Depending on your appetite
for loot we shouldn't have access to yet, you can also consider
exploring the first level of Watcher's Keep [WLK055]. The good party
might want to only grab a few choice items, such as Firetooth +4 for
Keldorn, the Crimson Dart +3, the Quiver of Plenty, and the Golem
Manual. This doesn't require us to make much progress through the area,
and if you don't bother with any of the quests, you can save most of
that juicy experience for when you have Imoen (if you intend to make
her a permanent member of your party, like I do). The evil party, on
the other hand, has no reason to stop short of clearing the entire
first level.
If you're not up for any of these quests... well, it's time to end
Chapter 2. Skip to [WLK024] if you want to side with Bodhi or [WLK025]
if you're siding with Gaelan Bayle and the Shadow Thieves in Chapter 3.
***REWARD***
(For giving the Mantle of Waukeen to the Alibakkars/the Lurraxols)
Gold 1000
***REWARD***
(For giving the Mantle of Waukeen to the High Merchant)
EXP 8000
Gold 250
Reputation +1
<---------------------------------------------------------------------->
36) You'll find Cernd wherever you left him, or hanging out near the
Druid Grove (AR1900) (x=2440, y=600). Accept him back into your party
and head back to Waukeen's Promenade, where you'll be bothered by a man
named Igarol. Apparently he was Cernd's neighbor before Cernd left to
become a Druid. What, you think people are born Druids? Of course not!
Becoming a Druid typically involves some family or social strife (like
Jaheira) or a few blows to the head (like Cernd). Igarol is decidedly
unfriendly, and accuses Cernd of abandoning his responsibilities-namely
his pregnant wife. Cernd decides he has to go speak to his wife-Galia-
and see what Igarol is hinting at.
Cernd's Former Home (AR0708)
o======================================================================o
37) Head over to Cernd's Former Home (x=1900, y=2850) to find the
squatter Catis. He's rather abrasive, but he does at least tell you
where you can find out where Cernd's wife is, he'll refer you to
Fennecia, Cernd's old serving girl. Thanks, guv. I'll send it to me
kids. I knows where mine are. Ouch. Burn. Outside Cernd will give
another one of his stupid nature parables. Whatever, you can find
Fennecia's house at (x=1800, y=900).
***ITEMS***
(x=250, y=300) History of the Western Heartlands
(x=450, y=200) Composite Long Bow, Arrows x40
(x=570, y=200) Fire Agate Gem
(x=620, y=220) Dagger, 19 gold
(x=650, y=200) History of Amn, 1 gold
Fennecia's Home (AR0710)
o======================================================================o
38) Inside, Cernd will get more of the same from Fennecia-she'll accuse
him of running out on his wife (like becoming a Druid is a legitimate
excuse!) and tell him to leave. He will, however, discover from
Fennecia that Galia is dead. Since she won't speak while Cernd is
around send him outside and talk to her with another character. She'll
reveal that Galia found comfort with a noble named Deril, who apparently
treated her poorly. A few months ago Galia turns up dead, and Fennecia
suggest that Deril is responsible.
***ITEMS***
(x=600, y=200) Bluestone Necklace
Deril Estate (AR1004)
o======================================================================o
39) Now it's time to go pay this Deril a visit. Head over to the
Government District and enter the Deril Estate (x=3500, y=2650). Inside
you'll be accosted by a Golem named Glut, whom Cernd will handle in a
decidedly aggressive manner. At length Glut runs off to inform Deril of
his 'guests'. A Fireball in the distance should give you the distinct
impression that Deril really doesn't want to be bothered. He'll show up
and wonder who is foolish enough to interrupt his party. After Deril and
Cernd are done talking you'll get some options. Pick options #1 or #4
and you can end up fighting Deril, who is a powerful Mage... although
probably not powerful enough to survive a Breach and a good rush. Pick
option #2 and Deril will hand over Cernd's son. Pick option #3 and
Cernd will fight Deril on his own-and lose. Told you Cernd sucks. Both
Deril and his Lich-friend Lagole Gon will give you 26000 experience,
although left to his own devices Lagole Gon will just ignore you and
hand over the baby after Deril is slain. Still, if you're feeling
frisky you can attempt to take on the Lich, but at this point in the
game I wouldn't recommend it. When Deril dies he'll drop a Jade Ring,
a Quarterstaff, and 30 gold. Lagole Gon drops nothing. Hardly inspiring
loot. After you have Cernd's child he'll depart for the Druid Grove, and
you'll get some quest experience-although Cernd gets the lionshare.
Return to the Druid Grove and Cernd will rejoin your party, if you wish
to have him.
***REWARD***
(For reclaiming Cernd's child)
EXP 50000 (Cernd)
EXP 20000
o======================================================================o
| Druid Grove Quests |
o======================================================================o
Sequence of Events: {WLK023}
1) The Root of the Problem
2) Neutralizing Nilthiri
3) The Founder's Progeny
4) Driving Out Chaos
5) Great Druid
Druid Grove (AR1901)
o======================================================================o
1) To start these quests off return to the Druid Grove and rest there.
When you wake up, a 'Spirit of the Grove' will show up and speak to you.
Accept to become the leader of the grove, restore balance, and all that
good crap and it'll tell you that a new leader of the Troll Mound has
arisen, one Nilthiri the Shamaness, and she needs to be taken out.
You'll be given the club 'The Root of the Problem', heh, and sent off to
go find Nilthiri, who is east of the Troll Mound.
<---------------------------------------------------------------------->
2) You'll find the Troll Nilthiri at (x=2320, y=2640), who will threaten
you a bit before attacking. She's somewhat stronger than normal Trolls,
but not so strong that you should lose sleep over it. Kill her and her
Troll consorts and return to the Druid Grove. Or just wait, either way
the Spirit of the Grove will find you and reward you for restoring
balance.
***REWARD***
(For putting down Nilthiri)
EXP 18500 (each character)
<---------------------------------------------------------------------->
3) Return to the Druid Grove and rest for a while. After, oh, let's say
a week or so, the Spirit of the Grove will show up to give you your
second quest. It'll punish you for taking on these quests by telling you
a long story about Marek-the founder of the grove. Long story short,
one of Marek's ancestors-and inheritors of his 'spirit'-is in Trademeet,
and it's only a matter of time before the vague forces of chaos pounce
and kill this kid.
<---------------------------------------------------------------------->
4) As your journal states, you should travel to Trademeet and search
around outside of town. You'll find him standing out in the open at
(x=2950, y=3330). Talk to the boy and convince him to cast out the
spirits that haunt him so you may do battle with them. After some
prompting, he'll do so, and you'll get to fight 'Chaos'. It can cast a
few Druid spells, but it wasn't strong enough to overcome my Hasted
party. After it dies the Spirit of the Grove will talk to you again,
thanking you for driving out Chaos and promising not to bother you again
until you're ready to challenge for ascension within the Grove (when
you're a 14th level Druid.) Since this requires 1,500,000 experience,
it's not something I'm really even remotely prepared to pursue just
yet.
***REWARD***
(For driving Chaos out of Loren)
EXP 20500 (each character)
Item Golden Lion Figurine
<---------------------------------------------------------------------->
5) After quite a while I return with more than enough experience to
challenge for the position of Great Druid. For the sake of continuity
it's included here, but most likely this won't occur until Chapter 6.
Talk to Master Verthan and announce you're challenging for the title of
Great Druid, after which you'll be teleported into the combat pit where
you killed Faldorn. Here you'll get to do battle with a Druid who'll
start out with Barkskin, Ironskin, and other defenses before summoning
some animals and casting offensive spells (including Insect Plague, one
of the few times in the game where we may be subject to our own trump
card). After he falls you'll be proclaimed Great Druid, and you'll get a
hefty gold reward, as well as some experience, a Cleric's Staff +3, and
The Guard's Ring +2.
***REWARD***
(For gaining the title of Great Druid)
EXP 20000
Item Cleric's Staff +3
Item Ring of Protection +2
Gold 10000
o======================================================================o
| Chapter 3 |
o======================================================================o
| Siding with Bodhi |
o======================================================================o
Sequence of Events: {WLK024}
1) Deal With the Devil
2) Mugging Mook
3) Bodhi's Lair
4) The 'Unseemly' Task
5) The 'Heroic' Task
6) Bodhi's Last Task
7) Coo! A Key
8) Breaking into the Basement
9) Freeing Tizzak
10) The Bridge Room
11) The Mock City Room
12) Pressing the Button
13) Haz's Key
14) Aran Linvail's Sanctum
15) Slaying the Shadow Master
16) Sailing to Spellhold
17) Saemon's Escort
Graveyard District (AR0800)
o======================================================================o
1) Head over to the Graveyard District at night to find Bodhi. Or
rather, she'll find you. She'll start out by making light threats and
slandering the Shadow Thieves-the typical business of somebody who can't
be trusted. 15,000 gold and some tasks that involve 'killing and
terrorizing' and you'll have Imoen and Irenicus, she promises. If you
don't accept her offer she'll depart with a threat, if you do side with
her she'll tell you to go find and 'confiscate' a shipment of supplies
coming in. Bodhi will tell you that the Shadow Thieves already know of
your treachery, and that you might as well just regard them as enemies.
That was quick, eh? After talking to Bohdi chapter three officially
begins.
***REWARD***
(For siding with Bodhi)
EXP 36750 (each character)
<---------------------------------------------------------------------->
2) Head to the Docks District and go find Mook at (x=1700, y=3630).
She'll call for the help of someone named Arkanis, who will show up to
try and backstab you. It's not a very challenging fight, due to their
lack of spell power and all. Some of the Shadow Thieves will throw
Poisoned Throwing Daggers at you, but they also carry Antidotes to make
up for it. Kill Mook and loot her body to obtain the 'Smuggled
Shipment'. Arkanis Gath will leave behind a Short Sword +2, and the
Rifthome Axe +3, which is a clear upgrade over Hangard's Axe +2. Why
would such an insignificant Thief have such a weapon? Who knows.
Lower Tombs (AR0801)
o======================================================================o
3) Now it's time to return to Bodhi. Go back to the Graveyard District
and enter the tomb at (x=600, y=1000). There are several people to talk
to, but most of them are just nutters, and not really worth the time.
Walking around slightly will dispel any illusions about who you're
dealing with. Let's just say only a certain kind of critter loves tombs
and blood so much-but this is no surprise, of course. You'll find Bodhi
at (x=1400, y=830), who will take the package off your hands. You'll
get a decent experience reward and another quest, or rather, two
different quests-a heroic task, or an unseemly task, as the game puts
it. It's somewhat misleading-the heroic task forces you to kill more
people than the unseemly task, but I suppose it's the 'who' involved and
not the 'how many'. Be sure to search the blood pool at (x=400, y=700)
to claim a Mace of Disruption +1. It won't do us much good right now,
since we're siding WITH the undead, but it could have its uses later...
***REWARD***
(For returning the Shadow Thief package to Bodhi)
EXP 28500 (each character)
Vulova Estate (AR1007)
o======================================================================o
4) If you pick the 'unseemly task' she'll tell you to murder Senior
Armagaran, who has ties to the Shadow Thief guild. She also wants you to
leave a cloak and dagger in the fountain of the house to implicate the
Shadow Thieves. Kinda cliche, but what the hell. Head to the Government
District and enter the Vulova Estate (x=2400, y=120). The man you're
looking for, Senior Armagaran Vulova, is at (x=600, y=600), and he's
guarded by a brute named Laen Torg and a Vulova Wizard. You can kill
him, or allow him to flee. Either way, he'll sic his guards on you. Do
what you will, but leave the Shadow Thief Dagger and Shadow Thief Cloak
in the fountain (x=900, y=500). Note that if you wuss out you get no
experience for this quest.
***REWARD***
(For murdering Senior Armagaran Vulova)
EXP 28500 (each character)
<---------------------------------------------------------------------->
5) The heroic task requires you to go save a Thief by the name of
Palern Flynn. Apparently he betrayed the Shadow Thieves and Bodhi wants
him rescued before he comes to harm. Head over to the Docks District and
go to the Shadow Thief Guildhall (x=1000, y=2000), killing whatever
Shadow Thieves you find along the way. Inside you'll be attacked by a
mob of Shadow Thieves, but it's a straight out melee at first. There is
a Shadow Thief Mage lurking around, but they were fairly ineffective at
causing me harm. The Shadow Thief Mage will drop a Mage Robe of Fire
Resistance and some Darts +1, while the rest of the goons will leave
behind fairly mundane gear. Over at (x=550, y=250) you'll find Palern
Flynn. Talk to him and free him and head back to Bodhi.
<---------------------------------------------------------------------->
6) No matter what quest you do, when you return to Bodhi she'll dismiss
it. It was more a test of your capabilities and disposition than any
sort of task that really needed doing, apparently. You'll get some quest
experience and your next task: this time she wants you to kill the
Shadow Master, Aran Linvail. Of course, it's not as easy as just walking
in and killing him, you'll need to get a key to reach the basement of
the guildhall. She suggests paying your old associate Gaelan a visit.
Also there's a missing associate of hers named Tizzak who might know how
to access Aran's sanctum.
***REWARD***
(For rescuing Palern Flynn)
EXP 28500 (each character)
<---------------------------------------------------------------------->
7) So let's pay Gaelan Bayle a visit. Return to the Slums District and
enter his house (x=3150, y=1200). He's understandably not happy to see
you, and actually seems genuinely upset by your betrayal. Kill him and
loot his body for some goodies, including a suit of Leather Armor +3,
a Cloak of Protection +1, Bolts of Biting x10, Bolts +1 x10, Bolts x20,
two Potions of Extra Healing, the Shadow Thief Cellar Key, a Short
Sword +2, a Light Crossbow +2, and 142 gold. You might as well go up
stairs and kill Arledrian, who'll drop Arrows +1 x10, a Potion of Extra
Healing, and a Short Sword +1, and 7 gold, along with other mundane
loot.
<---------------------------------------------------------------------->
8) Return to the Dock District and enter the Shadow Thief guild, this
time to reach the ground floor. Kill whatever Shadow Thieves you find
and go to the north-east, where you'll find a secret door at
(x=1400, y=350) which leads to the Shadow Thief Basement.
Shadow Thief Guild, Basement (AR0329)
o======================================================================o
9) The room you enter into will have several Shadow Thieves within,
two with bows, three with melee weapons. None are a threat. Go to the
door at (x=1350, y=2200) to find Tizzak, who will ask you to kill the
torturer, who apparently has the keys to the door. Head to the south-
east to find Booter, who will attack you. He's not too rough, kill him
and grab his Two-Handed Sword +2 and his Shadow Thief Prison Key. Talk
to Tizzak, who will tell you that Aran's sanctum is behind two magic
doors that cannot be picked or bashed. You'll need to press a button to
get past one, and find a key for the other. The button is behind a
trapped corridor to the north-east, and a wizard named Haz might have
the key.
<---------------------------------------------------------------------->
10) Go through the doorway at (x=1100, y=1600) to reach a hallway that
splits north-east/south-west. The south room is occupied by a trio of
Shadow Thieves, including a somewhat powerful wizard. Kill them and
loot the Mage for some gems and gold. To the north-east is a room made
up of wooden bridges. When you get close an armored man named Dedral
will tell his troops to disable the guillotines so he can get through.
Fun. There are enough archers and traps around here to be a chore, what
with the poor party navigation and all. I prefer to take a Thief to
search for traps while a heavily armed characters-Korgan or Keldorn, for
instance, goes with them. They answer ranged attacks with ranged
attacks, and at this Korgan especially excels, what with his new axe and
all. Avoid the first landing to the north-east, as it has a Cloudkill
trap on it that just won't be detected. Go north-east instead. You'll
come across some archers on high ground and a Priest of Mask, which
shouldn't trouble you too much.
<---------------------------------------------------------------------->
11) Continue on until you reach a room set up like a mock city. There
are traps right in the middle of the area, so be sure to disarm them
before exploring. When you walk into the room, Dedral and a group of his
lackeys will show up and attack. Dedral's the only dangerous one, but
he doesn't really have good enough support to make the most of it. Loot
Dedral for a suit of Full Plate Mail, a Ring of Lock Picks, and a Scroll
of Summon Djinni. His subordinates only carried mundane gear.
***TRAPS***
(x=2300, y=1250)
(x=2200, y=1420)
<---------------------------------------------------------------------->
12) Now you have two ways to go, through a door to the south-east, or
up some stairs to the north-east. Up to the north you'll find a pair of
traps in a hallway before a room clearly designed to test, ah,
Dexterity. Run over the first two rotating spike columns and stop on the
landing beyond long enough to disarm a trap. Continue onto the third
column and press the button (x=3550, y=300) to open one of the magic
doors. Well, that wasn't so bad. Head back to the mock city room and go
south-east.
***TRAPS***
(x=2700, y=920)
(x=2900, y=820)
(x=3300, y=500)
***REWARD***
(For opening one of the magic doors to Aran Linvail's sanctum)
EXP 17500
<---------------------------------------------------------------------->
13) Go down a long hallway, disarming a Lightning Bolt trap as you go.
Go through a circular room and through a doorway to the north-east into
another hallway where you'll find a Fireball trap waiting for you.
Disarm it and continue down another hallway to the west. You'll run into
another Priest of Mask and some Shadow Thieves. Kill them and continue
on to Haz (x=3820, y=1170), who isn't nearly as threatening as he thinks
he is. Kill him and take his Key to Aran's Lair.
***TRAPS***
(x=2600, y=1750)
(x=3750, y=1700)
<---------------------------------------------------------------------->
14) Now head back to the room in which we entered and go through a
secret door at (x=1600, y=1800). Follow the tunnel to the south-east,
killing the stupid Orcs you find waiting for you. Really, Orcs?
Disable the Flame Strike trap in the tunnel and continue on until you
run afoul of some Shadows and an Air Elemental. You'll eventually come
to a circular room with a bridge spanning it. Spell buff and open the
final door between you and Aran Linvail at (x=4400, y=1950).
***TRAPS***
(x=2350, y=2250)
<---------------------------------------------------------------------->
15) Aran Linvail and his squad aren't slouches. Many of them are spell
casters and you're forced to go through a bottleneck (doorway) to
reach them. Send in your strongest Fighters only, and have Mages and
Clerics cast spells like True Sight to cancel out the illusions they'll
bring up, and Chaos to hopefully take a few out of the fight. Jaheira
hitting them with an Insect Plague is, like in all big fights, pretty
important. You can also expect them to summon a Nabassu, so be ready
for it. If you're lucky with your debuffs, you should make it out
intact, but spell battles are touchy. Once they're dead, loot them.
Most of them carry crap, but Aran Linvail will leave behind a suit of
Elven Chain Mail +1, an Amulet of Power Bolts of Biting x10,
Bolts +1 x20, Bolts x20, a Potion of Invisibility, three Potions of
Extra Healing, a Wand of Fear, the Guard's Ring +2 (aka: Ring of
Protection +2), a Short Sword +2, a Light Crossbow +2 and 142 gold.
The Elven Chain is pretty cool, especially for a Thief or Mage multi-
or-dual classed character, but it's not better than the Bracers of
Defense A.C. 3 we bought earlier, and certainly not with Aran's Ring of
Protection +2 equipped. The Amulet of Power is a really great item for
my protagonists, as it offers Magic Resistance (every little bit helps),
Vocalize (essentially immunity to Silence), it decreases the casting
speed by one, and it makes the wearer immune to level drain. The last
perk will come in handy when Vampires become a problem. It'll allow my
protagonist to buff up and meet them in combat without having to worry
about losing levels. Good stuff all around.
***ITEMS***
(x=4500, y=1920) Katana +2, Ring of Djinni Summoning
(x=4750, y=1850) Silver Necklace, 29 gold
<---------------------------------------------------------------------->
16) Return to Bodhi. You'll get a pretty hefty quest reward, and Bodhi
will say that the destruction of the Shadow Thieves was more of a test
for you than a political goal for herself. Bodhi will now talk of
Irenicus, saying that he is her brother, and that Irenicus wasn't trying
to torture you and Imoen, he was trying to unlock your potential as a
child of Bhaal. She wants you to recover Irenicus so that he may be of
use to her, and will tell you that he's being held in the 'Residence for
the Magically Deviant'-aka Spellhold. You need merely sail over there
and infiltrate an asylum operated by the Cowled Wizards. Tell Bodhi
you're ready to leave, and again, keep in mind that you won't be
coming back any time soon. You'll get to watch another cutscene about
Irenicus and Imoen before you appear at the docks with Bodhi. She'll
tell you to behave with the crew before you're introduced to Saemon
Havarian, the captain of the ship you're taking. Endure some banter and
you're off to Spellhold.
***REWARD***
(For receiving Bodhi's assistance)
EXP 50000 (each character)
Brynnlaw (AR1600)
o======================================================================o
17) By siding with Bodhi you'll endure a quiet voyage. Once on shore
Bodhi will tell Saemon to give you a tour around town. This he does
insomuch as he leads you to the Vulgar Monkey tavern, where he'll
refer you to somebody named Sanik.
o======================================================================o
| Chapter 3 |
o======================================================================o
| Siding with Gaelan Bayle |
o======================================================================o
Sequence of Events: {WLK025}
1) The Lesser of Two Evils
2) A Den of Thieves
3) Interred Achon
4) The Torture Tutor
5) The Coat Room
6) Thieves' Playground
7) Target Shooting
8) Don't Push the Red Button!
9) Hide-and-go-Tag
10) Ring of Lockpicking
11) Aran's First Mission
12) Meeting Mook
13) Aran's Second Mission
14) Where Evil Dwells...
15) Aran's Last Mission
16) Into the Vampires' Lair
17) Lassal's First Challenge
18) Taking Down Tanova
19) Staking Some Vampires
20) Blood-Pool Presents
21) Lassal's Ambush
22) Lassal's Second Challenge
23) Lassal's Last Stand
24) Battle With Bodhi
25) Aran Linvail's Confession
26) Sailing to Spellhold
Galean Bayle's House (AR0311)/(AR0312)
o======================================================================o
1) Head over to the Slums District and into Gaelan Bayle's house
(AR0311). Talk to Gaelan and accept the new offer for a nice experience
reward and the end of Chapter 2. Gaelan will tell you that the next
step in this enterprise is to meet with Shadowmaster Aran Linvail. Looks
like you get to meet him no matter who you're siding with. It should be
noted that you earn more experience for siding with Gaelan Bayle than
you would have if you sided with Bodhi. Inconsequential in the grand
scheme of things, but interesting nonetheless. In many ways, siding
with Bodhi is the easy way to do this-although I certainly wouldn't go
so far as to say the most rewarding-financially or otherwise. Gaelan
will give you a 'key to the Shadowmaster' and tell you where to find the
Thieves' Guild in the Docks District, as if you didn't already know.
Watch a cutscene of Irenicus' and Imoen's exploits in Spellhold, and
head over to pay a visit to everybody's favorite Shadow Thieves.
***REWARD***
(For siding with Gaelan Bayle)
EXP 45000 (each character)
Item Shadow Thief Cellar Key
Shadow Thief Guild, Basement (AR0307)
o======================================================================o
2) There are several ways to find this guild, one of which is by
entering the main guildhall (AR0305) and exiting at (x=1400, y=350).
You'll enter into a room occupied by Tassa, Cuchul, and Mitsu. This
place has plenty of people to talk to, a few things to loot, and
really, little worthy of our attention... but, for the sake of being a
completionist (and because Lee told me I probably should) I'll cover
all the scripted events you can encounter here. If you just want to
get on with your life, see Steps #10 and #11 (and onward), which contain
the most useful bits of information. We'll use this room as our
orientation device for this area... and that's about the only
interesting thing about it, as its occupants aren't terribly
interesting, nor is the loot anything to get excited over.
***ITEMS***
(x=1100, y=1850) 1 gold
(x=1300, y=1900) 1 gold
<---------------------------------------------------------------------->
3) Go through a door at (x=1350, y=2200) to find the dungeon-any good
guild has a dungeon, after all, one of the ironies of working for an
organization of criminals is that if you break the law, you can end up
behind bars. If you cross the law-breakers, you can end up behind bars.
Damned if you do, damned if you don't. Inside are several prisoners, and
Achon (x=1130, y=2550). The prisoners complain about time, but Achon is
more talkative-which is not, to say, more interesting.
<---------------------------------------------------------------------->
4) From the main room where we entered the level, head down a tunnel to
the south-east to find the torture chamber, another fixture of both
benign legal organizations and illegitimate criminal organizations
alike. Here you'll find a prisoner undergoing treatment here, and a
Dwarf named Booter trying to show a young apprentice the ropes.
Unfortunately for teachers everywhere, 'Apprentice Torturer Douglas'
just doesn't have the disposition for a little learning, and runs off.
You can talk to both of them, but if you speak to Douglas, he'll have
another bout of squeamishness and disappear.
***ITEMS***
(x=2300, y=2600) Dagger
<---------------------------------------------------------------------->
5) Go through a door to the north-west at (x=1100, y=1600), head up a
tunnel, and when you reach a perpendicular tunnel, head south-west to
find another nefarious room. A coat room. But, being in a Thieves'
Guild, it's doubtlessly nefarious. Or at least the coats are. Here you
can find Missy (x=200, y=1570), who is clearly stressed by her job...
Her job of handling the coats. You try and keep track of dozens of coats
in a Thieves' guild-a room full of pockets in a sanctuary to
pick-pockets. These coats are more at-risk than a troop of Tiger Scouts
spending a day in the Vatican!
***ITEMS***
(x=500, y=1650) 90 gold
<---------------------------------------------------------------------->
6) Head north-east to find a room full of platforms, bridges, and
guillotine traps. Not conventional traps, mind you, they can't be
disarmed, and won't harm you. These are the flavorful, environmental
traps everybody loves so much. All in all, it's a playground for
Thieves. Keep traveling across the room to the north-east to find a
pair of Thieves hard at play.
<---------------------------------------------------------------------->
7) Go through a doorway to find a fake city-scape, although Thief-
playground. When you enter you'll get to see Pelanna instructing a
trainee as he shoots down targets. Afterwards, she'll end up talking to
you, you'll disclose who you are, and she'll tell you where to find
Aran. You can then loot the dead Shadow Thieves for their Bastard
Swords, for what that's worth.
***ITEMS***
(x=1870, y=1270) 9 gold
(x=1280, y-1350) 1 gold
(x=2100, y=1250) 1 gold
<---------------------------------------------------------------------->
8) Head up some stairs to the north-east until you find another
Thieves' playground-this time consisting of spiked rollers, platforms,
and bridges. These rollers can harm you if you stand on them too long,
and if you make your way across you'll get to see a trainee victoriously
complete the course-and suffer for his indiscretion. Don't follow his
example, and leave the overly-obvious red button at (x=3550, y=300)
alone.
<---------------------------------------------------------------------->
9) Return to the fake city-scape and head through a doorway and down a
tunnel to the south-east. Open a door at (x=3250, y=2150) and you'll
get to see more trainees playing-this time it's a time-honored tradition
of hide-and-go-tag. Follow them through the doorway to the north and
continue until you find a room... er... also to the north.
<---------------------------------------------------------------------->
10) Now for a useful encounter, there's a Shadow Thief at
(x=3770, y=1230). Talk to him and he'll suggest overthrowing Aran
Linvail, only to be overheard and promptly attacked by another Shadow
Thief. Kill the traitor, or let the other Shadow Thief do it. Either
way, loot the traitor's corpse for a Ring of Lock Picks.
***ITEMS***
(x=500, y=1650) 90 gold
<---------------------------------------------------------------------->
11) To get to Aran Linvail, return to the first room (where we entered)
and go through the secret door (x=1600, y=1800). Head south-east, then
continue to the north-east until you find Aran (x=4600, y=2050). He'll
talk to you and offer you some magical trinkets in exchange for your
gold-and will try and placate you by saying that only a few 'minor
points' need to be addressed before you'll get what you paid for. As
if it wasn't enough that you had to pay them huge sums of gold, but you
now have to work for them. Ah well. Aran will tell you that strange
things are afoot in the Docks District; missing shipments and missing
employees. Since you've already burnt bridges with Bodhi, Aran guesses
that you won't waste your investment with the Shadow Thieves by
betraying him, so you naturally make a trustworthy source of muscle. He
wants you to go down to the docks and meet with somebody named Mook.
He'll also make good on his promise to give you some loot before you go;
The Guard's Ring +2 and the Amulet of Power. Frankly, these items
are almost worth the money we paid the Shadow Thieves, especially with a
Fighter/Mage protagonist. I equip the Amulet of Power on my main
character, as it's about to prove to be useful. If that's not quite
enough, however, you can steal a Light Crossbow +2, Bolts +1 x20, four
Wooden Stakes, Bolts of Lightning x10, and Bolts x10 from Aran (although
it took me an absurdly high Pick Pockets score to do so).
***ITEMS***
(x=4350, y=2000) History of the Fateful Coin, 2 Gold
(x=4350, y=2000) Greenstone Ring, 1 Gold
<---------------------------------------------------------------------->
12) Wait until night and head down to the seaside docks to find Mook
(x=1700, y=3630). She'll mention that she's seen a man casing the area.
With you here as backup, however, she'll be able to do a more thorough
investigation. Some time will pass and a Vampire will show up. Mook will
go confront him and after they exchange words Mook will be killed,
leaving you to fight this 'Lassal' by yourself. I send my main character
forward, who is protected by his new Amulet of Power. He'll take some
damage, but he won't get level-drained, which is the real problem
Vampires pose. If you get charmed just dispel it... or cast Chaotic
Commands at the start of the fight. Of course, you should feel
encouraged to have the rest of your party contribute with ranged
weapons whenever fighting creatures like Vampires and Illithids-both of
which are best handled by our protected protagonists. Once Lassal is
beaten he'll flee, and it's time to report to Aran. You can loot Mook's
body for a suit of Studded Leather Armor, a Short Sword, and 12 Gold.
<---------------------------------------------------------------------->
13) Once Aran is informed you'll get an experience reward. Aran will
then promptly send you on another quest. This time you need to find two
Shadow Thieves named Jaylos and Caehan who are planning to defect. You
need to head over to the Five Flagons and pretend to be a new recruit
of the enemy guild and hopefully find out where the enemy guild is
located.
***REWARD***
(For reporting to Aran Linvail about the events at the docks)
EXP 28500 (each character)
Five Flagons Inn, Upstairs (AR0511)
o======================================================================o
14) Saunter over to the Bridge District and enter the Five Flagons Inn
(AR0522) and head upstairs (x=600, y=250). Might as well loot the place
while we're here, although the pickings are slim. You'll find Jaylos
at (x=420, y=590) and Caehan at (x=370, y=720). It doesn't matter what
you say, they want a fight. Fortunately Caehan is an idiot and mentions
the name of their contact, one 'Gracen'. They don't put up much of a
fight. Once they're dead, the 'Guild Contact' will show up and initiate
dialogue. It doesn't matter what you say, a fight will ensue. Kill this
Gracen and loot his corpse for a suit of Plate Mail Armor, a Helmet,
a Potion of Extra Healing, two Potions of Invulnerability, a 'Contact's
Note', and a Two Handed Sword +2. Read the note-which is from your old
pal Lassal-to find out that the rival guild is located in the
Graveyard District.
***ITEMS***
(x=150, y=750) 23 Gold
(x=280, y=770) 1 Gold
(x=800, y=360) 1 Gold
(x=750, y=1120) Potion of Insight, Bloodstone Amulet
(x=1300, y=380) 47 gold
<---------------------------------------------------------------------->
15) Return to Aran and inform him of your latest exploits. You'll get
another experience reward and your last mission from the Shadow Thieves:
exterminate the rival guild. You had to have seen that coming. Aran will
dispatch a Mage to help open the doors to the Vampire's lair, but the
rest is up to you, of course. He's nice enough to give you five Wooden
Stakes, at least. Hold onto them and head over to the Graveyard
District.
***REWARD***
(For telling Aran Linvail the location of the rival guild)
EXP 28500 (each character)
Lower Tombs (AR0801)
o======================================================================o
16) Return to the Lower Tombs by entering the door at (x=2580, y=880) in
the Graveyard District. This is a place you should be well aware of if
you recruited Edwin and Korgan. Head north of the central web structure
where we found Pai'Na much earlier and find Haz at (x=1730, y=1480), who
is relieved that you showed up. He'll sick his Flesh Golem on the door
and the party will run into Lassal again, who will command some
'Grimwarders' to attack you. These are similar to the Doom Knights and
Skeleton Warriors in the first game, and by now shouldn't be too much of
a bother. Haz, however, might disagree. After the Grimwards are put
down, loot our dead Mage chum for some gold and a Staff Mace.
Note from Lee:
I re-enter the Lower Tombs via the door at (x=900, y=1660). This comes
up at the closest point to our destination, due west of the web dome.
Also, on my last play-thru, Haz didn't get killed, and simply followed
me around thru the rest of this area. Kind of annoying, really...
<---------------------------------------------------------------------->
17) Continue through a doorway to the north-west, where Lassal will
challenge you to face him in the inner sanctum. He's obviously trying to
lead you somewhere, and he can wait. You'll encounter a pair of
Fledgling Vampires in this room, which is dominated by a large table.
Fledgeling they may be, but their level drain still annoys me, so here
is my Vampire strategy; I let my main character, who is spell-buffed and
protected against level drain due to his Amulet of Power, do all the
work. Simple, eh? For the evil party, Dorn can also join in the fun,
since he's outright immune to level drain. The rest of my characters
debuff enemies and provide ranged support, although characters like
Keldorn and Minsc use their melee weapon with reach to attack without
opening themselves to reprisals. Another option is to use Negative Plane
Protection on Fighters being sent into combat, but with a duration of
five rounds per casting, it's not really ideal. Putting the Amulet of
Power on Anomen, Jaheira, or Viconia also works, although since they
can't spell-buff as well, they won't be quite as effective on their own.
<---------------------------------------------------------------------->
18) Go through a doorway to the north-east where you'll find a Fledgling
Vampire and a Vampire named Tanova. Remember that Vampire strategy? It's
going to need some help with Tanova, as she's a potent spell-caster, as
well as a dastardly undead abomination. Try to lure the Fledging Vampire
away without provoking Tanova to eliminate that little distraction. Once
done, I make sure my protagonist is spell buffed and rush into engage
Tanova. She'll start out the fight with Spell Turning, Protection from
Normal Missiles, Protection from Magical Weapons, and Protection from
Electricity. The third one is the only buff I'm worried about. Have a
Mage hit her with Breach while a Cleric starts casting True Sight to
keep her honest (if you have Keldorn, you can just wait until she uses
some illusion spell or another, as his instantaneous casting time allows
you to be more reactive). All the while my protagonist attacks her most
vigorously, while every other character who can muster a +2 ranged
weapon helps from afar. She's one of the rare Mages in the game who'll
cast Simulacrum, and her Simulacrum is fond of casting Hold Person and
damaging spells. Her Simulacrum doesn't seem to be able to muster
anything above 3rd-level, but since we're distracted with Tanova, it
can still be a nuisance (note that the real Tanova will have a grey name
in the dialogue window, whereas the Simulacrum has a blue name). All in
all, Tanova's not that rough, but it's best to come prepared, because
one bad Saving Throw can give you a headache here.
<---------------------------------------------------------------------->
19) Now that we've cleared the way to the north-east... ignore it.
Return to the table room and head down a tunnel to the south-west
(opposite the tunnel where we fought Tanova) and kill the Vampire Gellal
who stands in your way. You'll eventually find a room to the south-west
that contains a Clay Golem guarding some Sarcophagi. By now a lone Clay
Golem shouldn't really be too much of a bother to us (especially if you
completed the Trademeet quests). Dispatch it and stake whatever Vampires
have fled back here (you can tell because your cursor will change to the
"attack" icon when over applicable sarcophagi.)
<---------------------------------------------------------------------->
20) Once you've staked whatever Vampires you can, go through the secret
door at (x=450, y=1250). Beyond which I find a Fledgling Vampire, a
Vampire named Durst, and a Greater Ghoul, which are fodder to my
Fighter/Mage. Search the pool of blood at (x=400, y=700) for a Mace of
Disruption +1. Ideally it would be great against undead, but my
protagonist doesn't do Maces, and Anomen/Viconia are susceptible to
level drain, so it just sits in my inventory and looks pretty. I make
sure there's nothing left to stake in the previous room, then I head
through another secret door at (x=700, y=750). This just takes me back
to the main room with the table in the middle. It's time to go after
Lassal (x=1600, y=550).
***REWARD***
(For staking a Vampire)
EXP 9000
Vampire's Sanctuary (AR8003)
o======================================================================o
21) Head down a tunnel to the south-east and dispatch a pair of Greater
Ghouls. Through a door you'll find a room with two Fledgling Vampires
and numerous Grimwarders. You have two conflicting needs here-you need
to kill the Vampires with a protected character to avoid level drain,
but you need to focus as much of your might on the Grimwarders as
possible. The best thing to do is bottleneck them at the door (Vampires
are quicker than Grimwarders, so they'll probably reach you first) with
a protected character, while your spell-casters blast enemies in the
room beyond. Holy Smite works well here with a good-aligned party. Of
course, spell-buffing to the max helps make everything go smoother.
<---------------------------------------------------------------------->
22) Once the populated room is... depopulated... you've two ways to go.
First go through a door (x=1120, y=300) to find a room with some loot
in it. At this point in the game, it's nothing to go crazy over,
although the armor was clearly designed for Rangers. Go through the
door at (x=1570, y=300) and Lassal will tell you to find him in the
room of blood and blades. Oh, am I so going to enjoy staking him.
***ITEMS***
(x=930, y=200) 8 gold
(x=1050, y=200) Ashen Scales +2, Katana +2
***TRAPS***
(x=1050, y=200)
<---------------------------------------------------------------------->
23) Head back upstairs to the main room. Instead of rushing in and
allowing my party to get mauled by the spikes in the room (which is
north-east past where we fought Tanova) I decide to take a more
conservative tactic. Now, this might be a bit unorthodox, but my plan is
to spell-buff my main character and let him do all the work. I know, we
never do that! Anyways, he goes alone to confront Lassal
(x=3320, y=320). For those of you without the benefit of a Fighter/Mage,
spell-buff a Mage and send them in alone. Instead of duking it out with
Lassal, however, lure him out into the hallway where you fought Tanova.
I promptly and decisively smite Lassal and head back to the sarcophagus
room, where he endures a well-deserved staking.
<---------------------------------------------------------------------->
24) Bodhi will appear to the north. I send the rest of my party out into
the hallway so my main character can fight her alone. He's still spell-
buffed from the last fight (Lassal was entirely out-classed), and so is
still in fine condition to go toe-to-toe with her. Her Hit Points won't
last as long as my Stoneskin and Mirror Image will. Once she falls
she'll taunt you a bit before leaving. Of course, let's not be
foolhardy, if she's more than you can handle, by all means attack her
with characters wielding weapons with reach. It's time to return to
Aran Linvail. His rival guild has been subdued, at least for now, and
it's past time we saw some return for all the money we gave him.
***REWARD***
(For defeating Bodhi)
EXP 18750
<---------------------------------------------------------------------->
25) Report back to Aran Linvail, where you'll receive a suitably large
experience reward. Even if you don't question him about what Bodhi said,
Aran will come clean. By now it's no surprise that the Shadow Thieves
were the ones who attacked Irenicus' lair under Waukeen's Promenade. In
fact, I wasn't even aware this was supposed to be a secret. Anyways,
the Shadow Thieves are genuinely enemies of Irenicus. Not because of
what he did to you, of course, but because of his connections with
Bodhi, and Bodhi was anything but friendly to the Shadow Thieves. The
gold served a dual-purpose for the Shadow Thieves-first to ensure your
commitment (who would pay that much money if they weren't really after
Irenicus?) and second because that Shadow Thieves genuinely needed the
money. Warring with a guild of Vampires is expensive, it seems...
Irenicus and Imoen both reside within Spellhold. You want to get there
for Imoen, or for whatever power Irenicus thinks he can unlock within
you, and the Shadow Thieves want answers. All in all, after talking to
the Shadow Thieves you feel like you're getting a clearer picture of
what transpired at the beginning of the game; the only remaining
questions (and answers) lie with Irenicus. It's a much more fulfilling
feeling than you get at the end of Bodhi's quests, where you're sure of
only one thing: that she's playing games with you.
***REWARD***
(For receiving the Shadow Thieves' assistance)
EXP 50000 (each character)
<---------------------------------------------------------------------->
26) Collect whatever you need for the trip, sell off or stash all
excess gear, and be sure that you have whatever party members you need
with you. You will not be returning any time soon. Once you're ready
talk to Aran Linvail and tell him you're ready to go. You'll be treated
to another Irenicus-Imoen cutscene before you appear at the docks. Aran
Linvail will chat with the less-than-trustworthy captain he's hired to
take you to Spellhold, one Saemon Havarian. You know it's not an ideal
situation when the Shadow Thieves decide they need to include a bit of
'insurance' on the ship to ensure things go smoothly. And frankly, we
should know better by now than to get on a boat. Look at what happened
in Tales of the Sword Coast!
EVIL PARTY STATS: END OF CHAPTER 3
o======================================================================o
Dorn
Blackguard 13
Experience: 1688605
Hit Points: 92
Armor Class: -5
Paralyze/Poison/Death: 3
Rod/Staff/Wand: 5
Petrify/Polymorph: 4
Breath Weapon: 3
Spells: 6
Weapon Proficiencies
Two Handed Sword ++
Halberd ++
Cross Bow ++
Two-Handed Weapon Style ++
Armor: Full Plate Mail +2
Gloves: ...
Helmet: Helm of the Noble +1
Amulet: Amulet of 5% Magic Resistance
Weapon: Ilbratha +1 (THAC0: 6)
Lilarcor (THAC0: 1)
The Guide +2 (THAC0: 1)
Shield: ...
Ring 1: Ring of Human Influence
Ring 2: Ring of Earth Control
Cloak: Nymph Cloak
Boots: Sense of the Cat
Belt: Girdle of Fortitude
Misc 1: ...
Misc 2: ...
Misc 3: ...
<---------------------------------------------------------------------->
Korgan
Berserker 14
Experience: 1685402
Hit Points: 130
Armor Class: -11
Paralyze/Poison/Death: -2 (-2)
Rod/Staff/Wand: 0 (-2)
Petrify/Polymorph: 4 (-2)
Breath Weapon: 3 (-2)
Spells: 1 (-2)
Weapon Proficiencies
Axe +++++
War Hammer +
Two-Weapon Style ++
Armor: Full Plate Mail
Gloves: The Brawling Hands
Helmet: Helmet of the Noble +1
Amulet: Periapt of Proof Against Poison
Weapon: Stonefire +3 (THAC0: 0)
Frostreaver +3 (THAC0: 0)
Hangard's Axe +2 (THAC0: -1)
Dwarven Thrower +3 (THAC0: 0)
Shield: Saving Grace +3
Ring 1: The Guard's Ring +2
Ring 2: Ring of Air Control
Cloak: Cloak of the Sewers
Boots: ...
Belt: ...
Misc 1: ...
Misc 2: ...
Misc 3: Iron Horn of Valhalla
<---------------------------------------------------------------------->
Jaheira
Fighter 11/Druid 13
Experience: 855332/855332
Hit Points: 88
Armor Class: -8
Paralyze/Poison/Death: 4 (-1)
Rod/Staff/Wand: 8 (-1)
Petrify/Polymorph: 7 (-1)
Breath Weapon: 7 (-1)
Spells: 4 (-6)
Weapon Proficiencies
Scimitar +
Dagger +
Club ++
Quarter Staff +
Sling +
Sword and Shield Style +
Armor: Full Plate Mail
Gloves: Xarranous' Second Sword Arm
Helmet: Helm of the Noble +1
Amulet: Harper Pin
Weapon: Belm +2 (THAC0: 4)
Sling of Seeking +1 (THAC0: 2)
Shield: Fortress Shield +3
Ring 1: Ring of the Princes +1
Ring 2: ...
Cloak: ...
Boots: ...
Belt: Girdle of Hill Giant Strength
Misc 1: ...
Misc 2: ...
Misc 3: ...
<---------------------------------------------------------------------->
Viconia
Cleric 15
Experience: 1689553
Hit Points: 72
Armor Class: -8
Paralyze/Poison/Death: 3 (-2)
Rod/Staff/Wand: 7 (-2)
Petrify/Polymorph: 6 (-2)
Breath Weapon: 9 (-2)
Spells: 8 (-2)
Weapon Proficiencies
War Hammer +
Flail +
Mace +
Sling +
Sword and Shield Style +
Armor: Full Plate Mail
Gloves: Hands of Takkok
Helmet: Helm of Balduran
Amulet: Sensate Amulet
Weapon: Flail of Ages +3 (THAC0: 5)
Arla's Dragonbane +3 (THAC0: 2)
Shield: Shield of the Lost +2
Ring 1: ...
Ring 2: ...
Cloak: Cloak of Protection +1
Boots: ...
Belt: Destroyer of the Hills
Misc 1: ...
Misc 2: ...
Misc 3: Black Spider Figurine
<---------------------------------------------------------------------->
Protagonist
Fighter 10/Mage 11/Thief 12
Experience: 597361/597361/597361
Hit Points: 101
Armor Class: -3
Paralyze/Poison/Death: 7 (-1)
Rod/Staff/Wand: 6 (-1)
Petrify/Polymorph: 7 (-1)
Breath Weapon: 8 (-1)
Spells: 7 (-1)
Weapon Proficiencies
Long Sword ++
Katana ++
Two Weapon Style +++
Armor: Adventurer's Robe
Gloves: Bracers of Defense A.C. 3
Helmet: Vhailor's Helm
Amulet: Amulet of Power
Weapon: Celestial Fury +3 (THAC0: 4)
Sword of Flame +1 (THAC0: 5)
Shield: Blade of Roses +3 (THAC0: 5)
Ring 1: Ring of the Princes +1
Ring 2: Ring of Acuity
Cloak: ...
Boots: The Paws of the Cheetah
Belt: Elves' Bane
Misc 1: ...
Misc 2: ...
Misc 3: ...
<---------------------------------------------------------------------->
Edwin
Conjurer 14
Experience: 1702988
Hit Points: 61
Armor Class: 4
Paralyze/Poison/Death: 7 (-4)
Rod/Staff/Wand: 3 (-4)
Petrify/Polymorph: 7 (-2)
Breath Weapon: 2 (-9)
Spells: 6 (-2)
Weapon Proficiencies
Dagger +
Quarter Staff +
Dart +
Armor: Robe of Vecna
Gloves: ...
Helmet: Pale Green Ioun Stone
Amulet: Edwin's Amulet
Weapon: Cleric's Staff +3 (THAC0: 12)
Boomerang Dagger +2 (THAC0: 13)
Shield: ...
Ring 1: Reaching Ring
Ring 2: Ring of the Princes +1
Cloak: Cloak of Displacement
Boots: ...
Belt: Belt of Inertial Barrier
Misc 1: ...
Misc 2: ...
Misc 3: Efreeti Bottle
<---------------------------------------------------------------------->
Jaheira keeps Blackblood +3 in her inventory for instances when she
needs to hit Clay Golems, Trolls, or critters that require +3 or better
weapons. Dorn has The Guide +2, Jaheira has the Sling of Seeker +1,
Korgan has the Dwarvern Thrower +3 and Hangard's Axe +2, Viconia has
Arla's Dragonbane +3, and Edwin has the Boomerang Dagger +2 for ranged
options. Only my protagonist lacks a ranged option, and with her
spell-buffs and Celestial Fury, why would I want to keep her out of
melee combat, anyways? The Ring of Regeneration moves around the party
as needed, it has no stable home.
Jaheira and Viconia's Armor Class will only improve after the Underdark.
In the meantime, Korgan needs all the protection he can get, as he'll
suffer defensively when he drops his shield to dual-wield. Dorn is also
struggling defensively-and he'll continue to do so through the rest of
the game, considering he'll never have the opportunity to strap on a
shield. Before the Enhanced Edition I took Haer'Dalis along with me
instead of Dorn. His high caster level and extra spell power was handy,
but with Dorn in tow, I can honestly say I haven't missed Haer'Dalis
yet. With Edwin, you don't really need a tertiary spell-caster.
GOOD PARTY STATS: END OF CHAPTER 3
o======================================================================o
Keldorn
Inquisitor 12
Experience: 1195065
Armor Class: -6
Paralyze/Poison/Death: 3 (-2)
Rod/Staff/Wand: 5 (-2)
Petrify/Polymorph: 4 (-2)
Breath Weapon: 4 (-2)
Spells: 6 (-2)
Weapon Proficiencies
Long Sword ++
Two Handed Sword ++
Cross Bow ++
Two Handed Weapon Style +
Armor: Firecam Full Plate Armor
Gloves: The Brawling Hands
Helmet: Helm of Glory
Amulet: Amulet of 5% Magic Resistance
Weapon: Hallowed Redeemer (THAC0: 4)
Ras +2 (THAC0: 4)
Firetooth +4 (THAC0: 1)
Shield: ...
Ring 1: Ring of Regeneration
Ring 2: Ring of Earth Control
Cloak: Nymph Cloak
Boots: Boots of Grounding
Belt: Girdle of Hill Giant Strength
Misc 1: ...
Misc 2: ...
Misc 3: ...
<---------------------------------------------------------------------->
Jaheira
Fighter 10/Druid 12
Experience: 604797/604797
Armor Class: -7
Paralyze/Poison/Death: 3 (-3)
Rod/Staff/Wand: 7 (-3)
Petrify/Polymorph: 8 (-1)
Breath Weapon: 6 (-3)
Spells: 10 (-1)
Weapon Proficiencies
Scimitar +
Dagger +
Club ++
Quarter Staff +
Sling +
Sword and Shield Style +
Armor: Full Plate Mail +1
Gloves: Gauntlets of Ogre Power
Helmet: Helmet of Defense
Amulet: Periapt of Proof Against Poison
Weapon: Belm +2 (THAC0: 6)
Club +3, Blackblood (THAC0: 4)
Shield: Saving Grace +3
Ring 1: ...
Ring 2: Ring of the Ram
Cloak: Cloak of Displacement
Boots: ...
Belt: Girdle of Piercing
Misc 1: ...
Misc 2: ...
Misc 3: ...
<---------------------------------------------------------------------->
Anomen
Cleric 13/Fighter 7 (Inactive)
Experience: 1149047/64000
Armor Class: -6
Paralyze/Poison/Death: 4 (-1)
Rod/Staff/Wand: 8 (-1)
Petrify/Polymorph: 7 (-1)
Breath Weapon: 10 (-1)
Spells: 9 (-1)
Weapon Proficiencies
War Hammer ++
Mace ++
Sling ++
Sword and Shield Style +
Armor: Full Plate Mail +1
Gloves: Gauntlets of Weapon Skill
Helmet: Helm of Balduran
Amulet: Sensate Amulet
Weapon: Mace +2 (THAC0: 5)
Sling +2 (THAC0: 7)
Shield: Fortress Shield +3
Ring 1: ...
Ring 2: Ring of Holiness
Cloak: Cloak of Sewers
Boots: Boots of Avoidance
Belt: Girdle of Bluntness
Misc 1: ...
Misc 2: ...
Misc 3: Silver Horn of Valhalla
<---------------------------------------------------------------------->
Protagonist
Fighter 10/Mage 11
Experience: 663534/663534
Armor Class: -4
Weapon Proficiencies
Katana ++
Flail ++
Two Weapon Style +++
Paralyze/Poison/Death: 6 (-2)
Rod/Staff/Wand: 5 (-2)
Petrify/Polymorph: 6 (-3)
Breath Weapon: 7 (-2)
Spells: 6 (-2)
Armor: Adventurer's Robe
Gloves: Bracers of Defense A.C. 3
Helmet: Vhailor's Helm
Amulet: Amulet of Power
Weapon: Celestial Fury (THAC0: 3)
...
Shield: Flail of Ages +3 (THAC0: 6)
Ring 1: Ring of Protection +2
Ring 2: Ring of Acuity
Cloak: ...
Boots: Boots of Speed
Belt: ...
Misc 1: ...
Misc 2: ...
Misc 3: Golem Manual
<---------------------------------------------------------------------->
Minsc
Ranger 12
Experience: 1207729
Armor Class: 2
Weapon Proficiencies
Two Handed Sword ++
Halberd ++
Mace ++
Long Bow ++
Two Weapon Style ++
Paralyze/Poison/Death: 3 (-4)
Rod/Staff/Wand: 8 (-1)
Petrify/Polymorph: 2 (-1)
Breath Weapon: 7 (-1)
Spells: 9 (-1)
Armor: Skin of the Ghoul +4
Gloves: Bracers of Archery
Helmet: Helmet of Defense
Amulet: ...
Weapon: Dragon's Bane +3 (THAC0: 3)
Ilbratha (THAC0: 8)
Elven Court Bow +3 (THAC0: 0)
Shield: ...
Ring 1: ...
Ring 2: ...
Cloak: Cloak of Non-Detection
Boots: Boots of Stealth
Belt: ...
Misc 1: Boo
Misc 2: ...
Misc 3: ...
<---------------------------------------------------------------------->
Nalia
Mage 13/Thief 4 (Inactive)
Experience: 1190290/5000
Armor Class: -1
Paralyze/Poison/Death: 9 (-2)
Rod/Staff/Wand: 5 (-2)
Petrify/Polymorph: 7 (-2)
Breath Weapon: 4 (-7)
Spells: 6 (-2)
Weapon Proficiencies
Short Sword +
Dagger +
Quarter Staff +
Short Bow +
Dart +
Armor: Robe of Vecna
Gloves: Glove of Pick Pocketing
Helmet: Pale Green Ioun Stone
Amulet: Amulet of Metaspell Influence
Weapon: Cleric's Staff +3 (THAC0: 12)
Tansheron's Bow +3 (THAC0: 10)
Shield: ...
Ring 1: D'Arnisse Signet Ring
Ring 2: Ring of Danger Sense
Cloak: Cloak of the Shield
Boots: Boots of Grounding
Belt: Belt of Inertial Barrier
Misc 1: ...
Misc 2: ...
Misc 3: Efreeti Bottle
<---------------------------------------------------------------------->
As we do not have access to Limited Wish like the evil party does,
Jaheira just has to wait until she has a better ranged option. Keldorn
has The Guide +2 for situations in which it'll be safer for him to fight
at a range, and Minsc and Nalia (soon to be Imoen) mostly stick to
ranged weapons, although Misnc will take up his Halberd when he needs
to. My protagonist is much more hardy and dependable in the good party,
and equipped with the Flail of the Ages +3 and Celestial Fury +3, he's
almost as quick of a killer as my other three front-liners combined.
Add to that his defensive spells, and for a short time, he's the single
strongest weapon I have... until his Stoneskin wears off. For this
reason, he takes The Paws of the Cheetah, which help him get from foe to
foe quicker. My good party's superior protagonist makes up for an
otherwise inferior front-line Armor Class.
I usually take Yoshimo with me through the game (and I did in the first
walkthrough around which most of this guide was written) but for the
2nd good-party walkthrough where I recorded the stats at the end of
various chapters, I took Nalia. You know, to make the transition to
Imoen easier? I regretted it every time I had to pick a lock or disarm
a trap. Nalia is simply inadequate to the challenge of handling many of
the tasks a party thief needs to handle. The only good solution was to
try and get to the Planar Sphere earlier than I would like, and obtain
the Ring of Danger Sense. Perhaps I was spoiled by having a
Fighter/Mage/Thief who could handle anything, but honestly, I'll take
Yoshimo if I have to do it again. That way when I get Imoen back, I'll
be able to give her the Ring of Lock Picks and the Ring of Danger
Sense and thus avoid any obnoxious situations where I find my party
Thief inadequate to the task at hand.
o======================================================================o
| Chapter 4 |
o======================================================================o
| Brynnlaw |
o======================================================================o
Sequence of Events: {WLK026}
1) Saemon's Excuse
2) Seeking Out Sanik
3) Things to do in Brynnlaw
4) Infiltrating the Brothel
5) Rescuing Ginia and Ason
6) The Front Door
7) The Back Door
8) Reaching Galvena
9) Killing Galvena
10) Perth the Not-So Adept
11) Getting Incarcerated
12) Within Spellhold, One Way or Another
13) Meeting Mad Mages
14) Under New Management
For the first time since we escaped from Irenicus' Dungeon, all players
regardless of their character's class, alignment, and party composition
now have the same goal. We're looking for somebody named 'Sanik', whom
can be found in the Vulgar Monkey tavern. Quite frankly it's rather
refreshing (from my perspective) to have a singular purpose for this
walkthrough again. Even better, this unity will last for quite a
while. We're not coming back to Brynnlaw in this game, so in this part
of the walkthrough we'll make sure to do everything there is to do
before we head into Spellhold.
Brynnlaw (AR1600)
o======================================================================o
1) All goes well... until you land. Saemon Havarian excuses himself and
Sime expresses her distrust of him. The fact that you can't save because
'monsters are about' should tip you off that something's up. I spell-
buff and send my main character off the boat to the north. Saemon will
talk to you and apologize for what must come, and several enemies will
appear. Three Vampires-Valen, Parisa, and Del, will attack you. All
three of them are not enough to take down my Fighter/Mage. Astute
players should realize a few things from this encounter. First, Bodhi,
while beaten, is not without resources. More worrisome is the fact that
Vampires have lairs, and they wouldn't be able to travel so far from
them as to randomly ambush you here, which means Bodhi's Vampires and
presumably Bodhi have a stronghold here. After the fight talk to Sime
(x=850, y=2420), who will tell you to find somebody named Sanik at the
local tavern. The evil party, of course, doesn't have to deal with this
annoyance, and are escorted to the Vulgar Monkey tavern by Saemon
Havarian.
Vulgar Monkey Tavern (AR1602)
o======================================================================o
2) You'll find the Vulgar Monkey tavern at (x=2000, y=1550), inside of
which you'll find plenty of friendly pirates and Sanik (x=500, y=500).
Before you and Sanik can get down to business, an assassin will appear
courtesy of Lady Galvena and do what assassins do. He'll then foolishly
attack you. Put him down, after which the Innkeeper will pipe in and
give you some information regarding what just occurred. Apparently
Sanik here crossed the local Mistress of Brynnlaw and this was her
response. Unfortunately for her, his 'bride' might be the only person
who knows how to get into Spellhold, which means Lady Galvena just
crossed the wrong person.
Temple of Umberlee (AR1604)/Storekeep (AR1606)/Cayia's Home (AR1603)
o======================================================================o
3) Over at (x=2550, y=1600) you'll find a Temple to Umberlee (AR1604),
from which you can buy a Destroyer of the Hills and a Wand of the
Heavens, as well as other, less interesting items. There's a Shopkeep at
(x=1300, y=1100) (AR1603), who sells some magical weapons and armor, but
nothing you really need by now. And if you rushed here early... well,
it's still probably nothing you need. Finally there's a house at
(x=650, y=1450) (AR1606) which contains some curiously nice loot.
o===========o
|Mage Spells| Storekeep
o===========o---------------------------------------------------------->
1st-Find Familiar
---
2nd-Power Word, Sleep
2nd-Ray of Enfeeblement
---
3rd-Minor Spell Deflection
3rd-Protection From Fire
---
5th-Breach
5th-Conjure Lesser Fire Elemental
5th-Lower Resistance
5th-Oracle
5th-Protection From Normal Weapons
---
6th-Chain Lightning
6th-Contingency
6th-Disintegrate
6th-Spell Deflection
***ITEMS***
(AR1600)
(x=3325, y=1530) Wand of Paralyzation
(AR1603)
(x=500, y=250) 8 gold
(x=330, y=400) Spear, Spear, Spear, Spear
(x=260, y=460) Bastard Sword, Bastard Sword, Bastard Sword,
Bastard Sword
---
(AR1606)
(x=280, y=380) Zircon Gem
(x=550, y=200) Rogue Stone, 7 gold
(x=400, y=150) Flamedance Ring
***TRAPS*** (AR1606)
(x=400, y=150)
<---------------------------------------------------------------------->
4) Well, that was a fun diversion, but now it's time to find a way into
Spellhold. Let's just say it's going to take more than good walking
shoes to get there. Head over to Lady Galvena's Festhall
(x=1050, y=1450). You can just barge in and massacre everybody, but
there are more... subtle ways to get in as well. Talk to the courtesan
outside of Lady Galvena's Festhall (x=1180, y=1530). Of course, to
complicate things there are several ways to gain access to the Festhall.
First, you can pay the courtesan 100 gold (he or she can be bargained
down to 50 gold) to get into her room (AR1609) under the pretenses of
perusing her services. Secondly you can press her to reveal a way to get
in. She'll capitulate for 200 gold (don't threaten her or she'll walk
off), or for your promise that you won't tell anybody what she says.
She'll inform you that you can gain admission to the brothel if you
obtain a medallion from one of Galvena's courtesan masters. She'll
suggest that you look for somebody named Chremy for your medallion.
Another way to start this medallion quest is to ask about Claire and say
that you're planning on killing Galvena. If you're going to barge on in
skip to step #6, if you're going to pay the courtesan to take you to
her room, skip to step #7, and finally, if you want to obtain the
medallion continue with step #5.
Frankly I think the most interesting way to do this is to obtain
Galvena's Medallion from Chremy (freeing Ginia and Ason in the process),
and accompanying the courtesan into her room. From here you can devise
a scheme to poison the guards in (AR1608) and the guard captain
(AR1613). You'll get plenty of quest experience this way, but honestly
its gains over simply storming the place are negligible at best.
<---------------------------------------------------------------------->
5) Since we're going to get the medallion, we might as well help Ginia,
too. At (x=570, y=1170) you'll run into a little boy named Ason. Or
rather he'll run into you, and steal 10 gold from you. Question the
little guy about it and he'll seem repentant, but also too afraid to
give you the money back. Of course, if you threaten him he'll cough it
up. Hmm... Head over to courtesan named Ginia (x=3450, y=1700) who'll
tell you her sob story. Apparently she's suffering in the 'employ' of a
man named Chremy, a lieutenant of the pirate who runs this town-one
Desharik. Apparently the Ason we ran afoul of earlier is Ginia's
insurance, Ginia can't flee or disobey without Ason suffering for it.
If you're a nice guy you can offer to help her and Ason escape. You'll
have to pay the smuggler, Calahan (x=1600, y=1750) and deal with Chremy
(x=1820, y=1460). Go to Calahan and pay him 200 gold so he'll smuggle
away both Ginia and Ason for a small experience reward. Now go pay
Chremy a visit. He'll turn hostile if pressed on the Ginia/Ason issue.
Kill him and loot his body for a suit of Studded Leather Armor,
Galvena's Medallion, a Bloodstone Ring, a Bastard Sword, and 112 gold.
Now go report the good news to Ginia to complete the quest and get
another experience reward. Return to the courtesan with the medallion in
your possession and she'll offer to take you to her room (skip to
step #7), or you could just go on your own (continue with step #6).
***REWARD***
(For paying for Calahan's smuggling services)
EXP 2000
***REWARD***
(For saving Ginia and Ason)
EXP 9000
Lady Galvena's Festhall (AR1611)
o======================================================================o
6) Enter the festhall, whereupon you'll be bothered by Front. If you
obtained Galvena's Medallion from Chremy earlier, you can use it to
convince him to let you past. If not, find the secret door at
(x=500, y=150) after he's done talking. Opening the door (which is
locked) will provoke Front to call upon two Guards and attack. Front
spends most of his time spell-buffing, and they're all pretty easy to
take down. Either way you do it, proceed to the next area (AR1608),
(step #8).
Lady Galvena's Festhall, Courtesan's Room (AR1609)
o======================================================================o
7) The simplest way of reaching this area is by paying the courtesan
to take you to her room. Under this approach she'll threaten to call the
guards if you insist on performing any misdeeds, although she can be
pacified by paying her 100 gold or mentioning Claire. On the other hand
if you accompanied the courtesan here after obtaining Galvena's
Medallion from Chremy, she'll tell you about some sleeping draught they
brew here to incapacitate richer clients. She suggests convincing the
cook to put some in the guards' food to get past them without fighting.
Exit at (x=200, y=450) to reach the Hallway area of the Festhall (AR1608).
Lady Galvena's Festhall, Hallway (AR1608), Kitchen (AR1612), and
Galvena's Room (AR1613)
o======================================================================o
8) In this area you'll find a pair of guards milling about. If you
barged on in here they'll summon the guard captain in a futile attempt
to stop you. If you gained admittance to this area by sneaking in
through the Courtesan or by using Galvena's Medallion you can convince
the guards you're a customer, or a new recruit. Still, you need to get
Galvena's Key (see below) from the guard captain, which provokes them,
so it's not really a superior solution to just fighting your way in.
Kill them and loot them, as one carries a Halberd +2. After they're dead
go into the room at (x=350, y=200) (AR1613)-which is pretty swanky, by
the way. Loot the dresser (x=150, y=300) to obtain Galvena's Key, then
go back to (AR1608) and open the door at (x=100, y=100). If you
conspired with the courtesan and obtained the Sleeping Draught enter
the room at (x=550, y=330) (AR1612) and convince the cook, Ellie to
poison the guards. Follow the courtesan out and she'll deliver the
guards their poison, which will promptly render them unconscious. You
can now kill the guards without resistance. By killing them via the
poison, you'll get less experience from the guard captain, all the
guards will have the poisoned ale on them, and instead of a Halberd +2
you'll get a pair of Halberds +1.
***REWARD***
(For convincing Ellie to poison the guards)
EXP 1000
***REWARD***
(For poisoning the guards)
EXP 4000
Lady Galvena's Festhall, Dungeon (AR1610)
o======================================================================o
9) Continue down to the next level and go through a door to the north-
east to find Galvena, Claire, and her pet wizard Vadek. Naturally a
fight ensues. Kill them and loot them, Galvena donates a suit of Leather
Armor +3 and a Flail +2, while her stooge leaves behind a Quarter
Staff +2, a Dart +1, and 25 gold. Find where Claire ran off to and talk
to her. She'll suggest talking to Sanik's captain, one Captain Golin,
who will tell you of two ways to get into the Asylum-convince the pirate
Desharik to commit you to the Asylum, or obtain a ward stone from a
local representative of the Cowled Wizards named Perth the Adept. Of
course, why not do a little of both?
***REWARD***
(For closing Lady Galvena's Festhall-permanently)
EXP 10000
***REWARD***
(For bringing Claire to Captain Golin)
EXP 2000
Perth the Adept's House (AR1605)
o======================================================================o
10) Let's go visit Perth the Adept, who lives in the house at
(x=2950, y=1200). Once you get inside you'll notice he acts somewhat...
mechanically. He'll mumble about the Warden, and then merrily decide to
test your limits... or get violent, rather. Get on top of him quickly,
as he's a very powerful Mage. With Keldorn in tow it's child's-play to
strip his spell defenses and pummel him to death, but evil parties,
(especially low-level evil parties) should tread with some caution.
When he dies he'll reward you with 20000 experience points, and he'll
drop the 'Wardstone for Asylum', as well as the Book of Infinite Spells.
This book can be used to cast one spell, once per day, and unlimited
number of times, and anybody can use it. The catch, however, is that if
you turn the pages of the book so as to (hopefully) access a better
spell, you're stuck with that spell until you turn the pages again.
That means no flipsies-backsies, and as the description warns once you
reach the last page of the book you're stuck with whatever spell was on
that page. The book starts out with the 'Fireball' spell active, which
is a pretty decent spell to be able to cast. Of course, it can be
turned to Spell Turning and True Sight... which are arguably better. For
more information about this book, refer to its entry in [ITM004].
***ITEMS***
(x=650, y=400) Potions of Extra Healing x4
(x=400, y=300) Horn Coral Gem, History of the Drow
(x=170, y=150) Gold Ring, 7 gold
***TRAPS***
(x=170, y=150)
Pirate Lord's Home (AR1601)
o======================================================================o
11) Now it's time to pay Desharik a visit (x=1000, y=650). Talk to the
Pirate Door Guard (x=1120, y=670) outside and either throw Captain
Golin's name out, or pay him 300 gold to gain entrance. Loot the house
before talking to Desharik (x=660, y=550). Don't tell him you're trying
to storm the place, or rescue a friend, and don't try to bribe him, as
he'll have none of it. Saying that you're the child of a god and you
struggle with your nature will convince him if you're insistent.
Dialogue options #1, #1, #4, #2, #1, #1, #1 and #1 are what you'll need
to achieve this outcome... and the character speaking to Desharik must
also have a Charisma score of 16 or greater. Also note that if you have
Minsc in your party... well, let's just say that Minsc has an uncanny
ability to convince people he's nuts. Go figure. If you don't wish to
get incarcerated, you can enter Spellhold manually (see step #12).
***ITEMS***
(x=630, y=200) Potion of Extra Healing
(x=390, y=300) Potion of Extra Healing, 109 gold
(x=180, y=330) Potion of Extra Healing x2, Light Crossbow +1,
Bolts +2 x5, 50 gold
(x=1200, y=400) Potion of Extra Healing, Long Bow +2, Arrows +2, 70 gold
***TRAPS***
(x=170, y=320)
(x=1200, y=400)
***REWARD***
(For convincing Desharik to incarcerate you)
EXP 38500 (each character)
Spellhold, Exterior (AR1500)
o======================================================================o
12) Of the two ways to enter Spellhold, getting incarcerated earns you
an experience reward. You can just walk on in by exiting Brynnlaw at
(x=3500, y=20). Sime awaits near the area transition (x=3480, y=130),
and if you got the Wardstone from Perth the Adept you can update her
on your progress, at which she'll rush off to see if she can obtain
some aid. Once outside of Spellhold cross a bridge to the north. This
bridge would be rather fatal if you didn't have Perth's Wardstone, but
with it you'll cross unmolested. At the far end of the bridge you'll
face a random group of monsters (I've encountered Lizardmen and a
group of incorporeal undead including Shadows, Wraiths, and Shadow
Fiends). Upon Spellhold itself you can find another group of random
foes (again, I've encountered a mixed group of undead similar to the one
mentioned above, as well as a Lesser Air Elemental). Enter the door at
(x=600, y=1050) to finally enter Spellhold. Even with the kills in this
area, the experience pales compared to what you'd receive from
convincing Desharik to incarcerate you.
<---------------------------------------------------------------------->
13) If you enter on foot you'll be greeted by a Coordinator, who'll
introduce you to a variety of inmates, including our old friends
Dradeel (from Tales of the Sword Coast, on the Isle of Balduran) and
Tiax, everybody's favorite diminutive megalomaniac. If you're
incarcerated you'll be greeted by Lonk the Sane, who'll free you for
recreation time-and with promises of cookies to come. You'll be free
to talk to a variety of inmates, as follows (their locations will
vary depending on which route you took to enter Spellhold):
Aphril: A girl who can see all things, across the planes and time.
You'd be freaked out too. Talk to her again and she'll allow you to
see what she sees, if just for a moment. She's interesting for two
reasons. First, because of the little rant Edwin will go on if him and
Viconia are in the party, and second, because of the blatant Planescape
references she makes. A walking corpse talking to a pile of skulls?
The Nameless One and Morte.
Dili: Another little girl, this one can 'change faces'. By this she
means polymorph, and as a young natural shape-changer, she seems to
have identity issues. Must be hard to define yourself if you can
simply become someone-or something-else at will... but I won't waste
time musing over how our physical traits influence our mental
development. Talk to Dili repeatedly and she'll change faces as her
whims dictate-randomly a chicken, a wolf, a kitty, a doggy... and you.
Dradeel: Our friend from the Baldur's Gate 1 expansion Tales of the
Sword Coast. He was the companion of Balduran stranded on the island
populated with Werewolves and Wolfweres. It seems like the centuries
of seclusion and Werewolf attacks got to him. He'll rail against
doggies, give you another useless recipe, and try and teleport out.
He's amusing, if not useful.
Naljier Skal: Talks about his 'pretties' a lot, supposedly lost his
sanity when he tried to look too deeply at the nature of existence.
Talk to him a few times and he'll conjure some very real gems for
you, I was even gifted with a Rogue Stone. What a nice fellow!
Tiax: He's still small, angry, and possessed by delusions of
grandeur, everything we loved in the first game. Not enough to take
him with us, but still... Listen to him rant, you know you want to.
Eventually he'll try to mark your forehead for bothering him, and
will end up shrinking his undergarments. Just as well, they probably
don't need to be very big anyhow.
Wanev: The former warden of Spellhold, he'll refer you to the
coordinator, and will babble some authoritative office speak. He'll
eventually devolve into handing you an endless supply of 'memos'.
If you have Yoshimo in your party, remove ALL items from him now; he'll
be "leaving" soon, and you don't want to lose any of the items he's
carrying.
<---------------------------------------------------------------------->
14) Eventually the coordinator will reveal himself to be Irenicus.
Yoshimo will be revealed as a traitor within your midst if he's with
you and Bodhi as Irenicus' sibling. Watch a cutscene, rant futilely at
Irenicus, and you'll end up falling unconscious. You'll wake up in a
position you saw Imoen in earlier, trapped in a container with captive
Shadow Thieves lining the room around you. Irenicus will taunt you and
explain how Saemon poisoned you and allowed for him to overcome you so
easily, and how he orchestrated and predicted your arrival here.
Irenicus will explain that Imoen-like you-is a child of Bhaal, and that
he plans to steal your divine soul for himself. As he already stole
Imoen's for Bodhi-his sister-he's somewhat optimistic that you'll
survive the experiment, at least for a while. He also mentions
understanding your anger, as he has experienced the same. I guess it's
a partial explanation for why he needs your soul, and it explains the
descriptions of him early in the game as 'empty' by the Dryads he
captured and by Imoen. It also explains the torture inflicted on Imoen
during her two periods of captivity under Irenicus. Her 'innocent
charm and humor suppressed the darkness', and Irenicus 'had to show
her some very dark shadows indeed' to make her ready for his purposes.
Poor girl. The guild war Bodhi started wasn't for power, or at least not
just for power, but for Shadow Thieves. Why he needed Shadow Thieves
specifically instead of random peasants is curious, but perhaps that can
be explained by the nature of your divine soul. He needed the souls of
killers and thieves to force out of the soul of a child of Bhaal, the
God of Murder? As always with Irenicus, he leaves us with more questions
than answers.
o======================================================================o
| Spellhold |
o======================================================================o
Sequence of Events: {WLK027}
1) To Know Yourself
2) Master the Taint
3) The Hunt Begins
4) Reunited With Imoen
5) The Bag of Holding
6) Goblins and the Placement Puzzle Room
7) Ruhk the Raksasha
8) Portal Lycanthrope
9) Portal Demon
10) Portal Genie
11) Put Your Hand in My Mouth
12) Lesser Tome Monsters
13) Tome Illithids
14) Tome Beholders
15) Kobolds and Crystal Shards
16) Gibberling Room
17) Greeted By Undead
18) A Few New Spells
19) Dace Sontan's Demise
20) Umber Hulk Ambush
21) Deeper Into the Dungeon
22) Trolls and Tokens
23) Minotaurs and Monster Paintings
24) The Room of Orbs
25) The Slayer Awakens
26) Minotaurs and Gauth
27) Activating the Minotaur Statue
28) The Monster Gallery
29) Golem-Guarded Room
30) Turning in Tokens
31) The Test of Sanity
32) Apparitions and Another Riddle
33) Momentary Relapse
34) Judgment
35) Saemon's Warning
36) Lonk the Sane
37) Assaulting Irenicus
38) Back to Brynnlaw
Candlekeep Dream (AR0028)
o======================================================================o
1) After Irenicus' experiment you'll wake up in Candlekeep, being
pestered by Imoen. After she's done talking head up to the keep to find
a Demon (x=2100, y=1660) waiting for you. As you approach it'll talk to
you and demand that you 'give of yourself that you will know yourself'.
You'll have to sacrifice an attribute point to reach your 'core', the
depths of your soul. For most characters (especially Baldur's Gate 1
veterans) I imagine that Intelligence or Wisdom would be the easiest
attributes to part with. If you're a Mage, give up Wisdom, if you're
anything else, sacrifice Intelligence. Once that is done the Demon is
sated, that within the weakness you will find Strength. Head through
the arch at (x=2000, y=1500).
Note: According to Infinity Explorer, there is a dialogue option to be
had with the Demon (PPDEMON) as follows: "I give of my skill, forgetting
some of what I have learned." The result of this option is to reduce
your experience by 50,000... far favorable to losing an attribute point.
Unfortunately, this dialogue option has never come up for me, and since
it has a conditional trigger (unlike the rest of the options) I must
assume that it exists as a safety of sorts... in case the protagonist's
attributes are too low to reduce. Remember, a zero in an attribute is
a game-over, and forcing a game-over here... well, nobody likes
show-stoppers. Also, if, say, you're a class with minimum attribute
requirements, you might get this option instead of breaking your class
requirements.
Candlekeep Dream Library, First Floor (AR0012)
o======================================================================o
2) Explore the level until Imoen finds you. She'll continue to babble
cryptically, mentioning that together you can overcome your instincts,
where alone you would fall. You need to lure 'the creature' here so you
can battle it together. Head back outside and travel around the
south-western side of the keep to find Bhaal (x=1030, y=1770). No matter
what you say, 'Bhaal' will turn hostile and attack you. Run from it and
head back into Candlekeep and return to Imoen's side. Once you, Imoen,
and Bhaal are all on the same screen Imoen will exclaim that she knows
how to make the beast vulnerable. You can now engage and defeat the
beast. It'll complain once it's defeated, and after being hounded by
your nature for the entirety of the first game, it's nice to finally get
to take some action against it, metaphysical though it may be. Imoen
will spaz out again and you'll wake up. Now that you're soulless, you'll
lose all the special abilities you acquired in the last game, although
most of them were fairly obsolete by now anyways. Irenicus will talk
some more and you'll get a quest reward before Irenicus nonchalantly
discards you. His one great failure, however, is underestimating us.
He of all people should know how driven and dangerous somebody who has
been deprived of their immortal soul can be.
***REWARD***
(For mastering your taint)
EXP 48500 (protagonist)
EXP 28500 (each character)
Spellhold Dungeons, Part I (AR1512)
o======================================================================o
3) You'll find yourself in Spellhold's friendly dungeons, with Bodhi on
higher ground. Irenicus may have been smart enough to avoid the
villain's expose, but Bodhi isn't wise enough to avoid the second fatal
flaw of most villains. She's decided that since she's been ordered to
dispose of you she might as well have some fun with you while she's
doing it. Notice how she also gives away much of Irenicus' intentions,
mentioning him obtaining revenge for his banishment. She dangles the
carrot of freedom and revenge in front of you, and informs you that she
will be coming after you to feed. And so the hunt begins...
<---------------------------------------------------------------------->
4) After Bodhi leaves Imoen will talk to you and tell you that she
feels 'empty and dying'. In Imoen's opinion it's only a matter of time
before your mortal body dies after being deprived of your immortal
soul. Accept her back into the party or tell her to get lost. Either
way, it's more imperative now than ever before that we hunt down
Irenicus. You can safely ignore Bodhi's threats, however. She won't come
after you no matter how slowly you progress through the dungeon. Also,
you don't have to fear dying for lack of a soul (although the game might
indicate otherwise.) You can take as much time, explore as many places,
and complete as many quests as you wish before finally going after
Irenicus again. I give Imoen Tansheron's Bow, the Belt of Inertial
Barrier, Worn Whispers, Bracers of Archery, the Ring of Danger Sense,
and any other gear I've accumulated for her. Most importantly, I have
Imoen Scribe the scrolls I've gained. She's got 400,000 experience by
now, which, depending on how much you did before coming to Spellhold
could make her ahead of you, or far behind. Either way, she's going to
need spells to be of much use. Of course, her Intelligence can be a
limiting factor, but for this intensive scribing session the investment
of a Potion of Genius comes highly suggested for the dual purpose of
increasing the number of spells she can know per spell level, and for
making her more likely to succeed at scribing (although turning down
the difficulty temporarily works better for the latter.) After I was
done scribing Imoen had 500,783 experience, showing that it can be a
profitable-if time consuming-chore. If you want to want to extend your
experience gains as far as possible, be sure to kick out non-necessary,
non-romantic party members. For me, this means Keldorn, Anomen, and
Minsc. When you're done scribing, have them join back up. If you have
Throne of Bhaal installed, and you have extra scrolls sitting around,
don't be afraid to erase spells and rescribe them for even more
experience.
<---------------------------------------------------------------------->
5) Venture to the north-east and go through the doors at
(x=2500, y=1000), beyond which a Clay Golem awaits. By now we know how
to kill them, lead with characters wielding magical bludgeoning weapons
as they're the only ones who can hurt it. Loot the room for a Bag of
Holding, among other things. This is a wonderful item that
indiscriminately stores loot and renders the weight of stored loot
negligible. It is easily the single most useful inventory management
item in the game. Of course, it holds a finite number of items, but
still, until now you've had no good way to store arms and armor you
wanted to keep nearby, if not in your inventory... unless of course you
scored Dragomir's Respite during Hexxat's initial quest. Make sure you
grab the Opal Stone, and return to the room where you confronted Bodhi.
Don't bother traveling up the passage to the north-west, as it contains
a crushing wall-trap that I've never had a character capable of
disarming. It's instant death, and it's beyond our abilities. Just go
around it.
***ITEMS***
(x=2660, y=800) Opal Stone, Rogue Stone, Arrows of Piercing x40,
Arrows +2 x40, Scroll of Prismatic Spray,
Arrows x240, Bolts of Biting x40, Bolts +2 x40,
Bolts x160
(x=2470, y=770) Bag of Holding, Dart of Wounding x40,
Dart of Stunning x40, Darts x80
***TRAPS***
(x=2470, y=770)
<---------------------------------------------------------------------->
6) Head up the stairs to the north-west and go through the door at
(x=1350, y=950), where you'll find a group of Goblins (or randomly
Gibberlings) that need to be exterminated. And here we thought we were
beyond such things. Loot the room and especially make sure to grab the
Ruby Stone before leaving. Go through the door at (x=770, y=1050) to
find... a puzzle room! Loot the chest at (x=580, y=1200) to find a whole
bunch of useless junk. The statues that line the room each have a bowl
into which an object can be placed, with the obvious goal being to match
the right object to the riddle each statue gives. Either use your
massive logic to figure the puzzle out, or consult the table below. Or
do the latter and pretend it was the former, nobody will know anyways,
except you, and you're a liar anyhow. Nah, you're alright. The order
listed is clockwise from the door. When the riddle is solved and all the
pieces placed you'll be informed that something is within the chest that
wasn't before. Loot it to claim your prize. The Dusty Rose Ioun Stone
is of limited usefulness, as it gives a bonus to Armor Class, but it
won't protect against critical hits, so it shouldn't grace the head of
a front-line Fighter. It works fine on Edwin or Imoen, however, or
perhaps a secondary fighter like Minsc, or support character like
Haer'Dalis.
Note: It has been brought to my attention that Mages, Thieves, and
Bards cannot normally wear this Ioun Stone. This is, I suspect, a
Shadows of Amn-only issue. With Throne of Bhaal installed, you can
put this Ioun Stone on anybody, as it should be.
o===============o======================================o===============o
|Statue Location| Riddle |Object Required|
o===============o======================================o===============o
|(x=810, y=1100)|Try to defeat me but try in vain. When|Grinning Skull |
| |I win I end your pain. | |
|---------------|--------------------------------------|---------------|
|(x=850, y=1150)|I have two heads but one body. The | Hourglass |
| |more I stand still, the faster I run. | |
|---------------|--------------------------------------|---------------|
|(x=740, y=1220)|Always do I tell the truth, yet cannot| Mirror |
| |speak. Look at me and see what really | |
| |is. | |
|---------------|--------------------------------------|---------------|
|(x=650, y=1280)|Name me and you shall break me. |The Gagged Man |
|---------------|--------------------------------------|---------------|
|(x=600, y=1260)|I will save your life but yet can you |Sword Medallion|
| |die by me. I will settle disputes yet | |
| |not with words. | |
|---------------|--------------------------------------|---------------|
|(x=520, y=1200)|To those within the dungeon I am joy. | Sun Medallion |
| |To those fully beneath my gaze, I can | |
| |be Hell. | |
|---------------|--------------------------------------|---------------|
|(x=440, y=1150)|I have seen the mountains rise. I have| Sundial |
| |seen the fall of Netheril. You shall | |
| |die but still I march on. | |
|---------------|--------------------------------------|---------------|
|(x=400, y=1110)|Here, in this place, you swallow me. | Jar of Water |
| |Yet, were I more, I could swallow you.| |
|---------------|--------------------------------------|---------------|
|(x=480, y=1040)|Brothers we are, great burdens we |Worn Out Boots |
| |bear, all day we are bitterly pressed;| |
| |Yet this I will say - we are full all | |
| |the day, and empty when we go to rest.| |
|---------------|--------------------------------------|---------------|
|(x=600, y=970) |No beginning. No end. I am a symbol of|Golden Circlet |
| |the world's cycles. | |
|---------------|--------------------------------------|---------------|
|(x=660, y=1000)|At night I come without being fetched,|Star Medallion |
| |at day I am gone without being stolen.| |
o===============o======================================o===============o
***ITEMS***
(x=1520, y=900) Ruby Stone, Bullets x200, Bullets +1 x40,
Bullets +2 x40, Spear +3, 548 gold
(x=1500, y=820) Composite Longbow, Arrows x40, Arrows +1 x40,
Throwing Axe x60, Throwing Knife x90, 210 gold
***REWARD***
(For solving the statue placement puzzle)
EXP 20000
Item Dusty Rose Ioun Stone
Item Sapphire Stone
<---------------------------------------------------------------------->
7) Now leave the placement puzzle room and go through the doors to the
north-west (x=750, y=800), beyond which lies a Raksasha named Ruhk and
some Mephits. Kill them by focusing on Ruhk first, as the Mephits are
really nothing more than distractions by now... or if they're annoying
you too much, a single Death Spell will rid yourself of them. Once they
are all dead, note the portal at (x=200, y=450) which, if you activate
it with the various stones in your possession will summon forth various
critters. Two of them are simply hostile, but are worth some experience,
and one will earn you some... mediocre loot. If you don't want to summon
a particular critter, just drop the corresponding stone on the ground,
but who can turn down free experience? It's also worth preparing for
your foes by putting your best Armor Class in front of the portal, or
a spell-buffed protagonist... just sayin'... My evil protagonist also
gets the drop on each foe by hiding before summoning them, hopefully
scoring a backstab to start each fight out.
Note from Lee:
I go up the hall far enough to goad the Mephits into attacking, then
retreat and bottleneck them at the door. Might have to do this twice to
get them all, but afterwards you can go after the Raksasha with no
distractions.
<---------------------------------------------------------------------->
8) With the Opal Stone in your possession you will summon forth a
Greater Wolfwere. It'll require +3 weapons to harm it and it can
regenerate fairly quickly, so make sure you're up to the task before
summoning it. You might have encountered such a critter in one of the
fleshy 'cells' in the Astral Prison. If that's the case, you should be
quite prepared to handle it.
<---------------------------------------------------------------------->
9) The Ruby Stone in your inventory will summon forth a Pit Fiend. These
guys can be bad news, especially if you're light on +3 weapons. You just
found a Spear +3, and you should have Celestial Fury +3 and perhaps the
Flail of the Ages +3 (if you recruited Nalia). You should prepare ahead
of time with Remove Fear, since the Pit Fiend has an innate 'Demon Fear'
effect. Other than that, it can unleash a potent Fireball, as well as
attempt to maul you in melee. At this... well, it kinda sucks. It was
really incapable of hitting any of my front-liners regularly (it needed
an attack roll of 17 to hit Korgan, who had an Armor Class of -10).
It also innately has True Sight, so my evil protagonist won't have any
chance to backstab it. If it's giving you trouble, just engage it with
one spell-buffed character, using Resist Fire and Remove Fear to
weather its initial attacks, then bring in the rest of your party.
<---------------------------------------------------------------------->
10) Once the Pit Fiend is dead, click on the portal a final time with
the Sapphire Stone in your inventory and you'll summon a Genie, who will
reward you with Doomplate +3. It's not any better than Full Plate
Mail +1, but it's lighter, and red, and that's got to count for
something.
<---------------------------------------------------------------------->
11) Now go through the doors at (x=1050, y=700) to reach an octagonal
room with numerous stone faces leering about. Again, clockwise from the
door, click on them and they'll tell you to "Put your hand in my mouth."
Click on them a second time and you'll be teleported in the middle of
the room and you'll be asked a riddle. Consult the following table for
the solutions to this puzzle, although they're pretty easy. After
answering all the riddles you'll get an experience reward and a second
Ring of Regeneration, which floats around the party as needed just as
the first one does. If you continue to the north-east you'll come
across a group of Yuan-Ti led by a Yuan-Ti Mage. Do not bother trying to
loop around to the south, however, as there is a trap in the hallway
that can't be disarmed and instantly kills you. You'll just have to
walk back to the central room, unless you like getting crushed by wall
mechanisms.
o===============o======================================o===============o
|Mouth Location | Riddle | Answer |
o===============o======================================o===============o
|(x=1030, y=400)|Lighter than what I am made of, more | Ice |
| |of me is hidden than is seen, I am the| |
| |bane of the mariner, a tooth within | |
| |the sea. Speak my name. | |
|---------------|--------------------------------------|---------------|
|(x=1100, y=350)|A spirited jig it dances bright, | Fire |
| |banishing all but darkest night. Give | |
| |it food and it will live; give it | |
| |water and it will die. | |
|---------------|--------------------------------------|---------------|
|(x=1170, y=300)|The man who invented it, doesn't want | A Coffin |
| |it for himself. The man who bought it,| |
| |doesn't need it for himself. The man | |
| |who needs it, doesn't know it when he | |
| |needs it. | |
|---------------|--------------------------------------|---------------|
|(x=1300, y=250)|The life I lead is mere hours or less,| A Candle |
| |I serve all my time by being consumed.| |
| |I am quickest when thin, slowest when | |
| |fat, and wind is the bane of the gift | |
| |that I bring. | |
|---------------|--------------------------------------|---------------|
|(x=1400, y=250)|The more that there is, the less that | Darkness |
| |you see. Squint all you wish when | |
| |surrounded by me. | |
|---------------|--------------------------------------|---------------|
|(x=1500, y=250)|They come to witness the night without| Stars |
| |being called, a sailor's guide and a | |
| |poet's tears. They are lost to sight | |
| |each day without the hand of a Thief. | |
|---------------|--------------------------------------|---------------|
|(x=1480, y=500)|I can have no color, though there may | A Hole |
| |be darkness within. I have no weight | |
| |and hold nothing, and if placed in a | |
| |container it becomes all the lighter. | |
|---------------|--------------------------------------|---------------|
|(x=1450, y=550)|Of all your possessions, I am the | A Secret |
| |hardest to guard. If you have me, you | |
| |will want to share me. If you share | |
| |me, you no longer have me. | |
|---------------|--------------------------------------|---------------|
|(x=1400, y=600)|Alive as you but without breath, as | Fish |
| |cold in my life as in my death; never | |
| |a thirst though I always drink, | |
| |dressed in mail but never a clink. | |
|---------------|--------------------------------------|---------------|
|(x=1350, y=600)|I am free for the taking through all | Breath |
| |of your life, though given but once at| |
| |birth. I am less than nothing in | |
| |weight, but will fell the strongest of| |
| |you if held. | |
|---------------|--------------------------------------|---------------|
|(x=1250, y=600)|I have holes throughout, from back to | A Sponge |
| |front and top to bottom to core. More | |
| |nothing than something within, and yet| |
| |I still hold water. | |
|---------------|--------------------------------------|---------------|
|(x=1200, y=600)|They follow and lead, but only as you | Shadows |
| |pass. Dress yourself in darkest black,| |
| |and they are darker still. Always they| |
| |flee the light, though without the sun| |
| |there would be none. | |
o===============o======================================o===============o
***REWARD***
(For solving the stone face riddle puzzle)
EXP 5000 (each character)
Item Ring of Regeneration
Spellhold Dungeons, Part II (AR1513)
o======================================================================o
12) We're done with this level for now, so head south-east of the room
where we found the Bag of Holding and exit at (x=2700, y=1220). Go
through the doors at (x=2200, y=350) and enter a room which is otherwise
empty except for a tome (x=2350, y=510). If you click on it you can turn
its pages, which will summon monsters, the more times you turn it the
more powerful the monsters become. First you'll fight a Kobold Captain,
which we can kill in our sleep. Second we'll face a Sword Spider. Still
nothing to get your heart rate up. The third enemy will be an Umber
Hulk, so cast Chaotic Commands on a sturdy Fighter and send everybody
else out of the room. Once its gaze is safely wasted you can bring the
whole party to bear against the beast, should you desire.
<---------------------------------------------------------------------->
13) Now the easy stuff is over-switch all your characters over to ranged
weapons save the one with Chaotic Commands and keep them at a distance.
Then cast Blur, Mirror Image, and Improved Invisibility (hint: I used my
protagonist for these tasks, as usual), or as many of them as you can
get on that character, anyways. Turn to the next page to summon a Mind
Flayer. These critters are just no damn good. They like to use mind-
affecting effects on you (hence the Chaotic Commands) and they can drain
Intelligence when they hit. If your Intelligence drops to zero they've
sucked out your brain, and you're rather dead. These critters are
another good reason to have a Fighter/Mage. First, defensive buffs like
Mirror Image, Blur, and Improved Invisibility help retard their ability
to hit you, and thus drain your Intelligence. Second a Fighter/Mage
can safely lead a party and draw the attacks of the Mind Flayers while
the rest of the party stays back and uses ranged weapons. Third, as a
Mage the Fighter/Mage will have enough Intelligence to weather a few
hits from a Mind Flayer. My fiance had considerably more trouble
fighting Mind Flayers with her Fighter than I did with my Fighter/Mage,
as I was better defended and had about twice the Intelligence. Still, a
spell-buffed character supported by a party buffed with Haste,
Protection from Evil 10' Radius, and Defensive Harmony should have
little to fear from a lone Mind Flayer. If you suffer any Intelligence
drain, it'll go away over time.
<---------------------------------------------------------------------->
14) Before your buffs expire, re-gear your party for melee and bring
them into the room. Click on the tome again to summon a Beholder. If you
did the Unseeing Eye quest then you're well aware of why these critters
are bad, and anything that can kill you with a single spell is
inherently dangerous and unpredictable, but a spell-buffed party should
be able to just muscle it into submission. Of course, if you did the
Unseeing Eye quest earlier, you should have the Shield of Balduran,
which makes the Beholder helpless against its bearer... just hide your
vulnerable characters up by the stairs... and close the door at
(x=2200, y=350) to keep it honest. After the Beholder falls click the
book one more time to obtain your reward. It's taken us a while to get
one back, but we again possess Edventar's Gift (aka: Ring of Free
Action), which is great for Mages and Clerics especially. If anybody
else gets paralyzed, your Cleric can always rescue them, hence it's just
good sense to make your Cleric immune to paralysis.
***REWARD***
(For completing the Tome of Monsters)
Item Ring of Free Action
Item Scroll of Simulacrum
Item Scroll of Summon Fiend
<---------------------------------------------------------------------->
15) Now go through the secret door at (x=2020, y=500) and proceed into
a cavern populated with Imps, Quasits, and Kobold Commandos. Dispose of
them and continue into the room to the south, which is crawling with a
variety of Kobolds and dominated by a large crystal in the center of the
room. After all the Kobolds are slain more will show up and apparently
converse with the 'Altar'. These new Kobolds are stronger than normal,
but still Kobolds. Kill them and you'll be rewarded with 'Kurtulmak's
Crystal Shard'. Loot their bodies for a Wooden Stake, which you'll need
shortly, some Short Swords +1, and Arrows of Fire.
<---------------------------------------------------------------------->
16) Return to the Tome of Monsters room and head south-east to find a
room with a variety of Gibberlings inside. We've faced Goblins,
Kobolds, and Gibberlings now, as well as a Mind Flayer, a Greater
Wolfwere, a Pit Fiend, and a Beholder. Some of the weakest and strongest
enemies in the game in the same dungeon. Anyways, annihilate them and
loot the room before heading down the hallway to the south-west.
***ITEMS***
(x=2920, y=900) Scroll of Spirit Armor, Bullets +1 x40, Bullets x80,
215 gold
(x=3000, y=1000) Bullets +2 x80, Scroll of Simulacrum,
Dart of Wounding x40
(x=3120, y=1070) Scroll of Monster Summoning III, Bolt of Lightning x40,
Bolt x80, 12 gold
<---------------------------------------------------------------------->
17) At the end of this hallway is a door opposite the Gibberling room,
as well as a hallway that branches off to the north-west. Undead lie
down either route. At my level my enemies consisted of a pair of Ghasts
to the north-west accompanied by three Mummies, and beyond the door were
two Skeleton Warriors, a Bone Golem, and a Greater Mummy, which can only
be hurt by +3 or better weapons. I decided to lure both groups down the
hallway to the Gibberling room, where I bottle-necked them in the
hallway. I then proceeded to decimate them with Holy Smites and superior
force. One of the Skeleton Warriors (who insisted on using a bow and
Arrows of Ice despite the fact that it was clearly a sword-wielding
armored behemoth) was kind enough to drop me a Laeral's Tear Necklace.
After they're dead loot the room beyond the door.
***ITEMS***
(x=1950, y=2000) Jasper Gem, Scroll of Resist Fear, Bullets x40,
152 gold
(x=2050, y=2070) Emerald, Cleric's Staff +3, Darts of Wounding x40,
Dart x80, 39 gold
(x=2080, y=2100) Arrow of Biting x30, Bolt of Biting x30, 51 gold
Note from Lee:
I had two Greater Mummies, two Skeleton Warriors, and a Lich (!). This
is one of the disadvantages of doing the later quests early - you get
stronger enemies in the early parts of the game.
<---------------------------------------------------------------------->
18) Go through the doorway to the north-west at (x=1750, y=1950), which
contains a fair bit of loot. The Scroll of Finger of Death is a
wonderful one-hit-kill spell that should become Edwin or Imoen's go-to
7th level spell. It's especially great on powerful enemies like Dragons,
especially once they've been softened up with Greater Malisons. In fact,
during such fights that should be the primary focus of your Mages,
aside from debuffing enemies with spells like Breach and keeping up
buffs such as Haste. Power Word Stun can be effective too, as enemies
get no saving throw against it. The only catch is the enemy has to be
reduced to under 90 Hit Points for the spell to work. Typically even
the strongest of foes are susceptible to this if their condition is
'Injured' or worse, which makes it a consideration against strong
enemies.
***ITEMS***
(x=1450, y=1850) Scroll of Finger of Death, Scroll of Power Word Stun,
Dart of Stunning x40, 1 gold
(x=1500, y=1820) Scroll of Ray of Enfeeblement, Arrows of Piercing x40,
Arrows +2 x40, 232 gold
(x=1700, y=1750) Bolt +2 x40, 70 gold
(x=1770, y=1800) Moonbar Gem, Bullet +2 x40, Bullets x80, 1 gold
(x=1800, y=1800) Arrows x40, Arrows +1 x40, Bolts x80, 564 gold
<---------------------------------------------------------------------->
19) Head to the south-west, then turn north-west to come to a door
(x=1050, y=2100). Beyond this door you'll find the creator of this
maze, Dace Sontan, whom Bodhi mentioned. He's quite bonkers, like most
people here are, and has delusions that he possesses some measure of
control over his maze still. He'll mention the crystal he left with the
Kobolds before he attacks. I simply fight him one on one with my
protagonist, who is protected from his level drain. After he's fled to
his sarcophagus (x=700, y=1850) I stake it with the Wooden Stake I
found earlier. After he's truly dead and gone his spirit shows up and
thanks you. More importantly, with his hand you now can progress further
through this dungeon.
***REWARD***
(For killing Dace Sontan)
EXP 9000
Item The Hand of Dace
<---------------------------------------------------------------------->
20) Now return to the hallway that leads to the Gibberling room and take
the hallway to the north-west which was formerly abundant in undead.
When you reach a room at the end of the tunnel stop and spell buff. You
want to spread around as many Chaotic Commands as you can and be fully
prepared before continuing into an identical room to the north-west.
After you enter a gate will separate the two rooms and three Umber Hulks
will appear in each room, so be sure to get all your party members on
one side or the other. One way to do this is to simply leave most of
your party in the southern room with the Chaotic Commands recipients
standing in front of the unprotected characters. Then take a sneaking or
invisible character into the northern room to trigger the Umber Hulks.
Mop up one trio of Umber Hulks then move on to the second. My evil party
again makes use of Edwin's spell power to win this fight easy-like. I
sneak up through the two Umber Hulk rooms with my Fighter/Mage/Thief
protagonist and pick the locked door leading to the north. Opening one
door opens the other, to the south. With the way now cleared, I summon
up a critter (the Flesh Golem from the Golem Manual being my favorite,
being immune to the confusion-effects of the Umber Hulks) and have them
lure all the Umber Hulks into one area. Thus lured, Edwin walks up and
casts a Death Spell at the edge of their line of sight, and with one
shot dispatches all six of them. Awesome. Once they're all dead you can
exit the level at (x=600, y=620).
<---------------------------------------------------------------------->
21) You're now back in the room where you were taunted by Bodhi. From
from here head to the south-west. This leads us to a room with several
Umber Hulks and a Minotaur, the former of which can be annoying. Send in
a character protected by Chaotic Commands to draw their confusion gazes,
then follow with the rest of the party. My evil party just summons
every critter they can bring forth with their items, and while the
Umber Hulks are temporarily distracted, Edwin tries to nail as many of
them as possible with Death Spell. It's a tactic my evil party can
employ that my good party just couldn't, and so I'll abuse it roundly.
After they're dead loot the urn and interact with the giant stone head
(x=700, y=2100). With the Hand of Dace and Kurtulmak's Crystal Shard in
your possession the mouth of the statue will open, granting you access,
as well as a quest reward. Continue through the mouth to the next part
of the Dungeon (x=450, y=1900).
***ITEMS***
(x=900, y=2000) Scroll of Project Image, Dart x10,
Scroll of Delayed Blast Fireball, 3 gold
***REWARD***
(For accessing the deeper depths of the dungeon)
EXP 29500 (each character)
Note from Lee:
I got three Yuan-Ti Mages, two regular Yuan-Ti, and a Greater Yuan-Ti.
An Insect Plague and a Hasted party took them out with little effort...
Spellhold Dungeons, Part III (AR1514)
o======================================================================o
22) Head south-east into a room with two doors on the southern side.
First go through the western door (x=650, y=800) and proceed down the
hallway to the first bend to find a pair of secret doors, one to the
north-west (x=600, y=1000), and one to the south-east (x=800, y=1000).
Go through the southern one and activate a horseshoe shaped wheel
(x=950, y=1020) to open the secret door to the north. Go through the
door we just opened to find some Trolls, including a Spirit Troll. Kill
them and search the room they were guarding to find an urn
(x=170, y=1020) contain two Mythril Tokens, among other loot. We'll be
collecting these tokens throughout the level so we can exchange them for
treasure later.
***ITEMS***
(x=170, y=1020) Mythril Tokens x2, Scroll of Breach, Arrows +2 x40,
432 gold
<---------------------------------------------------------------------->
23) Head back out into the hallway and follow it south until you find
another door at (x=660, y=1500). Enter the room beyond to find a quartet
of Minotaurs. Loot the brazier (x=620, y=1570) for two more Mythril
Tokens, then go through the door to the north-east (x=1000, y=1450).
The pool in the middle of the room (x=1150, y=1350) contains two more
Mythril Tokens, a Minotaur Horn, and a Mind Flayer Painting, all of
which should be collected. Also in the room are three statues from which
you can obtain more paintings, which will come in handy. The only
catch is that the statues are all trapped and cannot be disarmed. The
statue at (x=1050, y=1250) will yield the Troll Painting, but will
result in triggering a Disintegrate spell. Use Death Ward or Spell
Immunity: Alteration to avoid its effects... or just make your saving
throw. The second statue at (x=1150, y=1200) holds the Umber Hulk
Painting, but will unleash a Acid Fog spell. The final statue is at
(x=1250, y=1250) and will bestow a Djinni Painting upon you, as well as
a Fireball.
***ITEMS***
(x=620, y=1570) Mythril Tokens x2, Scroll of Sunfire, Bolts +2 x40,
78 gold
(x=1150, y=1350) Mythril Tokens x2, Minotaur Horn, Mind Flayer Painting,
Bolts +1 x40, Bolt of Lightning x40
<---------------------------------------------------------------------->
24) Return to the Minotaur room and go through the southern-eastern door
(x=950, y=1650). Dispose of some Trolls along the way and head into a
room with statues adorning the walls. If you get a character to stand
on the black circle in the middle of the room you can activate the orbs
near the statues, which cast different spells, as follows:
(x=1400, y=1590): Slow
(x=1500, y=1520): Cure Medium Wounds
(x=1700, y=1520): Haste
(x=1850, y=1600): Lightning Bolt
If you want free healing or buffs, activate the correct orbs. When you
are done playing with them send your protagonist to the north-east...
alone.
<---------------------------------------------------------------------->
25) In the next room you'll encounter Bodhi, who obviously had no real
intention of allowing you any chance of escape. She has decided that
the game is over and it's time for you to die. After a short fight
you will lose control and undergo a transformation into the Slayer, or
as Bodhi puts it "A creature of death and darkest shadow!" And this
coming from a Vampire! Bodhi will take off to tell Irenicus of the
unexpected transformation. Wait until your character returns to normal,
as you will attack anything-friend, foe, or otherwise, while the Slayer.
When you rest again you'll get an explanation of what happened, of how
you became a Slayer, and what lies in store for you unless you get your
soul back. Imoen will tell you that the Slayer is an avatar form of
Bhaal. Coolies.
<---------------------------------------------------------------------->
26) Go through the door to the north-west (x=1950, y=1150) to find a
room with Minotaurs and a pool (x=1900, y=1000) that contains four more
Mythril Tokens. To the north-east, in a natural cavern you'll find a
Gauth and more Minotaurs. If you have the Shield of Balduran, the Gauth
is no threat at all, otherwise lead with the character possessing
Edventar's Gift, which will protect you from three of the Gauth's
attacks, including Paralyze, Slow, and Hold Person. Trust me, you don't
want to be paralyzed or held in front of a group of Minotaurs.
***ITEMS***
(x=1900, y=1000) Mythril Tokens x4, Scroll of Chain Lightning,
Bullets +1 x40, Bullets +2 x40, 365 gold
<---------------------------------------------------------------------->
27) From the room where you encountered Bodhi head south-east down a
winding passage until you come to a door (x=2250, y=1750), beyond which
is a pack of Minotaurs. Eliminate them and loot the urn (x=2150, y=1770)
for two more Mythril Tokens and another Minotaur Horn. Now that we have
both, return to the room where you fought Bodhi and activate the
Minotaur statue (x=2100, y=1300) to open the door to the north-east.
You'll get an experience reward for opening the way into the next-and
last-area of the Spellhold Dungeons, but before you move on it's time
to cash in those Mythril Tokens we've been finding and use those
monster paintings.
***ITEMS***
(x=2150, y=1770) Mythril Tokens x2, Minotaur Horn,
Scroll of Limited Wish, Arrows +1 x40, Acid Arrows x40,
119 gold
***REWARD***
(For accessing the deepest depths of the dungeon)
EXP 29500 (each character)
<---------------------------------------------------------------------->
28) Return to the room just south of where you entered the level and go
through the unmolested doors at (x=900, y=600). Go through another set
of doors beyond the first to discover a room occupied by another group
of Yuan-Ti led by a Yuan-Ti Mage. Slay them and note the four doors
along the north-eastern wall, each of which has a painting of a
creature on it. Now that you've obtained the paintings you can open
these doors and battle the beasts beyond. At (x=1400, y=250) is the
Mind Flayer door, beyond which is a Mind Flayer. At my level it was an
Ulitharid, which is just an upgraded version of a Mind Flayer. Kill it
and it'll drop the Flame of the North +2, a Two Handed Sword with 10%
Magic Resistance and bonus damage against Chaotic Evil enemies. Still,
it's a marginal upgrade over Keldorn's Hallowed Redeemer, at best. At
(x=1500, y=300) is the Troll door, behind which waits a Spirit Troll.
Kill it and claim the Katana Malakar +2 that it drops. It's only a +2
weapon, but its +2 Armor Class bonus against Slashing Weapons makes it
an interesting off-hand weapon. The door at (x=1600, y=400) is the
Umber Hulk door and beyond which is an upgraded Umber Hulk. Finally
there's the Djinni door (x=1700, y=500), beyond which is a Noble Djinni
who possesses a Scroll of Cacofiend. (At a lower level, the Noble Djinni
was merely a Djinni, and it dropped a Potion of Invisibility-scaling
encounters and random loot...)
<---------------------------------------------------------------------->
29) Beyond the Umber Hulk door is a tunnel to the south-east. Follow it
and turn north-east until you come to a room with three Clay Golems
inside. What do you suppose the odds are that they'll attack if you loot
around? Pretty good, I'd say, and three Clay Golems can be trouble,
what with their Haste and immunity to anything but magical blunt
weapons. I spell-buff as much as possible and leave my Fighter/Mage in
front as a decoy for the Golems Hopefully they'll waste a lot of their
time attacking him while his defenses hold, and while my characters with
bludgeoning weapons whittle them down. Open the chest at (x=2600, y=340)
and sure enough, it provokes the Clay Golems. Grab the four Mythril
Tokens, the Gesen Bow String, and the Star Sapphire within, then fend
off the Clay Golems. Fortunately they're not as strong as normal Clay
Golems, and my strategy works well to kill them off quickly.
***ITEMS***
(x=2600, y=340) Mythril Tokens x4, Gesen Bow String, Star Sapphire
(x=2280, y=180) Bullet +1 x45, Diamond, Dart +1 x40,
Scroll of Phantom Blade, Arrow of Biting,
Bolt of Biting
<---------------------------------------------------------------------->
30) Now return to the south-west and go through a door at
(x=2020, y=500). Kill a Stone Golem and loot this room for five more
Mythril Tokens (bringing our total up to 21). The Scroll of Maze
functions like Otiluke's Resilient Sphere in the fact that it takes an
enemy out of the fight for a while (as determined by their Intelligence)
but is superior because it doesn't allow a saving throw. Ultimately...
I never use it, but that doesn't mean you won't see it once in a while.
The computer is crazy for this spell. It thinks it's a grand tactic...
and it might be, if we fought fairly. But I digress... Continue through
another door at (x=1620, y=800) to reach a room with an odd machine in
the middle (x=1450, y=1000), which is nothing more than a glorified shoe
dispenser. Activate it and you'll get the following options to dispose
of your burdensome tokens:
5 Tokens: The Frost's Embrace
10 Tokens: Talos' Gift
15 Tokens: The Paws of the Cheetah
20 Tokens: Jester's Chain +4
The Jester's Chain +4 isn't great armor, even if you're a Bard. Its
Armor Class is one, which is only one point better than the Melodic
Chain +3, and with Bracers of Armor Class 3 and The Guard's Ring +2
we get the same thing. For everybody else it's not even considerable,
as they're already wearing better. Fighters have better armor and it
doesn't allow Thief skills or Mage spells. Talos' Gift (aka: Boots of
Grounding are fairly useful, since Lightning Bolt and Chain Lightning
attacks do happen. The Frost's Embrace (aka: Boots of the North) aren't
a better alternative, as cold attacks are pretty rare, but since they
only cost 5 tokens you can purchase them and The Paws of the Cheetah,
which are the real deal. Having two characters who can move from spot to
spot quickly is a good thing. Certainly better than resistances that are
only useful once in a while and armor that's already obsolete. Once
you've claimed your items return to the room where you fought Bodhi and
exit at (x=2300, y=1150).
***ITEMS***
(x=2070, y=600) Mythril Tokens x3, Throwing Dagger x80,
Throwing Axe x60
(x=1950, y=500) Mythril Tokens x2, Diamond, Scroll of Maze,
Dart of Wounding x40, Dart x40
Spellhold Dungeons, Part IV (AR1511)
o======================================================================o
31) You'll be pestered by some Goblins and Kobolds when you enter this
level. When they're all dead an Apparition will appear and proclaim that
the tests of madness, sanity, and clarity are underway. If you act
crazy you'll be forced to fight a group of unseemly creatures including
a Greater Otyugh, some Myconids, and some Mephits. If you're good you'll
just have to fight a Spore Colony and whatever Myconids it summons.
Either way, After the fight the Apparition will appear and ask you a
riddle:
"'Twas in the wood that I got it, so I sat me down to seek it. I could
not find it no matter how hard I looked, and so I took it home with me.
What is it?"
Answer: A splinter?
***ITEMS***
(x=600, y=250) Andar Gem
<---------------------------------------------------------------------->
32) After answering correctly you'll be whisked away to a rather cozy
looking banquet where four Apparitions sit. Before talking to anything,
loot the table in the middle of the room. The Cloak of Reflection will
go nicely on characters that are frequently targeted by electrical
attacks, usually your front-line Fighters. After you're done looting
talk to one of the Apparitions, who will mumble amongst themselves for
a bit before one poses you yet another riddle.
"It is better than the best of things and worse than the worst of
things. You love it more than life. You fear it more than death. The
rich have need of it, and the poor have it in endless supply."
Answer: Nothing
The Apparition is giddy, but opens the floor for other Apparitions to
ask you a question, an opportunity one will gladly accept.
"It runs as it will, but never does it walk. There is a mouth to see,
but never does it talk. A bed it surely owns, but never does it sleep.
Possesses it a head, but not a one that weeps."
Answer: A river
The third Apparition will now ask its riddle.
"I make you weak at the worst of all times, but in the end I keep you
safe. You'll sweat in my presence even as you grow cold. I dwell with
the weak, rarely the brave, but without me, who could tell the
difference?"
Answer: Fear
And onto the fourth and final Apparition we go.
"It brings back the lost as though never gone, shines laughter or
tears, with light long since shone. A moment to make, a lifetime to
shed, valued when, but lost when you're dead."
Answer: Memory
Note: If you answer any of the riddles incorrectly you'll have to fight
a Sahuagin Baron and a pair of Sahuagin Baronial Guards, which are
hardly even a fight at this point. You won't get teleported to the
'Momentary Relapse' area (AR1506) and thus will not be able to obtain
the Bone Club +2, +3 vs. Undead.
***ITEMS***
(x=500, y=400) Cloak of Reflection, Scroll of Friends
(x=150, y=458) 29 gold
Momentary Relapse (AR1506)
o======================================================================o
33) After you answer the last riddle you'll be whisked away once more,
appearing on a barren landscape. Head over to the north-east and kill
some Trolls, Trolls who oddly enough cast spells. When they're dead grab
the Giant Trolls' Head that one of them drops. Continue to the
north-east to find another Apparition (x=1750, y=600), who will tell you
that this place is a momentary relapse. Whatever. Tell him to wait so
you can mess with the altar (x=1600, y=450). Place the Giant Troll Head
on the altar and you'll get a reaction. Now take the Bone Club +2, +3
vs. Undead from the altar. This isn't a terrible weapon for Jaheira if
you already haven't obtained Blackblood +3 or Belm +2. Once you're
done go talk to the Apparition, who'll take you away to be judged.
Judgment (AR1508)
o======================================================================o
34) The Apparition will admit that you probably weren't intended to
survive the tests. Since you survived, however, you'll get a huge
experience reward. If you were fiesty at the beginning of the test of
sanity (and hence had to fight the Greater Otyugh) you'll have to fight
a Mind Flayer before the Apparition decides you've passed the test-and
you'll receive less experience for doing so. Either way, loot and exit
the level at (x=700, y=200).
***ITEMS***
(x=980, y=380) Waterstar Gem
***REWARD***
(For satisfying the Apparition and passing its tests)
EXP 51250 (each character)
***REWARD***
(For disappointing the Apparition and passing its tests)
EXP 41250 (each character)
Spellhold Asylum, Irenicus' Lab (AR1516)
o======================================================================o
35) When you arrive in this level you'll be greeted by Saemon Havarian.
The same Saemon who brought you here and poisoned you. This time,
however, he claims to be helpful. He'll tell you that Irenicus is,
frankly, beyond your abilities, and that you'd need an army to defeat
him. The good news? Spellhold is crawling with psychotic Mages who
might be inclined to attack Irenicus. He's right, too. If you confront
Irenicus now, he'll simply cast a Wish and kill the party. Wait... you
can't use Wish spells to do that! Any DM worth their salt would try
their damnedest to turn that back around on him... Oh well, looks like
we gotta do what the game wants us to do. Search the level (make sure
to grab Irenicus' Journal!) and head down the stairs at (x=1450, y=200).
***ITEMS***
(x=2150, y=950) Flamedance Ring, Bolts +1 x40, Bolts x160, 334 gold
(x=1720, y=550) Arrows x160, Darts x80, Arrows +1 x40,
Arrows of Dispelling x5, Darts of Wounding x60, 90 gold
(x=1770, y=480) First Journal of Jon Irenicus, Bullets x120, Bolts x120
<---------------------------------------------------------------------->
36) Head downstairs and you'll be confronted by Lonk the Sane. You can
convince him to let the inmates go (if you don't threaten him) by
promising to destroy Irenicus. You can also bribe him to give you the
keys (2000 gold will do, 200 is too low, and 10000 just convinces Lonk
that you're crazy.) Or you could just kill him, he's worth 20000
experience points, after all.
<---------------------------------------------------------------------->
37) Once you're past Lonk you'll find yourself in a room with the
inmates. You really can't screw this up, just talk them into fighting
Irenicus and Wanev will eventually teleport the lot of you into his
experimentation chamber. Irenicus will admit surprise at your
resourcefulness, before dismissing you as a non-threat just as quickly.
Do not follow your knee-jerk reaction to rush Irenicus, as he's up near
an experimentation chamber and can only be attacked by a handful of
party members. Don't bother spell-buffing either, you'll need to use
enough debuffs on Irenicus that spell-buffing is pretty much a waste of
time. Irenicus will start out by casting 'Spawn Clones', which will
unleash some copies of your party. They're unarmed, however, so just
ignore them. After summoning them, Irenicus will come down the stairs
if you haven't blocked him in. Once he's more open, surround him with
your party and do your best to tear him down quickly. Keep your eye on
Irenicus. He'll put up spell-buffs (Fireshield, Stoneskin, etc.) after
which he'll start going on the offensive with spells like Horrid
Wilting, and Power Word: Kill, the former of which can deal wicked
damage to your entire party, and the latter of which can (and after a
Horrid Wilting, probably will) kill a character outright... kind of
similar to the tactic Tolgerias used in the Planar Sphere, eh? As soon
as he starts spell-buffing, hit him with Dispel Magic, Breach, and True
Sight and keep on him. Your pack of crazies will help out (especially
Wanev) with Symbol spells and even a Wail of the Banshee, which will
probably disable some of the clones, but you shouldn't trust them to
lend much of a hand with Irenicus. If you're lucky you can take him out
before he can really hurt you with his spells. After you've nearly
killed him, Irenicus will curse himself for fighting a pointless battle.
Pointless to Irenicus, anyways. He'll admit defeat and demean you in the
same line before leaving you with some assassins and teleporting away.
Yoshimo will be part of this group if he turned on you earlier. Kill the
murderers and exit the level at (x=1450, y=200). Make sure to grab
Yoshimo's Heart before you go-really, a rather gruesome task if you
think about it... but it's worth a lot of experience later on, so we
might as well.
***REWARD***
(For defeating Irenicus)
EXP 68500 (each character)
Spellhold Asylum (AR1515)
o======================================================================o
38) Now it's time to explore this level! Until, that is, you run into
Saemon Havarian again. This guy is like a bad odor. He'll continue his
unlikely trend of helpfulness, telling you that Irenicus is heading to
his hometown-the elven city of Suldanessellar, and that he expects to
become more powerful than the gods. Seems far-fetched, but it doesn't
really matter what Irenicus hopes to accomplish, so long as you're there
to greet him. To this end Saemon will offer to help you, under the
excuse of self-preservation. Since the only other option is to follow
Irenicus through a magical portal leading to the Underdark, joining
with Saemon seems like a somewhat less suicidal option. He even offers
to throw in a token of goodwill. Saemon's offer is, of course, more than
it seems, but it's ultimately much more rewarding in both experience and
gear to accept his offer, even if the anti-Saemon route is quicker. If
you are just rabidly opposed to Saemon, grab Jon's Key and head back to
(AR1516). Unlock the door at (x=1700, y=1350) and go through the portal
at (x=2000, y=1400). You'll get a cutscene of Irenicus, with Bodhi at
his side, interacting with some Dark Elves, and chapter five starts
soon thereafter in (AR2100). I really don't recommend this course,
however. I like experience, and awesome gear. You do not want to forfeit
one of the best defensive items in the entire game, do you? If you
follow Saemon, which this guide will assume you do, he'll get you past
Irenicus' wards and to the exterior part of Spellhold and tell you to
meet him at the local tavern. Head back into Spellhold (x=600, y=1100)
and loot (AR1515) before heading back to Brynnlaw. The Horn of Silence
is pretty nifty, as it gives a character the ability to cast 'Silence,
15' Radius' three times per day, which is nice for a character who
otherwise has no debuffing ability, like Korgan or Minsc.
***ITEMS***
(x=700, y=700) 212 gold
(x=750, y=1150) Rogue Stone, 1 gold
(x=1750, y=900) First Journal of Jon Irenicus,
Second Journal of Jon Irenicus
(x=1770, y=850) Staff of Thunder and Lightning
(x=1350, y=700) Rogue Stone, Jon's Key
(x=1470, y=590) Horn of Silence
***REWARD***
(For pursuing Irenicus into the Underdark)
EXP 20000 (each character)
o======================================================================o
| To the Underdark |
o======================================================================o
Sequence of Events: {WLK028}
1) Saemon's Plan
2) Stealing the Pirate Horn
3) Free Labor
4) Saemon's New Ship
5) Boarded by Githyanki!
6) Down to the Sahuagin City
7) Proving Your Worth
8) The Heart of the Problem
9) Saving the Sahuagin
10) Sahuagin Spell-Shopping
11) The Drow Quarter
12) The Imps' Game
13) The Spectator's Technicality
14) Slaying Sahuagin
15) Cloak of Mirroring
16) The Sea Zombie Lord
17) The Sealed Door
18) Picking Sides
19) Down to the Underdark
Vulgar Monkey (AR1602)
o======================================================================o
1) Head back to Brynnlaw and enter the Vulgar Monkey (x=2000, y=1550).
You'll find Saemon Havarian waiting at (x=770, y=370). He'll start out
by regretfully telling you that he has no ship with which to get you off
Brynnlaw, and that the only other serviceable ship belongs to the Pirate
Lord Desharik. While it's painful to subject ourselves to more of
Saemon's crap, killing Desharik will at least be some consolation.
Saemon wants you to obtain a signal horn which will open the sea gate
and grant you your egress. During the day the horn is in the care of
Desharik, and at night it can be found with a consort of Desharik named
Cayia.
Cayia's House (AR1606)
o======================================================================o
2) Now, the game gives you the illusion of a choice, but there really
isn't one to be made. Head over to the house at (x=600, y=1500) at
night and head inside. You'll find Cayia inside the house sharing a
bed with a man named Algor. They'll talk-at great length-and reveal the
likely reason for Saemon's present difficulties. Sneak in and loot the
table at (x=550, y=200) to claim the Pirate Horn, or, if you wake them
up they'll flee and you'll have to kill several wussy pirates. Just make
sure you don't kill the lovers, or you'll lose reputation for it.
Sometimes this game can be awfully silly about what hurts your
reputation.
***ENHANCED EDITION***
In the Enhanced Edition I was unable to avoid being caught by Cayia,
who seems to detect you instantly after her conversation with Algor if
you're not sneaking. She must be a light sleeper or something.
<---------------------------------------------------------------------->
3) Leave Cayia's house and head to the docks. On the way you might
come across some Pirates looking for some cheap (read: free) labor.
Disappoint them and they'll attack you. Focus on the Pirate Mage and
chop the rest down. They'll drop a bit of gold, and the Pirate Leader
and Pirate Mage will both drop some weak magical gear. Once that minor
diversion is over, you can find Saemon at (x=2950, y=2500). Make sure
you're fully healed and have all your spells, abilities, and items
available before talking to Saemon, as you'll have to fight a few more
times before you get to rest again.
<---------------------------------------------------------------------->
4) Saemon will be dodgy, but once he has the horn you'll find yourself
on Desharik's ship. As can be expected, a rather angry Desharik shows up
to stop you, entirely regardless of whether you were caught stealing the
horn or not. After Desharik relieves us of Cayia's company forever,
Saemon encourages you to do all the work fighting Desharik and his
goons. Now, Desharik isn't hostile, but that doesn't mean you shouldn't
kill him anyways, and grab the magical gear he has on him. Once
everybody is dead Saemon will insist that you take a blade as a token of
his goodwill before setting off. Hey, maybe he's not such a bad guy
after all.
<---------------------------------------------------------------------->
5) You'll be treated to another narrated bit of text before your mid-
sea encounter. A band of Githyanki will board your ship and make short
work of much of the crew. They're apparently looking for some 'relic of
holies' that they're certain Saemon stole... which of course is none
other than the blade he gave to you. Unfortunately for Saemon, however,
his attempts to frame you are quite wasted, as the Githyanki intend to
kill everyone on board. Since this would naturally prevent you from
stopping Irenicus, a fight ensues. Don't bother beating on the Githyanki
Captain, as he's immortal. If you want to gain some experience from this
debacle, target his subordinates, instead. Before long the ship will be
boarded again, this time by Sahuagin. It appears all this excitement
is just a bit too much for the vessel. As the ship begins to sink,
Saemon uses magic to save his own hide. You, however, are not quite as
fortunate. I just knew there would be a shipwreck somewhere in this
game! We just have no luck with boats.
City-of-Caverns (AR2300)
o======================================================================o
6) Another narration ensues before the game reveals your new location,
a Sahuagin city of some sorts. How nice of them to build a city that's
so hospitable to surface folk! Royal High Priestess Senityili and
Captain Feerlattiys will speak gibberish at you before the former
decides to cast a spell that allows you to understand their stupid
language. Long story short, Senityili thinks you're part of some stupid
shark-prophecy, and wants you to meet with their king, Ixilthetocal.
Naturally, it's more worthwhile to hear them out than it is to be
defiant. After all, you can't get quest rewards if you don't accept-and
therefore don't complete-any quests.
<---------------------------------------------------------------------->
7) After you accept to meet their king, you'll be transported before
him. He doesn't seem impressed by your awesomeness, and a meddlesome
'Baron Thelokassyil' and 'High Priestess Tlyysixxous' both advocate for
your destruction. The king is obviously deranged (any shark-man king who
goes 'tee hee hee' obviously isn't right in the head) and decides to
test your power by making you fight an Ettin. You can get the king to
allow you some healing before the fight, but that's as much help as
you're going to get. Just as well, as an Ettin is hardly a fearsome foe
anymore. Kill it, and the king will decide that you are the one the
prophecy spoke of, and Tlyysixxous will be led off to be sacrificed
instead.
<---------------------------------------------------------------------->
8) Now the king gets down to business... sort of. He wants you to
destroy some rebels. Senityili argues on the basis that there just
aren't enough Sahuagin left to survive without the rebels. The Baron
wants the rebels killed, and the king agrees, promising you wealth
in return for the heart of the rebel leader, Prince Villynaty. Agree to
do this, and Senityili will ask you to speak to her before going off.
You now have free reign of the city. Save, sleep, whatever, then go back
to Senityili (x=1350, y=180). Also note that any gear that dropped while
on the boat will be near the Sahuagin King. It's also a good idea to
Pick Pocket the Sahuagin King for some early rewards-he'll give up
three 'Magical Ropes', which we'll need to get out of this area, a
Sahuagin Treasury Key (which allows you to loot the treasury at
(x=450, y=650) and score some quest loot early) a Scroll of Protection
From Cold, a Scroll of Chain Lightning and a Scroll of Death Fog. You
don't have to-and if you're using Potions of Master Thievery, probably
shouldn't-steal from the Sahuagin King yet, but you should do so before
you resolve the dispute between him and rebel.
<---------------------------------------------------------------------->
9) Senityili will sacrifice her rival to Sekolah before turning to
speak to you. Apparently we, being the stupid land-dweller we are,
need to get a tooth that can open the way to the Prince. More than
that, however, she wants us to side with the Prince instead of siding
with the king, on the grounds that the king is quite obviously nuts.
Why can't the Prince come to us? Well, that would ruin a perfectly good
fetch quest. It's also worth noting that if you refuse to play nice with
the Sahuagin and they all go hostile, that you don't need the stupid
tooth to reach the Prince anyways. Agree to at least meet with the
Prince for now and she'll give you the Rebel's Orb, which will mark you
as a friend of the rebels and allow you to meet with the Prince. You
can, of course, always change your mind later. Still, in the interest
of loot and experience, it's worth dragging this quest out a little
longer, regardless of who you ultimately decide to side with. If you
expose Senityili's plot to the king, he'll kill her, you'll lose the
Rebel's Orb, and get nothing in return.
<---------------------------------------------------------------------->
10) There's also a Priestess nearby (x=870, y=300) who will sell you a
variety of potions, ammo, and scrolls. Unfortunately for me, I already
knew all the spells she had to sell save Invisibility 10' Radius... An
unfortunate side-effect of doing so many quests before coming here. This
is, in all honesty, more likely to benefit Imoen more than anybody else,
as Edwin and Nalia should already have a respectable collection of
spells-not to mention your protagonist, if they are Mages. Note that she
sells two versions of Stoneskin, one which costs less than half as much
as the other. Fun.
o============o
|Mage Scrolls| Priestess of Sekolah
o============o--------------------------------------------------------->
1st-Armor
1st-Blindness
1st-Burning Hands
1st-Charm Person
1st-Chill Touch
1st-Chromatic Orb
1st-Color Spray
1st-Friends
1st-Grease
1st-Identify
1st-Infravision
1st-Larloch's Minor Drain
1st-Magic Missile
1st-Reflected Image
1st-Shield
1st-Shocking Grasp
1st-Sleep
1st-Protection From Evil
1st-Protection From Petrification
---
2nd-Agannazar's Scorcher
2nd-Blur
2nd-Detect Evil
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-Invisibility 10' Radius
3rd-Lightning Bolt
3rd-Monster Summoning I
3rd-Non-Detection
3rd-Protection From Normal Missiles
3rd-Skull Trap
3rd-Slow
3rd-Vampiric Touch
---
4th-Confusion
4th-Emotion
4th-Fireshield (Blue)
4th-Greater Malison
4th-Ice Storm
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-Stoneskin
---
5th-Animate Dead
5th-Breach
5th-Cloudkill
5th-Cone of Cold
5th-Domination
5th-Feeblemind
5th-Hold Monster
5th-Monster Summoning III
5th-Protection From Electricity
5th-Shadow Door
---
6th-Pierce Magic
<---------------------------------------------------------------------->
11) Head south-west past the court of the king and turn south-east, past
the arena where you fought the Ettin until you come across two Royal
Guards. One of the Sahuagin will speak and inform you that this is
indeed the old home of the 'blackened elves', and that traps abound
beyond. Continue east, then go down some stairs and disarm the first of
the traps you were warned about. Beyond the trap are a pair of Sword
Spiders and Ettercaps, and little further down you'll find a Bone Golem.
Continue south-west past the Bone Golem and turn north-west, disarming
a trap at the entrance of the path to the north-west. Continue
north-west then north-east to find some Imps.
***TRAPS***
(x=1650, y=2750)
(x=750, y=3400)
<---------------------------------------------------------------------->
12) The Imps are delighted that you've arrived to play their game,
promising Drow treasure as a reward for completing the game. why do you
need to play their game to get the treasure? Because guarding the
treasure is a 'nasty-nasty' that'll steal your soul if the imps don't
protect you (and they're not lying!) Agree to play the game and the imps
will explain the rules. It's essentially a celebrities of Faerun
accessory matching game, where you have to talk to each of the five
famous folks, get an accessory from them, and put the accessory into
the chest behind the person to whom the accessory belongs. First disarm
the traps lurking around the room, then talk to all the famous people
standing around to get all the items. If you've read any Forgotten
Realms books, or have a passing familiarity with the game world, this
will be much easier for you. Still, it's pathetically easy to guess
what people need-this was certainly one of Bioware's less impressive
riddles. I'll comment needlessly below, and provide you with a table,
should you not care to guess or strain your brain any.
Elminster: I am Elminster... you know me, friend, the oldest sorcerer to
have walked the land. In my heart, I am but an old man... and I require
an item to while away time's sand.
I give to you this curved sword, I am too old to fight. Give it to
another warrior, one whose skin is black as night.
Yes, we all know Elminster, one of the earliest and most visible
characters of the Forgotten Realms. While I'll bet he's nowhere near as
iconic as Drizzt, he did regularly serve as the 'face' character of the
Forgotten Realms of old. Everybody knows Elminster fits the typical
elder wizard role, robed, big white beard, pointy hat, and of course, a
pipe. Alustriel refers to the owner of the pipe as 'a man, instead,
one older even than I.' Perhaps she specifically mentions age because
it's an obvious quality one of the famous people?
---
Khelben: I am Khelben, a wizard of great power... one of the rulers of
the finest city of the north. I need the item that supplies my fondest
name... and an extra leg as I walk forth.
I give you this pendant of silver, for it belongs to another. Place it
around the neck of one who is Sister, but not Mother.
Khelben "Blackstaff" might not be the most influential wizard in the
Realms, but he's definitely in the top ten. He's one of the 'secret'
Lords of Waterdeep, along with Piergeiron, who's not quite so secret.
I don't know who in Waterdeep would be surprised. How many archmages
live in cities and don't bother with politics? Even if you didn't know
the "Blackstaff" part of his name, the 'extra leg' comment leaves us
with one of two possible items... and let's just be glad his name is
"Blackstaff", and not something else.
---
Alustriel: I am Alustriel, a daughter of Mystra, one of Seven. Lady of
the 'Moon, give me my symbol of the sword bequeathed from her home in
heaven.
I give you this pipe of root and magic... it's power is strong, I will
not lie. Bequeath it to a man, instead, one older even than I.
Alustriel is one of the Seven Sisters and the ruler of Silverymoon.
While she gained a great deal of attention in the Drizzt books by
R.A. Salvatore, I wasn't very familiar with her before them. Characters
like Storm and the Simbul received more attention in the books I
read, I suppose. Still, she's one of the strongest of the Seven sisters,
and hence, one of the strongest Mages in the 'Realms. Her hair is
silver, she's the ruler of Silverymoon... you have to be able to guess
what her item is. Even if you can't, somehow, Khelben tells you to
give it to 'one who is Sister, but not Mother'. Any other females here?
No? Well, that was simple.
---
Piergeiron: I am Piergeiron, a paladin of Tyr's faith and the Open Lord
of my northern land. If you will, place a symbol of my rule within my
hand.
I give to you this staff of darkest hue, which has faced many an evil
foe. It is not mine, I tell you now, it belongs to one I know.
The darkest hue? As in black? He's the 'Open Lord', meaning he's the
one admitted 'Lord of Waterdeep', his northern city. The 'one he knows'
is, of course, Khelben, a fellow Lord of Waterdeep. Drizzt gives you a
helmet, which of course belongs to somebody. Perhaps somebody wearing
armor?
---
Drizzt: I am Drizzt, a Drow who left my hated home below to become a
hero true. I require something with which I have vanquished many, one
of two.
I give you a helmet, here... a symbol, so I'm told, of rulership on the
surface land, in a city far North and cold.
Drizzt might be the most famous character in the Forgotten Realms, and
perhaps in all of Dungeons and Dragons. Dragonlance fans, your vote
doesn't count. His item is, of course, the Scimitar, of which he wields
two. If you didn't know that little bit of information, then Elminster's
'one whose skin is black as night' comment should be a dead giveaway.
o=======================o===============o=======================o
| Famous Person | Item Given | Item Required |
o=======================o===============o=======================o
| Elminster | Scimitar | Pipe |
| (x=450, y=2920) | | (x=400, y=2950) |
|-----------------------|---------------|-----------------------|
| Khelben | Pendant | Staff |
| (x=470, y=2790) | | (x=400, y=2750) |
|-----------------------|---------------|-----------------------|
| Alustriel | Pipe | Pendant |
| (x=650, y=2720) | | (x=650, y=2650) |
|-----------------------|---------------|-----------------------|
| Piergeiron | Staff | Helmet |
| (x=850, y=2820) | | (x=950, y=2800) |
|-----------------------|---------------|-----------------------|
| Drizzt | Helmet | Scimitar |
| (x=820, y=2950) | | (x=900, y=3000) |
o=======================o===============o=======================O
After you've put the right objects in the right chests, the imps will be
upset that the game is over, but they'll keep their end of the bargain.
They'll let loose a Spectre from the chest, who will whine that it can't
reach your life force. The imps laugh at the 'nasty nasty', which dies.
Done with their game, the imps take off, leaving you to loot the chest
(x=600, y=3050), which contains Boots of Etherealness and the Spirit's
Shield +2 (aka: Cloak of Protection +2). In the case of the latter...
I'm sure you can find a home for such a potent defensive item. Wearing
them along with a suit of non-magical Full Plate Mail armor provides
defense equal to the best armors we've found so far... plus a bonus to
Saving Throws. The Boots of Etherealness just take up space in my
inventory, or keep one of my characters' feet warm, temporarily. By now,
most enemies have magical weapons, and we always have Conjure Fire
Elemental for when we want to take advantage of enemies without magic.
***TRAPS***
(x=450, y=2850)
(x=650, y=2850)
(x=700, y=2720)
(x=750, y=2950)
(x=850, y=2800)
(x=850, y=2700)
***REWARD***
(For winning the Imps' game)
EXP 18500 (each character)
<---------------------------------------------------------------------->
13) Beyond the imps to the north-east is a Spectator, a Beholder
summoned to guard over the chest belonging to the dead Drow who invaded
the city long ago. The Spectator is a pleasant enough fellow, who
doesn't seem to mind chatting to you in the slightest, although he warns
you not to touch the chest. Pressure him about the chest and you'll win
him over. He's there to guard the chest, not anything inside of it.
Convince him to open the chest for you and then loot it for Sekolah's
Tooth. The Spectator will be upset that he spent 60 years guarding a
tooth, and decide that, since the chest is now empty (and not very
pretty, in any case) he doesn't need to bother sticking around for the
remaining 40 years of his contract. Everybody wins, you get Sekolah's
Tooth and the Spectator gets to go home. To reflect this win-win
situation, the deal is further sweetened by a quest reward, which is
much greater than the reward you'd get from killing the Spectator, by
the way.
***REWARD***
(For obtaining Sekolah's Tooth and freeing the Spectator)
EXP 15000
<---------------------------------------------------------------------->
14) Now that we have the tooth, we can go find the prince at our
leisure. North-east of where Senityili is you'll find some hostile
Rebels, and south-east of them near the top of the map you'll find a
group of Sahuagins fighting more Sahuagin Rebels. Some of the Sahuagin
on either side are spell-casters, but they are capable of only minor
spells. south-west of this group of combatants is another, each side
is again led by a Mage. They will summon some friends if the fight
persists too long, but they otherwise busy themselves with Mirror Image,
Chromatic Orb, Flame Arrow, and other lower-level spells. Other
encounters can be found along the eastern side of the map, mostly with
groups of several archers. It's a good way to stock up on Bolts and
crappy trinkets, if nothing else.
Note from Lee:
I equip as many characters as possible with ranged weapons, and take out
all the various enemies without sustaining more than a miniscule amount
of damage. No spells, no melee except for the Sea Zombies and Lacedons
in the pit (Step 16). There, I use two characters with Boots of Speed to
run down, draw them up the stairs a couple at a time, and cut them down
at my leisure. I ended up clearing the entire level this way.
<---------------------------------------------------------------------->
15) Near the middle of the map (south-east of Senityili) you'll find an
altar located within a gigantic stone maw. Clever architecture, that.
When you stand in the circular platform in the center of the shrine a
group of Sahuagin will appear and attack you, including a pair of
Rebels with crossbows out in the water where you can't reach them in
melee, and a Priestess who screams 'kill me first!' by starting out
with Blade Barrier, Chant, and Strength of One spells. I tend to gather
my party on the landing between the stairs east of the shrine, while my
protagonist runs in to trigger the enemies to show up. My protagonist
then casts Stoneskin, while Imoen/Edwin cast Haste on the party, who
focus on the nearby Priestess. After she dies-and against an onslaught
like that she has no real choice-the rest of the Sahuagin are easily
mopped up. Just be sure that whatever you do, you don't cast
direct-damage dealing spells on the Priestess. Loot the Priestess for
one of the single most powerful defensive items against spells in the
game-the Cloak of Mirroring. This bad-boy makes you immune to
spell-damage, be it Magic Missile, Fireball, or Horrid Wilting, it
can't touch you. Status affecting spells and death spells still work,
however, but you are now at least immune to being whittled down with
spell damage. While this item is good for anybody... except perhaps
Keldorn and Viconia, who can obtain a very high amount of Magic
Resistance, it should be saved primarily for your vanguard characters.
For me, this means my Fighter/Mage. He already has an impressive arsenal
to protect him from attacks, but now that he's immune to damaging
spells, he can use Spell Immunity to focus on the spell-schools that
enemies can still effectively employ against him-typically Conjuration
(Symbol Spells, Power Words), Necromancy (Finger of Death, Wail of the
Banshee), and Alteration (Disintegrate, Flesh to Stone) and Abjuration
(Imprisonment). When he's fully spell-buffed with Stoneskin, Haste,
Mirror Image, Blur, and Improved Invisibility, there's a very good
chance that he can run in, engage whatever enemy he wishes to engage,
and draw all the fire away from the rest of the party. The Cloak of
Mirroring isn't a game-winner on its own, but with the other defensive
spells at our disposal, it plugs a major hole in a characters' defenses.
Some players may decry the Cloak of Mirroring as the 'Cloak of Cheese'.
So be it. Let them play the game without it. In fact, let them dispose
of all the gear the designers put into the game. Using stuff makes the
game too easy.
***ENHANCED EDITION***
Oh, glorious day! The folks at Overhaul Games didn't change much about
the Enhanced Edition outside of the four new characters and their
quests, but at least they changed the hideous aesthetic effect that
comes with the Cloak of Mirroring. It used to loot like a huge orb of
swirling white energy-you could barely see the character under the
effect! Simply put, it was an eye-sore. Now the Cloak of Mirroring
bestows a constant visual effect onto the character identical to the
Spell Deflection spell. It's obnoxious in its own way, but nowhere near
as bad as it was. For the record, in the original game I played with
mods, one of which made cloak give the same visual effect of the Spell
Turning spell, which was even better, but you can't have everything.
<---------------------------------------------------------------------->
16) From the path running through the maw-altar, head south-east until
you cannot proceed in that direction further, then turn south-west.
Shortly you'll find some stairs leading down into a bloody pit, which
is the home to a Sea Zombie Lord, some Sea Zombies, and some
Lacedons/Greater Lacedons, which are essentially aquatic Ghouls. The
Sea Zombie Lord is the real pain, as he has a low THAC0 and can deal
some pretty mean damage, as well as level drain. It's still nothing a
spell-buffed Fighter/Mage with some support can't handle. When the Sea
Zombie Lord dies he'll let out a Cloudkill, to further harass you. He'll
also drop some potions and gold when he dies. Not a very epic reward,
but it's something. A fun way of dealing with this encounter is to
cast a spell like Death Fog or Fire Storm (if you have it) near the
enemies, then cast an invisibility spell to protect the caster from
prosecution. Most of the enemies will sit around in the area of effect
and die, or at least get very injured, while you wait safely above. You
can also use a conjured Fire Elemental as a decoy, since they can't
harm enemies that require magical weapons to hurt, although if you leave
your poor little Fire Elemental alone, the Sea Zombie Lord will likely
level drain it to death eventually.
<---------------------------------------------------------------------->
17) From the bloody pit, head north-east until you're at the top of the
level, then go as far south-east as you can-killing Sahuagin Rebels
as you go-before going down some stairs at (x=4600, y=1200). In this
lower section of the city you'll find a pair of smug bastard Sahuagin
who are out of melee range. Have your characters switch to ranged
weapons and shoot them down before continuing to the south-west, where
four more Sahuagin await on the land, and two more stand out of reach.
Kill them and head through a door at (x=3700, y=2300), beyond which a
Sahuagin Chieftain awaits, willing to take you to the prince. You know,
if they had just put this guy one room earlier, they'd have saved us a
lot of trouble... and ammunition, and saved them some Sahuagin. Survival
of the fittest, I suppose.
<---------------------------------------------------------------------->
18) Agree to go meet this prince. If you refuse now, they'll assume
you're up to no good and you'll lose your chance. The prince is rather
pragmatic... almost Machiavellian, even. He doesn't care about this
prophecy and saving the Sahuagin nonsense, he just wants the throne,
and to accomplish this, you need to take a fake heart to the king. When
their guard is lowered, the rebels will attack, and together
you'll... something, something... to victory! You get the idea. Do all
the work, put another guy in power, and get some trinkets. That's
politics, above and below the sea.
No more putting it off, now you need to decide whether to side with the
prince, or the king. If you kill the prince and bring his heart to the
king, the king will reward you, not to mention you can loot the prince
for the Wave Blade, the second and final part of the Wave Halberd, and
the Impaler +3.
If you side with the prince you'll be given a 'Fake Rebel's Heart' to
give to the king. The king is initially quite pleased with the fake
trophy, and has a feast prepared to celebrate. Unfortunately, the
Rebels are soon detected, and the king realizes you betrayed him and
attacks. Kill them all and the prince shows up just in time to miss the
action. You'll be thanked, however, and given access to the king's
treasury, as well as rewarded for the quest. The King will also drop the
Impaler +3 and a Magical Rope, and in addition you can rob his treasury
(x=450, y=650), which contains another Magical Rope, a Rod of Lordly
Might, some Sahuagin Scribe's Notes, and a Scroll of Protection from
Elements.
Siding with the prince gets you more experience (2000 more per
character, or 12,000 for a full party), but 2000 less gold, and you
don't get the Gauntlets of Crushing. Frankly, in this case I prefer to
go meet the prince, but side with the king. The Sahuagin rebels around
the prince more than make up for the difference in experience, and the
king gives a better reward. Of course, if you side with the Prince,
you can then kill him afterwards and claim most of the loot you would
have gained from the king, save the Gloves of Crushing. So, the question
becomes whether you'd rather have the Gloves of Crushing and 2000 gold,
or 2000 experience per character and a note and scroll from the
treasury. Since the king runs off after you bring him the Rebel's Heart,
you can't just kill the king and access his treasury... but if you
picked his pockets earlier, you get the best of all possible outcomes.
In any event, the Impaler +3 is pretty damn nice, I just don't have any
character who uses spears to give it to. Minsc could technically use it,
but the Two Handed Swords we have yet to discover will vastly outclass
this spear. The Rod of Lordly Might may be a very small upgrade if
Anomen is still using a Mace +2 (mine was).
Note: If you wait to steal from the king until just before you turn in
the prince's heart, you'll have enough time to use the Potions of
Master Thievery on a upcoming merchant, too. Waste not, want not, right?
A measly Pick Pockets score of 100% was enough to steal from him at
will, which was about three potions for Imoen. Also, if you rob the
king and loot his treasury before you talk to him, it not only saves
you the bother of walking back to his court, but you also get another
Rod of Lordly Might. If the king gives you the Rod of Lordly Might as a
reward before you loot the treasury, it won't be there later.
***ITEMS***
(x=450, y=650) Magical Rope, Rod of Lordly Might,
Sahuagin Scribe's Notes,
Scroll of Protection from the Elements
***REWARD***
(For bringing the prince's heart back to the king)
EXP 58500 (each character)
Gold 2000
Item Rod of Lordly Might
Item Gauntlets of Crushing
Item Magical Rope
***REWARD***
(For siding with the prince and killing the tyrant)
EXP 60500 (each character)
<---------------------------------------------------------------------->
19) The political problems of these Sahuagin are now resolved... for
now. In any event, it's time to head back to the Prince's Stronghold and
use our new-found Magical Rope to descend into the Underdark. This is
the area where the folks who took the portal in Spellhold were
teleported to, past the Cloak of Mirroring, The Spirit's Shield +2, and
the Silver Blade, not to mention the 60,000+ experience per character
we've gained by going the long way. It's a costly detour to snub Saemon
Havarian, to be sure. Exit the Sahuagin city-and chapter four-by
clicking the hole at (x=4600, y=2700). Watch a cutscene of Irenicus
dealing with some Drow, and a small movie showing you around.
***REWARD***
(For reaching the Underdark)
EXP 20000 (each character)</pre>
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