BALDUR'S GATE II: SHADOWS OF AMN FAQ/WALKTHROUGH INTRODUCTION Welcome to my FAQ and walkthrough for Baldur's Gate II: Shadows of Amn. Due to the inclusion of class-specific quests, it will be a long time before I complete this FAQ - but bear with me. Further versions will include all the extra quests I missed, as well as information on the different strongholds other classes can use. From now on, each version I'll outline the stronghold quest for each class. With Paladin, Cleric, Thief and Fighter down, more are coming. Please note this FAQ is just one big spoiler, as it contains full information on every part of the game. If you only want tid-bits of help, then refer to the Q/A section just before the main FAQ. Note that the appendices are now considerably larger and more in-depth, in particular my "Spellbook" which provides the world's most comprehensive magic-using guide. INFO By: Matt Gregory E-mail: hellkite_7@hotmail.com Version: 1.65 E-MAIL POLICY Please please please e-mail me. I'm after corrections in particular, as well as any hints or tips you have, your discoveries, and any quests I've missed. Include in the subject line "bgate2", and I'll try to give an answer if I can. If its specially good, I'll add your info in the next version, and you'll get mentioned in the credits section. OK - let's go... Also, if you have any strategies or your opinions of what spells to take, what party to use, or anything, please e-mail in, it will almost certainly be included. NEXT FAQ DECIDED Having done this FAQ as "testing the waters" kind of thing, and having found them fairly hospitable, I'm going to really go for it in my next FAQ, which will be for Neverwinter Nights. In the meantime, I'll be honing this FAQ and possibly writing one for Baldur's Gate and maybe the unrepresented Discworld Noir. ----------------------------------------------------------------------- DRAGON MAILING LIST ----------------------------------------------------------------------- If you like what you see, why not join the Dragon Mailing List, just e- mail me and ask to join and you'll be added immediately, for updates on all my FAQ ventures. CONTENTS QUESTIONS AND ANSWERS 1. Walkthrough: chapter 1 a. Irenicus' Dungeon Level 1 b. Irenicus' Dungeon Level 2 c. Waukeen's Promenade 2. Walkthrough: chapter 2 a. The slums b. The city gate c. The docks **THIEF STRONGHOLD** d. Temple **CLERIC and PALADIN STRONGHOLD** e. Government District f. The Bridge District g. Graveyard District h. The Planar Sphere **MAGE STRONGHOLD** 3. Walkthrough: chapter 3 a. The aid of the Shadow Thieves 4. Walkthrough: chapter 4 a. Spellhold Island b. Spellhold c. The Underwater City 5. Walkthrough - chapter 5 a. The Underdark b. Ust Natha 6. Walkthrough - chapter 6 a. Exit from the Underdark b. Small Teeth Pass and North Woods c. Graveyard revisited d. Forest of Tethir 7. Walkthrough - chapter 7 a. Suldanessellar b. Woodland Clearing c. Hell 8. Walkthrough - other non-Athkatla areas a. D'Arnise Hold **FIGHTER STRONGHOLD** b. Windspear Hills c. Umar Hills d. Temple Ruins e. Trademeet f. Druid Grove 9. Walkthrough - chapter 8 a. Early Sections b. Saradush c. Northern Forest APPENDICES Notes on Slayer Character Creation Monster Fighting Tactics Party Skills NPC Breakdown Cheating! Other Miscellaneous Stuff Webring Baldur's Gate Monster/NPC Info Spell Tactics Spellbook Playing Multiplayer On Your Own How To Kill A Dragon Credits And Addendum ----------------------------------------------------------------------- QUESTIONS AND ANSWERS ----------------------------------------------------------------------- This section will reduce spoilers drastically for those of you wanting only minor pieces of spoil. Chapter 1: Q: How do I free Minsc and Jaheira? A: The key on the table in the nearby room opens Jaheira's cell, and to free Minsc just keep talking to him. Q: What do I do now? A: You need to find the Sewage Golem and its activation stone. The Golem is in a circular room just off the second hallway, and the small chamber where you find Rielev is where you get the stone. Give the stone to the Golem to get past the locked doors. Q: What am I looking for? A: A portal key that will grant access to the upper levels. The key is found in the Mistress' room just beyond the wooded area. Q: What do the dryads do? A: There are two quests they help you with/give you. You really have to look down for more info - I can't cover that here. Q: How do I get past those damn wands? A: You need to use the wand keys with the pedestals, they will release the wands, so you won't get blasted by them - in fact you get them with one charge each. Q: Where do I go from here? A: The passage to the right just before the wands leads to the exit. Just follow this. Q: What was the point of all that with the wands then?!? A: There are other passages beyond there which lead to magic items and a bit of experience. It's worth it. Q: Now I'm out of there, what do I do? A: Stock up at the various shops. From there, go to the Slums. Chapter 2: Q: How do I free Imoen? A: For good characters, take Gaelan Bayle's offer. Evil characters will soon have the option of taking an offer from Bodhi. Q: So I can't free her straight away then? A: Nope, you've got a long wait for that. Q: So, where do I go now? A: Search for quests! There are hundreds, do as many as possible for experience. Q: Which NPCs should I use? A: Look in the appendices for the guide to managing your party. Q: OK, so what do I do now I've got some experience and neat items? A: Complete the appropriate quest to find Imoen... Just follow the instructions from the Shadow Thieves or the Vampires. Chapter 3: Q: What do I do now? A: Exactly what you're told to do. You'll get experience, items, and a boat to chapter 4. Chapter 4: Q: OK, where the hell am I? A: On Brynnlaw, Spellhold Island. You've got to try and infiltrate Spellhold, basically. Q: How??? A: There are two ways, but look down into the appropriate section for more detailed info. One involves getting a pass-key thing, the other getting people to believe you're mad and put you there. Q: Er... I've just been caught by Irenicus. Help??? A: This bit's hard, and you'll do a lot of dungeoneering now. You have to escape this dungeon - plenty of distractions here. You need the hand of the vampire to open the door, then the statue horns to leave the door on the next level. After this, just do as you're told. Q: That was tough - now what? A: Enter the asylum, offer the bloke the middle amount of money. Now fight Irenicus - at 1hp, he flees. Now you get the option of the long but lots of stuff way (by boat) or straight to the Underdark. Q: OK, I'm in the Sahaugin City. What do I do? A: You need to get the artefact in the weird Drow quarter of the city (in the south). Join with the rebels, then, when all is done, enter the Underdark with the rope. Chapter 5: Q: Where do I go? A: First to the city of gnomes in the N. Then follow the quests to a Silver Dragon then throughout Ust Natha. Eventually you will get out. Q: Do I follow all the Drow quests? A: All but one. Don't kill Solaufein, and he'll help you. Keep the real eggs and use the other two to fool both the Drow. Q: Hey, now my romantic NPC hates me! A: Yep, that happens when you sleep with the Drow. Sorry. Q: OK, now I'm trying to get out. Help? A: Keep following the path, wading through all the Drow. Not easy, but eventually you'll get out, no problem! Chapter 6: Q: Do I co-operate with the elves? A: Yes - fully. Tell the truth, and agree to help them. Q: I met Drizzt - what do I do? A: He can help you, but if you kill him, he carries some of the best magic items in the game! Q: Where's the Lanthorn? A: Bodhi has it in the crypts under the Graveyard District. This quest also gets Imoen's soul back. She's exceptionally well guarded though. Q: I got the Lanthorn. What now? A: Take it back to the Elves. Agree to help them in Suldanesselar, and they'll grant you access. Chapter 7: Q: Where do I go? A: You need the artefacts that will awake the Avatar that will break down the gate to Elliseme's palace. When you have the artefacts, the Avatar will break the gates down. Also get the two stone instruments - you'll need them. Q: I'm in the palace, what do I do now? A: Get the nuts from the tree, and place the stone instruments on the statues to reveal the passage to the Tree of Life. Q: What do I do here? A: You need to kill the three parasites on the tree, when you attack each one it will release elementals to defend it. Kill them then the parasite dies easily. You are now taken to Irenicus, and you have to kill him. Q: What's going on? I killed him!! A: Yep, but you've just been sucked down to hell. All you party and items are restored (despite death) and you need to find the Tears of Bhaal to get through the door. Q: Where are they? A: Down each tunnel is a challenge of some description - complete them for a Tear of Bhaal. When you have the lot, break the seals on the door for the final fight - Irenicus as the Slayer and four Demons. Kill him and you complete the game. Other sections: D'ARNISE HOLD Q: What is besieging the hold? A: Yuan-ti and Trolls. There are a few Umber Hulks too. Q: Where's the boss of the Trolls? A: On the second floor you find a secret door leading to a spiral staircase. Go down here. There are some enemies then you reach a bunch of trolls including their boss. WINDSPEAR HILLS Q: Where's Fikraag gone? A: He is in fact the main man behind a big plot. He's the bad guy here. Q: What do I do? A: Go down the dungeon in the NE, it's very hard but ultimately very rewarding. Look down for full information, I can't cover it all here. UMAR HILLS Q: Who do I help? A: Minister Lloyd - assure him it's not Madaulf but in fact go to the Temple Ruins, complete that then tell him you have and you get credit for it. Q: Where's Valygar? A: Whatever your purpose with him, he's in a cabin in the NW, guarded by a few rangers. TEMPLE RUINS Q: That werewolf - what do I do with her? A: Let her help you, she is handy against the Shade Lord. Q: How do I stop those Shadows at the entrance? A: Activate the stained glass window. Then they all die. Q: There's that Indy-style letters puzzle, what's the name? A: "Amunator". FORESTS OF TETHIR Q: What's there to do here? A: A few quests, nothing major. Be sure to pick up the Mana bow +4 - it's in the cave in the E of the area. TRADEMEET Q: What do the Dao Genies want? A: In the Druid Grove area there is a cottage containing three Rakshasas, get the leader's head and give it to them. Q: Who do I help? A: No real difference - if you're skint help one of the families, otherwise aid the High Merchant. DRUID GROVE Q: Where in the name of hades is the Grove? A: In the NW. It's a bit hard to find. Q: Where do I find other distractions? A: The Troll Cave/Ogre Tower provide magic items and monsters to bash. ----------------------------------------------------------------------- WALKTHROUGH ----------------------------------------------------------------------- In this main walkthrough there are countless spoilers, so beware! A few points about this walkthrough: First, that I often use a map reference - to discover a reference place your cursor over the spot you want to find the reference of and press X (you can configure this in the BGConfig); second, it is assumed you are playing on Core Rules difficulty setting; lastly, each section is split into the Walkthrough, the things you MUST do, and the optional quests, which I recommend doing as they get you extra experience and treasure. All NPCs get a score in stars. This goes as follows: * - Awful, don't go near with a sharp stick. ** - Bad, avoid unless you have a very good reason. *** - Quite good, OK but think hard before including them. **** - Very good, excellent at what they do and worthwhile having. ***** - Exceptional, don't hesitate to use them! SHOPS Most shops are mentioned below. I will list all unusual items they sell, but there are three lists here: Mundane, Standard Magical and Potions, which are considerably more common - I'll simply state that "this shop uses the Mundane items list" or whatever. Note these lists assume an "average" reputation and charisma 18. MUNDANE ITEMS LIST: Battleaxe - 7 gp 5 Throwing Axes - 7 gp Club - 1 gp Flail - 21 gp Mace - 11 gp Morning Star - 14 gp Dagger - 2 gp 10 Throwing Daggers - 14 gp 10 Darts - 1 gp Halberd - 14 gp Warhammer - 2 gp Sling - 1 gp Spear - 1 gp Quarterstaff - 1 gp Bastard Sword - 35 gp Longsword - 21 gp Short Sword - 14 gp Scimitar - 77 gp Katana - 700 gp Wakizashi - 70 gp* Ninja-to - 16 gp* Two-handed Sword - 70 gp Heavy Crossbow - 70 gp Light Crossbow - 49 gp Shortbow - 42 gp Longbow - 105 gp Composite Longbow - 140 gp 40 Arrows/Bolts/Bullets - 1 gp Chainmail - 105 gp Splint Mail - 112 gp Leather Armour - 7 gp Studded Leather Armour - 28 gp Plate Mail - 840 gp Full Plate Mail - 8400 gp Small Shield - 4 gp Medium Shield - 9 gp Buckler - 1 gp Helmet - 7 gp * Not all shops stocking this list have these swords available. STANDARD MAGICAL LIST: Battleaxe +1 - 2100 gp Flail +1 - 2800 gp Mace +1 - 2100 gp Dagger +1 - 420 gp 20 Darts +1 - 224 gp Warhammer +1 - 2100 gp Spear +1 - 1400 gp Longsword +1 - 1750 gp Short Sword +1 - 1120 gp Scimitar +1 - 1400 gp Katana +1 - 1400 gp Two-handed Sword +1 - 1260 gp Heavy Crossbow +1 - 4200 gp Light Crossbow +1 - 3500 gp Longbow +1 - 2240 gp Composite Longbow +1 - 3500 gp Shortbow +1 - 490 gp 40 Arrows/Bolts +1 - 280 gp 40 Bullets +1 - 448 gp 40 Arrows/Bolts +2 - 560 gp 40 Bullets +2 - 840 gp Splint Mail +1 - 2800 gp Plate Mail +1 - 7000 gp Large Shield +1 - 2800 gp Small Shield +1 - 1400 gp Medium Shield +1 - 2100 gp Protection Scrolls - 1050 gp Protection from Petrification - 840 gp Protection from Magic - 2800 gp Level 1 Scrolls - 140 gp Level 2 Scrolls - 280 gp Level 3 Scrolls - 420 gp Level 4 Scrolls - 700 gp Level 5 Scrolls - 1400 gp Level 6 Scrolls - 2800 gp NOTE: Some scroll costs can vary. POTIONS LIST: Potion of Healing - 105 gp Potion of Extra Healing - 630 gp Antidote - 140 gp Elixir of Health - 350 gp Oil of Speed - 700 gp Potion of Invisibility - 350 gp Potion of Fire Resistance - 560 gp Potion of Cold Resistance - 350 gp Potion of Heroism - 1120 gp Potion of Strength - 490 gp Potion of Frost Giant Strength - 1050 gp Potion of Agility - 420 gp Potion of Firebreath - 350 gp Potion of Insulation - 238 gp Potion of Master Thievery - 560 gp Potion of Perception - 490 gp Potion of Regeneration - 700 gp Potion of Freedom - 350 gp Potion of Insight - 393 gp Potion of Genius - 393 gp Potion of Mind Focusing - 655 gp TEMPLE STANDARD SERVICES: Cast Cure Light Wounds - 50 gp Dispel Magic - 200 gp Remove Curse - 300 gp Cure Serious Wounds - 150 gp Slow Poison - 150 gp Raise Dead - 800 gp Cure Critical Wounds - 200 gp Heal - 750 gp Resurrection - 1200 gp Greater Restoration - 750 gp Donations REPUTATION INCREASE BY DONATION TABLE Cost to add +1 to Reputation Current Reputation 1500 1 1200 2 1000 3 1000 4 500 5 400 6 200 7 300 8 400 9 500 10 700 11 900 12 1200 13 1500 14 2000 15 2500 16 5000 17 - 18+ Scrolls and Potions A few items from the lists above plus the following scrolls: Neutralise Poison - 624 gp Raise Dead - 4585 gp Restoration - 982 gp Identification Any item for 100 gp. ----------------------------------------------------------------------- 1.a. Irenicus' Dungeon Level 1 (AR 0602) ----------------------------------------------------------------------- PLOT POINT: Having fled Baldur's Gate due to your lineage, you were captured, and now awake trapped in the dungeon of the evil mage Irenicus, undergoing torture or "experiments". As the Shadow Thieves break in, you take advantage of the confusion to attempt to escape. Monsters: Goblins, lesser clay golems, mephits (lightning, ice, steam, smoke, mineral, dust, fire, air), duergars, 1 cambion, 1 ogre mage, 1 otyugh. Treasures: Long sword +1, Bastard sword +1, Helmet of infravision, Bracers of defence AC 8, Amulet of Metaspell Influence, Helm of Balduran, Quaterstaff +1, Mail of the Dead +2, Sword of Chaos +2, Dagger +1. NPCs: Imoen, Jaheira, Minsc. Imoen 9 18 16 17 11 16 Human Mage/Thief Neutral Good Imoen is your foster sister, also an oprphan brought up by Gorion, and the same age as you. After travelling with you she too has been captured by Irenicus. Found: Appears at very beginning. Score: *** Good mage, OK thief, but poor at fighting - seeing as you lose her soon on in the game her score doesn't matter too much - use Jan instead. NOTE: Imoen's Belt, which cannot be removed, prevents her from dying and protects her from the effects of most spells, so she can survive the dungeon for the sake of the plot. Jaheira 15 17 17 10 14 15 Half-elf Fighter/Druid Neutral Jaheira was a friend of Gorion, and her and her husband Khalid agreed to protect you after he died. However, they too have been captured and while Jaheira is found in a locked cell, Khalid is nowhere to be seen. They were both members of the Harpers, that semi-secret force of good to which Elminster belongs. Found: In a locked cage in the room you start. The key is in the room with the weapons on the table. Score: *** Good stats, but in the long run a fighter/druid is of little use, as they have limited access to equipment and cast less well than clerics. Minsc 18/98 16 16 8 6 9 Human Ranger Chaotic Good Minsc was the guardian of the witch Dynaheir, who, after picking up a nasty head wound, has been going increasingly more insane, to the point where he has befriended a miniature giant space hamster (he claims) called Boo. He thinks Boo is a source of wisdom who gives him advice. Nevertheless he is unfailingly loyal. Found: In a cage near Jaheira. Simply keep talking to him to set him free. Score: **** Very good physical stats and a excellent fighter, the only reason he gets four stars is his terrible mental stats, but these are unimportant to his class - Minsc is one of the best warriors in the game. After the opening cut-scenes, Imoen will come up to you and free you. Be nice to her and she'll join your party. GETTING EQUIPMENT: Head to the north-west room as she advises. Equip yourself with weapons and armour and take the key. If you open the locked/trapped picture at (x 3120 y 2690) you get: Dagger +1 3 Potions of Healing (Golden Pantaloons, if you imported with them from BG1) There is a smoke mephit along the corridor past the door the golem is guarding. NOTE: To kill the jailkeep golem, buff up a priest and get him to cast Spiritual Hammer. If the priest kills the golem it is worth 5000 xps. FREEING MINSC AND JAHEIRA: To free Jaheira (x 3898 y 2675), a half-elf fighter/druid, talk to her using dialogue options 4 then 2, then with the key from the equipment room you can open the door and she'll join (3000 xps). To free Minsc (x 4025 y 2758), a mad human ranger and his pet hamster Boo, simply talk to him, saying whatever you like. Eventually he'll break free of his cage. Now be nice to him and he'll join your party (3000 xps). THE LIGHTNING MEPHIT MACHINE: Now carry along the W passage into a room with a large blue machine in the middle. Every time the machine throws out a bolt of lightning, it creates a lightning mephit. To turn the machine off "use" the control panel on the wall (x 2864 y 3086) twice (2000 xps). NOTE: Lots of "use" items require two clicks - one to identify what it does and the second to actually use it. AATAQH'S RIDDLE: Now carry on into a room filled with crystals. Talk to Aataqh and answer his riddle. If you say you'd press the button, he'll summon an Ogre Mage. Answer you'd not press the button and he'll summon a group of panicked gibberlings. He'll come back to talk to you afterwards and give you the clue to talk to Rielev. The pools around the edge provide interesting reading but nothing more. There are some goblins through both exits but the N one is locked so use the W one. To kill goblins get rid of the archers first, they're the only half-dangerous ones. SEWAGE GOLEM ACTIVATION: Head W still. Enter the room with the sewage golem at the junction past the goblins. Talk to it, if you pretend to be it's master, it'll tell you to find the activation stone which Rielev has. Search the room for goodies, inc: Long sword +1 Spells (Flame Arrow, Dispel Magic) 3 Potions of Extra Healing 1 Healing Potion Some mundane items (5 arrows, 2 scimitars, warhammer, spear, medium shield) In the panelled corridors, enter the first room on the right, and talk to Rielev. Agree to release him (4000 xps) for some energy cells which you CAN use on the bodies in the room W of the sewage golem for some weird dialogue. At least be sure to search that room thoroughly. There is: Quaterstaff +1 1 gp Some mundane items (5 arrows, 6 bullets, short bow) And in Rielev's room: Activation Stone 2 Potions of Healing Mundane items (Sling, 8 bullets, halberd, warhammer) Get the activation stone from Rielev's table and give it to the sewage golem (3000 xps). Follow it and enter one of the doors it opens. The otyugh in the central room can only be harmed with magic. The various boxes (one of them is trapped) contain: Helm of Infravision Spells (Clairvoyance, Vocalise) 7 Potions of Healing 1 Oil of Speed Mundane items (10 bolts, splint mail, light crossbow) And the otyugh itself has the wand of frost key. THE MASTER'S AND MISTRESS'S ROOMS: Now head up the passage to the master's room, complete with lots of traps. Search it, get the Air Elemental Statue. There is also: Amulet of Metaspell Influence Helm of Balduran Wand of lightning key Go South-east, past the dryads, down to the Mistress's room. In here are even more traps plus: Portal Key Spell (Dire Charm) Wand of key NOTE: The Portal Key cannot be removed from an inventory, so make sure Imoen takes it, or one party member will be stuck with it permanently. Imoen doesn't have it again in Spellhold. When you go back you may encounter the two lesser clay golems that were standing inert back in the panelled corridors. They can only be harmed by melee weapons. Now you have the portal go back through the master's room into the portal room, search it for: Spells (Fireball, Armour) 20 bullets Now simply "use" the portal to be teleported to the next level of the dungeon. OPTIONAL QUESTS >>> LIBRARY AND GUARDROOM: The room beyond the pannelled coridors and the one beyond that. In the library is a band of goblins and a lone mephit. Deal with them and loot the room for: Spells (Larloch's Minor Drain, Know Alignment) 5 Potions of Healing 1 Potion of Extra Healing 1 Oil of Speed Agni Mani Necklace LOTS of books! The linking corridor is guarded by a fire mephit. In the guardroom can be found Illyich and his group of duergars (evil underground dwarfs). They have crossbows and one of them is a mage. Casting Fireball and Summon Insects is a brilliant way of killing half of them and stopping the mage casting. Illyich himself has the Mail of the Dead +2 and the acorns for the Dryads's quest. The ordinary duergars have basic equipment and gold and the mage has just gold. Loot the various tables, chests and barrels for: Spell (Grease) 2 Potions of Healing 4 Potions of Extra Healing Lots of mundane equipment THE CAMBION: Carry on down the trapped corridor past the guardroom to arrive in a room with a bizarre machine and a force field-protected cambion. To disable the force field use the whirring machine twice. The cambion has a Bastard Sword +1 and some gold. THE ELEMENTAL PLAIN OF AIR (AR 0601): In between these two quests there is a door. This can only be opened with the air elemental statue from the master's room. Inside are lots of mephits. The first branch of this wooden structure leads to a mephit-guarded Summon Air Elemental scroll. If you carry on the main route, then at x 310 y 558 you will find a genie flask. Use it to summon a djinni. He tells you that if you retrieve his true flask and hence his freedom, he will give you a weapon belonging to you that he possesses. The true flask is held by the dryads in the forested area between the two bedrooms. Ask for it and they'll give it you. Return it to the djinni for 15000 xps and the Sword of Chaos +2, Sarevok's sword. THE DRAYDS AND THE ACORNS PART ONE: When you first encounter the dryads mentioned above they give you a quest to find some acorns held by the duergar Illyich and take them to the Fairy Queen in the Windspear Hills so they can be freed. If you agree, then fetch the acorns from Illyich (the only way is to kill him and his friends, see above) and show the dryads you have them for 9500 xps. The second part of this quest is found in the Windspear Hills section. ----------------------------------------------------------------------- 1.b. Irenicus' Dungeon Level 2 (AR 0603) ----------------------------------------------------------------------- PLOT POINT: Continuing your attempt to escape from the nightmare dungeon of Irenicus, you are assisted by a mysterious rogue by the name of Yoshimo... Monsters: Mephit portals, mephits (magma, ice, radiant, smoke and dust), goblins, duergars, 1 doppelganger, 1 vampire. Treasure: Girdle of Bluntness, Ring of Protection +1. NPCs: Yoshimo. Yoshimo 17 18 16 13 10 14 Human Bounty Hunter Neutral Yoshimo is a mysterious bounty hunter claiming to be from distant Kara-Tur. He also says he is a thief of high repute, though you have never heard of him. Whether you trust him or not is another matter. Found: Appears at beginning of second level. Score: ***** A superb thief, easily the best and also a competent fighter when needed, there is really no problem with Yoshimo. He even gets five stars despite the fact he betrays you - this guy is something special! NOTE: Comes with a Katana +1 that only he can use. As you arrive on this side of the portal Yoshimo will appear with more explanations, and he can join your party (let him unless you are a thief). Search a crate beside the portal for a Hold Person scroll. THE MEPHIT PORTALS: In the next room are four mephit portals through which mephits (radiant, smoke, ice and magma). To stop the mephits pouring through kill the portals (5000 xps each). The actual summoned mephits are worth no xps. When they are dead, search the room, you can find a lot: Wand of Summoning, Fire and Cloudkill keys 2 Potions of Extra Healing 5 gp CURSED Scroll of Weakness 3 Bolts +1 Iol Gem Sunstone Gem Skydrop Gem Silver Necklace Gold Ring Mundane items (5 arrows, bastard sword) Also, on the torture rack at x 1399 y 2420 is Khalid's body, the dead husband of Jaheira - if she is with you this will cause a lengthy piece of dialogue to occur, where she mourns for Khalid's death and gets very upset indeed. Take the second of the two doors in the North-east corner of the room, carry along the corridor which is filled with goblins and mephits. On the bridge there is a deadly steam trap hal way across. THE WAND ROOM: To exit the level directly take the first passage on the right and you'll never encounter any danger bar the two duergars who are easily despatched with ranged weapons. If, however, you wish to do the quests down the other end, to get past the wands (arranged in this order: Missiles; frost; fireball; summoning; lightning; cloudkill), "use" the pedestals down the left hand side while you have the various wand keys. If you failed to collect a key along the way you can simply walk down the left keeping off the mosaics and still avoid the wand blasts. Every time you disable a wand you are given that wand, unidentified, with one charge left each. At the far end of the room is an unlocked, untrapped statue with a Ring of Protection +1 in it. THE SHADOW THIEVES: If you ignore the upper wand room and exit straight away (you must leave this way regardless), go along the first corridor on the right. In the very first room you reach a Shadow Thief with mage abilities and two bow-armed thieves will appear and, regardless of what you say, attack you. Kill them by taking out the mage first and other thieves second. Now simply keep following this unguarded passage to reach the exit. OPTIONAL QUESTS >>> THE VAMPIRE AND THE SHADOW THIEVES: The room on the left contains a vampire which flees and leaves you to fight two Shadow Thieves. Nothing special about this, it's just a matter of a few extra xps. THE UPPER GUARDROOM: In the North-east of the wand room there are two corridors. The second one leads through a goblin-guarded forge to a guardroom containing four duergars, one of whom is a mage. Once you have despatched them (nice and easy), loot the room: Girdle of Bluntness 100 gp 3 Potions of Healing Charm Person scroll Mundane items (Splint mail, chainmail, 40 arrows, mace) FRENNEDAN THE DOPPELGANGER: The first corridor leads into a room with a division. On the other side of the division is Frennedan who asks to be rescued, first as an old man and if you refuse as a little boy. To state the obvious he is a doppelganger - attack him and the divide door opens and he attacks in his true shape. Loot the room: Spells (Blur, Blindness, Color Spray, Knock, Invisibility) 106 gp 6 Bullets +1 4 Arrows +1 4 Bolts +1 2 Potions of Extra Healing 4 Elixirs of Health 1 Potion of Firebreath Protection from Electricity Scroll CURSED Scroll of Foolishness 1 Oil of Speed If you agree to help him he'll follow you for a short while prior to assuming his natural shape and attacking you. THE ESCAPED CLONE: Back in the mephit portal room, the first of the two doors leads to a scuffle between an escaped clone (x 311 y 2228) of the mistress (Ellesime, as you will discover much later) and a Shadow Thief. The victor (basically the clone) will attack you. The clone casts Mirror Image, Minor Spell Turning and, given half a chance, Monster Summoning II, and is worth 1250 xps upon its death. Search the room afterwards for: Wand of Missiles key Fireball Scroll 1 gp Pearl Necklace 7 arrows ----------------------------------------------------------------------- 1.c. Waukeen's Promenade (AR 0700) ----------------------------------------------------------------------- PLOT POINT: Having miraculously escaped the dungeon if Jon Irenicus you reach the outside world where you emerge in the city of Athkatla, City of the Coin. However, though this should be welcome news, it is tainted with grief - Imoen has been taken by the Cowled Wizards along with Irenicus - and for now, there is nothing you can do to find her. Monsters: Illusionary Werewolves, Shadows. Treasures: Girdle of Piercing, Ring of Human Influence, War Hammer +1, CURSED Sword of Berserking +3, Cloak of Non-detection. NPCs: Aerie. Aerie 10 17 9 16 16 14 Elf Mage/Cleric Lawful Good Aerie was a member of the winged elves, the Avariel, before being captured as a circus showpiece. In her cage her wings wilted and now she has lost the gift of flight. Her saviour was a gnome by the name of Quayle who took her on as a daughter - and now she is healthy enough to leave her new home. Found: Circus tent. She is the ogre that will transform into Aerie if given the Ogre Sword held by the "peasent" beasts. Score: *** A perfectly good spellcaster but possibly the most fragile NPC in the game - when I used her she died pretty much every fifth encounter. Not terrible, but I recommend avoiding her. WALKTHROUGH: There is nothing compulsory to be done in Waukeen's Promenade, except leave for the Slums. OPTIONAL QUESTS>>> THE CIRCUS TENT: The major quest here is the circus tent. Talk to the guard outside and say you'll try to end the evil inside, he'll let you in. Inside, answer the genie on the bridge's riddle with dialogue option 3 (19500 xps). Enter the tent. If you want to leyt Aerie join, you need to agree to help her and get the Ogre's Sword off the "peasents" which transform when you attack them, and give it to her. If you refuse her she'll attack you. Freeing her gets you 18500 xps. Enter the door guarded by the pleasure slave. Inside, kill all the monsters and enter the door at the top of the staircase (the genie will reappear and give some information). Search first the vases for some scrolls. Inside this circular room, Kalah will try to kill you, but first he tries to kill Quayle while some monsters attack you. Use party members to disrupt Kalah's spellcasting, and deal with the monsters. KEEP QUAYLE ALIVE. Kill Kalah (2000 xps). He carries Ring of Human Influence Girdle of Piercing Everything will be back to normal, and Aerie will stay with the group if you want. Take Kalah's treasure and leave. Outside, talk to the guard again for reputation +1. THE ADVENTURER'S MART: In the Adventurer's Mart is a huge selection of magical goods, to satisfy any adventurer. You should definitely visit here to buy and sell for some better magical equipment. This is the complete Adventurer's Mart item sale list, excluding the standard Mundane Item list (see above), Standard Magical list (also above) and Potions list (yet again, above): Flail +2 - 4200 gp Halberd +2 - 4900 gp Warhammer +2, +1 electric damage - 6300 gp Warhammer +2 - 4200 gp Sling +2 - 1050 gp Spear +2 - 2100 gp Quaterstaff +2 - 3500 gp Staff Mace - 2100 gp Staff of Rynn +4 - 18900 gp Short Sword +2 - 5600 gp Heavy Crossbow of Searing +1 - 9800 gp Heavy Crossbow +2 - 6300 gp Giant Hair Crossbow +3 - 12600 gp Shortbow +2 - 3080 gp Longbow +2 - 2800 gp Strong Arm +2 - 7700 gp Chainmail +2 - 7000 gp Leather Armour +2 - 4900 gp Studded Leather Armour +2 - 6300 gp Karajah's Leather - 7700 gp Armour of Deep Night - 14000 gp Aeger's Hide +3 - 12600 gp Medium Shield +2 - 3500 gp Fortress Shield +3 - 12600 gp Reflection Shield +1 - 3500 gp Ring of Protection +1 - 2100 gp Ring of Energy - 1680 gp Bracers of Defence AC 3 - 9100 gp Bracers of Defence AC 7 - 3500 gp Amulet of Protection +1 - 4200 gp Rod of Resurrection - 11200 gp Gem Bag - 280 gp Ring of Air Control - 4200 gp Sword of Flame +1 - 6650 gp Ring of Animal Friendship - 490 gp Bracers of Defence AC 4 - 7000 gp Girdle of Hill Giant Strength - 14000 gp Knave's Robe - 840 gp Ribald himself has a Ring of Regeneration that you can pickpocket off of him, but as he casts True Sight instantly if you cast Invisibility type spells or hide in the shadows, you really need the Cloak of Non- detection, see below. Also in the Adventurer's Mart you can purchase wizarding goods from Lady Yuth, who stocks scrolls from the Standard Magical list. PARTY IN THE DEN OF SEVEN VALES: The Den of Seven Vales is a reasonable inn staffed by a bossy barmaid and an inept singer, the entrance is in the North-east on the tiers at (x 3320 y 430). On the top floor of the Den of Seven Vales, there is a group of adventurers. Be nasty to them and they'll attack you. A tough battle, but ultimately rewarding. Search the bodies and chests for some of the magic items from BG1. The party consists of three tough fighters and a mage with a familiar. Cloak of Non-detection War Hammer +1 CURSED Sword of Berserking +3 VICONIA SPOTTED: Near the NW entrance is a man in blue by the fountain. If he sees Viconia, he will yell out that she is a Drow and all the citizens of the Promenade will be your enemies - not the best way to get along. Either use another exit or make Viconia invisible/blind him. A SHRINE OF ILMATER: There is a shrine in the North-east corner at (x 3236 y 723) to the Crying God, a good deity. Here you can make use of all the usual priestly services. There are also two beggar children here who beg money off you. GALOOMP THE "BOOKKEEPER": Also on the tiers is Galoomp (x 3333 y 296) who stocks a huge variety of lower level mage spell scrolls and protection scrolls. MIRA THE STALLKEEP: Just North of the Circus Tent at (x 3448 y 1324) you can buy the whole mundane list, and a couple of the standard magical and potions, lists. She is also a mine of information about the local area. ----------------------------------------------------------------------- 2.a. The Slums (AR 0400) ----------------------------------------------------------------------- Having gained your first contact with the bustling Amnian underworld, you must now raise the money to pay your "friend" to get you to both Imoen and Irenicus. Monsters: Hobgoblins (Archers, Warriors, Shaman, Captain, Elites), Mustard and ochre jellies, 1 otyugh, Myconids, 1 Myconid king, Kobolds (Commandos, Shaman, Captain), Carrion Crawlers, Yuan-ti, Slaver Guards, Trolls. Treasure: Shaman's Staff, Gloves of Pickpocketing, Tuigan Short Bow +1, Studded Leather Armour +2, Bastard Sword +1, +3 vs. Shapeshifters, Lilracor +3. NPCs: Nalia, Korgan, Anomen. Nalia 14 18 16 17 9 13 Human Mage/Thief Chaotic Good Nalia is a good hearted daughter of a rich family that often ventures from her castle home to give aid to the poor and the homeless, a course her family would disapprove of - but now she is seeking a band of fighters to help clear her home of the evil that has invaded it. Found: Copper Coronet Score: *** While she has some good stats, she is a terrible thief and hasn't got great mental ability, as well as being dualled to the effects that she has limited access to decent gear, and is bad at using it. Korgan 18/77 15 19 12 9 7 Dwarf Fighter Chaotic Evil A bloodthirsty axe-wielding dwarf that regularly drinks himself halfway to death, Korgan is currently seeking to find a group of adventurers who will help him retrieve a tome from an ancient crypt. Found: Copper Coronet Score: **** Has very good physical stats, and makes a very solid fighter but has such terrible mental abilities that, like Minsc, he can't be given full marks. In an evil party, he is a must have. Anomen 18/52 10 16 10 12 13 Human Fighter/Cleric Lawful Neut. A proud and judgemental follower of Helm, Anomen has devoted his recent life to gaining a place in the hallowed ranks of the Order Of The Radiant Heart. He still seeks to quest in order to earn his place. Found: Copper Coronet Score: **** Makes a reasonable fighter and has cleric spells so he gets four stars for being really a jack of all trades, master of none. If you have one last slot for party members then he makes a good choice. WALKTHROUGH: On your way you may get ambushed by Suna Seni, Eldarin and some slavers. Kill 'em. Suna Seni carries: Arbane's Sword +2 Short Sword +1 And there is plenty of gold and scrolls on the other bodies. Gaelan Bayle will appear and will offer to get the organisation he knows to help you find Imoen and Irenicus for 20000 gp - steep. You can give him a real grilling for plenty of hints and clues as to what is going on. You can buy a selection of items from the lists in addition to the Glasses of Identification and a few other interesting items from a Shadow Thief fence upstairs in Gaelan's house. There are also three trapped containers (two with difficult locks on them) containing a wide variety of gems you can sell to the fence. When you go outside you'll his nephew Brus waiting for you, he'll point you towards your stronghold quest for later, so listen to what he tells you. OPTIONAL QUESTS >>> Copper Coronet (AR 0406) PIT FIGHTING: Talk to Amalas and he'll challenge you to a fight in the pit. Defeat him (9500 xps and 1800 xps), it's a fairly easy fight. You can also talk to Surly and bet 10 gp on a dog fight. You get 20 back if you win. Woohoo... THE WINDSPEAR HILLS QUESTS PART 1: Talk to Lord Jierdan. He'll ask for help on the Windspear Hills, agree and you'll be able to do some hugely difficult and rewarding dungeoneering in the Windspear Hills, but beware - the quests are seriously difficult. The second part is in the Windspear Hills section. THE BACK ROOMS: Talk to Garrol, and he'll refer you to Lehtinan, ask about 'entertainment' and 'other entertainment' and he'll let you through the locked door at the top of the stairs. Search the rooms for mostly minor treasures and the Gloves of Pickpocketing (x 747 y 614) These corridors lead to further quests... THE LILARCOR: Head South-east and on and enter the second secret door, then go through the door here. You're in some sewers. Kill the Hobgoblins, then head in to a circular room South-west, kill all the jellies and search the grate in the middle of the room for a hand (x 516 y 959) (you take 10 damage doing this so don't make a badly wounded NPC do it). The hand is one of four keys to a sword. To get this quest, head onwards, South-west and on, over the TRAPPED bridge, then North-east, into a room with four pipes. A voice will talk to you, and then you should look at the four clues (the voice is found at x 2815 y 1755). Quallo, as the voice mentioned, is found South-west of here (beware a very nasty cloudkill trap). Talk and he'll tell you about all the keys. The hand is the first, place it in the third pipe. Second is a Ring, carried by two skeletons just beyond the hobgoblins (x 1938 y 854), place it in the first pipe. Thirdly, kill Quallo's Carrion Crawler (x 2320 y 2712) and take its blood, this is the third key, place in the second pipe. Lastly, is the Shaman's Staff, carried by a Kobold Shaman East of the bridge (x 2329 y 1334), place this in the fourth pipe. The sword is the talking Lilarcor +3 handy but sometimes annoying. You also get 18000 xps per head for completing this quest. HENDAK AND THE GLADIATOR SLAVES: In the Copper Coronet back rooms, you can go right through to the back where a man called Hendak (x 2693 y 514), who is a slave forced to take part in gladiatorial combat, begs you to free him and the other gladiators. Before you talk to him however, you must fight off some guard members, which proves nice and easy. Head South then East (going through some pits which hold a winter wolf) to find the beastmaster and his animals (x 3562 y 2009), which are various big cats, bears, gibberlings and even a minotaur - kill them all and grab the key (the beastmaster also carries the Tuigan Short Bow +1). Give the key to Hendak and wade your way through the Copper Coronet guards (7500 xps), who will assault you from all directions. If you're present when Hendak kills Lehtinan (just keep up with him), you get 48750 xps and a request to infiltrate the slaver stockade to the East of the Copper Coronet (Lehtinan carries many gems and spells). Note that once Lehtinan is dead, you can get all the usual services cheaper plus some interesting magic items from Bernard, the fat guy hanging around the bar. He stocks the Mundane list and much from the Standard Magical list, as well as a couple from Potions, plus: Mauler's Arm +2 - 2025 gp The Sleeper +2 - 2025 gp Sling of Seeking +2 - 1350 gp Light Crossbow of Speed - 4500 gp Blade of Roses - 5950 gp Battleaxe +3, Stonefire - 3585 gp Azuredge - 2625 gp Sword of Flame +1 - 3562 gp In the Slaver Stockade, there are LOTS of enemies, and lots of traps, and lots of minor treasures throughout, so ensure you always have trap finding on. Go through, killing as you go, following the obvious path which doesn't branch. When you reach the two rooms on either side of the passage containing children that have been kidnapped for slaves, unlock the doors for 2500 xps each. Go onwards, kill the Slaver Captain and his lackeys and take the key. Now enter the next room, kill the two trolls and free the girl (3500 xps). If you pay her 100 gps, you get reputation +1. Now tell Hendak about your clearing of the stockade for reputation +1, quest xps, 3900 gps and the Bastard sword +1, +3 vs. Shapeshifters. Non Copper Coronet HAREISHAN THE VAMPIRE: Near the gate Hareishan the vampire attacks a couple of Shadow Thieves. If you are ready to take her on and intend to the follow the game's good path, then kill her, but if the answer to either question is no then it's best to ignore her. COHRVALE AND BREGG: Two rather stupid bandits called Cohrvale and Bregg, found just to the East of the Copper Coronet main entrance (x 3009 y 2206), will threaten you - if you threaten back they'll attack, it's an easy fight. They carry some gold and mundane equipment. SHADOW THIEF FENCE: At x 3494 y 1984 there is a Shadow Thief fence selling off stolen items from the Mundane and Standard Magical lists, plus a few very cheap +2 items. GAELAN BAYLE AGAIN: You can revisit Gaelan's house whenever you wish, it's marked on the map (x 3141 y 1170), but when you get Brus' message from somewhere in Athkatla to return to Gaelan, if you intend to follow the "good" path through the game then turn up and he'll offer to help you find Imoen for 15000 gp. TEMPLE OF ILMATER: On the Copper Coronet roof is a larger Ilmater temple, that have got all the usual services. Just outside the steps leading to the temple is a band of surprisingly tough thugs that try to kill you, but it's not a hard fight. THE PLANAR SPHERE: The Planar Sphere, found in the top left of the map, is such a large section that it is described individually below, with its very own section. ----------------------------------------------------------------------- 2.b. City Gate ----------------------------------------------------------------------- Athkatla may be massive, but there's only one exit to the outside world, where you can also rest at the Crooked Crane, a renowned tavern for gossip. Monsters: 1 Lich. Treasure: Daystar, Rod of Terror, Ring of Invisibility, Wand of Fire, Wand of Cloudkill, Wand of Lightning. NPCs: none. A very small area, the only interesting area is the Crooked Crane tavern. However, at the start you'll witness ANOTHER vampire vs. Shadow Thieves battle. Then talk to Flydian and readily accept his quest (10000 gps will get you nearly there). In the Crane, everybody is talking about Aulava and Tiiro. You can talk to them upstairs, if you so desire. I don't recommend trying this now, but later, enter the secret door in the tavern. It leads to a tomb guarded by a VERY powerful Lich. The tomb is empty, but the chest behind is not: Daystar Rod of Terror Ring of Invisibility Wand of Fire Wand of Cloudkill Wand of Lightning ------------------------------------------------------------- 2.c. The Docks (AR 0300) ------------------------------------------------------------- Another place where you might find employment and contacts, the Docks is the route in and out of Athkatla for smugglers and travellers. Monsters: Mephits (Magma, Fire, Ice), Stone Golems, Vampires, Thugs, Muggers, Pirates. Treasure: Helmet of Charm Protection, Staff spear +2, Spear +1, Bracers of defence AC 6 (x2), Bracer of defence AC 7, Quaterstaff +2, Short sword +2, Katana +1, Two-handed sword +1, Cloak of protection +1, Ring of Wizardry, Boots of Stealth, Shadow Armour. NPCs: Edwin. Edwin 10 10 16 18 10 10 Human Conjurer Lawful Evil Edwin Odesserion was first met by you back in Nashkel, where he sought the death of Minsc's charge Dynaheir. Now he has moved on, it is rumoured that he has taken up a position of responsibility somewhere among the Shadow Thieves. Found: Mae'Var's Guildhouse Score: ***** With maximum intelligence he is by far the best caster in the game, he is also no weakling (for a mage) and can stand firm in a fight, plus he gets tons of spells. Want a wizard? Edwin is the ONLY choice. WALKTHROUGH There is nothing compulsory to do in the Docks section. OPTIONAL QUESTS >>> RENAL BLOODSCALP AND THE SHADOW THIEVES (**Thief Stronghold**) If you have Yoshimo with you, he'll tell you that you need to see Renal Bloodscalp, a high-ranking member of the Shadow Thieves for a quest. Inside, go forward then up and follow round. If you accept Renal's offer to spy on Mae'Var, it leads not only to a rewarding quest but also to the thief stronghold - the ownership of Mae'Var's guildhouse. Leave and go to the guildhouse (it's marke on your map). Inside, show Gorch the documents Renal gave to you, then go through and down the steps. Mae'Var will now give you a series of tasks. The first is to recover an amulet or statuette from one of the more important temples. See the Temple section for details of how to get the object you require. Having got the amulet or statuette, give it to Mae'Var (29500 xps), he'll tell you to visit his assistant, Edwin, who will give you further challenges. Speak to Edwin (he's on the top floor of the guildhouse) and he'll give you a hard errand, to dispose of a prying Cowled Wizard called Reyic Gethras. Accept it if you desire, and search the chests and rooms for treasures, including a: Spear +1 On your way downstairs, in the room filled with doors, you can pick the locks on all thre doors for increasing rewards of gold, and the last few are trapped, but hold very great rewards indeed. Go to Rayic's house (again, this is marked on the map - it is wedged between the Harper Hold and the Shadow Thief main guildhouse) and enter. Kill the mephits, then SAVE - it gets TOUGH. Upstairs are two stone golems. Kill them, then go upstairs and kill Rayic. Search his body. The best way to kill Rayic is to send an invisible character upstairs so he casts his spells, then wait a while for the durations to finish, then go and kill him. Tell Edwin you killed the wizard, he'll give you another task: collect some documents from Marcus in the Sea's Bounty Tavern. If you don't have Jaheira, enter and agree to buy the documents off of Marcus for 200 gold. Give them to Edwin (10000 xps). Go to Mae'Var, he'll ask you to kill Embarl and bring his dagger as proof of his death. Go to Embarl in the Tavern again and either kill him or let him go but make sure you get the dagger one way or another. Bring back the dagger to Mae'Var (28750 xps). Go to Edwin again, and he knows the truth about why you're in the guild, agree to help him for the key to Mae'Var's personal chest - you can also let Edwin join your party at this point if you want to. Enter Mae'Var's chamber and open the locked chest. Take the letter you find inside to Renal (48250 xps). He'll tell you to kill Mae'Var and the rest of the guild. Everyone in his guild will know about your attempt, so wade in and kill everybody - a lot of thieves appear but they're not overly hard so they just get in the way more than anyuthing else. With Mae'Var dead (search his body for the Shadow Armour), head back to Renal for your reward: some quest xps and 10500 gps. When the Renal/Mae'Var quest is resolved, Renal gives you control over his old guild. Enter the guildhouse and talk to the two men in the room where the steps to the basement are. They will tell you about all your rogues, what they do, and give you the option of altering how they work, making things risky or less risky for them. There are also some events that occur. EVENT 1: Ama, Shadowmistress of the East, requires you to make a rendezvous and assassination at Waukeen's Promenade. Go there at dark and Ama will spring a trap of half a dozen muggers, herself and the bloke you thought you would assassinate. Kill them all, there are some minor treasures on the bodies. EVENT 2: One of the young thieves under Kretor is skimming off the top, reducing returns. To deal with this, cut all their wages. In five days time the matter will be resolved. The boy who can otherwise be found in the Government District seeking someone to help with some difficulties in the Umar Hills will appear after this in your guild. The amount Joster, Renal's quarter-master, demands, changes. It goes: 500, 500, 1000, 1000, 350. THE PIRATES IN THE SEA'S BOUNTY: Back in the Sea's Bounty Tavern, there is a secret door. Inside is a bunch of pirates, who provide a fairly simple fight, search the water after killing them for cash. THE HARPER'S PIN QUESTS: If you have the body of Renfeld (you'll get this if you try to travel to the De'Arnise Hold), deliver it to the estate in the SW. Give it to Rylock outside for 14550 xps and 125 gps. As you leave, another old "friend", Xzar, will come up to you on the steps leading up to the Northern half of the docks and give you a quest to find yet another old aquaintance, Montaron, who he says is being held prisoner by the Harpers. Go back to Rylock and ask to enter. He'll make you perform a service first. Do this by going to Prebek's house and killing everyone inside (loot for treasure), though it is quite clear that Rylock wasn't quite telling you the truth about Prebek. Report back to Rylock (14500 xps), he'll let you enter. Inside, search the rooms especially the end room for an amulet. You also get a Helm of Charm Protection Put this amulet on your best thief and send him upstairs. Doing this will stop the spectral harpers attacking, as they recognise the amulet that marks all the harpers there. Search, but head into the first door on the left you see. Enter the cage and take the bird. Deliver this to Xzar, who thinks it is Montaron, and polymorphs it: it is Lucette who kills Xzar (some xps), and briefly chats. Loot his corpse for a Staff-spear +2 (a good weapon for a mage). ANOTHER VAMPIRE KILLING: Near the first exit, a bloke will come up to you then get attacked by vampires. You can flee or fight as you wish, but three vampires is a tough prospect at this stage in the game. CROMWELL THE DWARF: The Dwarf Cromwell will forge items out of component parts and monster hides. Each work will lose you one day of possible adventuring and costs you 5000 gps. His forge is marked clearly on the map. He makes: Red Dragon Scales - Red Dragon Scale Ankheg Hide - Ankheg Plate Mail Shadow Dragon Scales - Shadow Dragon Leather 3 parts of the Equalizer - Long Sword: Equalizer 2 parts of the Wave - Halberd +4: Wave 2 parts of the Gesen - Gesen Short Bow 4 parts of the Crom Faeyr - Crom Faeyr BARON PLOYER'S REVENGE: In the Sea's Bounty Tavern is a guy called Baron Ployer who was a slaver that Jaheira ruined. He gets a mage to put a curse on Jaheira before running away. Don't undertake other quests prior to solving this one as Jaheira gets a statistics penalty and if you aren't fast, she dies. First, go to the Government District. Enter the Council of Six building and when you leave, a mage called Terrence will be waiting, who offers the services of the mages Baron Ployer is using for a price. Pay 1000 gps and his gang won't attack you with Ployer, otherwise you'll have to face them, turning an easy fight into moderately difficult one. Now go to the Derelict House in the Slums (marked on map), in the North- east corner. Inside, threaten to kill Ployer if he doesn't help you. If you paid the mercenary wizards off they won't turn up, otherwise they will. He'll either give you Jaheira's hair (21250 xps) and Jaheira will kill him (21250 xps again), or you can get it off of his body, but either way just rest a full day in the Copper Coronet and she'll revive from the effects of the curse. THE MAD CLERIC OF CYRIC: Just outside the Shadow Thief guildhouse a mad priest of Cyric tries to convert you. You can either say you already worship him and he'll go away or get an easy 750 xps and a bit of cash by killing him. ------------------------------------------------------------- 2.d. Temple ------------------------------------------------------------- In a place like Athkatla, it's unsurprising that people will turn to the Gods in everyday life. Here you will find the honest priests of major gods, as well as those who have little skill but ply their trade simply for dishonest coin. Monsters: Rakshasa, Kobolds, Kobold Commandos, Kobold Captain, Kobold Shamen, Kobold Witch Doctor, Sea troll, Gibberlings, Mutated gibberlings, Mephits (Ice, Dust, Magma, Fire, Lightning), goblins, Salamanders, Ice salamanders, Ghasts, Zombies, Mummies, Gauth, Ettercaps, Sword Spiders, Vampiric Mists, Shadows, 1 Nishruu, Ogre Berserkers, 1 Glabrezu. Treasure: Hallowed Redeemer (Keldon), Firecam Full-plate armour (Keldon), Cloak of the Sewers, Rod of Resurrection, Necklace of Form Stability, Harp of Discord, Entropy (Haer'Dalis), Chaos (Haer'Dalis), Full plate +1, Wyvern's Tail +2, Hangard's Axe +2, Pride of the Legion +2, Large Shield +2, Helm of Glory, Mace +1: Ardulia's Fall, Dragon's Bane +3, +6 vs Dragons, Amulet of Magic Resistance 5%, War Hammer +2, +1 electric damage, Saving Grace +3, Skin of the Ghoul, Celestial Fury +3, Adventurer's Robe, Plate Mail +1, Mace +2, Large Shield +2, Battle Axe +2, Helmet of Defence, Helm of Charm Protection, Two Handed Sword +2, Full Plate +1, Short Sword +2, Leather Armour +3, Asp's Nest, Sling +2, Spear +3, Morning Star +2. NPCs: Keldon Firecam, Haer'Dalis. KELDON (human; male; lawful good; inquisitor; str.17 dex.9 con.17 int.12 wis.16 cha.18) HAER'DALIS (tiefling; male; chaotic neutral; blade; str.17 dex.17 con.9 int.15 wis.13 cha.16) You will be waylaid by Orogs on the way - a tough fight. Here, a man will ramble on about the "Unseen Eye" cult. After his sermon, a priest of Helm will escort you to his temple. Here, talk to both High Watcher Oisig and Telwyn for quests (do them after finishing with the Shadow Thieves). The Unseeing Eye Cult is found in the tunnels off the NW of the map. Go down the sidepath and wade through until you reach the Gas Chamber. When you reach the centre the door shuts and fills the room with deadly gas. Turn the wheel to stop the gas, then defend yourself against Vampiric Mists. Ask Gaal to let you join the Cult, but tell him you'd rather keep your eyes. Accept his quest. Go back to the main tunnel then down to the door. Beware traps - in the room is Sassar who has seen the evil in the Unseeing Eye Beholder. Accept. Note that for the Kangaxx quest, the sarcophagus is of the Shade Lich! Carry on down, beware further traps. In the next area, go forward then right. Here are some Yuan-ti. Go up to the building via the trapped stairs and answer the questions: Life; Time; The Current One (42250 xps). Across the bridge is a tough fight, but afterwards search the nook for the brilliant Warhammer +2, +1 electrical (this was my close combat weapon of choice, after Drizzt's scimitars, in the original game). In the next room ignore the people, then enter the Temple. In here is the Emphatic Manifestation. The only way to kill it is with Cure Light Wounds, oddly enough. You get 25,750 xps for finding the Avatar (it appears now). Accept its quest. Return to Sassar with the Avatar's rod half. Talk to Tad in the cult (not Gaal!!!). The password is "The Eye is Blind". Keep going down the pit (lots of undead). Search for the Ghoul's Skin Gauntlets of Dexterity Wade through to the Lair. In each eye shoot of the lair, a Gauth guards treasure. Search all for Cash Spells Dragon's Bane +3, +6 vs. Dragons Other rod part Fix the two rod parts together and put it as a quick item for 26,250 xps. Then use the rod to disable the Unseeing Eye's protections and kill him, he carries the Amulet of 5% magic resistance. Go left, give the Avatar the rod on the way, then enter the temple and convince everyone that if they believe in their god, he will appear. He won't, they'll vanish. Get your reward: 47,250 xps. Saving Grace +3 Go back to the cult, Gaal's blokes will attack you. Kill them (search for treasures). Now return to the Temple you got the quest from for 45,750 xps/head, Mace +1: Ardulia's Fall, 7000 gold and reputation +1. ***CLERIC STRONGHOLD QUEST*** Once you have completed the Unseeing Eye Quest, you are made an acolyte of your Temple. There is another acolyte who will tell you what to do. There are a few visitors, you must advise them as an acolyte of your church. You will be graded by the other acolyte a day after each visitor arrives. Note you can be chucked out if you act against your church's wishes. Simply said, if you're Lathander take the good option, Helm the neutral, Talos the evil. VISITOR 1: Glinden's wife is unfaithful and wants advice. Lathander - Tell him to forgive her (20000 xps). Helm - Tell him to remand her vows (20000 xps). Talos - Tell him to murder her and her lover, then turn him in when the guard arrives (200 gps and 20000 xps). VISITOR 2: Ti'Vael has killed a man. Lathander - Tell him to pay restitution to the man's family (20000 xps). Helm - Tell him to give himself up (20000 xps). Talos - Tell him to kill all witnesses, then kill him. Take his head to the inspector in the Council of Six (500 gps, 20000 xps). VISITOR 3: Rania has lost her faith. Lathander - Give her time to think (20000 xps). Helm - Stress the importance of duty (20000 xps). Talos - Kill her and keep her head. VISITOR 4: Cortirso got put down when you got promoted, he wants a duel. Lathander - Refuse the duel (20000 xps). Helm - Accept and win (20000 xps). Talos - Take Rania's head to the Inspector and frame Cortirso for the murder (30000 xps). You are now either given the task of killing the chief of the opposing church (do so for 35000 xps and 1000/2000 gps), or for Helm supporters, stop the Talosian attack, then talk Lara out of a vengeance attack (same reward). For thieves: Go now to the Talos temple. There are three rooms here with some handy minor treasures to loot. The amulet you were sent for is in the W room, collect it and leave (20000 xps). Head now back to the docks. If you were to find the statuette, go to the Lathander temple and in the E you will find a priest. Wait for a bit and he'll leave, you can now loot for the statue and cash. Once finished with all that, enter the sewers at the entrance by the Prophet. Inside, head straight on to a fight with Kobolds and a deadly Rakshasa (which carries the Cloak of the Sewers). Continue on to a fight with a sea troll (remember to use fire or acid on it when it drops!). At the last junction, head N, kill the gibberlings and continue. Let Keldon join - he's very good with cool magical items. Head NE, and kill the goblins. Here there is a secret door, go through, right and up. In this room (from BG1's Durlag's tower), kill the mephits then go south. Go round and enter Mekrath's room, threaten him and kill him (warning: hard wizard!). Search the room for Cloudkill Wand Rod of Resurrection. Upon leaving you will be approached by Haer'Dalis, who can join. He'll ask you to get a gem and return it to its owner at the Five Flagons. This gem is a Portal Gem on this level (trapped shrine). Head NE from the secret door to a fight with six tough opponents. Try it - it's hard but rewarding. Talk to Roger the Fence south of the central area. If you're persuasive he'll give you 250 gps. You can buy/sell too. Outside Valen will tell you you are being spied upon and you should meet with her mistress in the graveyard. Directly after, Brus tells you to visit Gaelan Bayle again - they seemed to be linked... There is an exit NW of where you got Keldon to the sewers beneath the Bridge, but I'd leave this for later, as it's not at all easy. Telwyn in the Helm Temple wants you to get the services of Sir Sales. To do so, first go to Sales in the Jystevv Estate (Government District), then to the Ore Merchant at Waukeen's Promenade. Ask for real stuff, for 1000 gps she'll tell you to look for Unger in the Copper Coronet. He'll tell you Neb (yes, THE Neb, the evil child murderer who lets you out of prison in BG1) stole his ilithium and he is in the Bridge area. Go to the derelict house here, attack Neb. He'll go invisible and cower in a corner while four Child Spirits attack you. Now kill him with magic (this is one sick man). Take the ilithium and give it to Sales (21750 xps) and tell Telwyn (1000 gps, 20000 xps and Helm of Glory). He now gives you a second task. Go to Dawnbringer Sain inside the Lathander Temple and accept his task. Go to the N Slums exit by night and use some spell (Dispel Illusion, Detect Invisibility, Invisibility Purge, True Sight etc.) to reveal Travin. Pay him 400 gps for information. Enter Borinall's locked house, and either (if you are very evil or a priest of Talos) recite the vow OR (if you're anything else) refuse and kill him and his muggers. Take the Dawn Ring and also search for a Warhammer +1 and gold. Take the Dawn Ring to Sain and he'll give you 16250 xps and 1000 gps. At some point after chapter 5 a Githyanki will appear and demand the silver blade of you. Fight or give as you desire. ***PALADIN STRONGHOLD QUEST*** When you've been given a recommendation by Garren Windspear (see Windspear Hills), you can enter the High Hall of the Radiant Heart. Inside, tell Squire Cathras you want to visit the Prelate. Accept his offer, then talk to Sir William Reirrac. Accept his first task, head over to the Umar Hills directly. Here, a knight of the Most Noble Order of the Radiant Heart takes you to the fight: two ettins, two ogre magi, four orcs and a spotted lion. Kill them all, keep the knights all alive. After the fight, a Squire will congratulate you. Head back to the High Hall and accept your next task, taking you to the Umar Hills again (10000 xps). Talk to the Baron in the Inn, then go outside and talk to Brunson, he'll leave. Go back to the Order HQ and you get another quest (1000 xps). Go to the appointed building at the docks. Talk, don't let her out. Fight the assassins upstairs and down. When her guardian arrives, let him take her. Return to the Order. You're given a final task and your reward (magical armour and 10000 xps). This task is to kill the Red Dragon under the Windspear Hills, this is Fikraag. He is exactly where you last left him. This time though, kill him. He carries the Holy Avenger: Carsomyr +5 Cloak of the Shield Red Dragon Scales. Return to the Order for 35000 xps. You've completed your stronghold quest. In the Guarded Compound, go in slowly then kill the summoned monsters. Search the downstairs area for Morning Star +2 Minor Treasures Upstairs is a much harder fight. I suggest going downstairs so you only get one or two at a time. When successful, search around. The guards and the search will get you: Celestial Fury +3 Adventurer's Robe Plate Mail +1 Mace +2 Large Shield +2 Battle Axe +2 Helm of Defence Helm of Charm Protection Two Handed Sword +2 Full Plate +1 Short Sword +2 Leather Armour +3 2x Spear +3 Asp's Nest Sling +2 Many minor treasures and several wands Nice selection, eh? ------------------------------------------------------------- 2.e. Government District ------------------------------------------------------------- Athkatla often seems highly disorganised, but the truth is that there are groups of either dishonest ne'er-do-wells or greedy governors. This is a place where corruption is rife in Athkatla. Monsters: none so far. Treasure: Techno-Gloves (Jan), Spectroscopes (Jan), Flasher Bruiser Mate (Jan), Metal Repelling Adventure Wear (Jan), Ring of the Ram. NPCs: Viconia deVir, Jan Jansen. VICONIA (elf; female; neutral evil; cleric; str.10 dex.19 con.8 int.16 wis.18 cha.14; upon joining party loses reputation 2) JAN (gnome; male; thief/illusionist; str.9 dex.17 con.15 int.16 wis.14 cha.10) If Keldon is with you, he'll ask to visit his family. Just outside the prison Viconia is about to be burnt at the stake. Untie her and you'll have to fight three fanatics, then she can join. Visit Keldon's estate and his wife will admit to seeing another man. Go to the Mithrest Inn at the Promenade. Talk to Sir William and suggest a peaceful return to Keldon's home. Here, talk to his wife, and say Keldon must stay with you, at least for now (15500 xps). Head through the park and talk to Delon, accept. Carry on to the Council of Six building. Agree to Madeen and Tolgerias. Anomen will eventually demand he visit his father when he finds out his sister is dead. Take him to his home. In the dialogue, convince him to take the path of the magistrate (10500 xps), he'll be exiled from his family. Talk to the magistrate in the Council of Six building for 7500 xps, just convince Anomen to let things be. Jan is here and tries to sell you his inventions. Trax will come and try to arrest him. Tell Trax you were just discussing the weather for 8500 xps and the chance to let Jan join up (11500 xps). If you have Valygar's body, go to Tolgerias, threaten him for a promise of death or give it to him for 11250 xps, 500 gps, -1 reputation and the Ring of the Ram Talk to Corneil after doing this and for 5000 gps he'll let you cast spells in Athkatla legally - very useful, and worth every penny. ------------------------------------------------------------- 2.f. The Bridge District ------------------------------------------------------------- Connecting the two sides of Athkatla is a gigantic bridge, where you can drown your sorrows in salty taverns, but as of late a shadows has been hanging over the area - the shadow of gruesome murder. Monsters: 1 Shadow Fiend, 1 Fire Elemental, 1 Ice Salamander, Githyanki, Umber Hulks, 1 Wyvern, 1 Elemental Lich, Muggers, Ghasts, Rune Assassins. Treasures: Kundane +2: Sword of Quickness, Staff of Air +2, Melodic Chain +3, Cloak of the Shield, Bracers of Defence AC6, Horn of Valhalla, Boomerang Dagger +2, Neb's Nasty Cutter, Boots of Avoidance. NPCs: none. If Haer'Dalis is with you, go to the playhouse beneath the Five Flagons. Here he will give Raelis Shai her portal gem and she will open a portal and let stuff through, kill them. When they go through, follow. In here, basically go right round killing everything (avoid the disgusting bulbous things, they are portals into a room of spell-casting and invisible Githyanki). When you get the Orb of Mastery off of the Demon, use it on the brazier near the beginning to destroy it. This makes the fight against the warden much easier. Now when you fight the warden, it doesn't have its thralls to help it. Kill the Hulks and it (10000 xps for the warden). W of here is a jail, it contains Haer'Dalis and the other bards, beware, there is a Flesh to Stone trap! When you get through, Haer'Dalis can rejoin. Everyone now leaves. In a house S of Delosar's Inn, there is a basement containing an Elemental Lich. In Delosar's Inn itself there is a group of tough mercenaries, kill them for good experience, cash and a magical item. In a house in the NW there are several traps, minor treasures and the Horn of Valhalla a handy item in a tight combat. In the E by the docks there is a house containing four people who fight you and a bunch of brigands. Lieutenant Aegsfield in the N tells you about some recent murders you can investigate. Go to the Merchant Square, buy Rampah's hide and get Rose's information on berries. Now talk to Bel, he'll give you samples of things that small like guril berries and identify Rampah's hide. Rose will tell you that it was the tannin she smelt. Go to the tanner and attack him, he'll admit to the crime and flee (23250 xps). On the second floor down, there are several traps as well as damning evidence (be sure to get the letter) and minor treasures. One more floor down and you're attacked by two ghasts and rune assassins. Kill them and search for the Gesen Shaft. By the edge on the far W you find Am-Si, Tirdir's kidnapper. Talk to him, tell him you know and follow him into the house. He'll be killed. Now pursue the two others outside and kill them. One carries the Boots of Avoidance Back inside on the top floor, either free Lady Elgea (16750 xps) or get cash by arranging to meet for the ransom outside the Copper Coronet. ------------------------------------------------------------- 2.g. Graveyard District ------------------------------------------------------------- Once a peaceful resting place for the dead, and on the surface still the same, underneath this is a hive for kidnappers and other illicit workers. And in the darkest crypts, can be found the vampire-run guild than opposes the Shadow Thieves... Monsters: Mummies, Skeleton Warriors, 1 Crypt King. Treasure: Two-handed sword +1, Nether Scroll, Namarra +2. NPCs: none. The main purpose of this area is as a staging ground for Chapter 3. There is a tomb to the E of the main entrance to the Lower Crypts containing a dangerous Crypt King who attacks. Kill him and search the tomb. There are several other tombs exactly like this, with a few undead monsters and various treasures. There are two quests: Firstly, you will see two gnomes mourning at Wellyn's grave. Eventually Wellyn appears as a spirit and asks for his teddy, explaining a man in the Copper Coronet's back rooms stole it. Also, again E of the entrance to lower crypts, Tirdir has been buried alive (you must "use" the grave). He'll give you a piece of red fabric that points to his kidnapper. He is found in the Bridge District (above), as told by Sethle to the E. Both Edwin and Korgan want texts found in the Southern Dungeons of the Lower Crypts, found S of the big spider nest thing. For more information on the lower crypts, look in section 3.a. When you reach the branch in the southern dungeons, head E first. Here, if you have Edwin, you will meet Neveziah, a not especially powerful lich. Talk twice, BE NICE. On the second time, Edwin will initiate a combat. Just keep at him to disrupt spellcasting for an easy win. If you win you get the Nether Scroll. Let Edwin keep it as his own if you want to progress further with the spell (11750 xps). Korgan finds the tomb he intended to rob already looted (11250 xps) and begs you to give chase by going to Pimlico's house - you'll find it empty (8750 xps) except for dead. Go now to the Copper Coronet's roof. Kill Shagbag and his party, and you can recover the Book of Kaza (purely for gold - 5000 xps). Edwin's Nether Scroll - after a few days he translates a bit, and a day later, regardless of warning, he casts a transformation spell intended to turn him into a kind of living lich, but fails and turns into a touchy woman (hilarious JJ). ------------------------------------------------------------- 2.h. The Planar Sphere ------------------------------------------------------------- A recent arrival in Athkatla, and guided by the dreaded Lavok, the only key to the Sphere is the body of Valygar Corthala, and nobody knows what horrors will be uncovered inside... Monsters: Sahaugin, Mephits, Halfling Warriors, Ettercaps, Sword Spiders, 1 Clay Golem, Stone Golems, Fire Elementals, 1 Elder Orb Beholder, Lizardmen, Myconids, Salamanders, Imps, Quasits, Demons, Ice Salamanders, 1 Snow Troll, 1 Efreeti. Treasures: Gauntlets of Ogre Power, Ripper +2, Stiletto of Damarche +2, Battle Axe +2, Ninja-to +1, Leather Armour +2, Sling +2, Ring of the Ram, Helmet of Defense, Large Shield +1, +4 vs Missiles, Staff of Fire +2, Ring of Acuity, Golden Girdle. NPCs: None. The only way to enter the Planar Sphere is with Valygar, or his body. Inside, go through the W door, kill the Golem, and get everything. Use the piece of the Control Panel to fix it so you can go through the N door. Through here are some Knights of Solamnia. Don't kill them - if you want, they offer advice. The N door leads to a group of Sahaugin, with the Cloak of Protection +1 Minor treasures To the W are Feral Halflings. There are three group of Halflings. The first, as you enter their village, is easy. The second is tougher, but the rewards are greater: Gauntlets of Ogre Power Ripper +2 And the third guards the furnace room, and have Stiletto of Damarche +2 In the Golem room, add the arm to the machine and search. When you have three coals, use one on each furnace to activate them. When activated, they create a Fire Elemental to kill you. The Golem's head is found in the clockwork room (guarded by Stone Golems) E of the furnace room, there's a nook by the big spindle. Add the Head and the Golem gets up (23500 xps) and declares he must kill the intruder - a Beholder. Follow through here and into the Navigator's Room. In here, use Breach to pull down Lavok's combat protections and he'll eventually repent, apologising for his wrongs. He asks you to take him back to the Prime Material Plane (ie yours), accept for 28750 xps. The two doors lead to lightly guarded area with medium treasures including most the +1 and +2 items listed above. Search the Navigator's Room for minor treasures in a locked capsule. Leave the Planar Sphere. From where you are, you enter the Abyss. You need a Demon's heart so you can power the Sphere to travel again. The best way is to kill the Demon Tanar'ri, who is Northwest of the Sphere, just beware his guardians getting in your way. With the heart, go to the room with four runes on the floor. Activate them in this order: 1 4 3 2 And then go down the stairs. In the next room, you must fight Tolgerias and one of his lackeys. Use one Breach for each of them or you have no chance against their barrage of spells. The two doors lead to Trapped and guarded rooms with nice treasures in - I recommend sweeping both. The Ice Room contains: Helmet of Defense Spell Minor treasures The Fire room contains: Staff of Fire +2 Large Shield +1, 4 vs Missiles Spells Minor treasures Onwards one, you'll find a room where you can get some treasures, might have to fight some Golems, and will have to place the heart in the machine (45500 xps). Now return to Lavok, and take him outside, where he'll die (????? xps). He carries the Ring of Acuity and if you're a Mage, gives you the Planar Sphere as a stronghold. ***MAGE STRONGHOLD QUEST*** There are several things to do in this Stronghold. At first, the Knights of Solamnia will ask you to help them home. Directly afterwards, a Cowled Wizard called Teos will force you to join with his group. If you ask him to help you free the Knights, he'll refer you to Ribald in the Adventurer's Mart. Ribald, for a small fee, will organise you a mage. In one day exactly, a mage will teleport in and free the Knights. You'll be given 45000 xps and the Golden Girdle (CHEAT: If you're really quick, you can talk to her multiple times and get the reward multiple times) The less useful alternative is to talk to Wessellan in the Radiant Heart HQ, and he'll fix up accommodation for them. Tell them this for 45000 xps (Note that for the Girdle, you can pickpocket the leader of the Knights). ------------------------------------------------------------- 3.a. The aid of the Shadow Thieves ------------------------------------------------------------- Having discovered how to find Imoen, you must attain the help of the Shadow Thieves. However, to get their help, they will require yours. Monsters: Vampires, Phase spiders, Sword spiders, Spiders, Giant spiders, Fledgling Vampires, Greater ghouls, Grimwarders, Grimwarder archers, Ettercaps, 1 clay golem, Shadows, 1 Shadow fiend, Wights, Wraiths, Ghasts, Mummies, Skeleton warriors. Treasures: Amulet of power, Ring of protection +2, Mace of Disruption +1, Spear +1, Halcyon, Black spider figurine, Ashen Scales +2, Katana +2. NPCs: none. Go to Gaelan Bayle and accept his offer of 15000 gps (???? xps). Go to the Shadow Thieves' and head E then down the passage. Carry on, head NE from this room. Accept Aran Linvail's first quest. Head down to the shipyard docks. Talk to Mook. Lassal will appear and kill Mook, fight him, he'll eventually run away. Head back to Aran and accept again. Go to the Bridge and enter the five flagons. Upstairs, enter the far NE room of the four, kill the traitors. Then the contact will appear, his name is Gracen. Kill him (1400 xps). Again accept Aran's quest. Head to the graveyard district, enter the tomb S of where you meet Uncle Lester and his relative. Inside, follow on, beware of traps. Head N through the spiders' lair, then meet Haz and his golem. Kill the warders then purge the inner sanctum through the blue doors. In the NW door, kill and search the blood pool. Head S, kill the clay golem and stake the vampires in their coffins (9000 xps each). Head SE. Kill Tanova - don't enter the next room. Along the spider area, enter the "cocoon" thing over the "drawbridge". Kill those inside. Enter the Southern Dungeons. Kill all the monsters, beware the painting on the floor - it's trapped. Head S, killing as you go. At the junction, go E. Open the sarcophagus, kill the skeleton warrior and take his magical weapon: Spear, Halcyon +1 Further on is a small room with treasures. On the S branch, beware traps and enter room for more minor treasures. Head back to the Inner Sanctum. Go down the NE stairs. Go along, enter and fight the vampires and grimwarders. Search the NW and NE rooms for treasure. Lassal will appear and tell you to meet him upstairs. Head to the room full of spikes, blood and very deadly traps. Lassal is on the far E side. Kill him. Now head back to the room where you staked the vampires in their coffins. Stake the last one and Bodhi will appear, talk a bit, then attack you - you can't kill her, she'll run when wounded sufficiently (18750 xps). Now go back to Aran and he'll take you to a ship, which will take you all the way to Spellhold Island (??? xps). He also rewards you: Ring of Protection +2 Amulet of Power ------------------------------------------------------------- 4.a. Spellhold Island ------------------------------------------------------------- The quiet Brynnlaw, is another place with a dark interior - ruled by tyrannical pirates, the residents are mostly enslaved. It is also home to Spellhold, the dark and forbidding asylum of the Cowled Wizards. Monsters: Pirates. Treasures: Quaterstaff +2, Flail +2, Leather Armour +3, Longbow +2, Light Crossbow +1. NPCs: none. Leave the ship, you'll be attacked by Del, Parisa and Valen, vampires. Kill them. Head to the tavern (The Vulgar Monkey), and talk to Sanik. He'll get assassinated (kill the assassin) before he can help you at all. Great. Now talk to the innkeeper who'll tell you to find Claire. To do this, go to Lady Galvena's Festhall and talk to the appropriate courtesan outside. For 100 gps you'll be taken to an inner room. Inside, tell her you'll leave then give her 100 gps to shut up about it. Outside, head NW, kill the guards. Enter the room guarded by the first guard and take the skeleton key. Head through the far NW door to the prison. Enter the NE door and kill Vadek and Galvena. Be nice to Claire and she'll take you to see her captain by the docks (10000 xps). Take his information (2000 xps). Go to Ginia, and agree to help her. Go to Chremy and kill him. Now head to Calahan and agree to pay (2000 xps). Go back and tell Ginia, she'll be very happy (9000 xps). Now go to the Pirate Lord's home. Tell the door guard and the lord himself that Golin sent you. Tell him you need to get into Spellhold and act mad. If Yoshimo is in your party, this is very easy (36500 xps each). Inside, get out and open the locked door S of where you are (talk several times to the bloke on the left and you get gems every time). Attack Wanev and Irenicus appears and takes you in. He'll explain Yoshimo's treachery and you'll be put in the same process Imoen went through. In your dream, enter the Library and talk to Imoen. Go back out, head W and tell Bhaal to "catch you if he can". Run back to Imoen and fight Bhaal. If you win, you're sent back to Irenicus' lab. You'll be put in the labyrinth under the asylum. ------------------------------------------------------------- 4.b. Spellhold ------------------------------------------------------------- Spellhold is an asylum, but there is a way of "testing" the unfortunates who claim to be sane and safe - they are thrown into one of the world's most dangerous dungeons where they will die. You're unlucky enough to be another inevitable victim of this deadly maze. Monsters: Yuan-ti, Ice salamanders, Salamanders, Gibberlings, Mutated Gibberlings, Mephits (Ice, Fire, Air, Smoke, Steam), 1 ruhk, Umber hulks, 1 mist horror, kobolds, kobold commandos, kobold witch doctors, imps, quasits, shadow fiends, skeleton warriors, trolls, spirit trolls, minotaurs, shadows, wraiths, 1 mind flayer, murderers, goblin commandos, 1 djinni, clay golems, 1 stone golem, 1 spectral troll, 1 greater wolfwere. Treasures: Spear +3, Ring of Regeneration, Ring of Free Action, Malakar +2, Flame of the North, Cloak of Reflection, Bone Club +2, +3 vs undead. NPCs: Imoen. Inside, Bodhi will gloat a bit and give you a "fighting chance". Talk to Imoen, she can join again (hurrah!). Head through the SW door, fight, loot the statue will give you a clue to how to leave (this is the exit). Head through the NW door. In the W door, search, E, fight and search - easy enough. Go through N door. The N from here leads to a tough fight. The E door leads to a room full of faces. Activating these faces will lead you to the Statue of Riddles who will pose a riddle. The answers (in no order) are: darkness; stars; candle; coffin; fire; ice; shadows; sponge; breath; fish; a secret; a hole. Answer all the riddles for 5000 xps per head. Carry on through, fight the yuan-ti, carry on again - beware squashing mechanism. Enter the room, fight the clay golem and search. In the next area (use the door from the main square), fight the umber hulks (v. hard, obviously). At the end of the corridor, head NE. Keep going until you find a yellowed book. Keep using it to make these enemies (in order) appear: Kobold captain, sword spider, umber hulk, mind flayer, beholder). Kill them all, the re-use the book for 2 spells Ring of Free Action and 8000 xps each. In the secret door, kill all the enemies. In the room with the kobolds' crystal, kill the "avatars" to get a crystal shard, which you need. Back to the end of the corridor. Head SW. Kill the enemies, there is a lot to search for here and in the library just N of your position. Go onwards, enter and kill Dace Solan, a very powerful vampire. When he retreats to his coffin, stake him for the hand you need to escape. Go back to the statue on the first level, use the hand on it to open the door (29500 xps per head). Go through. Down here, enter the W door. Go along a bit. Enter the S secret door, and turn the wheel to open the N one. Enter and kill the trolls, search. Head on, and when you've killed all the minotaurs, head NE. Search the water, then the statues - beware!!! W statue: troll painting, disintegrate trap N statue: umber hulk painting, cloudkill trap E statue: djinni painting, fireball trap Head right on, you'll soon encounter Bodhi. This bit's fixed. You will turn into the Slayer, avatar of Bhaal and attack everything, friend or foe. Bodhi will flee, you're the big danger here. Note: if you have a romance, you will transform again and kill your girl/boy. In this room are four globes. If you stand on the mosaic then activate them one-by-one, they'll cast spells: slow, heal, haste, lightning bolt. From this room, head N, wipe this place clean (not easy!!!). Go back then SW and search. With the two stone horns, use them on the statue to open the door - but do this later, first, go right back to the start. Now go down the E tunnel. Kill the yuan-ti, then enter, one by one, the doors corresponding to the paintings you should have. Behind them are: MIND FLAYER: kill the mind flayer (11000 xps). It carries Malakar +2 TROLL: Kill the Spirit Troll (8000 xps) DJINNI: kill the djinni (10000 xps) UMBER HULK: kill the umber hulk (10000 xps). Go on until you reach a junction. Go SW. Kill the Stone Golem guard, search. Now head SW again. In here is a machine that gives you magical items for mithril tokens, which are scattered around. I've found 21 so far. They get you: 5 tokens: Boots of the North 10 tokens: Boots of Grounding 15 tokens: Boots of Speed 20 tokens: Jester's Chain +4 Head back NE from the first junction. There is a bit of dexterity needed here. Inside is a chest guarded by three clay golems that attack when you open the chest. To do this, send one person in hasted. Unlock the chest then open it and pause. Take the contents then RUN! Shut the door behind and for some reason (presumably so it's actually possible to get the loot) the golems don't come through. Now leave into a room full of commandos, kill 'em all. Back at the stairs an apparition appears. Let him test you, it's the way out. For the first test you have to kill a big mushroom with spell abilities - not too hard. Now he'll ask a question, the answer is splinter. Now you go to a dining hall with four apparitions. Search the table for the Robe of Reflection then talk to any one and you'll get four questions, the answers are: nothing, a river, fear, memory. You'll now be taken on to a platform. The apparition will free you, go down the invisible steps. Through here your treacherous captain will appear again. Go upstairs and kill Lonik the Sane. You'll be taken to a room full of all the captives. Be nice and they'll join you as you attack Irenicus himself... Beware, they can be a liability, especially Wanev! Eventually Irenicus will run away and Yoshimo will arrive with a bunch of murderers and you'll be involved in a HUGE battle. Complete it (be sure to get the heart off Yoshimo's body) and rest. You'll have a dream in which you'll be granted the ability to shapeshift into the Slayer at will. Go back up, Saemon will appear again and offer you an exit over sea or through the Underdark. I'll be pursuing the sea route this time round. Back outside, head W and along, killing all and make your way to the SW corner where you can finally get to Brynnlaw at last! Back in the town, go to the Tavern and talk to Saemon. Accept, when it's night go to Cayia's house. Fight the guards, the horn is on the table. Take it to Saemon Havarian and you'll board ship. Desharik will appear, kill his lackeys and you'll leave. On your way your ship will be attacked by two different parties, and you're captured by the Sahaugin. ------------------------------------------------------------- 4.c. The Underwater City ------------------------------------------------------------- The world conceals many secrets, but deep beneath the waves is the city of the shark-like Sahaugin, brutal but clever. Here you must gain their trust and aid in re-finding the outside world. Monsters: Rebels, Sahaugin, 1 Ettin, Sword Spiders, Ettercaps, 1 Bone golem. Treasures: Cloak of Mirroring, Cloak of protection +2, Boots of Etherealness, Rod of Lordly Power, Scimitar +2, Belm. NPCs: none. You'll be taken to the underwater city by the sahaugin. You're taken to an audience with their king, Ixilthetocal. He'll explain you are to save the city as part of an old prophecy by their god. To prove your worth, you're put in an arena to kill an Ettin. When dead, accept all. Go to their High Priest and she'll change everything - accept all. Go to the Drow SE section, beware traps. Kill as you go. You will come to an area where some imps will set you a challenge - accept. The answer is: Helmet - Piergorian Pipe - Elminster Scimitar - Drizzt Staff - Khelben Amulet - Alaustriel Get the treasures, head N, talk to the Spectator. Kill it (it's a Beholder, of course it's hard). The chest contains the tooth you need. Now head to the NE corner, go down the steps and through the door, fighting as you go onwards. Inside the door, accept an offer of an audience (if you kept the orb the Priestess gave you). Accept all his offers and head back to the throne area. Give the false heart to the King then you're discovered, so kill them all (the rebels will arrive to help you). At the end, the Prince of the Rebels will give you all the treasures including Rod of Lordly Power and a way down to the Underdark you tried to avoid in the first place (60500 xps/head). ------------------------------------------------------------- 5.a. The Underdark ------------------------------------------------------------- The most evil and dangerous place in the entire world, the renowned and feared Underdark is home to all the most deadly creatures across the Planes. So few survive, that you feel your death is at hand. Monsters: Drow, Drow Warriors, Drow Priestesses, Earth Elementals, Air Elementals, Fire Elementals, Lizard Men, Kuo-toa wizard, monitor, warrior and leader, Myconids, 1 Balor, Umber Hulks, 1 Greater Elemental each of Earth, Air and Fire, 1 myconid king, Mind Flayers, Beholders. Treasures: Jhor the Bleeder +2, CURSED Spear +3 'Backstabber', CURSED Ring of Folly, Rod of Absorption, Bracers of Defence AC 4, Skullcrusher +3, Dragon's Breath +4, Necradon's Crossbow +3. NOTE: Drow equipment is typically better than any magic armour but will disintegrate above ground. Be certain to keep hold of old armour and weapons for when you leave. Drow equipment: Full Plate +5, Chainmail +3 (useable by mages!), Long Sword +3, Light Crossbow +3, Flail +3, Amulet of Spell Warding. There are others too, but mostly that's what you'll find. NPCs: none. From your starting position after the descent (20000 xps/head), head E. Talk Duergars, buy a Freedom scroll. Beware the elemental respawn points, they keep coming every time you kill one. Head N. Fight Drow. You'll come to a crystal. By using the panels "lost souls" will come out and attack you (except one, who tells you to visit his village). Now cast the Freedom spell. Between the crystal and the duergars a mage named Vithal appears and gives you a quest - accept. Head back to the crystal and head along E, killing the bridge guards. Go back to the crystal now and head W, kill all the myconids, just further W are three Mind Flayers that come round and attack. From here, head N to the Dark Gnome village, accept peaceful entry, go around and talk to their chief, accept. The cave is in the village, a little E. Use the stone and kill the Balor (VERY, VERY, VERY HARD). Now return to the king for a Light Gem Skullcrusher +3. In the next house along, talk to the Innkeeper and buy Vithal's book off him for 300 gps. The other Gnome is father of the gnome that you freed from the mage crystal prison, the one that walked off. Talk to him for 10000 xps and the Bracers of Defence AC 4. Now go to the Earth portal and give Vithal his book. He'll summon a Greater Earth Elemental, kill it (keep Vithal alive!!) and he'll disappear and return. You'll repeat this three times, once for each portal. At the end he'll reward you, press for more ONCE - more than once and he'll attack and win very easily. Be happy with this good reward. With the Light Gem go now to the Dark Cave near the entrance to Ust Natha. Inside, accept the Silver Dragon's quest. As Drow, enter Ust Natha. When you are back out again to hunt the illithid, a party of adventurers try to kill you, it's a tough fight. One of them carries the Dragon's Breath +4 From here, go to the extreme SE, talk and kill those that appear. Head back to the Drow City at your leisure (20000 xps). When you've escaped the city, go to the Dragon, talk for your reward: 78500 xps/head and Necradon's Crossbow +3 You'll be taken to a gate, fight the Drow. Go through, fight again. There are fights in the next room, the next and the next. Eventually, you'll reach the exit to the Surface!!! At last!!! ------------------------------------------------------------- 5.b. Ust Natha ------------------------------------------------------------- Safety is not found in a place more than the Drow capital, but still this is a place of constant danger, death, assassination, political intrigue, and typical Drow brutality. Monsters: Drow, Mind Flayers, Mustard Jelly, Gray Ooze, Green Slime, Ochre Jelly, Beholder. Treasures: BoneBlade +4, Ring of Spell Turning, Gorgon Plate +4. NPCs: none. At the Bazaar, you can buy and sell magical items and mostly scrolls. Go straight to the Male Fighter's Association. Talk to Solaufein outside, accept. Go right back to the exit (if asked which way the "quarry" went in a pre-death chase, it was that woman that legged it past yelling, respond as you wish). Now talk to Imrae and accept. You can rest/restock as you wish before. Refer back to the Underdark section now. Back in the city, a Duergar will tell you to talk to his master, go up to the tank, talk to Aboleth and accept. Qilue's house is guarded by Servants, all with up to level 8 spells - beware! Kill her, get her brain, take this to Aboleth for your reward, 10000 xps. Talk to Phaene as agreed. Accept, go to the extreme SE, talk then murder the Beholder (20000 additional xps). Go back to the tavern. You're given another task, this time to kill a patrol of sverfneblin. Go to the Myconid patch and kill the gnomes. Take the gnomic leader's helm as proof of your feat. Give this to Phaere and she'll tell you to meet her again. Go to the Female Fighter's Association and accept. There is a Drow Priestess, accept her quest, go to the SE and kill the lot. There's no xps for completing that though. Go to Solaufein and kill him. Tell Phaere. If you are male, at this point, you sleep with her (I don't know what happens if you're female!). Go to the Temple of Lolth, accept the quest. Go to the Beholder cave in the Underdark (the southern tunnels on the map), and kill the Beholders, get the eye from the Elder. Go back to the temple (22000 xps). Go now to Phaere in her apartments at the Female Fighters' again. Accept. Enter the Temple, the treasury is in the NE. I suggest you cast (Improved) Invisibility first. Replace the Egg in the N bowl-thing, the golems will attack, shut the door on them. Kill the Egg Guards. There are now to ways. Hard and Easy: Hard: Take the Egg to Phaere (10000 xps). She'll vanish, an Imp will appear and give you instructions. Go to the Temple. In the ritual room, interrupt what Phaere is saying, kill the Demon and her (the demon is VERY HARD). Outside, every Drow in Ust Natha tries to kill you, you're only chance is to peg it outside the city gates. Note that the Matron has Gorgon's Plate +4 Easy: Keep the eggs and leave the city. Nearly no xps for that though. Refer to the above Underdark section again now. ------------------------------------------------------------- 6.a. Exit from the Underdark ------------------------------------------------------------- As the sunlight gradually re-finds your party, you find a war-torn out post of the surface elves, as they fight their constant war against the vicious Drow. Monsters: none. Treasures: none. NPCs: none. A nice short section. When out of the Underdark, you're taken to an audience with Elhan, the War Elf leader. NOTE: Before you leave, remove all Drow equipment, there is a bug in some versions that means the dust doesn't stop re-spawning! Agree to everything and be careful to tell the truth. If Viconia is with you, she'll be put under a geas. He gives you a quest to find an artefact that allows the Elves entry to Suldanesselar. This is carried by Bodhi, you can ask for stakes and holy water to sort her out. The most interesting bit is that when you leave, Drizzt and his friends meet you. If you're nice, Drizzt will agree to meet you at Bodhi's guild and aid you. Of course, you can kill him and his friends, and nick all their brilliant items, but it's so hard I wouldn't bother. My advice is perhaps kill Drizzt when he's alone in the Graveyard District... ------------------------------------------------------------- 6.b. Small Teeth Pass and North Woods ------------------------------------------------------------- The Elven forests of Tethir are full of danger and intrigue, and these two distinct area will give you the opportunity to discover some evil secrets. Monsters: 1 Efreeti, 1 Dao, Wolfweres, Ankhegs, Gnolls (Veterans, Elites, Slashers, Captains). Treasures: several +1 items. NPCs: none. These two small and boring areas have been put into a single section because it's pointless making two tiny sections. Small Teeth Pass is basically a small monster-thump. North Woods is a bit different, there are two groups, one of various adventurers, one of an efreeti and a dao. Each holds/guards some minor treasures. ------------------------------------------------------------- 7.c. Forest of Tethir ------------------------------------------------------------- Monsters: Mist Horrors, Vampiric Mists, Poison Mists, Crimson Deaths, Panthers, 1 Greater Wyvern, 1 Baby Wyvern, Kuo-toa, Wolfweres, Wandering Horrors. Treasures: Mana Bow +4. NPCs: none. The main purpose of this place is as a gateway to Tethir. To navigate the map you must walk along the main tree-trunk down the centre and get off it at certain points. In the NW you find an old companion, Coran, who asks you to help him rescue Safana. Go to the Wolfwere camp. Here, Safana turns out to be very nasty indeed and both Safana and Coran will die. Kill the Wolfweres. You can search his cabin also. Defeat the nasties inside (Horrors, Mists, and Deaths) and search the cabin for several minor treasures and some healing/extra healing potions (very useful, but beware, all three chests in the N room are trapped with quite hard-to-spot traps. In the central W you can fight two members of a wyvern-worshipping cult and their idols, if you so desire. Not much on their bodies, however. In the E there is a cave (literally a door in the ground, Alice in Wonderland style). Inside is a pool to search for my favourite bow in the game, the Mana Bow +4 and two bands of Kuo-toa. ------------------------------------------------------------- 7.d. Graveyard revisited ------------------------------------------------------------- Monsters: Vampires, Fledgling Vampires, Vampiric Mists, Skeleton Warriors, Grimwarders. Treasures: Cutthroat +4. NPCs: none. At the district entrance, Bodhi appears, runs off and leaves you with four vampires to fight. Now the crypts can only be accessed by the roof of the building in the E. Underneath, some minor treasures have been replaced or even changed. In the NW, Drizzt and his party appear (if you enlisted their aid, that is). Eventually only Drizzt will stay for you. If you got Holy Water from Elhan, you can pour this into the pool of blood to stop the vampires regenerating from it. Head downstairs and kill Bodhi. Go to her coffin in the NE room, stake her (55000 xps/head and you get her heart and the Lanthorn). In the rooms you can also find the Cutthroat +4. Tell Elhan of your success, and he takes you to the Elven city of Suldanessellar, where a bitter war is raging... ------------------------------------------------------------- 7.a. Suldanessellar ------------------------------------------------------------- Monsters: Stone Golems, Clay Golems, Adamantine Golems, Iron Golems, Rakshasas, Rajahs, Maharajahs, Trolls, Skeleton Warriors, 1 Nabassu, 1 Sand Golem, 1 Balor, Earth/Fire/Air elementals. Treasures: Elven Chain Mail, Cloak of Elvenkind, Boots of Elvenkind, Girdle of Stone Giant Strength. NPCs: none. After entering (74500 xps/head), and talking to Elhan, fight your way to Demin's house. Inside, kill all your enemies, and talk to Demin, her route is the only way. Many rooms in the city have level 9 spell scrolls inside, I've uncovered Time Stop, Meteor Swarm and Gate so far. First, go to the House of the Talisman. Inside, use the puzzle box, the correct order is: Corellan, Rillifane, Water, Tree of Life, Suldanessellar. Now, go to the House of the Moon. Inside, simply get the Moonblade off of the Elf's body. Head to the NW now, and enter the Woodland Clearing (see that section) There are also two stone artefacts, a horn and a harp, one held by the House of the Horn, the other by the Harpists, which you need. When you return from the clearing, go to the Temple of Rillifane. Place the artefacts on the altar (65000 xps/head) and the avatar will appear and grant you access to the palace. Outside, Reirra will appear with useful items and the Staff of the Woodlands +4. In the palace, gather the nuts from the tree. Go through, and use the harp/horn on the statues (3000 xps each) and go down (use option 2 when talking to party members and they will stay). Accept Ellesime, and find the three parasites. Attack them, and two elementals will appear and attack. Kill them then the parasites. You are automatically taken to Irenicus, where you must kill him. However, instead of this being the end, you and all your friends are sucked into hell... ------------------------------------------------------------- 7.b. Woodland Clearing ------------------------------------------------------------- Monsters: Nizidramonii'yt, a Black Dragon. Treasures: Bladeslinger Chain +4. NPCs: none. Only one thing to do here, but it's a BIG thing, a black dragon. No matter what you say, you are forced to kill it. In its horde is the final artefact of the elven gods that you need to summon the avatar. You're nearly there. ------------------------------------------------------------- 7.c. Hell ------------------------------------------------------------- Monsters: Beholders, Gauth, Elder orbs. Treasures: Blackrazor. NPCs: none. Don't worry about deaths from your fight with Irenicus, all your party will be restored with their equipment. You must go down each tunnel in turn and achieve a Tear of Bhaal. In order from right to left, the tunnels contain: E: PRIDE - show no pride, question why you should kill the enemy and the demon will vanish. Walk through and talk to the dragon and you get your easiest tear. SE: FEAR - head along the N passage and kill all the Beholders (if you can!). Now grab the tear from the crystals at the end. S: SELFISH - to get the tear you must choose. Go down the right-hand path and your part member will die, and you will become a Fallen character, losing class-specific abilities (if you're good). The left path means you keep your friend and abilities, and also lose 2HPS from maximum, 1 dex., and some xps. You get the tear either way. SW: GREED - take the sword. I recommend giving it to the genie, but you can fight it (v. hard) instead. You get the tear one way or another. W: SAREVOK - in here, you are forced to fight a wraith of Sarevok, the main bad guy from BG1. Kill him for the tear. Note that he's every bit as tough as last time round! Now use the tears on the Abyssal Door. Save and prepare, this is the last battle... Irenicus will appear and summon two Glabrezus and two Balors to help him, in addition he turns into the Slayer! Here's how I did it. First concentrate on the demons. When dead, get rid of the Misleading slayer, then head S. Here, use pierce magic, breach etc. to remove his protections. Now fight him - use only hand-to-hand combat weapons, and change into the Slayer. With a bit of luck and skill, Irenicus will finally die! Now you can watch and enjoy the sinister cut-scene... I think there's a BG3 for the future... *****CONGRATULATIONS, YOU HAVE COMPLETED BALDUR'S GATE 2***** ------------------------------------------------------------- 8.a. D'Arnise Hold ------------------------------------------------------------- Monsters: Trolls, Ice Trolls, Giant Trolls, 1 Spectral Troll, Yuan-ti, Yuan-ti mages, Umber Hulks, Flesh Golems, 1 Stone Golem, Clay Golems, 1 Iron Golem, 1 Otyugh. Treasures: Ring of Earth Elemental Control, Dagger +2, Warhammer +1, +4 vs. Giantkin, Elven Court Bow +3, Battle Axe +3, Frostreaver, Shield Amulet, Flail of Ages, Orc Leather +3, Full Plate +1, Boots of Grounding, Staff of Striking. NPCs: Nalia. If you didn't get her in the Copper Coronet, she's in a palisade in the SW corner. See The Slums section for her stats. ***FIGHTER STRONGHOLD QUEST*** When you've completed this section, a fighter gets his Fortress. Initially, once you have the keep, all you can do is sort out taxes with your Major. I advise keeping the taxes as they are for now. Each week, you get 500 gps and a visitor to deal with. VISITOR 1: A merchant whose caravan has been robbed by bandits wants to be payed for the caravan. You can also hire mercenaries to deal with the bandits. I suggest this: give the merchant 500 gps (cha.15 or more) or 1000 gps (less cha.) and paying 500 gps for the mercs (15000 xps). VISITOR 2: Captain Cernick has caught a man thieving. H's excuse is that he needs money for his wife's medicine. Let him off entirely and buy the potions he needs for 15500 xps. VISITOR 3: Bolumir, Cleric of Tempus, wants to set up a chapel in the keep. This is advantageous as not only will you now have access to healing, he sells magic items (inc. Staff of Striking and Boots of Grounding), and accepting gets you 15500 xps. He is found on the upper floor in the room previously full of golems. VISITOR 4: Roenall himself demands your land. Refuse. VISITOR 5: Chantelle the maid wants to marry Jessup, but Malvolio wants to marry Chantelle also. Let Jessup marry and pay the full dowry for 15500 xps. VISITOR 6: Two moneylenders demand 2000 gps. Pay them 1000 and all will be fine. VISITOR 7: Four citizens demand 7000 gps for damage from a great flood and to build dikes to prevent further flooding. Pay the lot for 15500 xps. VISITOR 8: Finally, Lord Roenall attacks. You have a set time to kill him, or you lose the keep. If you succeed, you get 50000 xps. He carries Full Plate +1 also. In the SW, there is a secret door in the side of the Keep, marked on the map. Enter, the idea on this level is simply wander around killing any stray trolls and searching for the treasure littered around. In the NW, there is a special forge that can be used to repair the Flail of Ages (though it doesn't need all three heads, it's much better with them). Repair it for the item and 223500 xps. The second floor, head S. In the library, get the key, this opens the doors. Same as before, wander, kill, search. On the W side you can enter a room where you'll find Nalia's aunt. Free her. Through the far door there are two secret doors. One leads to the stairs that take you to the basement where Lord d'Arnise is being held. In the other room are six golems. Whenever you disturb the alcoves (containing powerful magical items), two golems attack. Take them two at a time, using your mace/halberd armed men/women to block the doorway and kill them all. You can access the roof from this level, but there isn't much to do up there. In the basement, go through the first two doors, searching - in the third room are the leader's pet Umber Hulks. In the room to the E are the trolls and their grand leader, it's a tough fight. Search the shrine and TorGal's body for some gems. Go up and out to the courtyard, kill the otyugh and leave the dogs alone. Nalia now rewards you (10650 gps, ??? xps) and if you're a fighter she gives you the stronghold as your, er... stronghold. ------------------------------------------------------------- 8.b. Windspear Hills ------------------------------------------------------------- Monsters: Ogres, 1 Gnoll Elite, 1 Baby Wyvern, Orcs, Wild Dogs, Ankhegs, Black Bears, Goblins, Hobgoblins (wizards, elites, captains), Vampiric mists, Shadow Fiends, Ruhk Transmuter, Kamikaze Kobolds, Vampires, 1 Adamantine Golem, Iron Golems, Stone Golems, Clay Golems, Dread Wolves, Wolfweres, Greater Wolfweres, "Guardians", Orc Archers, 1 Greater Wraith, Orogs, Trolls, Mutated Gibberlings, Fell Ghasts, Werewolves. Treasures: Amulet of Protection +1, Battle Axe +2, Large Shield +2, Dragon Scale +2, Dragonslayer +2 (Peridan), Studded Leather +2, Two- handed Sword +2, Heartseeker +3, Holy Avenger: Carsomyr +5, Cloak of the Shield. NPCs: none. At the start you are forced to kill some monsters who turn out, when all dead, to be paladins (including Ajantis from BG1). Accept Garren Windspear's aid and be very good to him and all his friends who talk to you - some bandits will enter, make a spirited attempt to kill you and teleport Garren's daughter off. Say you'll save her. Head to the NE and enter the dungeons. Kill all, and in the main cavern, there are two smaller ones. Go through the N door (the only door!), fight all inside (beware the golems). Head W, accept Samia. Head NE, NW, NW, N, N, N, N and then prepare yourself. When you've cleared the floor of all its treasure (neat items!) Samia reappears with a powerful war-party. Kill 'em all (hard!). Now head back to the first golem fight and head E. Kill the vampires, carry on and take the Greater Wraith. Get the chapel key. Go now to the entrance to the maze and head down the W branch, kill the wolfies, note that Greater Wolfweres regenerate amazingly fast, so Disintegrate, Slay Living and similar are about the only ways to kill them. From the circular room, W heads into a room where to "men" try to lure you into their "den". To get the treasures w/out a fight, send an invisible character through past the two men and get the goodies from the rooms past there. When you re-enter their room they'll tell you to follow them, don't go through, nick the goodies from THIS room then leave. NW heads to a room where some squabble between a troll, a wolfwere and a hobgoblin leaves some minor items on the ground. Through the secret door is a very hard fight with some golems - their treasure behind them is the Heartseeker +3 longbow. The N passage leads to another golem fight, then an orog fight. Go through the locked door, over the stairs into the next room, where you find DigDag, two orc lackeys and an old "friend" of yours, the ogre Tazok. Kill 'em. Go into the cavern, talk to Fikraag, the red dragon (!) and when his wizard dimension doors, run upstairs quickly! Kill him, get the key and free Iltha (23750 xps). Now, leave! Back at Garren's cabin, you'll be rewarded. If you're a paladin, you can now enter the High Hall of the Radiant Heart, see Temple section. If you've kept the acorns from the dryads in Irenicus' dungeon, the Fairy Queen is found in the SE section. Give her the acorns for 32500 xps + 9750 xps. ------------------------------------------------------------- 8.c. Umar Hills ------------------------------------------------------------- Monsters: Umber Hulks, 1 Killer Mimic, Shadows, Shadow Fiends, Spotted Lions. Treasures: Corthala Family Armour (Valygar), Corthala Family Blade (Valygar), Spear +1, Ilbratha +1. NPCs: Valygar Corthala. VALYGAR (human; male; neutral good; stalker; str.17 dex.18 con.16 int.10 wis.14 cha.10) There is a quest from the Government District in Athkatla to kill Valygar. You can let him join or kill him, it's you to you. He is the only way to enter the Planar Sphere in the Slums, I'll cover this in a later version. Most of this section centres around a series of odd murders. Go to the village in the SW. Around the fountain, listen, then go to Minister Lloyd's house. Accept his quest. Madaulf and his band are found in the centre of the map. Talk to them and they'll propose a peace deal, accept their quest to tell the village leader. Go to Lloyd and tell him, he'll wander off (27500 xps). If you speak to Vincenzo in the Inn, there is the amusing "Umar Witch Project" tale, which takes the rip completely (fine by me because I HATE the Blair Witch Project!). At the entrance to the town a group of youngsters give you 200 gps to buy them some swords and ale. Buy the swords and ale from merchants in and around the inn, give them the stuff for 2000 xps. In the village, a mage named Jermien wants some mimic's blood for a golem. This is found (along with a killer mimic and other monsters) in the Umar Cave - open the chest once you've killed the killer mimic for some other stuff as well. Give him the blood for 19250 xps and the Ilbratha +1 However, his golem will attack - kill it and talk to him for 21250 xps. You can now search for spells and potions. The concerns about a hired ranger voiced in the town can be realised in the SW, there are some interesting books to read here too. Valygar, and whatever fate you have in store for him, are found in the NW corner. If you come from the W, there are some rangers who may try to stop you, come from the E and you'll meet them on the way out, if you head E, anyway. Jeb, just outside the village will sell you some information for 300 gps. Accept, he'll tell you about Hendrick's chicken. Tell Hendrick you know about his item and offer to buy it for 50 gps - it's a priceless gem, worth 600 gps (not quite priceless then). If you've solved the Skinner murders in the Bridge district you should have a letter. Follow the instructions - by the History of the Zhentarim off Fael. His "secret name" is Darcin Cole. If you have the Human Skin on you, you can get silver dragon's blood as he requests. I'll continue with this in another, later version. ------------------------------------------------------------- 8.d. Temple Ruins ------------------------------------------------------------- Monsters: Shadows, Shade Wolves, Shadow Fiends, 1 Greater Shade Wolf, Greater Mummies, Skeleton Warriors, Bone Golems, 1 Shadow Dragon, Wild Dogs, Giant Lynxes. Treasures: Cloak of the Stars, Halberd +2: Duskblade, Darkmail +3. NPCs: Mazzy Fentan. MAZZY (halfling; female; fighter; lawful good; str. The Temple itself is found in the NE of the map. It is swarming with monsters. By activating the Stained-glass window, you can dispel any shadows that come into the light. Beneath the dungeon, head N from the junction. Kill everything in this room and the next, being sure to find the bones and the jail key. In the jail is Mazzy Fentan, a famous Halfling knight. She offers advice and can join your party. Head W from the jails and get the sun gem. You can head N as well to kill things, if you wish. With the gem you can pass through the first shadow barrier. Go through and over the bridge, get everything and kill everyone in this Room of Fire and the E room. In the W room from here, give the bones to the ghosts for part of the Sun Icon and the Shadow Dragon Wardstone, plus 17750 xps. Carry on and you'll come to a room with letters on the floor. This is done in the same way as Indiana Jones and the Last Crusade was done. The name is Amunator, just walk over those letters in that order and no damage is done. Only send one man over. In the next two rooms: the N room contains important items and the S room contains a Shadow that can't be trusted (kill it) and the second part of the Sun Icon. Head back to the Statue at the beginning. Answer his questions on the rituals, if you get them all right he gives you the last Sun Icon piece (45500 xps) and you'll complete the Icon (21250 xps). Go right back and now go straight past through the door into the cavern. If you have the Wardstone the Dragon leaves you alone. Use the exit in the NW. Here you have to defeat the Shadow Lord (25000 xps) and his Altar. When all the enemies are dead, light returns (44250 xps/head). Merella appears and dies. ------------------------------------------------------------- 8.e. Trademeet ------------------------------------------------------------- Monsters: Dire Wolves, Giant Spiders, Wild Tigers. Treasures: Staff of the High Forest (Cernd), Cloak of the High Forest (Cernd), Shield of Harmony +2, Scimitar +2, Rashad's Talon. NPCs: Cernd. CERND (human; male; shapeshifter; true neutral; str.13 dex.9 con.13 int.12 wis.18 cha.15) Fight the animals and agree to help the city when challenged by the Militia Captain. Go to the High Merchant Lord's house, accept. Go downstairs and find Cernd. You should now head over to the Druid Grove. When that matter is resolved, tell the High Merchant (2000 gps) and accept his new quest. Go to the tent of the Dao Genies. Give their Khan the head of Ihtafeer (the Rakshasa in the Druid Grove area) for 10000 xps and a sword. Tell the Guildmistress in the Mayor's home for 7500 xps, gems and a magic shield. Tell the High Merchant himself and you'll be honoured and get reputation +1, 25250 xps/head and 10750 gps. You're also given the same quest by two feuding families. The best way to do this quest is this: go to either mansion and accept, you'll get the key. Go to the tomb and accept the High Merchant's offer when he appears. Go in, kill all and get the Circlet. Take it to the High Merchant for 250 gps, 8000 xps and reputation +1. There is found in Trademeet Neeber, presumably cousin of Noober (from BG1) or something. Talk to him loads of times and much like Noober, you get 1000 xps/head and some +2 bullets ------------------------------------------------------------- 8.f. Druid Grove ------------------------------------------------------------- Monsters: Trolls, Ice Trolls, Myconids, Spore Colonies, Rakshasas, Sword Spiders, Phase Spiders, Giant Spiders, Spiders, Ettercaps, Spirit Trolls, Spectral Trolls, Giant Trolls. Treasures: Cleric's Staff +3, Amulet of Proof Against Poison, Scimitar of Speed +2: Belm, Bracers of Archery, Spear of the Unicorn +2. NPCs: none. Once you've agreed to help Trademeet, head to the NW. Here, meet Cernd and let him challenge Faldorn. Cernd will win, and you've freed the Druid Grove from the depredations of the Shadow Thieves, leaving Trademeet safe. That was easy. There is a cottage in the NE belonging to a woman who is actually a Rakshasa. Kill her and her friends. You can get her head, and there are some minor treasures in a chest in this cottage. In the deserted Ogre's Tower, there is a magical scimitar. There is a Troll Mound in the SW. Enter, kill all the (many) trolls, and you can search the bones at the far side for some nice treasures. ----------------------------------------------------------------------- 9.a. Early Sections ----------------------------------------------------------------------- PLOT POINT: Having killed Irenicus you now live in peace - you think. But now the Bhaalspawn are marching, and five armies, each lead by one of the most powerful of Bhaal's children, are marching on the Realms, seeking world domination and to ascend to the throne of their father. You have been told by the elven queen Ellesime to commune with gods in a sacred grove, and now you must discover your fate as a child of Bhaal. Monsters: Kobolds, Kobold Commandos, Dopplegangers, Gnoll Elites, Sahaugin, Ogre Mages, Drow. Treasure: Dagger +2, Boots of Speed, Ring of Protection +1. NPCs: Sarevok. Sarevok 18/00 17 18 17 10 15 Human Fighter Chaotic Evil Sarevok murdered your father and nearly you, and you have been forced to kill him twice. Now he appears, and if you implant a piece of your soul in him he will be reborn again, and you may fing him a useful ally... or a bitter foe. Found: Hell. Score: ***** OK, he's evil, but he is by far and away the best fighter in the game. He's incredible with a two-handed sword and in combat remains incredibly dangerous. WALKTHROUGH: THE OPENING BITS: At the very beginning, simply talk to the gods to hear their rhyme, then when you appear in the clearing, prepare for a fight, as another Bhaalspawn, Illasera "the quick", appears to try and kill you. She'll cast Mirror Image and Monster Summoning first, just kill her, it's not too hard. She carries all the treasures listed above and: 2 Potions of Extra Healing After this you will be transported to your very own hell, once owned by Bhaal. Here two people will appear. The first is Solar, who offers some advice and tells you that she will watch over you. The second is Sarevok, who appears and will offer to help you if you give him a piece of your spirit. Agree, he'll do it and open the first portal of four for you. He can also join you - if you want him to, make him swear an oath so he can't betray you. YOUR PERSONAL HELL: From this hell you can do four things. Firstly, you can summon any NPC except Yoshimo to aid you. This makes it far easier to tailor-make parties for specific areas. You get 2000 xps each time you do this, and they level up. Secondly, there is Bhaal's imp "butler", Cespenar, who can upgrade existing magic items with special items you find during the game. The special items are (location in brackets): -Heart of The Damned -Liquid Mercury -Eye of Tyr -Fflar's Scabbard (Gromnir's castle level 1, Saradush) -Baalor's Claw (Berenn has in Yaga-Shur's chambers) -Roranach's Horn (Gromnir Il-Khan wears) -Serpent Shaft -Skull of the Lich -Hindo's Hand -Starfall Ore (Kiser's basement, Saradush) -Rune of Clangeddin -Bowstring of Gond -Montolio's Clasp -Montolio's Cloak -Circlet of Netheril -White Dragon Scales -Blue Dragon Scales -Star sapphires, rogue stones, diamonds, rubies, emeralds, sapphires, king's tears, nymph's tears. (various) -Scrolls of Invisibility and Improved Haste. (various) And this is the combinations of upgrades and what they produce: -Cloak of Protection +2 -with scrolls of Invisibility and Improved Haste -create -Flail of Ages -with -create -Bag of Plenty +1 -with King's Tear and 10,000 gps -create -Ravager +4 -with Serpent's Shaft -create Thirdly, you can use the portal to access anywhere on the map, though you cannot visit everywhere from the start, you must gain access to each one, as they appear on your map. Lastly, the shimmering portals around the edges all hold different tasks and challenges you need to complete before you can progress. THE FIRST PORTAL: When Sarevok opens the first portal, enter it when you've rested and prepared. A Bhaalspawn called Gavid will appear and talk to you about the nature of Bhaal's children and retribution, before a horde of all the monsters above appear in a seemingly never-ending stream, finishing with the drow. This can be quite taxing but you should pull through. After this Gavid will reappear, say a few more things, and you will get 25000 quest xps per head. Not bad! You will also gain the Pocket Plane special ability, which will allow you to return to your Hell whenever you desire. No