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<pre style="box-sizing: border-box; font-family: monospace, serif; white-space: pre-wrap; width: 600px; line-height: normal; text-align: start; font-size: 11px !important;"> < < < < < [FRQNTL] FREQUENTLY ASKED QUESTIONS > > > > >

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Technical Questions:

--------------------

Q: How can I use the cheats in Vista?

A: Disable UAC, install somewhere other than the default location, or Run As

Administrator. Or, you can follow this:

Vista users need to open C:\Program Files\Black Isle\BGII - SoA and then

click on the 'Compatibility Files' tab. This will then take you to the

location of the baldur.ini file that needs to be edited. Editing the

baldur.ini file that appears when you first open

C:\Program Files\Black Isle\BGII - SoA will have no effect.

Q: Is there a patch? What does it fix?

A: Yes. This patch fixes all the major gaming problems I ever experienced

with BG2, and since installing it I haven't had any major crashes.

http://www.bioware.com/games/shadows_amn/support/patches/

Q: Is there a patch for Throne of Bhaal?

A: Yes, and you can find it here:

http://www.bioware.com/games/throne_bhaal/support/patches/

General Questions:

------------------

Q: What does 1d8+3 mean? Or any of the weapon damages?

A: It means one 8-sided die is cast (random 1-8) then 3 is added. This is

the same for any weapon. So, 1d8 is better than 1d6, etc. You can see

more about this in my AD&D Rules FAQ found at GameFAQs.

Q: Why does my armor class go down when I put on armor?

A: You can find a more detailed answer on this in my AD&D Rules FAQ on

GameFAQs. In short, low (or even negative) armor classes are better.

Q: How do I backstab?

A: Hide in Shadows (or drink an invisibility potion, or spell), get behind

your target and attack.

Q: How do I recover from level drain?

A: Use the restoration or greater restoration spell. If you don't have that,

head to a temple.

Q: How do I recover from "Fallen" status on my Paladin / Ranger?

A: Complete the stronghold for your class and that should clear you right

up. Or, just keep your reputation from falling, and you will never fall.

Q: Why aren't I gaining experience any more?

A: Shadows of Amn has an experience cap at 2.95 million experience, and

Throne of Bhaal has a cap at 8 million. Any experience gained past that

is lost. You can use mods to remove this cap. The BG2 Tweak Pack by the

Gibberlings 3 has a method to let you get to level 50.

http://www.gibberlings3.net/

Q: In the spell descriptions it lists durations in terms of "Rounds" and

"Turns." What are these?

A: A round is 6 seconds long. When the game says you get "2 1/2" attacks

per round, it means you get that many attacks every 6 seconds. A Turn is

10 Rounds long, or 60 seconds (1 Minute).

Q: I'm a mage in the first dungeon, but I can't cast my spells! Help!

A: Mage spellcasting is a 3 step process. First, learn the spell from a

scroll. Second, choose which spells to "memorize" in your spellbook

(default key: W). Third, rest to actually get the spells. This is the

same for Bards as well.

Sorcerers automatically learn spells when they level up, and merely need

to rest to get them.

Clerics / Druids will automatically learn spells as well, but need to

select which spells to "memorize" for the day, and rest as well.

Q: What is Imoen's Belt for?

A: It prevents her from getting killed. It is used to prevent the game from

going nowhere as she needs to survive the first dungeon. After that

it isn't needed for plot purposes, and is taken away. As near as I can

tell, it makes her immune to the following:

Slay (& Instant Death magic)

Charm

Panic

Berserk

Sleep

Hold Person

Petrification

Poison

Stun

Polymorph

Q: I can't get Find Familiar to work. It keeps saying "FF must be cast by

the Protagonist". What's wrong? How can I get it to work?

A: The Protagonist is the main character. In the Single Player Game it is

whoever you created yourself, while in the Multiplayer it is whoever is

in the First slot. If this character CANNOT cast magic, then they can't

Find a Familiar. Only the Protagonist can find a Familiar. So, if your

Protagonist can't cast magic, you won't get a Familiar in your game.

Even if you start with a Fighter, you can always Dual Class over to a

Mage later and THEN cast Find Familiar. Works just the same.

Q: When I fight an enemy, it says that my weapon is "ineffective". How

then can I kill anything?

A: Two reasons your weapon can be ineffective: One, that monster requires

a magical weapon of certain magnitude to hit (say a +1 weapon), or Two,

they have Magical Defenses around them (such as Protection from Normal

Weapons). In the first case you need to find a better weapon, or try

casting spells. In the second, you have to lower their defenses first,

try casting the Breach spell. (Mage Lvl5)

Also, any monster that has 100% resistance to a type of weapon will

result in a "weapon ineffective" notice. Clay Golems are a good example

of this, as they can't be hurt by blades.

Q: I want to Dual Class, but the button is grayed out on the Records page.

How can I Dual Class?

A: In order to Dual you must meet these requirements: First your character

MUST be Human. Only humans can dual class. Second your character must

START from a class that CAN dual. (Bards, Paladins, Sorcerers, Monks

and Barbarians CANNOT dual) Third you must have good stats in both your

current class, and the one you wish to dual to. This works out to at

least a 15 in the prime stat of your current class, and a 17 in the

prime stat in your desired class. (Prime stat is what that class uses

most, for example, STR for fighters, DEX for thieves, WIS for priests,

and INT for mages)

So, to dual a Kensai to a mage, you must have 15 STR and 17 INT. To

dual a Fighter to a Thief you must have 15 STR and 17 DEX.

There are also Alignment restrictions on which class you can become.

Thieves, for instance, cannot be Lawful Good. So if you have a Human

Kensai with the appropriate stats, but are Lawful Good, then you CANNOT

dual to a Thief. Druids must be True Neutral, etc.

Q: Okay, I dual classed my thief, but now I can't use my thief skills!

A: Yes, while you are leveling up your new class, your old abilities are

"retired." They come back when your new class level exceeds your old

class level. So, if you were a level 2 thief, you must level 3 or more

in the new class to be able to use your thief skills again.

Also, you cannot gain levels in your old class ever again. So, make sure

you are done with the class before moving on, and make sure as well

that you won't need your old class's skills for a while as well.

For instance, if you dual Yoshimo to fighter, you could consider picking

up Jan to be your thief for a while.

Q: I dualled a Berserker to a Mage, but I can't cast spells. Why not?

A: You need to download the patch to get that combination to work:

http://www.bioware.com/bgate2/bg2patch.shtml

Once that patch is installed, your Berserker/Mage should work fine. Also

remember that you can't cast spells while in armor.

Q: How do I recharge Wands and other items with limited Charges?

A: Sell them to the store and rebuy them. Sure you take a financial hit,

but the items come back with 50-100 charges to them.

Q: What does a weapon's speed factor do?

A: Influences when your character can attack, the lower the number the

better. Let's say that there are two identical characters facing off.

Each has 3 attacks per round. One is using a Heavy Long Sword with a

Speed of 10, the other is using a Superlight Long Sword with a Speed of

0. The lighter sworded warrior will get to attack first, possibly even

attacking twice before the other warrior gets in one attack. Thus having

a low speed can allow you to kill monsters before they even touch you.

Note: Speed does not affect how many attacks you get per round. If it

says 3 attacks per round, that is how many you get, regardless of

speed.

Q: What do I do with all these gems I get?

A: There are very few gems with a purpose. Most are just for sale to get

yourself some money. However, you might want to save a Diamond, Beljuril

and Rogue Stone as these can be significant later. The Diamond and

Beljuril are used to upgrade the Silver Horn of Valhalla and the Rogue

Stone is used to enter the Mysterious Door in the Bridge District.

Q: I cheated to create a Familiar for a character that normally doesn't get

a Familiar (Fighter, for instance). Now, when it is created and put into

the pack, everything is fine, however if I release it again, it vanishes.

Also the Familiar changes from the one I created, to a different type

(one that now matches my alignment). What's up with this?

A: [from Harry Smith] I've played around with the familiars more, and it is

the mixed alignment problem that kills it. The trick works just fine as

long as the familiar that you are getting is the proper one for your

alignment. It also appears to work fine for other alignments, as long as

you don't put the familiar in your backpack. That's a pretty big

limitation, but perhaps some people would be willing to live with it.

This might be something to add to the FAQ to let people know what they're

getting into before they waste their time on something that can't be

done.

Q: Why can't Imoen (or any other dual/multi classed Mage) cast spells? The

entire icon is grayed out.

A: You can't cast mage spells while wearing any armor. So, if you are

wearing some Studded Leather Armor, your mage spells will be deactivated.

Also note that Robes do not count as armor.

Q: Where is the bag of holding?

A: In the maze beneath spellhold. (Chapter 4)

Q: What is fatigue?

A: It penalizes your party by -1 to luck. Luck affects all your party's

"rolls", such as THAC0 (your ability to hit), Saving Throws (your ability

to not be affected by spells and such), Damage, etc. Your luck gets

worse the longer you go without resting.

Q: I didn't preorder or buy the Collector's Edition. Is there a way that

I can get those items anyway?

A: Yes, just download a little fix.

Quick Fix: http://www.sorcerers.net/index.shtml and check the Games >

Baldur's Gate II > Editors, Hacks & Custom Characters >

http://www.sorcerers.net/Games/BG2/BG2extras.zip

Q: Will there be an Expansion? Sequel?

A: Yes, it is called Throne of Bhaal and you should go out and buy it.

As for a sequel, well... maybe. Though, if there is a sequel, I really

doubt it will use the same game engine.

Shadows of Amn Questions:

-------------------------

Q: What is the broken sword for in Irenicus's dungeon? Can I repair it?

A: It's just a broken sword. Probably a reference to the first game and the

iron shortage. No, you can't repair it. Just ignore it.

Q: Anomen just left to deal with his sister's muder. Where did he go?

A: You can see the whole walkthrough on this in the Slums section of the

walkthrough. If he leaves, you may find him at the Delryn home in the

Government District.

Q: Where is Edwin? I searched the Shadow Thieves Guild, but couldn't find

him!

A: You have to talk to Renal Bloodscalp on the second floor of the Shadow

Thieves Guild. Then in the course of doing his quests you will run into

Edwin. This is the ONLY way to get Edwin to join your party.

And if you have already joined up with Bodhi, you can't get Edwin to

join you. So, if you want to do both, get Edwin first. John Messinger

states that if you have Yoshimo in your party, when you visit the Docks

he'll let you talk to Renal again.

Q: I have Viconia, Edwin or Korgan in my party and a reputation of 18. How

can I lower my reputation to keep these people in my group?

A: Go hit a peasant. Preferably one in a house where other people won't

see you (if too many people see you, they all go hostile and you can

potentially ruin the game). It isn't necessary to kill the peasant,

simply hitting them should be sufficient (use your fists, unless you are

a monk). Or you could find a shop somewhere that you don't have much

respect for, and steal from it. They catch you stealing and your

reputation suffers.

Finally there are several quests that if done in an EVIL manner will

drop your reputation somewhat. These are noted in the walkthrough. Just

do a document search for "reputation". (in IE, do a CTRL-F)

Be careful not to let your reputation drop too low. For one thing, it

will cause Paladins and Rangers to become "fallen" (lose their abilities)

and another, at really low reputations you become a target for every

law enforcement person in the area.

Notably, if you get one of these people to join when your reputation is

already higher than 18, they will stick around. If your reputation

changes and is still higher than 18 (such as going from 20 to 19) then

they will leave.

SPOILER

Once you can turn into the Slayer, you can drop your reputation by 2

points any time you please.

Q: Viconia/Edwin/Korgan just took off and left, how do I get them back?

A: They likely left due to reputation concerns (see the above question).

When they leave like this, there isn't a real way to get them back.

Q: I've messed up the Drow city (they won't let me in, etc.), how can I

get out of the Underdark?

A: 2 ways: 1.) After talking to Adalon and taking the form of a Drow, talk

to the Drow guards in the Kuo-Toa dungeon. If you have high charisma, you

can convince them that you are joining the war topside, and they let you

out. 2.) Kill Adalon and loot her corpse. (answer from Khadgar)

Q: I'm having difficulty with the Harper's and Jaheira. Every time I leave

the Underdark, I'm attacked by the Harper's, which in turn makes the

elves hostile. How do I deal with this?

A: Answer from Baldurdash's Bug List page. Download the Improved Jaheira

Romance Script:

http://www.baldurdash.org/

This fixes several buggy aspects of the romance. You can find the

Baldurdash Bug List here:

http://www.baldurdash.org/buglist.html

The Baldurdash patch has been largely replaced by the Gibberlings 3

Fixpack found at:

htt://www.gibberlings3.net/

Q: How do I open the un-pickable door in the Graveyard?

A: It's a plot-opened door. It opens when it needs to.

Q: How do I get back into Bodhi's Lair? The door won't open!

A: Referring to Baldurdash's nifty Buglist, we find a small download to

fix this problem:

http://www.baldurdash.org/FixedBG2BodhiLairInaccessible.zip

The address for Baldurdash's Buglist is:

http://www.baldurdash.org/buglist.html

Q: Phaere told me to go to the SE corner of Ust Natha to fight some

Beholders, but when I get to her, she has nothing to say to me! What do

I do?

A: With the Cheat Console, type in this:

CLUAConsole:SetGlobal("PHAERESPEAKBEHOLD","GLOBAL",0)

This resets her conversation about the beholders allowing you to talk to

her again about it. [from Marc Oliver]

Q: Who is this Malchor Harpell chap that I keep running into? Every time I

go somewhere, he teleports after me.

A: Malchor is the game's built in defense to you killing Drizzt and stealing

his stuff. He should only appear after Bodhi has been finally dealt with

to reclaim any gear from any member of Drizzt's party who has died. If

you refuse to simply give the gear up, he will simply steal it back

anyway. From what I have heard, this doesn't work quite right and he

is unable to talk to you. To get rid of him, simply dump all of Drizzt's

items.

Q: Help me with these romances! How do I get Viconia/Aerie/Anomen/Jaheira

to like me?

A: They will automatically start a romance with you by virtue of your

main character's gender. If you show interest in Jaheira, (or anyone)

then you are stuck with them (at least until you stop showing interest).

The main reason I don't mention the romances in this guide much is that

it is completely optional, and doesn't help your game out much. Sure,

it will affect your game a lot if you are suddenly attacked by Bandits

(Jaheira), but you won't get anything significant out of it, save for the

love of one half-elven druid.

Q: After restoring my lover after the mess in the Graveyard, I can't find

their stuff. Where is it?

A: Anytime someone dies, their stuff is merely dropped to the ground. So,

when they died their stuff was left where they fell. If you didn't grab

it then, it's gone. Waiting for them to be revived later is too late.

Throne of Bhaal Questions:

--------------------------

Q: I'm playing through Shadows of Amn, should I install Throne of Bhaal now,

or wait until I'm finished?

A: Install it right away. Then you get the benefits from the expansion, can

play through the Watcher's Keep dungeon, and get the higher experience

cap.

Q: The deck of many things has silenced/drained me. How do I remove the

effect?

A: Remove Curse. Generally speaking, if Greater Restoration doesn't get

rid of something, try Remove Curse.

Q: I forgot to do Watcher's Keep before starting ToB. Can I go back?

A: Yes, you can. After you complete the first area and open up the world

map, you'll find it in the upper section of the map.

Send in all questions to: [email protected]

Use this subject: Baldur's Gate II v 8.71

(emails with improper subjects MAY BE DELETED!)

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< < < < < [WLKTHR] WALKTHROUGH > > > > >

===============================================================================

This walkthrough was written on my second go-through of the game. The first

time I played as a Kensai who dualled to a Mage at level 12. She was very

powerful, able to cast spells and fight all with a -5 AC (by the end of the

game). Not bad since she can't wear armor. The second time through the

game (when I wrote this walkthrough) I played as a Half-Orc Barbarian. 19

STR & CON, plus 2 extra HP each level. Then for fun he dual-wielded the

Celestial Fury Katana and the Equalizer Long Sword.

Location Note: Throughout the walkthrough I use various locations listed in

the (x 900 y 400) format. This means that what I am talking

about is 900 pixels from the left and 400 from the top. To

find your location press the X button on your keyboard. This

displays the x,y at the mouse cursor. You can change the

location key to anything you want by opening the Baldur's

Gate II Configuration Program in the start menu.

Battles Note: If you go somewhere at a lower level the enemies will be

easier than if you go there at a higher level. Say, for

instance, that you go to the Windspear Hills and fight an

Iron Golem. Then you reload before that, go level up a lot,

and return. Now you might be facing a tougher Adamantite

Golem. In other words, the battles are more difficult the

higher a level you are.

Options Note: There are a number of options that I would HIGHLY recommend

anyone playing the game use. First is the "Rest Until

Healed" option which lets your party rest until everyone has

full Hp's. It is implied that your Priest's cast healing

spells on everyone. This can be found under Game Options.

Second I would recommend turning the Brightness and Contrast

up a bit in Graphics options. Makes things a LOT easier to

find. Lastly, if you are constantly saving/reloading to get

more HP per level or to memorize spells successfully, you

should probably play at the NORMAL difficulty level. Those

things are the ONLY differences between NORMAL and CORE.

Note: Bioware/Black Isle recommends turning up the

Brightness on your monitor itself, rather than

in-game as low end computers can suffer from

performance problems. (Blackhawk)

Experience Note: When completing quests throughout the game, there are two

types of experience that can be given to your characters.

The first is when it says "The Party gains 20,000

experience". In this case, that experience is divided

equally amongst party members. So, if you have 5 people in

your party (including you), then everyone gets 4,000 exp.

However, there are times when it says "Edwin gains 20,000

Quest Experience Points" and may even list such for everyone

in the party. In these cases everyone gets that amount of

exp. Finally there are some times when it won't list in the

status window how many experience points you gain. I list

these, and will mention whether they are mere experience to

be divided, or whether everyone gets that amount.

Items Note: If you leave items on the ground in the game world, they will

(from the Readme) disappear after a period of time (with a few special items as

exceptions). Bodies will begin to decay from the world after

about half a day. Items will begin to decay from the world

after a day or two. Some game critical items will never

decay.

If you want to stash items, put them inside any container.

For example; a chest, bookshelf, or box. All container

contents (with the exceptions of piles of treasure on the

ground) are saved for the duration of the game - just be sure

you can easily return to retrieve your favorite goodies.

I would heartily recommend using the containers in your

Stronghold to store any item you wish to part with. For

example, with the Fighter Stronghold, every week you get 500

gold placed in one container in the library on the second

floor. Since you are going that way anyway, why not stash

items there? You can really put the items in any container,

just so long as you remember where you put your things.

Warning: Do NOT stash items in a stronghold BEFORE IT IS

YOURS. This is because the AREA number actually

changes, and your items become inaccessible.

Wait until you actually take possession of your

Stronghold.

Finally, if you are given items in dialogue, but don't have

room in your inventory, you will drop items to make room.

Make sure not to lose them!

-------------------------------------------------------------------------------

1. [RNCSDN] Chapter 1: Irenicus' Dungeon (AR 0602)

-------------------------------------------------------------------------------

Exposition:

-----------

The game starts as you are being tortured by a mage (Jon Irenicus, though

you don't learn his name until later) for no apparent purpose. He mentions

that you have much untapped potential.

Soon his experiments are interrupted when a Golem informs him of an attack.

He teleports away. You can watch as a Thief gets blown to bits. Funky.

Soon Imoen rescues you. She tells you what she knows, which isn't much,

before opening your cage and letting you out.

Companions:

-----------

S D C I W Ch Race Class Alignment

Imoen 9 18 16 17 11 16 Human Thief/Mage Neutral Good

Imoen is your old childhood friend from Candlekeep. In the first game

she was a Thief, and now she has dual classed to become a Mage.

SPOILER: Don't let Imoen memorize any spells as she won't be with your

party for much longer.

Grade: B+ She is the third best thief you can get in the game and the

second best mage. This averages out well, especially since

this game doesn't require that much out of a thief. I list

her as "third best thief" because she can't level up in it

anymore.

Minsc 18/93 16 16 8 6 9 Human Ranger Chaotic Good

Minsc is a little loopier than last you saw him. This may be due to the

death of Dynaheir -- whom he was sworn to protect -- but he seems to

rely far too much on Boo, his pet hamster.

Grade: A- Minsc is one of the best investments you can have in the

game. He is the strongest of the NPC's and has decent

abilities as well. Plus he soon begins learning Priest

spells which further his power.

Jaheira 15 17 17 10 14 15 Half-Elf Fighter/Druid True Neutral

Jaheira has some problems with authority, which in this case would be

you. She believes that she should be leader. She is also a member of

the Harper's, a "do-gooder" organization that also claims Elminster as a

member.

Grade: B A good solid performer, but nothing to write home about.

There are better Priests out there, and better Fighters out

there as well. The best reason to keep her is her Druid

abilities as she is the best druid for some time. At the

moment you really have no choice but to take her.

Walkthrough:

------------

- FREE MINSC AND JAHEIRA

Minsc - (AR 0602, x 4030 y 2760)

You need some companions to help you out, and it's quite convenient to have

two of them just to the north of you. Go east and north and Minsc will

automatically talk to you. Tell him that you don't think much of his

talents to enrage him and get him to break the bars that hold him in.

(1,2,3,1) Minsc breaks free, and luckily enough, he realizes what you were

doing and doesn't stay berserked. You can have Minsc join you, if you will

(and I would). For freeing Minsc you get 3000 experience.

Jaheira - (AR 0602, x 3900 y 2675)

Getting Jaheira out requires only a little more effort. First go north and

talk to Jaheira. (4,2) Agree to free her. Now you just need to find a key

to free her. Go left into the room there (x 3250 y 2850). There are three

containers in this room: a table with weapons, a chest with armors and a

TRAPPED painting with potions. The key to free Jaheira is on the table

(x 3050 y 2815). Freeing Jaheira nets you 3000 more experience.

- EXPLORING THE DUNGEON

The next thing you need to do is to go back to the northern room and equip

everyone with the items there. Have Imoen de-trap the painting to get

those treasures as well:

Dagger +1

3 Healing Potions

(If you imported from BG1 with the Golden Pantaloons, they'll be here)

Talk to the Jailkeep Golem (x 2950 y 2850) and pump him for information.

He won't attack you and you have no possible way to damage him yet. He

won't reveal much to you, just leaving you with more questions than before.

Note: If you want to kill the Jailkeep Golem, have a Priest use the

spell Spiritual Hammer and attack him with that. He is worth

5000 experience. You can also use the Quarterstaff +1 found

later in the level.

Open the northern door (x 2865 y 2815). Go north a ways to find your first

enemy of the game, a lowly Smoke Mephit (420 exp). There's nothing you can

do in this passage, so go back to the torture room.

Head into the southwest passage (x 3315 y 3235). There your character will

note the many bodies in the hall. Continue.

- THE LIGHTNING MACHINE

After the passage turns north, there will be a big glowing Lightning

Machine (x 2650 y 3160). What this does is spit out Lightning Mephits,

which shoot Lighting Bolts at you. (naturally) To deactivate the machine,

click on its control panel twice (once to see what it does, and another

time to do it). (x 2835 y 3060) Also, you MUST be standing RIGHT NEXT TO

the machine to turn it off. You get 2000 exp for doing so. Turning it

off immediately means you won't get experience for fighting the mephits.

Don't worry about losing a few hit points, you'll get healed by the genie

in the next room.

Note: Most "manipulatable" items like the Lightning Machine require 2

clicks. The first tells you what the thing is, and the second

actually uses it.

Then just kill the Mephit (420 exp) and be on your way. Go northwest

into the Crystal Room.

- AATAQAH THE GENIE

Almost immediately you will be confronted by Aataqah, a genie. There are

several options on what to do with this fellow. If you talk to him he will

want to ask you questions. If you answer that you will "Push the Button"

he summons an Ogre Mage (650 exp) for you to fight you also get 3500 exp.

If you answer to NOT "Push the Button" he summons Gibberlings. Or you

could ignore him and he'll leave you alone. Beat his monsters and he tells

you to seek out Rielev.

Note: There are three pools of water in this room. Clicking on each of

them several times will result in several different "visions".

These offer you nothing but an interesting read.

The northern passage leads to a locked door, so we go west (x 1450 y 2660).

- FINDING RIELEV

In this western passage you will be attacked by goblins. Goblins are super

weak enemies, who can only hurt you with their bows. Rush their archers

and they're done for.

This passage ends in a threeway fork. We're going up and right (northeast)

first. (x 890 y 2200) Within this room we find another Golem, this time a

Sewage Golem, along with a Radiation Mephit (420 exp). Talk to the Golem

and impersonate its "master". Try and tell it to get to work (to open that

door we passed by) and it informs you that you need a certain GEM to get it

to do anything. (Technically, you can just pickpocket it to get the Sewer

key, however this loses you some experience later) There are four

containers in this room: the center table, another table and bookcase to

the left, and a chest to the right:

Spells - Flame Arrow (Mage)

Dispel Magic (Mage)

Healing Potion

3 Potions Extra Healing

5 Arrows

War Hammer

Spear

Medium Shield

2 Scimitars

Long Sword +1

We're done in here, on to the lower left room (x 600 y 2400). In here

there are a lot of tanks, though you won't find out what these are until

a little later. There is a Steam Mephit (420 exp) in here. Shortly Imoen

will pipe up about this place. At the end of this room is an Ice Mephit.

There are three containers in here: a crate (x 675 y 2705), a barrel

(x 825 y 3045) and another TRAPPED crate (x 1033 y 3025):

1 Gold

5 Arrows

Short Bow

6 Bullets (for a sling)

Quarterstaff +1

We're done in here for the moment, now into the last corridor (x 580

y 2280). There is a door (x 520 y 2000) here, but there's only a couple

lesser Clay Golems in it. They won't attack you... yet. If you want you

can fight them now, but you're better off waiting.

Clay Golem Note: When fighting Clay Golems use BLUNT weaponry. Bladed

weapons have no effect, but Blunt weapons work as

normal. Clubs, maces, morningstars, staves, etc.

Further along the corridor splits again, one end leading to a door, the

other to goblins. Kill the goblins first, then go open the door (x 1010

y 1745). There is only one Tube in here, walk up to it and Rielev will

talk with you. If you agree to help "free" him and the others in the tube

he gives you a Crystal so that you can talk to the Tube-people and you also

get 4000 experience. Search the table (x 1280 y 1585) to find the Sewage

Golem's Activation Stone. There is also a barrel (x 1275 y 1400):

2 Healing Potions

Sling

8 Bullets

Halberd

War Hammer

Go back to the Sewage Golem, impersonate the Master again and give him the

Activation Stone. You get 3000 experience, and he runs off to open the

center doors. You can then go back to the Tube Room and use the crystal on

every tube that you can. (not necessary)

- THE LIBRARY

Back to the corridor along to the next door (x 1040 y 1085). Open it and

enter the library. In here there are goblins, a Smoke Mephit and a Fire

Mephit. Most of these bookshelves hold only books, but some have more.

The shelf at (x 950 y 760) has an:

Agni Mani Necklace

The shelf at (x 850 y 850), which is the next one to the left, has:

Spells - Larloch's Minor Drain (Mage)

5 Healing Potions

The shelf at (x 1050 y 820), the one to the southeast, has:

Spells - Know Alignment (Mage)

The shelf at (x 1450 y 820), which is eastwards, has:

Oil of Speed

And the last shelf (x 1650 y 950) has:

Potion of Extra Healing

Now we have two choices on which direction to go, and we're going to take

the south and east passage to the sewer section first.

- THE OTYUGH

Take this passage all the way into the next room, which is the sewer area

for this dungeon. You will find an Otyugh here, which has the annoying

tendency to Disease and Slow your people (650 exp). Search its body to

find the:

Wand of Frost Key

This is the first of several keys like this. Others include the Wand of

Missiles Key and Wand of Cloudkill key. These are used on the next level

of this dungeon. The passage to the left is filled with goblins and leads

to the Crystal Room, and the passage down leads back to the Torture Room.

Neither place we want to be.

There are three openable chests in here, all around the stairs to the

northeast passage. Open them (x 2725 y 2735), (x 2735 y 1810), (x 2900

y 1880): (one is TRAPPED)

Spells - Vocalize (Mage)

Clairvoyance (Mage)

Splint Mail

Oil of Speed

7 Potions of Healing

Light Crossbow

10 Bolts

Helm of Infravision

Open the northeast door (x 2815 y 1725) and go up that passage. Kill the

goblins and go through the door at the end of the tunnel.

- IRENICUS' ROOM

There are three traps in this room, one on the carpet and two on the

containers in here. There are four containers in here around his bed and

fireplace: 2 Bookcases, a chest and a drawer:

Spells - Chromatic Orb (Mage)

Burning Hands (Mage)

Helm of Balduran (+5 HP, +1 AC) **

Wand of Lightning Key

Air Elemental Statue

Metaspell Influence Amulet

** If you imported from BG1, this item could be one of these (depending

on what you had): (Carl Pettersson)

Default HELM07, Helm of Balduran (it's this if you didn't import)

MISC72, The Claw of Kazgaroth

MISC73, The Horn of Kazgaroth

RING25, Koveras' Ring of Protection

Go east and later south to find the Dryads. They beg you to help them, so

agree to it. At the moment, however, we head south into the next chamber

(x 3500 y 2150). Be sure to check for traps here, as there are many.

When you enter the room an alarm goes off that sends those Lesser Clay

Golems out this way. There are four containers in here: a drawer north of

the bed (x 3075 y 2210), a chest at the foot of the bed (x 3110 y 2300), a

bookshelf south of the bed (x 3010 y 2390) and a table east of the shelf

(x 3170 y 2470):

Spells - Monster Summoning I (Mage)

Dire Charm (Mage)

Potion of Extra Healing

Bracers AC 8

Pommel Jewel of the Equalizer (part 1 of 3 Equalizer parts)

Portal Key (which allows us to leave this level)

Potion of Master Thievery

Go back to Irenicus' Room. Right now we have everything we need to

complete this level and go on to the next. However, there are two more

quests to complete (see Quests below) and some more rooms to explore.

Go northwest into the Portal Room. Here there are many more goblins to be

slaughtered mercilessly. There are a couple of containers here. A vase

(x 3120 y 820) and a barrel (x 3344 y 810):

Spells - Armor (Mage)

Fireball (Mage)

20 Bullets

When you are done with this level, enter the Portal to go to the next one.

(You can come back at any time until you leave the dungeon)

You may want to do some of the quests below first.

Quests:

-------

QUEST: Free the Dryads

Dryads - Irenicus' Dungeon (AR 0602, x 4141 y 1370)

Fairy Queen - Windspear Hills (AR 1200, x 4050 y 3050)

This quest is really divided into two parts, one we can do now and

the other we must do later. The first part is Getting the Acorns.

From the library take the northwest passage up. It then turns

right and then south. This leads to a room with 6 Duergar in it:

Ilyich (fighter), 2 fighters, 2 crossbowmen and a mage. Search

Ilyich to find the Acorns. The rest of the Duergar have piddling

treasures such as Gold. There are also a number of containers in

this room, with a spell and some Potions of Extra Healing. (and

some non-magical equipment.) Take the Acorns back to the Dryads

to learn what you must do with them. They tell you to take the

Acorns to the Windspear Hills and give them to their Queen. For

this you get 9500 experience.

Ilyich's Armor is one of these things: (Carl Pettersson)

Default CHAN03, Mail of The Dead +2 (if you did NOT import)

LEAT03, Protector of the Second +2

PLAT02, Plate Mail +1

LEAT06, Missile Attraction +2 (CURSED)

CHAN07, Chain Mail +3

You can't get to the Windspear Hills at the moment, but you will

once you exit this place. Go to the Copper Coronet in the Slums

and talk to a man named Jierdan there. (Warning! Jierdan's quest

is difficult and annoying, so you may want to do this later!) He

has a quest for you to do, and updates your map to include the

Windspear Hills. Then you have to travel to the Gate section of

Athkatla, and from there you can exit and go to the Hills. You

will find the queen in the southeast part of the map. Give her the

Acorns to free the Dryads. You get 32,500 experience and 9750 exp.

QUEST: Free the Genie

Plane of Air Door (AR 0602, x 1967 y 264)

Genie (AR 0601, x 310 y 560)

Dryads (AR 0602, x 4141 y 1370)

Just north of the Duergar chamber, where we killed Ilyich to get

the Acorns is a door. The key to this door is the Air Elemental

Statue that we got from Irenicus' chamber. Open the door and enter

the Elemental Plane of Air.

There are many, many different types of Mephits in this area. Be

cautious, some have nasty powers.

Go north along the path. Take the first left (x 1720 y 1300) and

follow this path all the way to the left to a big giant fan. Just

under the fan is a container full of treasure:

Spells - Conjure Air Elemental (Mage)

Go back to the first path, and then head north. Fight your way

through the Mephits here to get to the path to the left. At the

end of this path is a lamp. Manipulate the lamp to talk to the

genie. He offers you a trade, you free him and he gives you an

item of yours. All he needs is a Flask.

Note: Gunslinger points out that you could just Pickpocket the

Genie to get the Sword he carries. You may need to use

some potions of master thievery, but it is possible.

Leave this place and go find the Dryads. Talk to them to get the

Flask from them, then return to the Genie and give him the Flask.

For your trouble you get 15,000 experience and a Two Handed Sword

of Chaos +2.**

Note: The dryads will NOT give you the flask until you have gained

the acorns.

** If you imported from BG1, you may get a different item:

(Carl Pettersson)

Default SW1H24, Two-Handed Sword of Chaos +2

HAMM03, War Hammer +2: 'Ashideena'

AX1H07, Bala's Axe

HALB03, Halberd +2: 'Suryris' Blade'

DAGG04, Dagger +2: Longtooth

STAF07, Staff Spear +2

STAF06, Staff Mace +2

SLNG03, Sling +3

SW1H06, Long Sword +2: 'Varscona'

BLUN11,

BLUN10, The Root of the Problem

BLUN09, Kiel's Morningstar

QUEST: Kill a Cambion

Cambion (AR 0602, x 2600 y 1030)

Past the Duergar chamber and the Plane of Air door (careful of the

trap in the passage) is a room with a weird machine, and a Cambion

trapped in a bubble. Get close to the machine and manipulate it

two times to free the demon. Kill it and steal its treasures:

Cambion - 6000 experience

Bastard Sword +1

146 Gold

Chainmail Armor

-------------------------------------------------------------------------------

1.1 [DNGLV2] Irenicus' Dungeon Level 2 (AR 0603)

-------------------------------------------------------------------------------

Exposition:

-----------

When you arrive here, Yoshimo comes up and talks to you. He can join with

you and you probably should take him. Further he offers some advice as to

what you will face on this level, what traps and so forth.

Companions:

-----------

S D C I W Ch Race Class Alignment

Yoshimo 17 18 16 13 10 14 Human Bounty Hunter True Neutral

Yoshimo, feared by all, somehow managed to get himself captured and

thrown into this dungeon with the rest of you. Why Irenicus would be

interested in him is beyond me.

Grade: B+ There are several reasons to like Yoshimo: First he is the

best thief in the game (he is the ONLY pure thief class and

has a good Dex score as well) and second he can Dual Class

to a Fighter later. If only he could dual to a mage as

well...

Walkthrough:

------------

- MEPHIT PORTAL ROOM

Just left of the Portal (x 315 y 2875) is a small box with:

Spells - Hold Person (Mage)

Open the door to the right (x 885 y 2820) to enter the Mephit Portal Room.

Here you will battle many different Mephits. Also there are four big

portals that must be destroyed (fight them as enemies) to keep more Mephits

from teleporting in. Each Mephit Portal is worth 5000 experience to

destroy for a total of 20,000 exp!

Trick: The portals produce an infinite number of mephits, which can be

a great way to level up if you dual-classed your character at the

start of the game. If you destroy three of the four portals and

then cast the appropriate energy-protection spell on yourself,

you can easily gain a level or two within 5-10 minutes.

[from jsaving]

On a table is a body, and when Jaheira gets near it she realizes that it is

Khalid, her husband. And he's quite dead. She is distraught over this for

a time, but refuses to try to raise him. (something about it being

unnatural)

Note: If you are "insensitive" to Jaheira here, she will leave forever.

By "insensitive" I mean, repeatedly telling her to try to raise

Khalid.

There are 6 containers in this room, bookshelves, barrels, tables and

chests. (x 775 y 2650), (x 875 y 2650), (x 1040 y 2515), (x 1260 y 1350),

(x 1420 y 2520), (x 1350 y 2580):

Ziose Gem

Andar Gem

Cursed Scroll of Weakness

40 gold

Gold Ring

2 Extra Healing Potions

Wand of Cloudkill Key

Wand of Fire Key

Wand of Summoning Key

Bastard Sword

5 Arrows

3 Bolts +1

Silver Ring

We now have almost all the keys we'll need. There are two doors along the

northeastern wall. Open the left door (x 1125 y 2375) and go in. Here is

yet another Tube Room, where an assassin is fighting an escaped clone. She

kills the assassin and turns on you (there's nothing you can say to avoid

a fight). Kill her.

Escaped Clone - 1250 exp

Wand of Missiles Key

Dagger

There are 2 searchable barrels in here, with such things as a Fireball

spell and a Pearl Necklace. Return to the Mephit Room, and open the last

door (x 1300 y 2230).

- THE GREAT WAND TRAP

Along this passage you find an assassin fighting an Ice Mephit. Kill the

Mephit and the assassin turns on you. Not very thankful since you just

saved his life! Kill him for 750 experience. Continue up the passage.

There will be a group of goblins with a Mephit just before the door to the

Great Wand Trap (x 560 y 1390).

There is a trap on this bridge, disarm it, cross and go through the next

door. There is an assassin here facing off against several Duergar. The

assassin gets himself killed by the Great Wand Trap. And if you wait long

enough the Duergar will kill themselves the same way as well.

Along the left wall are several columns. Sneak up to these columns and

manipulate them. One of your keys will vanish and be replaced by the

appropriate Wand (with only one charge). Even better is the fact that part

of the trap is disarmed making this room a little safer to traverse.

Disarm all 6 columns and the room is safe.

Note: If you find that you are missing one of the keys, it's usually the

one from the Otyugh on the previous level.

The statue at the end of the hall (x 2000 y 350) has a Ring of

Protection +1.

From this point there are four passages out of this room (not counting the

one we came in from). The passage nearest to the entrance on the right

leads to the exit. The other three lead to monsters and treasures and are

covered in Quests below.

- ESCAPING IRENICUS' DUNGEON

Once you're done with the other passages (assuming you did any of them),

go down the first passage on the left (x 1380 y 1125).

The next room (x 1750 y 1750) has an assassin in it who talks to you, but

there is no way to avoid a battle here. Beat the 4 or 5 assassins and

swipe their gold. Leave this room to the southeast.

This is a part of the sewer system of Athkatla. Follow it northwards to

the exit at (x 3450 y 1415). I would make an Archived Save here as you

can't come back once you leave.

Quests:

-------

QUEST: The Doppleganger Passage

Go southeast along the middle passage on the right (x 1740 y 900).

Open the door into a storage room. A little further south you will

see a fat old man in a glass cell, Frennedan. He talks to you and

begs for you to release him. Agree to do so. (If you refuse to

help him, he turns into a little boy!)

Search the storage room. There are three containers, a TRAPPED

bookcase at the top of the room (x 2500 y 1200), a TRAPPED chest

to the left (x 2240 y 1340) and a normal locked chest under that

(x 2240 y 1400):

Frennedan's Key (in the trapped chest)

Spells - Invisibility (Mage)

Knock (Mage)

5 Potions of Healing

4 Elixirs of Health

1 Potion of Firebreath

Scroll of Protection from Electricity

Once you have the key, open the cell and let Frennedan out.

There are two times when Frennedan will attack you, at a set amount

of time from being freed and at a set range from his cell. So,

no matter what he will transform and attack you. May as well kill

him now. (3000 exp)

Search his cell for more treasures. There are 5 containers in

here, two bookcases, a TRAPPED chest and two tables:

Spells - Color Spray (Mage)

Blindness (Mage)

Blur (Mage)

4 Bolts +1

4 Arrows +1

6 Bullets +1

2 Potions of Extra Healing

Oil of Speed

Cursed Scroll of Foolishness

101 gold

QUEST: The Vampire Passage

The vampire passage is easy to find as it is the only door on the

left side of the Wand Trap Room. (x 1330 y 590) Open the door and

go in.

There is a battle between assassins and a Vampire going on here.

Kill the vampire to get 8000 exp (though you should notice that she

simply turns to mist and flies away). Any surviving assassins

must also be killed. There are no treasures in here, but 8000 exp

isn't bad.

Note: You can have Imoen cast web (or do it yourself if you are

a mage) into the room where the vampire kills a few of the

attacking shadow thieves. Wait until the vampire is stuck

and then charge in and hammer it or have Imoen hang back

casting spells at it (like magic missile and fireball).

Killing this vampire will not stop Bodhi from letting you

join later. Also using a web spell to trap enemies and

then hitting them with a fireball or two is a good tactic

for mages. [from Nathaniel Ragatz]

QUEST: The Duergar Passage

Head southeast down the farthest passage (x 2085 y 640). There

will be a group of goblins in the middle of a forge room. Go

northeast from here to find a group of Duergar, including one mage.

Kill them. There are 4 containers in here, a small box to the left

(x 3375 y 630), two chests on top of each other (x 3585 y 685) and

a big table to the right (x 3550 y 825):

Spells - Charm Person (Mage)

100 Gold

Dagger (after this, such things are listed as "Minor Treasures")

2 Extra Healing Potions

3 Potions of Healing

80 Arrows (Minor Treasure)

Short Bow (Minor Treasure)

40 Bolts (Minor Treasure)

7 Bolts +1

Heavy Crossbow (Minor Treasure)

Splint Mail (Minor Treasure)

Mace (Minor Treasure)

Chainmail (Minor Treasure)

Girdle of Bluntness (AC +4 vs. Blunt weapons)

-------------------------------------------------------------------------------

2. [WKNSPR] Chapter 2: Waukeen's Promenade (AR 0700)

-------------------------------------------------------------------------------

Exposition:

-----------

You emerge from Irenicus' dungeon to find Irenicus himself battling with

several shadow thieves. He easily bests them. Imoen then tries a magic

missile out on Irenicus. It doesn't do much and looks like you might be

captured again. Then the Cowled Wizards arrive and battle Irenicus.

Although he might have beaten them, he decides to go with them... if they

take Imoen as well. This starts Chapter 2 and everyone in your party gets

34,500 experience.

Companions:

-----------

S D C I W Ch Race Class Alignment

Aerie 10 17 9 16 16 14 Elf Cleric/Mage Lawful Good

Aerie is a winged elf. Well former winged elf as her wings were removed

some time ago. She had been a slave before meeting up with Quayle and

joining the circus.

Location: The Circus (See below)

Grade: C+ A cleric/mage combines all magics into one (not Druid spells,

but nobody's perfect), which is an incredible bonus. Except

that she has rather weak stats. She doesn't excel anywhere,

no single one stat stands out. As such she isn't worth

keeping around for very long.

Event: 3-5 days after you get Aerie, a messenger will arrive from Quayle

telling her to return to the circus. Once there, Quayle merely

tells you to talk to Raelis Shae in the theatre beneath the Five

Flagons. Aerie will naturally complain if you don't go visit

Quayle, however.

Walkthrough:

------------

- GATHER INFORMATION & ALLIES

Talking with some of the people nearby will net you some information on

where Imoen might have been taken by the Cowled Wizards.

What you need to do now is increase your strength in three ways:

Experience for more levels.

Companions

Items

Generally speaking most of Chapter 2 is just running around doing Quests

trying to get Gold and Experience. This area only really has one good

Quest (The Circus Tent & Aerie below), but it also has the best shop in the

game, the Adventurer's Mart.

When you're ready, leave this area and go to the slums.

Quests:

-------

QUEST: The Circus Tent & Aerie (AR 0600, 0604, 0605, 0606)

Giran (AR 0700, x 2790 y 1550)

Circus (AR 0700, x 2975 y 1525)

Just a little southwest of where you appear in this area is a big

circus tent. If you talk to Harrold and Fearghus around here you

can discover that something is wrong with the circus. Talk to

Giran just to the left of the entrance and he'll complain about his

mother being inside the tent and not coming out. Go to the

entrance and convince the guard to let you in. Go inside.

You will be met by a Genie who wants you to answer a riddle to

cross the bridge. The answer is (3) The prince is 30 and the

princess is 40. Answering correctly gets you 19,500 experience.

If you fail that riddle he asks another, to which the answer is

(6) Nothing. Answering the second riddle gets you only 14,500 exp.

Failing that riddle he will attack you. (5000 exp) Enter the

giant dome.

Once inside an Ogre named Aerie will tell you to flee this place.

Pump her for information if you want. Then go left to the spider,

then north until you find the two peasants. They will attack you.

Kill them (they are Orcs, actually). One of them has a Friends

spell, the other has a Sword. Take this sword over to Aerie to

restore her humanity. For this you get 18,500 exp, and she'll

offer to join you.

Go north and talk to the Pleasure Slave. She offers no useful

information. Go up the stairs (x 1067 y 390).

On this level there are werewolves and shadows. Kill the shadows

if you want, but ignore the werewolves, they are illusions and will

not give you any Experience. The werewolves can't hurt you unless

you attack them. Search the two vases on the sides of the

staircase to find:

Spells - Web (Mage)

Protection from Petrification (Mage)

Dispel Magic (Mage)

Go near the stairs (x 920 y 260), where a genie talks to you again.

He offers to let you rest on this level. When you're ready go up

the stairs to the final level.

Ignore the other enemies here, some are illusions, and concentrate

your attack on Kalah himself. Once he is dead the illusion dies

with him and you'll be back in a regular circus tent. (2000 exp)

Listen to his little rant and you get 25,000 exp. If you didn't

restore Aerie earlier then Quayle asks to let Aerie travel with you

permanently, which is totally up to you. Search Kalah's body:

Spells - Stoneskin (Mage)

Identify (Mage)

Infravision (Mage)

Magic Missile (Mage)

Stinking Cloud (Mage)

Girdle of Piercing (+3 AC vs. piercing)

Ring of Human Influence (Sets CHA to 18)

Garnet Gem

724 Gold

Minor Treasures (bullets, sling, flail)

Talk to the woman, Hannah (x 100 y 300) at the left of the tent.

This is Giran's mother. She'll rush out of the tent. You get 500

experience from her. Go outside and talk to Giran again to get

2500 more experience. Talk to the Amnish soldier to get a

Reputation Increase (+1).

MISC: If you talk to Harrold again, he and his wife are both

thankful (although at night she seems to disappear). Also

if you talk to Fearghus again he will leave and

theoretically go back to the circus.

QUEST: Cernd's Child

Cernd's Former Home - Promenade (AR 0700, x 1900 y 1830)

Fennecia's House - Promenade (AR 0700, x 1800 y 900)

Deril's Estate - Government (AR 1000, x 3500 y 2650)

Note: You pick up Cernd in Trademeet, and you get to Trademeet

by talking to the man in the City Gates area.

Enter any of the major city districts with Cernd in the party and a

man will come up and talk to Cernd. It is a former neighbor and he

has lost all respect for Cernd. It seems that when Cernd left his

former wife, she was with child and Cernd never knew this. This is

quite upsetting to him and he wants to go visit with his former

wife, Galia. If you aren't in Waukeen's Promenade, get there.

You will find Cernd's house just left of the Adventurer's Mart.

Enter. You find a squatter living in Cernd's house. He will

(eventually) tell you that Galia has moved in with some "bastard"

but he offers no more details than that. Go up to Fennecia's

House, which is higher up on the wall. Enter.

Talking with Fennecia she tells Cernd that Galia is dead. Send

Cernd out of the house and talk to her again. She fills you in on

the rest of the story. Shortly after Cernd left, Galia moved in

with a noble named Deril. He treated her badly. Eventually she

died in mysterious circumstances, and Cernd's son is likely to be

raised to be evil like Deril.

Go to the government district and find Deril's Estates. Enter.

Cernd convinces Deril's Golem to get Deril (although he kills the

golem for the interruption). You then have to choose how to react

to things: Threaten him with the guards, threaten him with an

attack, do nothing, or just attack him. If you simply threaten him

he will hand over the child (although they will reappear in 3 days)

Or you could attack him. He is a mage and brings in a Lich to help

him.

Deril - 26,000 experience

Lagole Gon - 26,000 experience

Cernd's Baby

Take the child and Cernd seems happier. Cernd gains 50,000

experience and the party gains 20,000 exp. Cernd then takes off

with the boy to the Druid Grove. If you want Cernd back all you

need to is head out to the Grove and pick him up again.

OTHER: The Horns of Valhalla (modified from Max Chen)

Silver Horn of Valhalla - Bridge (AR 0500, x 2985 y 750)

Madeer, Shopkeep - Promenade (AR 0700, x 1875 y 2066)

In the game you will find the Silver Horn of Valhalla, which

summons a level 5 Berserker Warrior for a short duration. (The horn

is found in the Bridge District, in the house by the fish seller)

This is great and all, but there is a way to upgrade this horn to

two better ones. What you need is the Horn, a Diamond and a

Beljuril. (you can obtain a Beljuril from Umar Hills, see the

Chicken's Gem quest)

Talk to Maheer (he isn't labeled as such) just southwest of the

Adventurers Mart with a diamond and the horn in your possession.

Ask him about what types of things he sells, and whether he does

anything "special." He'll mention that he does indeed make a fair

horn. If you have the diamond and silver horn on you he offers

to make you the Bronze Horn for 2000 gp. The Bronze Horn can

summon a level 7 Berserker Warrior. If you have the Bronze Horn

and a Beljuril he will upgrade the Horn again for 5000 gold.

This creates the Iron Horn which summons a 9th level Berserker

Warrior who will fight for you for one minute.

OTHER: Night Guild War

This won't necessarily happen here, but during the night you can

see the Shadow Thieves and Vampires battle it out for supremacy.

You can take sides in these battles if you want, just force-fight

whichever side you don't like. Bear in mind that Vampires take

magic weapons to hit, and at this point you only have the Two

Handed Sword +2 (Chaos Sword).

Also, if you join the fight AGAINST the vampires, then you won't

be able to find Bodhi in the graveyard later.

OTHER: Ribald's Ring of Regeneration

If you successfully pickpocket the owner of the Adventurer's Mart,

Ribald, you will get the spiffy Ring of Regeneration (1 HP every

6 seconds). [from Steotia]

OTHER: Sleep in the Street

Who needs an Inn? Not us, that's for sure. Simply set the option

to "Rest until Healed", then when you are in the street hit the

REST button. Instant Inn. Free too. This doesn't always work,

but usually does near the circus.

OTHER: The Town Crier

Whenever you find a Town Crier you can listen to their little

stories, or you can insult them. Nothing else comes of this, no

new quests.

OTHER: Promenade Containers

Although there are many searchable containers in this area, not a

single one of them has ANYTHING in them. So don't bother looking.

OTHER: Belmin Gergas, the Elf Hater

Belmin - Promenade (AR 0700, x 1115 y 950)

If you talk to Belmin with an Elf in your party he spouts off some

stupid prejudice. That's pretty well it UNLESS you have Viconia in

your party, in which case he attacks you. If you kill him you lose

reputation, and not only that, everyone around will attack you as

well!

Trick: Let Viconia talk to him. Make sure that the party AI is

turned off before that. He turns hostile, and the nearby

guard attacks him. At this point you can either try to

get the guard to hold him back while you run out of

sight, or move everyone out of sight and have Viconia

cast sanctuary on herself. The guard should kill him now.

Kudos - you've just rid the world of a racist bastard and

lost no reputation for it. (Xander77)

OTHER: Mencar Pebblecrusher

Seven Veils (AR 0700, x 3325 y 430)

Mencar (Second Floor of the Seven Veils, AR 0712, x 300 y 240)

On the second floor of the Seven Veils is a band of mercenaries led

by none other than the infamous Mencar Pebblecrusher. When you

first meet with him, he insults you. If you respond in kind you

will get into a fight. Don't do that, instead calm him down.

Note: If you talk to Mencar with Korgan, he'll immediately

attack you.

Now get ready for a fight. Cast every protection spell you can

(Haste is especially helpful!). Then position your people

strategically around the room. The idea is to assassinate several

of his goons before they even start attacking you. Take out the

mage first if you can, then the imp. I also used Hold Person to

keep Mencar from doing anything. Brennan Risling will attempt to

flee if he gets hurt. If you trap the room, remember the traps

will all trigger at once, usually all hitting whomever turns red

(hostile) first. Thus, if you want the traps to all hit Mencar,

you should shoot him with a bow. I also once used a thief/mage to

drop Cloudkills in the room, then duck around the corner and Hide

in the Shadows.

Mencar - 10,000 experience

Full Plate Mail

Potion of Fire Giant Strength

89 Gold

Hammer +1

2 Potions of Extra Healing

Smaeluv Orcslicer - 4000 experience

Hide Armor

Flamedance Ring

42 Gold

Cursed Berserking Sword +3

Sorcerous Amon - 6000 experience

Potion of Extra Healing

Wand of Lightning

Cloak of Non-detection

Minor Treasures

Pooky (Imp) - 4000 experience

Brennan Risling - 4000 experience (flees if damaged)

Studded Leather +1

Ring of Invisibility

Short Sword +1

Oil of Speed

Potion of Invisibility

2 Potions of Extra Healing

Minor Treasures

Note: The Cloak of Non-detection is supposed to protect your

invisible characters from being revealed. This doesn't

work that way, but it does protect your hidden thieves

from being found out. Invisibility granted from items

is also protected by the cloak. (with thanks to Andrew

Scarvell)

There are three chests to be searched, one of which is TRAPPED.

These net you some minor treasures.

OTHER: The Fence

Jayes - Promenade (AR 0700, x 4880 y 1850)

Steal something and need to sell it? At night, go to the far right

side of the promenade to find Jayes, the thief. He'll buy your

stolen goods. And, if you are in a really thievery mood, you can

steal directly from him, and then sell him his own goods back to

him. I drank a Potion of Master Thievery to get my pickpocket

skill up to 175 (I also had the Gloves of Pickpocketing from the

upper floor of the Copper Coronet), then just stole the Chain

Mail +2, and sold it, stole and sold, stole and sold, and so forth.

-------------------------------------------------------------------------------

2.1 [THSLMS] The Slums (AR 0400)

-------------------------------------------------------------------------------

Exposition:

-----------

When you first enter the Slums a thief by the name of Gaelan Bayle

approaches you. Hear him out and follow him to his home. He represents

an organization that may help you out, for a price. 20,000 gold. That's

a tidy sum of money. He offers some advice as to how to make some money,

and depending on your class will direct you to your appropriate stronghold

(i.e. a Bard to the Five Flagons). This also begins chapter 2, and you

can watch as Imoen and Irenicus are sent to Spellhold by the Cowled

Wizards.

Companions:

-----------

Anomen 18/52 10 16 10 12 13 Human Fighter/Cleric Lawful Neutral

Anomen may not be a Paladin but he is deeply involved with the Order of

the Radiant Heart. He believes in Law over all other concerns, making

him neither good nor evil.

Found at: Copper Coronet (Slums)

Grade: C+ At the point in the game when you run across this guy is just

won't fit into your party. As you can see by his wisdom

score he doesn't make for a good Cleric, and with his DEX

score, he doesn't make that great a Fighter either.

Upgraded: B (see Anomen's Quests below)

Korgan 18/77 15 19 12 9 7 Dwarf Battlerager Chaotic Evil

Although his alignment is listed as Chaotic Evil, Korgan is more Neutral

Evil than anything (mercenary type that he is). Korgan is always on the

lookout to make a buck, no matter the cost (of lives).

Found at: Copper Coronet (Slums)

If kicked out: Will be at the Copper Coronet, but requires a Bribe to

rejoin you.

Grade: A- The best fighter-type in the game. Good Strength, good

Constitution and adequate Dexterity. And unlike Minsc (the

other "strong" character), Korgan can be a Grand Master in

a weapon making him very lethal indeed. Would be an "A"

except that he is Evil, which makes it hard to keep him in a

Good aligned party.

Nalia 14 18 16 17 9 13 Human Thief/Mage Chaotic Good

Raised as a Noble, Nalia fancies herself as a "compassionate" noble, out

there working for the good of the common man. She is incredibly naive

about the world to the point of almost being stupid. (not quite, though)

Event: A week after clearing the De'Arnise hold, if you are in a city,

a messenger will arrive telling her to go to the Graveyard.

(more information can be found on this in section 2.3 De'Arnise

Hold)

If she leaves: If you accept her quest, but don't do it right away, she

will leave on her own. You will then find her near the

De'Arnise Hold in a wooden palisade (SW of the Hold).

Grade: C+ Nalia has very puny thief skills (she dualled over to Mage at

level 4), making her primarily a Mage with SOME thief skills

thrown in for good measure. However, as a Mage she doesn't

have 18 INT (which helps) and doesn't gain Edwin's spell

bonuses.

Walkthrough:

------------

- RAISE MONEY FOR GAELAN

Now we have a purpose to our lives, gather enough money to get Gaelan's

friends to help us. The set amount is 20,000 gold. Getting this gold is

a matter of following the various Quests throughout the city, which also

conveniently get you Experience and Items at the same time.

Once you reach 15,000 gold you will be immediately confronted by two

different people, a woman and a boy. This represents a slight split in the

game as you must choose which side to play. The major walkthrough ends

here for the moment, and picks up again in section 3. The Guild War

(Chapter Three). From here until there is almost exclusively devoted to

Quests.

Go outside and talk to Brus and he'll direct you to your Stronghold Quest.

Fighters -- > Nalia in the Copper Coronet

Priests -- > New Cult in the Temple District

Mages -- > Cowled Wizard with a Quest in the Government District

Rangers -- > Boy complaining of monsters at the Government District

Paladins -- > Lord Jierdan in the Copper Coronet

Thieves -- > Shadow Thieves at the Docks

Bards -- > Playhouse beneath the Five Flagons at the Bridge

Druids -- > Man at the City Gates has a problem at Trademeet

Finally, throughout this chapter there are three dream sequences that

occur randomly when you sleep.

Quests:

-------

OTHER: Fight some Brigands near Copper Coronet

Brigands - Slums (AR 0400, x 3100 y 2130)

Just to the right of the entrance to the Copper Coronet are a duo

of not so bright brigands, Cohrvale and Bregg. They attack you

before realizing you are fully armed and dangerous. Take them out.

They are worth 6000 and 4000 exp each.

QUEST: The Mystery of the Copper Coronet

Entrance to Coronet - Slums (AR 0400, x 2470 y 2250)

Lehtinan - Coronet (AR 0406, x 410 y 1215)

Hendak - Coronet (AR 0406, x 2685 y 500)

Beastmaster - Coronet (AR 0406, x 3550 y 2000)

Enter the Copper Coronet, and talk to the owner and proprietor of

the place, Lehtinan. (If you need to rest, talk to his associate,

Bernard) Ask him about ways to "spend a coin", and about his

other types of entertainment. This will allow you to visit the

back rooms. Open the door near Anomen at (x 1400 y 1480). A guard

in here will welcome you to the "exclusive" entertainments offered

here. Turn right and open that door. A man here talks to you

about the Pit. He tells you all about the slavery, fighting, and

so forth that goes on here. Go further down the passage to see a

fight.

Note: It may be weird, but if you just go up and kill Lehtinan,

not only are there no negative consequences, but Bernard

starts acting like Hendak took over, and begins selling

the new stock of items!

Go back to the guard, and go up the north (x 1600 y 1370) passage.

Be prepared for a fight. There will be two secret doors on the

left. One leads to a pillowed room, the other to a set of stairs

to the sewers. Ignore it for now and continue to the end of the

passage. There's no way to avoid conflict with the 5 guards here

(2 mages), so kill them quickly.

Go near the center cell to talk to Hendak, the gladiator. Agree

to free him and he'll tell you that the Beastmaster has the key.

Go to the southeast end of this room, and open the southern door

(x 2720 y 875). This leads you past the gladiator pits (complete

with a violent winter wolf to kill) to the area where the monsters

are kept. There you will find the Beastmaster with his pet tiger,

Tabitha. He opens up all the monster pens to let them at you.

Kill the Beastmaster: (2000 exp)

Beastmaster Key

Spells - Stone to Flesh (Mage)

Plate Mail

Tuigan Bow +1 (3 Shots per round)

Kill the other monsters if you wish. Return to the cells, open the

non-Hendak cells first for some (5000) experience. Then go to

Hendak's cell with the key and free him, this gets you 7500 exp.

Hendak is rightly pissed off about his recent situation and runs

off to kill Lehtinan. Follow and help out (clearing out the guards

and whatnot). Don't worry, Hendak won't kill Lehtinan until you

get there. (on an interesting side note, Nalia will join the fight

against the guards even if she isn't in your party) When Lehtinan

is dead you get 48,750 experience.

Tim Lou has an alternate way to free Hendak:

After you talked with Hendak, you can head back to Lehtinan and

tell him that Hendak is a slave in prison. Lehtinan will give

you the key of the cell and asks you to kill Hendak for him.

You can agree for the time being. Then you go back to free

Hendak and you decide let him go (Tell him that you get the key

from Lehtinan and pretend to kill him) or kill him for

Lehtinan. By this way, you don't need to deal with the

beastmaster and get the cell key (Although the beastmaster is

not a tough guy).

Editor's Note:

If you wanted to do both methods, you could kill the

Beastmaster first, then skip Hendak and talk to Lehtinan. You

can get a reward of a Plate Mail from Lehtinan when you tell

him about the escape attempt. Then he'll give you a key to

deal with Hendak.

Evil Note:

If you do what Lehtinan suggests and kill Hendak, then you get

420 experience for killing Hendak and a reward of Bastard

Sword +1, +3 vs. Shapeshifters from Lehtinan. (Oh and your

Reputation drops 1 point) By the way, you would get that item

later anyway when you freed the slaves.

Hendak asks you to help free more slaves (see "Free the Slaves"

below), agree to do so. Search Lehtinan's body:

Spells - Summon Nishruu (Mage)

Death Fog (Mage)

Gems

1287 Gold

Also, Bernard now gives you a discount on his items.

QUEST: Free the Slaves

Entrance to Sewers - Coronet (AR 0406, x 2070 y 660)

Entrance to the Slavers - Sewers (AR 0404, x 2900 y 2500)

Exit to the Slums - Slave Galley (AR 0405, x 750 y 1900)

Remember that set of stairs we skipped by earlier? Go down them.

While you are down here, you might want to do the Sentient Sword

Quest (described below). Go through the sewers until you reach

the exit (x 2900 y 2500). This is the back entrance to the Slavers

Compound (the beached ship in the Slums).

You appear in the middle of a good deal of enemies. Don't wander

too much around this area during your fight, as there are TRAPS

that can kill you. Also new guards can come in from other areas.

Once this fight is over, search the Captain's remains for:

Haegan's Key

Studded Leather Armor +2

Potions

Minor Treasures

There is also a box of gems here (x 1815 y 1330). Open the door to

the northeast (x 2136 y 1205), kill the two trolls in here and talk

to the slave girl. If you give her 100 gold you get 3500 exp and a

Reputation +1. Go back.

Now go up the little steps to the northwest (x 1720 y 1066) and

into the hallway. On each side of the passage are cells with

slaves in them. Free them for 2500 exp. Go into the room to the

northwest (being ever mindful to check for TRAPS, of course).

There are 3 containers with minor treasures here. The next room to

the north has several Yuan-ti in it, as well as some minor

treasures (Arrows, Gold, Spells, etc.).

The next room to the south has the Slaver Mage in it, and provides

a bit tougher battle. The slaver wizard has a Cloak of

Protection +1 on him. The rest have mostly minor treasures. There

are two containers in the north of this room with some good

treasures (Spells, Rings and such). Careful, the chest is trapped.

Then just go southwest (careful of traps), then southeast. Ignore

the side room. There will be three shelves here, the trapped one

in the middle has a sling. Also there is a barrel left of that.

(It has a spell and some gold) Just past that is the exit to the

Slums. (x 750 y 1900)

Return to Hendak to get your reward: 38,000 quest experience per

character, Plate Mail, Bastard Sword +1 +3 vs. Shapeshifters,

Reputation +1 and 3900 gold.

QUEST: The Sentient Sword (Lilarcor)

Hand - (AR 0404, x 515 y 950)

Ring - (AR 0404, x 1640 y 850)

Staff - (AR 0404, x 2360 y 1300)

Blood - (AR 0404, x 2330 y 2722)

Quallo - (AR 0404, x 2240 y 2760)

Sword - (AR 0404, x 2790 y 1790)

From the Coronet entrance, head south. Clear out the Hobgoblins

here, then go west (x 900 y 650). There will be an Otyugh here,

kill it. (5000 exp) In the center of this little room is a grate,

(x 515 y 950) click the grate twice to get the first object, the

Hand.

Back into the main passage, and head southeast. This leads to a

small room. On the north wall are two skeletons pressed together.

Click them twice to get the Ring. (The stairs to the NE lead to a

Myconid area, but there is no real reason to go that way) 0418

Go down the southwest passage, and follow it to the little bit of

water. The little bridge is trapped. Go north up the water until

you reach the kobolds (x 2360 y 1600). Kill them to get the Staff.

That leaves just one object left.

ShirouKyoji has a different way to get the staff:

Talk to the Kobold Shaman after reading the clues, and choose

option number 3. Then, choose option number 1. Then, choose

option number 4. I *KNOW* It says to offer 2000 gold pieces,

just do it. Then, choose option number 1. The other Kobolds

will get mad and kill him. Then, you can loot the 2000 gold.

Tada! Plus, you get to hear some funny Dialogue.

Go back south, cross the bridge and go southeast (x 1835 y 2000).

At the fork, take the southern path until you find the odd little

man, Quallo (x 2240 y 2760). Talk to him to try to learn

everything you can. Then kill the Carrion Crawler there to get

its blood, the final object. We now have everything we need.

Go up the northern passage (x 2275 y 2790), through the enemies

until you reach the Pipe room (x 2666 y 1915). The Glowing Pool

has a few things to say, but if you're reading this then you don't

need to care.

There are four pipes in this room, corresponding to each of the

items. We will number the pipes from top to bottom, with the top

pipe being pipe number 1. Double click each pipe in this order:

Pipe 3 (Hand)

Pipe 1 (Ring)

Pipe 2 (Blood)

Pipe 4 (Staff)

Do that and the Sentient Sword will appear and everyone gets 18,000

quest experience points. Lilarcor (its name) is a Two Handed

Sword +3, with immunities to Charm and Confusion. If you talk to

Quallo after this, it turns out that he was charmed himself, and he

will leave.

QUEST: Nalia's Quest (Fighter/Barbarian Stronghold)

Nalia - Coronet (AR 0406, x 900 y 1500)

Nalia is one of two people who walk right up to you and ask for

help (the other being Anomen, who doesn't really want help).

Anyway she wants your assistance in helping clear out her ancestral

castle of monsters. Agree to help her. Let her join if you

wish it. (It's usually better to have the person whose quest you

are working on with you) You will then have to leave the city.

So, first go to the City Gates and from there exit to De'Arnise

Hold.

This Quest is continued in section 2.3 De'Arnise Hold.

QUEST: Korgan's Quest

Korgan - Coronet (AR 0406, x 1850 y 960)

Crypt - Graveyard (AR 0800, x 640 y 1830)

Pimlico Estate - Temple District (AR 0900, x 4315 y 1015)

Talk with the dwarf near Surly and listen to his tale. He wants to

break into a crypt and steal a book found within. This book will

then be sold to a book dealer for a great profit. Agree to his

proposal and let him join you. To the graveyard!

There are many entrances to this crypt, but the one listed above

works best, I think. Open it and descend into darkness.

One of the pots to your right has a Mislead spell. Enter the

passage (being doubly sure to check for traps, of course). There

is a trapped chest in the passage here, and another one just before

the passage ends. These chests have spells and other minor

treasures. The second one also has some Wooden Stakes. Makes you

wonder what is done here. You don't need the stakes right now, but

feel free to take them.

Going right you'll have to contend with some spiders. Take them

out and go right. There's another group of spiders here along with

some Ettercaps. North of here is the Spider Queen (no, not Lolth,

see Quests in the Graveyard section), and to the south is the crypt

we want. (x 2750 y 3250)

This is a large Egyptian looking chamber, with a figure of a woman

on the floor (who is trapped). Also, when you step on a certain

spot, all the doors fling open and release many nasty undead.

These guys will drain your levels, stats, or disease you. There

are four traps on the figure, 2 on the eyes, one on the necklace

and another on the hand.

Search for the secret door in the bottom corner (x 900 y 800).

There are more traps within this passage, as well as more undead,

mummies and the like. This passage then forks, with a passage

going right and another continuing south. At the fork, there is a

pot with some treasure (x 533 y 1290). Go right (checking for

traps, of course) and click on the coffin at (x 815 y 1325). This

releases its occupant who doesn't like you. Kill it. It has a

spiffy spear on it. Further right are a group of mummies and

ghasts and past them is a small room with treasure. Nothing great,

but it's better than nothing.

Back at the fork, this time go south. Be careful to search for

traps, there are three between you and the next room. Within this

room are mummies and a big already looted coffin. Korgan notes

that the tomb is looted (11,250 exp). Kill the mummy there and

Korgan comes up with a plan of action to get the people who looted

this tomb ahead of you. He wants to hurry to the Temple District

to the home of the Book Dealer (whose book was in the tomb). There

are two pots in here with very minor treasures.

Leave the crypt and go over to the Temple District. Go to the

Pimlico Family Estate (just past the Temple of Lathander). As you

approach, Korgan tells you that the place has been looted (you took

too long, even if you came right here that was too long!). Go

inside anyway. Despite what Korgan said there are a few gold

pieces laying about. Take Korgan into the bedroom and he'll

mention that this looks like the work of Shagbag, who can probably

be found on the roof of the Copper Coronet. (8750 exp)

To the Slums! The stairs that lead to the roof are at (x 1530

y 2815). Go up the stairs until you find Shagbag and his party.

(5000 exp) Korgan has some words with them and a fight breaks out.

Search Shagbag's corpse to find the Book of Kaza. The only thing

that remains is to sell it (to any retailer).

QUEST: Anomen's Murdered Sister

House Delryn - Government District (AR 1000, x 4300 y 2175)

About a week after you gain Anomen in your party, a messenger

approaches him and tells him to return home as his sister has been

murdered. This quest may influence whether Anomen can become a

Knight later, which increases his abilities.

Go to the Government District, Anomen's home. The Delryn Family

Estate is the large orange building south of the Council building

(by quite a bit). At the door the guard tells you of how tense

things are between Anomen and his father. Enter. You will find

Cor Delryn, Anomen's father, in the kitchen. He accuses Anomen of

letting Moira -- his sister -- get killed. He then says that the

only way for Anomen to make this up to them is to avenge her by

killing those responsible.

You must advise Anomen on what to do: 1) Kill Saerk out of

vengeance, 2) seek a legal resolution to things, or 3) Kill Saerk

for the money. Convince Anomen not to kill Saerk, and then tell

him that perhaps his father's quest for revenge has tainted his

judgment (10,500 exp).

Go to the Government Building and talk to Bylanna there. She says

that there is insufficient evidence on Saerk to convict him of

much of anything. Again Anomen looks to you for advice. Convince

him to let bygones be bygones for (7500 exp).

From the time you talked to Cor, you have 10 days before Anomen's

next quest begins.

QUEST: Anomen and the Knights of the Radiant Heart

Radiant Heart - Temple District (AR 0900, x 3300 y 3400)

Note: This quest can be delayed if you are in a romance with

Anomen.

10 days after the completion of Anomen's first quest (dealing with

his sister's death), if you are in the city, Sir Ryan Trawl will

approach Anomen. He tells him that it is now time for Anomen to

take the tests of knighthood.

Go inside the Order of the Radiant Heart and the Judging will

begin. Whether Anomen is accepted as a Knight depends on how

you solved his Sister's Quest. If you sought out the non-violent

solution, then Anomen is a Knight, otherwise he is not.

Anomen's Wisdom is increased to 16 and his name changed to Sir

Anomen. The party gains 10,000 experience and Anomen gains another

50,000 experience on top of that. With the increased Wisdom he

also gains +2 1st and 2nd level Priest spells. Have Anomen speak

with Sir Ryan Trawl. (nothing much is said)

QUEST: Jierdan's Quest (Paladin Stronghold)

Lord Jierdan - Copper Coronet (AR 0406, x 725 y 1400)

Within the Copper Coronet, you will find a man in fiery red who

offers you an outrageous sum of money to do a minor monster

fighting quest. He wants some ogres cleared out from his holds

near the Windspear Hills. He marks it on your map. Leave the city

and head out to the Windspear Hills. (on a side note, the voice of

Jierdan is provided by the same person who did Minsc)

This quest is continued in the Windspear Hills section below.

OTHER: Amalas' Duel in the Coronet

Entrance to Coronet - Slums (AR 0400, x 2470 y 2250)

Amalas (70 hp) - Coronet (AR 0406, x 1090 y 1870)

In the southern end of the Coronet is a group of three idiots led

by Amalas. (near Korgan) Talk to Amalas and insult his honor.

Beat him one-on-one to get 1800 and 9500 exp. Then you can tell

his lackeys to take a hike. Only the main character can duel with

Amalas, so if your main character is a Sorcerer (or whatever) you

will have a more difficult time with it.

If you free Hendak and the slaves before dueling, Amalas will

vanish.

OTHER: Mazzy and Gorf [from Vladislav Brkic, and a number of others]

Copper Coronet - Slums (AR0406, x 200 y 1400)

I was selling some goods to Bernard in the Copper Coronet, after

which I left through second door. Outside an Ogre pit fighter

called Gorf the Squisher started talking to Mazzy and said how

halflings don't know how to hit. Then he started hitting some

commoner and talked to Mazzy again and challenged her to a duel in

the Copper Coronet pit. When I entered the Copper Coronet Mazzy

talked to pit manager Surly and he sent us to talk to Gorf's

girlfriend Bunkin. After that I then talked to Festule the

Alchemist (same area x 915 y 1240) and bought a potion to disable

Gorf for 400gp. He also said to try giving it to Bunkin. Then I

talked to Bunkin (x 1200 y 1820), complimented her and she

complained that Gorf never does that, so I gave her Festule's

"love" potion and said that it will solve her problem (for this

the party gained 11,500 exp).

Then Gorf arrived and said that his ale tasted funny but still

entered the pit. Mazzy killed him easily (2500 xp). Then she said

something like "Virtue has won again" and party received another

5000 exp.

OTHER: Dog Fighting

Surly - Coronet (AR 0406, x 980 y 1800)

Talk to Surly and for 10 gp you can set up a Dogfight. You get

20 gp if you win, although Good party members seem to be upset by

this.

You can kill Surly with no penalty (250 experience).

OTHER: Gloves of Pickpocketing [from Snark]

Gloves - Coronet (AR 0406, x 750 y 610)

In one of the rooms at the top of the stairs, the room with the

retired pickpocket, you will find a trapped table with the Gloves

of Pickpocketing.

OTHER: People around the Sphere

Waylane near the Sphere tries to sell you the sphere. (it's even

more amusing when he tries to sell it to Yoshimo or Viconia)

Another fella wants to worship the sphere, a woman lost her home to

the sphere and a landowner thinks he owns the sphere.

-------------------------------------------------------------------------------

2.2 [BTWNRS] Between Areas

-------------------------------------------------------------------------------

While traveling between areas in the city (or between city and country)

there are two major events that happen. The first is that you are attacked

by slavers who have some interesting objects on them:

Spells - Minor Globe of Invulnerability (Mage)

Vampiric Touch (Mage)

Domination (Mage)

Shocking Grasp (Mage)

Magic Missile (Mage)

Flame Arrow (Mage)

Plate Mail +1

Arbane's Sword +2 (short sword)

Potions

Gold

The second is more serious. You encounter a group of thugs killing a guy.

Kill the thugs and talk to the guy. Agree to help him. Now you have to take

him to the Docks. (This is covered more in the Docks section)

These aren't the only between area conflicts, but they are the only

noteworthy ones.

-------------------------------------------------------------------------------

2.3 [DRNSHL] De'Arnise Hold (AR 1300)

-------------------------------------------------------------------------------

Walkthrough:

------------

- LIBERATE DE'ARNISE HOLD

If you're here, then there's only one thing to do, and that is to attempt

to clear out the De'Arnise Hold. This can be done whether you are a

Fighter/Barbarian or not, although only they gain possession of it later

as their Stronghold. In order to even be here, you must have talked to

Nalia. If you didn't join up with her, or if she left, you can find her

in the Palisade (x 770 y 3225).

Nalia tells you that you are fighting Trolls and Yuan-ti (although she

doesn't know those by name). Which means that you will want Flame/Acid

based weaponry. Talk to Captain Arat, and as you are about to say

goodbye to him he gives you some Flame Arrows (see Quests below for a way

to get infinite Arrows off of him). Once you are done there, it is time

to enter the De'Arnise Hold.

Leave the palisade, and go northeast a little until you find the Secret

Entrance (x 1300 y 2750). It is a secret door, so having a Thief do

Find Traps could help you find it. Open it and go inside.

- THE SECRET PASSAGE (AR 1302)

There's nothing in this first room. Nalia simply reminds you of your

goals in here, find Daleson and open the Drawbridge. Unlock then open

the only door.

This room has 2 containers with treasure (neither are trapped nor

locked):

Spells - Agannazar's Scorcher (Mage, to kill trolls of course)

Potions

Bullets

Light Crossbow of Speed

Heavy Crossbow

Arrows +2

Bolts +2

Open the next door. This leads to another secret door (x 600 y 1400),

which is actually inside of the De'Arnise Hold (we were in the secret

passage before that). Open the secret door.

- DALESON

A Troll is in this room and he kills the servant here. You don't really

have a shot at saving him. Kill the troll (being sure to hit it with

Fire or Acid when it falls down). Search the table (x 850 y 1265):

Spells - Protection from Normal Weapons (Mage)

Bullets +2

There is a secret door on the northwest wall (x 700 y 1230), open it to

find Daleson. This guy provides all sorts of information about what you

are facing, who you must save, the relic of the Keep (the Flail of the

Ages) and where you need to end out (in the "cellar"). If Nalia is with

you then she does most of the talking.

- THE SECRET FORGE & THE FLAIL OF THE AGES

Go into the room that Daleson was in. There are 2 containers in here

with mostly minor weaponry, although you will want to take the magic

arrows here (and possibly the magic long bow).

There is another secret door in the northwest wall (x 410 y 933). At the

end of this passage is another secret door which leads to the Secret

Forge of the Flail of Ages. There are three pieces to the Flail of Ages.

Whenever you get one, bring it to this forge to add it to the whole.

It can exist just fine with one, two or all three parts. There is a

chest here with some minor treasures. (x 560 y 400)

Search the northeast wall for another secret door (x 630 y 380). Just

past that is another secret door. Search the lion statue (x 950 y 175)

to find:

Flail Head (Cold, 1 of 3)

Ring of Earth Control (AC +1, Summon Earth Elemental, Control E.E.)

810 gold

- LOOTING THE MAIN FLOOR

Go back to Daleson's Room and open the (normal) door. Directly in front

of your party is the main Eating Hall, but it isn't important.

Drop south and east. There is a chest here (x 1430 y 1370): (TRAPPED)

Dagger +2

450 gold

The room at (x 1325 y 520) has some very minor treasures in it. The only

worthwhile treasure is found on the bed near the bathroom, which has a

couple of spells (Protection from Normal Weapons and Breach). However,

if you go from there and open up the door to the bathroom, you can find a

Star Sapphire in the toilet (x 1765 y 500).

The next room southwards (x 1835 y 885) has some minor treasures to be

found on a fish (x 1790 y 675) and it has a stove. If only you had

something to cook. Hmmm... seems that Daleson mentioned feeding some

great beasts. Now, what did he feed them...

- MAKING DOGMEAT STEW

Yeah, that's right. Go out the door (x 1950 y 1140) to the exterior of

the Keep. Kill the Otyugh (5000 exp). Then track down and kill the four

family dogs and take their "dog meat". Pleasant. Go back inside and

operate the stove to create a thick, meaty stew. (The main character

must have all 4 meats on him in order to make the stew) For this you get

11,500 experience.

- OPENING THE DRAWBRIDGE

Go back outside. Then find the stairs (x 2175 y 1640) and go up that

until you are on the Keep's walls. Ignore the door for the moment.

There will be an ice troll on the wall. Kill it and keep going. You

will find the switch to open the Drawbridge at (x 2833 y 1840). Click it

once to open. For this you get 29,750 experience.

Go back to the main level (keep on ignoring that side door). There you

will see Humans battling it out with Giant Trolls and Greater Yuan-ti.

Join the battle if you like (good experience). Then go back into the

main door to the keep. The battle continues inside, but once these

trolls are beaten, the guards leave.

- LOOTING THE SECOND FLOOR OF THE KEEP (AR 1303)

Open the door at (x 2000 y 1050) to get to the stairs. Another servant

gets whacked in here. Go up the stairs.

Nalia provides some more information on what needs to be done here. She

recommends finding her auntie's bedroom and finding the secret passage

that leads to the cellar. (Why would the cellar be connected only to the

second floor anyway?) In this room are 2 containers with treasure,

although the only good thing is the Spell Turning spell.

Open the southeastern door (x 2100 y 1000) and enter that passage. The

side room here has some minor treasure. Open the southwest door

(x 2075 y 1425) to enter the Library. In here you will find one

mini-troll, a big troll that becomes two smaller ones when killed, and a

Yuan-ti mage. Take out the mage first. The stairs here lead up to the

roof (which is where that door we ignored goes as well, there's nothing

up there worth looking at). Search the 3 bookcases here:

Keep Key

Spells - Conjure Lesser Earth Elemental (Mage)

Minor Spell Turning (Mage)

Bolts +1

Since the western door cannot be opened, that leaves only the southern

door (x 1730 y 1650). The first room along this passage has 1 container

with minor treasures (Detect Illusions, 20 Arrows, etc.). Go along down

to the second door to find the Lady of the Keep. She isn't too impressed

with you. Eventually she'll go away. Remember this room, as we'll be

coming back here in a moment (we have more looting to do first).

Continue to the end of the passage and open the door (x 375 y 1035).

Continue through this room into the next passage. Kill the Ice Troll.

This passage eventually goes all the way back to the library. Ignore the

northern door for the moment, and open the southern door (x 1550 y 630).

Search the Fireplace: (TRAPPED)

Wand of Frost

There is a Secret Door on the southeast wall (x 1480 y 830). Follow this

passage all the way to what looks like a dead end. It isn't. Open this

secret door and enter a small room. There are 2 chests in here with

mostly minor treasures (although the spell Spell Thrust is nice). Detrap

the next door and go in.

Within this room is a former guardsman by the name of Glaicas. There is

a non-violent way to end this, (see below) but only if you have Nalia in

your party.

Glaicas - 9500 exp

Flail Head (Acid, 2 of 3)

Full Plate Mail

Potions

Gold

Non-violent Solution: [from Sergio Le Roux]

In the de'Arnise Hold, in the secret room where Glaicas is located,

you have to charm him to "normalcy". But there's a bug with the game:

a couple of seconds after you charm him, he turns blue for about 1

second, then turns green again. So, basically, your own charm spell

is interfering with the script that would lead to him talking to

you.

If you want to save him (and earn 22,550 xp), you have to time it

right so that when you charm him (he turns green) one of your attacks

will hit him (this must happen BEFORE he turns blue). He will turn

red again... pause the game and make sure you stop all your

characters! He will continue being hostile, but then the script will

kick in. He'll talk to you and give you the last part of the flail.

[from Hatchedcross]:

I found it is much simpler to just charm him and then rest as soon as

possible. That way you can talk to him normally and save much

frustration from timing it correctly. I've also noted that it

doesn't matter wheter Nalia is in your party at the time you talk to

him.

There is absolutely nothing in the next room, so go back out.

- THE GOLEMS

Go back to the Lady's room and search for traps until the secret door

(x 833 y 1033) shows up. This leads to a very small room with nothing in

it. There are two secret doors from this place, one to the west and one

to the north. Open the west one and go in.

This is what I like to call the "Golem Chapel." Depending on what level

you are on you face different Golems. If you are a high level then you

are facing the tough Adamantite Golem. I, however, faced an Iron Golem.

At the end of this chamber are three Statues that can be searched for

some pretty good magical items. However, when you take those items, you

WILL be attacked by some of the golems. So, naturally, the best strategy

is to kill the golems BEFORE taking the treasure. If you don't have any

+2 or better weaponry, you might want to go take the treasure first so

that you have weapons that can harm them.

One odd way to kill the golems in this room is to drop Cloudkills on

them and shut the door. Wait. Repeat as needed.

Remember, if you're frustrated you could always use my patented "fake

talk" strategy. Move your fighters into position (only the ones with +2

weaponry, or weapons that have extra damage). Adamantite Golems require

+3 weapons or better to damage (Lilarcor, the Hammer in this very room,

Melf's Minute Meteors, etc). Then PAUSE and "talk" to all the golems.

Then press F2 and have your fighters attack one golem. Unpause. Wait 5

seconds, pause again and repeat. Doing this you can avoid getting

attacked at all.

Note: Remember Clay Golems need to be hit with Blunt Weaponry. The

Flail of the Ages works well. Stone Golems need piercing

weaponry. And the only weapon I had that affected an Iron Golem

was Lilarcor, the Sentient Sword.

Trick: It's also possible to get the treasure without fighting the

golems at all. I just had Aerie cast "Sanctuary" on herself

before filching the weapons (all the other characters were in

another room). As stealing the items isn't counted as a hostile

action, the spell prevents the golems from acknowledging her

existence. I think they're still activated, though, leaving the

option to fight them available if you so wish (they just won't

chase after Aerie). Swift 'n' sweet. [from SpookyScarecrow]

Also, you can take the Flail part without the golems attacking

you. You can even look in each of the statues to see what is

there, as long as you don't take anything you won't be

attacked.

Once the golems are gone you can search the three statues at your

leisure:

Flail Head (Fire, 3 of 3)

Axe +3: Frostreaver (extra Ice damage)

Elven Court Long Bow +3

War Hammer +1, +4 vs. Giants

Then you can open the other secret door and descend to the Cellar, I

would, however, finish the Flail of the Ages first.

- FINISHING THE FLAIL OF THE AGES

Go back to the Secret Forge and use it with all 3 heads to create the

completed Flail of the Ages. Oh, and you get 22,350 experience as well.

Note: If you wait to finish the Flail until AFTER you take control of

the Stronghold (if you are a Fighter type character) then you

get NO Exp for finishing the Flail.

- THE CELLAR (AR 1301)

Back upstairs, open the other secret door and descend into the Cellar.

There are three containers in here, most of which have merely minor

treasures in them (magic arrows are fun). The TRAPPED chest at

(x 875 y 265) has a:

Shield Amulet

Open the door and go into the next Troll-ridden room. There's a new type

of troll here, called the Spectral Troll. Search two of the Iron Maidens

at the top of the room to get an Identify Scroll.

The next room is crawling with Umber Hulks. To prevent your entire party

from being Confused and Slaughtered, send only one person in and have

that person protected from Confusion (Mind Blank, Chaotic Commands, or

have the Sentient Sword equipped, the Barbarian Rage command also works).

Then draw the Umber Hulks into the previous room where they can be cut

down. There are 4 containers in here, with mostly minor treasures, but

some things stick out:

Orc Leather +3 (-1 CHA)

Bullets +2 and Bullets +1

Now I bet you're wondering what we're doing with that Dog Food. I know

you are. Enter the southwestern passage (the one that is already open)

and open the second cell door (x 850 y 1280). There is a tunnel here

that searches like a container. It has some dog bones. Put the Dog Food

here to get 18,750 experience.

Note: If you want to avoid the Umber Hulk battle all you have to do

is have someone sneak past them (invisible or hiding in shadows)

and place the Dog Stew in its place. The Umber Hulks will then

run out of the room to feed. But you can place the Dog Food

there whether you have already killed the Umber Hulks or not.

Through the northeastern door (x 2000 y 770) is the BOSS of this area,

TorGal. TorGal seems to indicate that he was hired by someone to kill

the Arnise family here. But who would do such a thing? Before you can

find out you have to fight. You have to fight TorGal and his Giant Troll

cronies. Many people like the spell "Cloudkill" here.

TorGal - 15,000 exp

Minor Treasures

Then search the pedestal under the statue:

Spells - Feeblemind (Mage)

2126 Gold

Gems & Necklaces

Leave the Keep and Nalia will give you your reward: 10,650 gold and

45,500 experience. Anything past this point is part of the Fighter's

Stronghold Quests (and covered in the Strongholds section at the end of

the walkthrough), and so if you are not a Fighter, you won't get it. In

fact, if you aren't a fighter, Nalia can't stay here and the Keep will be

seized by the Roenalls.

Quests:

-------

QUEST: Nalia's Father's Funeral

This Quest can only happen AFTER you have cleared out the De'Arnise

Hold AND Nalia is in your party. A week must pass after the reward

for clearing the Keep is given. Then if you are in a city, a

messenger will arrive and tell you to go to the Graveyard for her

father's funeral. This is time based, you must go to the Graveyard

or Nalia will go without you.

Once at the Graveyard you will be met by the messenger who shows

you to the Funeral site. Go up the stairs. There you will meet

Isaea Roenall, her former fiance. Talking with him reveals the

sort of person that he is, and why Nalia was in no rush to marry

him. He ends his tirade with a threat and leaves.

Nalia has an amusing little rant about him and you can go.

QUEST: The Return of the Fiance & the Abduction of Nalia

Barg - Docks (AR 0300, x 2380 y 2500)

Roenall Estate - Government District (AR 1000, x 2810 y 140)

24 hours after the Funeral, Isaea tracks you and Nalia down and

demands that she honor her commitments. He then places her under

arrest using his authority as an Amnish official. She is taken

into custody and he laughs at you. It is suggested (for me it was

from Yoshimo) that I attempt to find some evidence of his wrong-

doing and present it to his superiors.

Note: On my latest journey through the game, I managed to

trigger this event before it was time (in the middle of

the funeral, in fact), such that he didn't kidnap her at

all, merely repeated what he had said during the funeral.

Why? Bodhi grabbed me and made her offer before Nalia

could make her rant about Isaea being a bastard. So, to

get Nalia kidnapped, I did a quick cheat with a

CLUAConsole:CreateCreature("isaea") to get this quest.

Then Khellor Ahmson comes up to you with a plan to get back at

wicked Isaea. You are told to watch a man named Barg at the docks,

to search Isaea's home in the Government district (which he will

unlock) and to present any evidence you find to Corgeig Axehand,

Isaea's superior.

Go to the Docks and find Barg (he's near the Sea's Bounty). Talk

to him and get him to reveal information on Isaea. He mentions one

Officer Dirth, who happens to be in the Sea's Bounty right now.

Enter the tavern and talk to him. This will end in violence.

Dirth - 3200 exp

Full Plate Mail

Spells - Simulacrum (Mage)

Slavery Documents

We have evidence, but not enough yet. Go to the government

district and go to the very top of the map. The building there is

the Roenall building. Open it and go inside. Inside the bedroom,

search the drawers there to get Isaea's financial records. Leave

the house.

Enter the Government Council Building and talk to Corgeig Axehand.

Present him with all of your evidence (especially the financial

records) and he will summon Isaea forth. Corgeig launches a major

investigation towards Isaea, which frees up Nalia to rejoin you.

Isaea promises that this isn't over yet. (yet that appears to be

it for him)

OTHER: Infinite Flame Arrows

Captain Arat - De'Arnise Area (AR 1300, x 675 y 3320)

This can only be done BEFORE the keep is liberated. Talk to

Captain Arat and when you say farewell he gives you some Flame

Arrows. Now simply talk to him again (3,3) and you will get

another set of Flame Arrows. You can repeat this as often as you

wish to get as many arrows as you wish. I would replace all of

your regular arrows with Flame Arrows here. Once the Keep is

liberated Arat leaves forever.

Note: I've heard this doesn't work in ToB, but haven't confirmed.

-------------------------------------------------------------------------------

2.4 [WNDSPR] Windspear Hills (AR 1200)

-------------------------------------------------------------------------------

Can't get to the Windspear Hills? Go out through the City Gates first.

Walkthrough:

------------

- LORD JIERDAN'S QUEST

If you are here, then that can mean only one thing, that you are here

because of Jierdan Firkraag. (There is also one Quest that can be done

here, the Dryad's Acorns, see Quests below) When you arrive you will

find the ogres you are looking for right away, and although a

conversation starts, there is no way to avoid this battle. When they

are all dead, the bodies turn into Knights and Garren Windspear

approaches. You have been fooled into killing these Knights (you saw

them as ogres, and I would imagine they saw you as the same). If you

have Keldorn in your party, he'll mention that one of these knights is

named Ajantis (who was in Baldur's Gate). Well, great, you just killed

Ajantis. Garren offers to help.

Follow him into his house and talk with him. He agrees to tell your

story to the Order of the Radiant Heart, so that they don't think you are

a simple evil-doer who kills their knights. When he leaves, you get to

talk to his daughter (or son, it depends on what gender your main

character is). You then automatically rest. Soon a halfling approaches

and warns of bandits in the area. These bandits soon appear inside,

kidnap the daughter (son) and attack you. Once they are dispatched,

Garren returns and asks that you retrieve his daughter. Well, since it

IS your fault...

- FIND GARREN'S DAUGHTER (SON)

Well, now we have to find the daughter (son) of Garren. Go up and right

all the way to the corner to find Firkraag's big impressive Temple. You

can't miss it (x 4300 y 500).

Enter and you will find yourself in a Hobgoblin ambush. Hit the Shaman

quickly and he turns back neutral and flees the battle. Just past them

is another Hobgoblin group. Now go left and up. There will be many

Kobolds here. Hit them with arrows from afar, as they explode into

fireballs. Then kill their leader, Rukh.

Rukh - 7000 exp

Ring of Fire Resistance

To the left is a pit which is guarded by Ogrillons (maybe not all the

time). Below the Ogrillons is a smaller cavern with various types of

Vampiric Mists (1000 exp) and Crimson Deaths (9000 exp) in it. You can

search the pool (x 800 y 1600) to find some treasure:

Amulet of Protection +1

Gems

Go back north to where Rukh was open the door and go through.

- SURVIVE FIRKRAAG'S AMBUSHES (AR 1202)

Well you will find yourself in the middle of a room, with Orc Archers

shooting at you from behind the walls. There are secret doors on each

of the walls that can be opened to even the odds somewhat. You could go

up these side passages, but I wouldn't recommend it. Open the main

door (x 1860 y 2180) and go through that into a room. There is another

door past this. Open it and go through.

Now, depending on what level you are on, there are monsters here. If

you are on a high level you will face an Adamantite Golem, otherwise

you face only a couple Stone Golems. If you are fighting an Adamantite

Golem, remember that it can't fit through those doors. Thusly you can

hit and fade all you want.

Go down the right passage, open the door and go in. Here we find the

Troll Cook, who naturally wants to eat you. If you object to being eaten

he has his goons try to kill you. Search the broken table to find some

magical missiles (by which I mean arrows and bolts) and the Orcish

Cookbook. This merely offers advice as to what types of monsters you

will face here. (you don't need it) The next room has an Otyugh, but

nothing else. Back to the passage, now we take the left door. (x 2050

y 1680)

Here you find a couple of really scared Orcs. They don't want you to

kill them, yet they obviously fear Firkraag more. Kill them if you wish.

Now open the main door (x 2360 y 1820). There is another group of Orcs

in here. Kill them and open the next door.

To the right is a horde of vampires (sometimes it's mummies), most are

worth 8500, but one is worth 12,500 experience. There is one trapped

chest in here with treasure. Follow the passage right to another room.

Within is a Greater Wraith (8000 exp). Search the floor to find a

container with a Key and some bullets. (x 3140 y 2630)

Go back to the main passage and take the left door this time (x 2600

y 1400). Samia will talk to you here (see Quests below), but she isn't

crucial to what we are doing. (most of the doors here don't go anywhere,

and are trapped to boot, which means you can get some easy experience

off of them!) I would do the Samia quest, however, as there is good

treasure to be had.

Open the south door (x 2450 y 1400) and go through. Within this passage

are several Wolfweres, which requires magical weapons to hit. Open the

next door and enter the Well.

Click the winch twice (x 1250 y 1230) to raise the bucket in the well to

get yourself an item. This also raises an Air Elemental.

Dragon Helm (sets Electrical, Fire and Ice resistances to 25%)

Go through the southern door. There is a big hole in the wall here, go

up it. Some monsters will be fighting it out here, join the battle and

kill them all. (better experience that way) There is a secret door here

(x 500 y 1050) along the north wall. In this room there are several

Golems (including an Adamantite Golem) to be dispatched. Go back out and

hold them in here if you need to. At the end of the room (x 800 y 450)

is a thing of treasure:

Heartseeker +3 Composite Long Bow

Gems

Go back to the previous room, and from there back to the passage and

then through the southern door. Here are some "adventurers" (actually

they are monsters disguised as adventurers, don't be fooled). They

turn into Greater Wolfwere's (15,000 exp). There are some treasures in

this room.

Open the next door and fight off these wolfweres as well. The final

room is a bit of an office and has some interesting treasures:

Spells - Hold Undead (Mage)

Hold Monster (Mage)

Domination

Horn of Blasting

Arrows (etc.)

- FINDING FIRKRAAG

Go back to the well, and go north. There will be Orogs up here and a

small room on the right. Open the next door (locked). This little

staircase here is trapped.

Within the next room you will find Chief DigDag (2000 exp, Delver's

Plate +2) and your old buddy from Baldur's Gate, Tazok (6000 exp, Full

Plate +1) as well as some goons. Tazok also has the mysterious Sewer

Key, which although is pointless now, has a great use back in the

Athkatla Sewers (see that section for details). Be sure to check this

room for treasures, there are a lot of good gems and some good spells.

You will find Garren's child in the right cell here (x 2380 y 700).

However, she is locked in and cannot be freed by conventional methods.

Find the stairs down.

This is Firkraag's lair. Move forward and all becomes apparent.

Firkraag is a Dragon. A red Dragon to be more specific. He talks to you

and spills his entire diabolical scheme to you. Your duty is to Garren's

child, so don't force a confrontation just yet. He sends his mage,

Conster up to the previous level. You must go up and battle Conster to

save her (him). Kill Conster, take the key and free the child. (23,750

experience)

Evil Note: If you are one of the three Evil alignments you can offer

to swipe the Deed off of Garren in exchange for treasure.

Conster immediately kills the child of Garren, and you are

sent to Garren. Steal or kill Garren to get the Deed.

Return to Firkraag to get your reward. (40,500 exp, Cloak

of the Shield) This has no effect on reputation, however,

some party members will leave when you accept this quest.

[from Nick McIsaac]

Go back to Garren's Cabin and talk to Garren. If you are a Paladin he

says that he will put in a good word for you at the Order of the Radiant

Heart. (everyone gets 44,500 experience)

- DRAGONSLAYING

If your main character is a Paladin then your paths will cross with this

Dragon again (as part of the Paladin Stronghold, see that section at the

end of the walkthrough). Or even if you aren't a Paladin, and simply

want to try your luck killing a dragon, you can.

Note: If you ARE a Paladin, don't kill Firkraag until your stronghold

asks you to. If you kill him before reaching the Stronghold

they won't give you experience for killing him. (David Lyons)

In any case, when you go back to Firkraag's Lair, he doesn't attack you.

He still has the Cyan Circle, meaning that you can talk to him. Which

means that you can easily use the "fake talk" strategy (see Attack

Strategies above) to kill him.

Firkraag - 64,000 exp

Red Dragon Scales

Holy Avenger +5

Cloak of the Shield

1500 gold

Spells

Quests:

-------

QUEST: Give the Fairy Queen the Dryad's Acorns

Fairy Queen - Windspear Hills (AR 1200, x 4050 y 3050)

This is the finale of the first Quest we got, waaay back in

Irenicus' dungeon. Simply go right from Garren's house and you

will find the Fairy Queen. She automatically talks to you, give

her the acorns and you get 32,500 experience. You get another

9750 experience when the Dryads arrive. They thank you and leave.

QUEST: Samia and the Tomb of King Strohm III

Samia - Firkraag's Dungeon (AR 1202, x 2500 y 1300)

You meet Samia deep within Firkraag's dungeon. She claims to be

searching for information on the old King Strohm III. You can

agree to help her if you wish, or you can be suspicious and

accuse her of being more than she seems. (After taking the Quest,

if you talk to her again and say that you want all the treasure for

yourself, she and a group of ruffians will attack you.)

Anyway, on to the Tomb. Open the first door (x 2600 y 1300). Open

the first door on your left, enter this room, and open the next

door on the left to find the First Guardian (x 2500 y 900). Talk

to, then kill the Guardian to get the first piece of the Burial

Mask. Go back to the previous room (you can find a book and some

scrolls here), and open the top door (x 2733 y 900).

Tip: Use the Mage spell 'Protection from Fire' on someone in

your party and have them go in alone. Without their fire

damaging you, you can easily beat them. (Rolander)

In the room opposite of this door is a Beholder-like creature

called the "Director". Kill it, but don't go through the other

door yet. Go back into the hall, and down. There are four rooms

on this hall, each has a "Guardian" in it, and each of these has

another piece of the mask. Then go back to the Director's room

and open the next door. Then open the left door to find the last

of the Guardians. Kill it and take the last of the pieces of the

burial mask. It will then fuse together into the completed

product. (24,550 exp)

Equip the Mask on someone and open the next door. An invisible

Fire Elemental is in here, and you can only see it (and attack it)

if someone is wearing the mask. Kill it to get 10,000 experience.

Note: Keldorn's 'True Sight' ability has the power to reveal

this invisible elemental. (Rolander)

Open the last door and enter. This is the all that remains of

King Strohm III. As you can see there's nothing here. However,

you can search the other end of the room to get some good Dragon

hunting treasure:

Dragonslayer Sword (immunity to fear, regenerate, 2xdmg to Drgns)

Dragon Scale Shield (resistances to fire, ice, electricity)

Of course, if you didn't deal with Samia before, she now will bring

her merry little band to you and attack. Kill her and her goons.

(6000-9000 exp each):

Plate Mail +1

Studded Leather +2

Gold

Other minor treasures

Tetrazome has an interesting way of dealing with this:

If you didn't deal with Samia before, and you grab the two pieces

of treasure, she and her goons appear to attack you. Before you

pick up the treasure, first put everyone in your party into the

room where it is (so none are in the room where Samia appears).

Then take your mage, and have him cast skull trap 3 times into

the middle of the room where they appear, then grab the treasure.

They'll appear and instantly die.

You may wonder what you can do with the Burial Mask. Well, Henning

Roes discovered that not only can thieves and other non-helmet

wearing classes wear the Mask, but it seems to protect against

Critical Hits!

OTHER: Ankhegs

There are several Ankhegs in the hills area. Kill them to get their

shells which can be turned into an armor by Cromwell the Dwarf

(at the Docks). It's not a very good armor, but it's better than

Plate Mail. Although Plate Mail + Ring of Protection is better

than Ankheg Mail.

OTHER: The Werewolves

Werewolves - Windspear Hills (AR 1200, x 2020 y 1080)

You will find a group of "fighters" fighting another group of

Gnolls. They bicker about things for awhile, then turn into

werewolves and attack you.

-------------------------------------------------------------------------------

2.5 [THPLNR] The Planar Sphere

-------------------------------------------------------------------------------

Walkthrough:

------------

- ENTER THE SPHERE

Starting from the Slums, you have to enter the house right next to the

Sphere first. This takes you right next to the Sphere. Now you must

have Valygar in your party (or his corpse) in order to open the Sphere.

Once it is opened, you don't NEED Valygar to continue, although I would

take him in just the same. Enter the Sphere. You will be in a small

hallway that leads to a door, open it.

There are now three doors in front of you. Open the leftmost one first

(x 2700 y 2700). It does a little double door thing. Here you find

a Clay Golem, kill it. (blunt weaponry works best) There are four

containers in here, one of which has the Golem Arm and Planar Key, both

of which you will need. Another container has Coal, which you also need.

There are also minor treasures here, mostly spells. Back to the previous

room.

The top right door leads to a map room and a Steam Mephit, but we don't

need to go there. Open the top door (x 2800 y 2500) and go through.

This activated the Planar Sphere and sent it to the Abyss, if you were

wondering. In this room you will encounter three knights of Solamnia

who are trapped in the Sphere. They warn you of Halflings. Evil

Halflings. You can search their table:

Spells - Khelben's Warding Whip (Mage)

Minor Treasures

Unlock the top door and go into that room. This is the water room, I

suppose, and is filled with Sahuagins. These guys have only minor

treasures (although one has a Cloak of Protection +1). Go back to the

Knight room, then open the left door and go through.

This is the famous Feral Halfling room. You have to fight 3 halflings

right away, followed by more as you go left. There are also Halfling

Mages and Priests farther left. One of the Halflings has:

Coal (which we need)

Gauntlets of Ogre Might (sets STR to 18/00, part of the Crom Faeyr)

- BUILDING A GOLEM

Continue leftwards on the path, it curves up into a new room. There is

a big bloody machine here used to create Golems, all you need is a Head

and an Arm. Well, we have an arm. Search the table (x 500 y 1425) to

find:

Golem Building Book

Coal (3 of 3)

Minor Treasures

Open the north door, go up the passage and into the Furnace Room. Here

there will be more Halfling Warriors. (I found only a +2 dagger on

these goons) Each of the three furnaces in here requires coal to

activate. So walk up to each of them, and click them twice. When each

one is activated, a Fire Elemental (or similar creature) will appear from

it and attack you. Once those are active (those are to power the Golem

making machine), go through the right passage (being careful to check

for traps, of course).

Within this room are several golems (I fought an Iron Golem, a Clay Golem

and three Stone Golems). Then search the box to the left of the gears

(x 1620 y 480):

Golem Head

Coal (useless now)

Gems

Arrows

Now that we have the head, back to the Golem making machine. You must

click on the machine three times (once to identify the machine, twice

to build the golem, and three times to set it free). (23,500 exp) The

Golem senses an intruder, opens the door to the right, and rushes out to

go get the intruder. Follow the golem. The first passage is trapped.

The golem finds an Elder Orb Beholder, you can help kill it if you want

the experience (14,000 exp). But more importantly, he opened the door

for you. Open the door to the right and go through.

- LAVOK

We are now one door away from the evil mage, Lavok. Make your

preparations, open the door and take him down. Use Pierce Magic to

remove his spell immunity, and Breach to get rid of his Weapons Immunity

and he is a piece of cake. Soon he has a change of heart (saying that

the evil has left him) (28,750 exp). Although Valygar is skeptical,

Lavok says that all he wants now is to die on the Prime Material Plane,

i.e. home. This coincides with your goals of getting home as well. In

order to do that we have to repair the Sphere, and that requires getting

a Demon's Heart. Convenient that we happen to have traveled to the

Abyss, no?

Warning: Do NOT use "Fake Talk" on Lavok! If you do this, then you

will never be able to get him out of the Sphere!

Note: Once Lavok has been defeated, and is lying on the floor, you can

pick his pocket to get the Ring of Acuity.

Before you do that, there are two rooms connected to this one with some

monsters and treasures you might want to look at. (Mostly +1 and +2

stuff, which depending on where you are in the game, might be worth your

There is also some treasure at: (x 1050 y 550)

- GET A DEMON'S HEART (AR 0414)

Anyway, return all the way to where we first came in, and exit the

Sphere. Welcome to Hell! One version of it, anyway. We are here for

one (ONE) demon heart. There are about 3 possible hearts for you to

choose from, but we only need one. There are also various Imps, Quasits

and Salamanders wandering around here.

The first demon is found just left and up from the Sphere.

Tanar'ri - (x 1080 y 2020) - 10,000 experience

The others are found to the right of that first one within the main area.

Lea'liyl - (x 1910 y 1350) - 16,000 experience

Tanar'ri - (x 2150 y 1760) - 10,000 experience

Once you have a heart, return to the Sphere.

- REPAIR THE SPHERE

Go to the Orb Room (the room just after where we built the golem and

just before where the golem killed the Beholder). There are four symbols

on the ground that must be pressed in order to open the south door. The

Runes must be clicked on.

1

4 3

2

(Step on the top one first, then the bottom one, the right one and

finally the left one, 24,500 experience) Go down the southern passage,

and down the stairs.

Within the first room here you will meet Tolgerias again. (remember the

Cowled Wizard we got this quest from in the first place?) He isn't happy

to see you, and he and his flunky attack you.

Tolgerias - 18,000 experience

Ring of the Ram

From here there are two doors, an Iced over door and a Hot door. Each

eventually leads to the same place, so we are going to search one, then

the other, and finally enter the engine room. Open the Ice Door first

(x 900 y 1000). In here are various monsters (Ice Salamanders, Imps,

and Trolls). Then search the machine in the center to get some

treasures:

Helmet of Defense

Ice Arrows

Spells - Otiluke's Resilient Sphere (Mage)

Go back to the previous room, and open the Fire Door (x 1450 y 1100).

This room has worse monsters (Greater Fire Elemental, Efreeti, etc.), but

also has better treasure. Search the base of the thing in the center to

find:

Spells - Spirit Armor (Mage)

Globe of Invulnerability (Mage)

Staff of Fire +2

Large Shield +1, +4 vs. Missiles

Fire Arrows

When you are ready for another battle, head up to the next door (x 1750

y 500) and go out.

The only thing we have to do here, is get the Demon's Heart into the

machine which is right in front of you. Standing in your way are

whatever Golems happen to be in here right now. Feed a Heart into the

machine and the Planar Sphere returns to Athkatla (45,500 experience).

Trick: I replayed the sphere for testing, and this time I entered the

room where you have to place the heart through the cold room.

No golem. I walked near the machine. Nothing. But when I went

back there were 3 golems waiting just where I entered the room.

Reloading and another try. This time I left my party waiting

there and walked with a fighter to loot the stuff in the

north-eastern part. There was a golem. But the other golems

didn't appear. If you're on low level this is an easy way to

get through this part. (Henning Roes)

There is a TRAPPED thing of treasure off to the right (x 1230 y 350):

Ring of Danger Sense (+25% Trap Detection)

6000 gold

Lots of Gems

Return to Lavok, talk to him and agree to take him outside the Sphere.

You will be automatically taken outside where Lavok dies. (everyone gets

45,500 experience) Valygar wonders about life and asks to join you

permanently. Search Lavok for:

Ring of Acuity (Learn extra 2nd, 3rd and 4th level spells, Mage)

And at this point, a Mage would gain the Sphere as his Stronghold. (see

the Strongholds section at the end of the walkthrough)

-------------------------------------------------------------------------------

2.6 [THGRVY] The Graveyard (AR 0800)

-------------------------------------------------------------------------------

Quests:

-------

QUEST: The Mournful Paladin and the Little Girl

Paladin - Graveyard (AR 0800, x 920 y 820)

Arenthis - Graveyard (AR 0800, x 2345 y 1875)

Just to the right of the entrance to the graveyard you will find a

Priest named Arenthis (x 2345 y 1875). He has been given charge of

a young girl, Risa, whose parents are dead. She is very sad. He

can't really take care of her and asks for help in this matter.

Can you find someone that can take care of her?

Go northwards through the graveyard until you find the Paladin,

Kamir. He recently lost an adopted son and mourning for him. He

could not protect him and blames himself. Tell him that he didn't

fail. Then mention the orphan girl with the priest and he perks

right up. Maybe he could save her! You get 12,250 experience from

Kamir.

Follow Kamir down to the little girl where the two meet. He

decides to help her and the two leave. For this you get 3000 exp.

Then the Priest talks to you, and is very pleased himself.

QUEST: Buried Alive

Open Grave - Graveyard (AR 0800, x 1000 y 685)

Gravekeeper - Graveyard (AR 0800, x 1550 y 400)

Red Garment Man, Am Si - Bridge (AR 0500, x 1680 y 3515)

In the northern part of this graveyard, near Kamir the Paladin is

an open grave where someone was buried alive. Click on the grave

to get Tirdir out of it. Agree to help him, and ask him for any

information he can give you. He gives you a piece of a Red Garment

(6500 exp) and tells you it belonged to his kidnapper.

The first step in this is to talk with the Gravekeeper, a man who

looks very much like a beggar. You will find him north of the

grave and a little east. Talk to the man. No reason for subtlety

here, just threaten him and demand answers. He points you to the

bridge district.

At the very southern end of the bridge district, just a little to

the right you will find Am Si, the infamous "man in red." Talk to

him. Pretty much anything you say is going to result in him

running into the nearby building to your left. Enter it. Here

you will find Am Si's employers, Camitis and his goon. They kill

Am Si and flee. Go out after them. Take Camitis out before he

manages to escape the area (FORCE-attack them). The only good

treasure on the two is on his goon, the Boots of Avoidance.

Go back inside, and upstairs to find another kidnap victim, Lady

Elgea. You get 16,750 experience for freeing her.

Note: If you have Keldorn in your party, he won't allow you

keeping Lady Elgea and asking for the ransom. He'll say

something like "Forgive my friend's rudeness, my lady, of

course you're free to go" and will give you 10,000 xp

instead of 16,000. [from RedCodeKevin]

Alternatively, you could force her to remain here until you collect

the Ransom. Check the dresser by the bed to get the Ransom Note,

which tells you where and when. Then go at nightfall to the Copper

Coronet. Talk to Welther there and he gives you the "agreed upon"

item, the Silver Pantaloons. Oh, and your Reputation Drops by 2.

The Silver Pantaloons is one of the best treasures you can get...

if you have Throne of Bhaal that is. Take them with the other

2 Pantaloons to Amkethran and have the Smith assemble them there.

QUEST: Wellyn the Halfling Ghost Child and his Teddy bear "Littleman"

Wellyn's Grave - Graveyard (AR 0800, x 1625 y 1740)

Llynis - Copper Coronet (AR 0406, x 665 y 545)

When you visit the Graveyard at night you may notice a little

ghost wandering around. That is Wellyn. Let him talk to you and

hear his sad tale. A thief broke into his house, stole his bear,

and killed him. Now you need to find his bear so that he will be

at peace and roam no more.

You will find this evildoer in one of the rooms in the Copper

Coronet. Talk to Llynis and ask about him having seen ghosts

recently. You can demand the bear, but he may attack you anyway.

Give Wellyn the bear for 15,500 experience.

During the day you can then talk to the parents of Wellyn (who

stand near his grave) for another 5000 experience.

QUEST: Find the Nether Scroll for Edwin [from Blackhawk]

Crypt - Graveyard (AR 0800, x 640 y 1830)

Neveziah - Lower Crypts (AR 0802, x 2160 y 1300)

Edwin's quest comes up when you enter the graveyard with Edwin in

your party. He'll mention rumors of the Nether Scrolls hidden in

the graveyard, more specifically the Lower Tombs. Now in the

Southern Dungeons of the Lower Tombs (the area where you have to go

for Korgan's Quest but in the opposite branch -- east instead of

south) you'll find a lich named Neveziah (8000 XP). He'll talk with

you and hint he has the Nether Scrolls, at which point Edwin will

try to forcibly take them. Now with Neveziah dead, Edwin has the

Nether scrolls (11,750 exp).

Per Jorner adds this:

Whether or not Edwin's Nether Scroll quest can be completed

depends on what you say to him when you find the scroll. If you

tell him that the scroll is "party treasure", for some reason the

quest won't proceed beyond that point.

Now after 5 days he'll talk about a translation in his Nether

Scroll and Edwin will receive a +1 bonus to all Saving throws, +20

to his lore, and 50,000 XP. (you won't see that he gained anything,

but he did) One note on this is there is a sound attached to the

bonuses, but has a save vs. death on it (checked the coding of it

out), so sometimes you'll not hear the sound and save vs. death

pops up. So the Save vs. Death is nothing suspicious or special.

Now 24 hours after the last event Edwin will come up with another

revelation saying it's a transformation spell like a mage to lich

but more powerful. He doesn't understand it completely but wants

the power so he casts it and screws up. Hence Edwin becomes a

woman. They change his entire voice set. One attack quote is

funny as hell. (I feel your stares! Die! Die!) And as far as I know

he has Yoshimo, Cernd, Jaheira(2?), Minsc(2 or 3), Aerie, and

Anomen (funny one) all have one or more special reactions over this

time.

Now quite some time (20 days or more) after the transformation a

Red Wizard named Degardan will visit you. He will be searching for

Edwin. You can turn him in (5000 XP, 5000 GP) or cover for him.

Degardan will return 2 days later and will know that Edwin is

"disguised" as a woman. He then proves it by dispelling the Nether

Scrolls magic and turns Edwin back. Edwin then thanks Degardan for

this. Then he proceeds to destroy Degardan (8500 experience,

Quarterstaff +2, Wand of Monster Summoning, 2 potion extra healing,

death spell, 2 random treasures) for witnessing the humiliation.

OTHER: Nevin's Not-so-dead Uncle Lester

Nevin - Graveyard (AR 0800, x 715 y 1580)

If you follow the left path upwards you will run into Nevin's

funeral service for his dear departed Uncle. Except his uncle

refuses to stay dead. Uncle Lester rises from the grave and starts

complaining at his nephew. If you kill Lester (he never turns Red)

you get 1000 exp + 6500 exp and some gold. Nevin isn't very

grateful that you saved his life, and only complains about you.

OTHER: Crypt King

Crypt King - Graveyard (AR 0800, x 750 y 850)

If you search most of the crypts in the graveyard, you find minor

monsters guarding minor treasures. Mummies guarding an Axe +2, or

whatnot. However, there is one notable exception, and that is the

Crypt King. You find him in the crypt just to the right of the

top left crypt. He appears to be a paladin of some sort and

requires magical weapons to hit.

Crypt King - 15,000 experience

Spells - Simulacrum (Mage)

Namarra +2 (Long Sword, casts Silence 15')

You can then search the two containers in here for some minor

treasures. (rings and necklaces)

OTHER: The Spider Queen

Crypt - Graveyard (AR 0800, x 640 y 1830)

Egg Sac - Main Crypt (AR 0801, x 2400 y 2500)

Within the main crypt here, in the center of the area you will see

what looks to be a giant spider egg sac. As you near it you will

be attacked by several Giant types of Spiders. Within this place

is a Drow woman who is about to sacrifice a bunch of commoners to

her spiders. They die, and about 30 small spiders attack you.

They aren't bad themselves, but they are all poisonous. One

Cloudkill will kill them all.

Pai Na - 4000 exp

Spider Figurine (summons a Giant Spider)

Spider Figurine - Kitthix

STR DEX CON INT WIS CHA

14 9 9 9 9 9

THAC0 HP AC Attacks Weapon

14 44 4 1.5 1d8 (plus poison)

Saves: Death - 12, Wand - 14, Poly - 13, Breath - 14, Spells - 14

Resistances: Magic - 10%

Immunities: Hold, Web

Special Abilities: Web Tangle - 2

Search the center of this area for treasure:

Pale Green Ioun Stone (+10% HP, +1 to THAC0)

Spells - Spider Spawn (Mage)

Spell Immunity (Mage)

OTHER: Night Thieves

Thieves - Graveyard (AR 0800, x 1720 y 1065)

If you come here at night, you will find several thieves attempting

to break into one of the crypts. Since that is YOUR job, kindly

tell them to stop it. They attack you. They aren't too tough to

dispatch. (non-violent solution? Stein)

-------------------------------------------------------------------------------

2.7 [CTYGTE] City Gate (AR 0020)

-------------------------------------------------------------------------------

Exposition:

-----------

The only reason to come here is to leave Athkatla. This area will lead you

out to the Windspear Hills, Trademeet, Umar Hills, etc.

Quests:

-------

QUEST: Flydian and Trademeet (Druid's Grove)

Flydian - Gate (AR 0020, x 500 y 680)

In the center of the Gate area is a man named Flydian who is

seeking Adventures to help out his hometown of Trademeet. Agree

to help him if you want. You can go to Trademeet at any time.

See section 10. Trademeet for the continuation of this Quest.

OTHER: Two Star-Crossed Lovers

When you first enter the Crooked Crane Inn, an annoying fellow

named Rilmi blabs on about some lovers who aren't meant to be.

Upstairs you'll find this duo, and despite being a complete

stranger, you can convince them that they should really be

together. It's amusing but nothing else.

OTHER: Lich in a Wall

Secret Door - Crooked Crane Inn (AR 0021, x 515 y 160)

Within the Crooked Crane you will find a Secret Door that leads to

a small Crypt. Within is a Lich. Very powerful. You probably

won't want to tackle it until you are a fairly high (11+) level.

Liches are well know for their casting of Gate (summons a Pit

Fiend, a nasty demon, but one you can avoid by casting Protection

from Evil 10' Radius before the battle), Time Stop (which allows

the Lich to cast about 4 spells really quickly) and Meteor Swarm.

The best strategy would go something like this: Prepare a trap

in the Inn in case the rest fails, Haste everyone, cast other

protective spells, send in only the warriors with +2 or better

weaponry. Quickly pause before the Lich talks to you. Now we're

going to employ my patented "Fake Talk" strategy. Click on the

Lich as though you were going to talk to it. Now do a Force-attack

on the Lich and Unpause. The Lich will wait at least 6 seconds

before attacking. (You can try pausing again and doing more Fake

Talks if you want) If he snaps out of it and starts casting

spells, retreat to the Inn. The Lich MAY follow you out, but

probably won't. Then you can go in at your leisure. (He WILL

follow you out if he's finished casting his spells)

Lich - 22,000 exp

Ring of Invisibility

Wand of Cloudkill

Wand of Lightning

Rod of Terror (Quarterstaff +3)

Wand of Fire

With him out of the picture, you can then search his crypt for

treasure. The chest has:

Daystar (Long Sword good vs. Undead)

OTHER: The Merchant and the Thug

This one only happens if you have visited the Gate once, then come

back 5 days later. There will be a merchant and a thug standing

just outside the Inn here. There are three ways to handle this

situation, one good, one evil and another crafty. Offer to help

defend the Merchant and the Thug will leave, then the Merchant will

sell you his wares for cheap. WARNING! He will only sell you

things ONCE, after that he LEAVES FOREVER. To be Evil, stand aside

and do nothing. To be Crafty, encourage the Thug to kill the

merchant, he won't and leaves. You don't get to buy items that

way.

OTHER: Bribery and Guards

At the Gate itself, a shady merchant (possibly a Shadow Thief)

bribes the City Guard to let him pass with his contraband. You can

ask the guard about this, but he won't talk.

-------------------------------------------------------------------------------

2.8 [THBRDG] The Bridge (AR 0500)

-------------------------------------------------------------------------------

Quests:

-------

QUEST: Solve the Murders

Tanner's House - Bridge District (AR 0500, x 2700 y 2600)

Rampah - Bridge (AR 0500, x 2633 y 1185)

Rose Bouquet - Bridge (AR 0500, x 2950 y 1980)

Bel - Bridge (AR 0500, x 2650 y 2050)

When you first enter the Bridge District you will be confronted

by Aegisfield, an officer of Amn. He is investigating a series of

murders in the area in which the victims were skinned alive.

Pleasant. Tell him that you intend to solve these murders. Just

west of that point some peasants are commenting on the murders.

Hmmm... skinned alive... well the first suspect would be the person

who skins animals alive for a living, the Tanner. So go into the

Tanner's Shop and talk to him. Rejiek, the tanner, acts very

suspiciously, but doesn't really do anything illegal. At this

point there is an easy way and a not as easy way to get him to

reveal himself as the murderer (and a near infinite experience bug

if you know how to do it).

Easy: Fail to pick his pockets (or attack him) and he reveals

himself.

Trick: Surround Rejiek on all sides such that he can't move

anywhere. Then get him to reveal himself (pick his

pockets, attack him, etc.). He then talks to you and you

get experience for revealing him. But since he cannot

move, he cannot leave the area. PAUSE quickly. Talk to

him again to get the experience again. PAUSE, talk.

PAUSE, talk. Keep on doing that until you get the "he

appears to be busy" message.

Not So Easy: Once you have talked to Rejiek, you need to go

gather evidence to present to Aegisfield. Start

with the beggar by the arch, Rampah. Either

threaten or bribe him until he reveals that some

leather was found with the bodies. Next visit the

courtesan, Rose Bouquet, in the Market Square. You

will have to buy her time (20 gold) but she tells

you that she smelled Guril Berries at the murder

sites. Next talk to Bel, the merchant, about both

the leather and the berries. Return to Rose and

she will identify the smell as Bark, not berry,

which is also used in making leather goods. (there

are other people to talk to, but they lead you to

red herrings)

Note: If you talk to the child Faraji, he accuses

Mrs. Cragmoon of being an evil witch. You

can talk to her and she admits to being a

mage. Then you can turn her in to Aegis.

No reward, and in 2 days or so, she will

attack you.

Go back and talk to Aegisfield at the entrance to

the bridge district. Give him your evidence and

he agrees to go check out the tanner's. Go to the

tanner's yourself. You will notice the Tanner,

his thugs (if you accused him beforehand), and

whatnot, but you won't see Aegis. Talk to the

tanner and confront him with the evidence.

Alternatively, you can confront the Tanner with the

evidence yourself. The only real difference is

that Aegis doesn't get killed (and thusly you can

collect a reward from him as well). (Craig Gibbens)

You get 23,250 experience for getting the Murderer to reveal

himself. Follow him down the stairs.

This level is very, very heavily trapped. De-trap the room and all

the containers. Search his dresser to find the Tanner's Letter

(useful if you want to find out what he intended to do with the

human skins). Search the top bed to find his unfinished "work"

(human skin). The other bed has some treasures in it (gems and the

like). The container near the stairs will have Aegis' body (if you

did things the "non easy" way, that is). Go down the next stairs.

Here you will find an enemy mage (who teleports out later), a Rune

Assassin and 2 Ghasts. When the mage leaves, he brings in a new

Assassin for you to deal with. The Assassins are worth 4500 exp

each, which isn't bad. The big crate in the center of the room

is TRAPPED, but has the:

Gesen Bow Shaft

There are a couple other treasures here, but nothing noteworthy.

Now, if you did this the Easy way, go to Aegis and tell him what

has happened. He gives you a reward: 45,000 experience and 500

gold. If you collected the evidence anyway you still get the

reputation +1.

If you did things the Not So Easy way, go to the Government

District and enter the council building. At the very back is Chief

Inspector Brega, tell him what has happened and give him the body

to get your reward: 45,000 experience, 500 gold and a Reputation

Increase +1.

There is more to this in Trademeet later.

QUEST: Raelis Shae Begs for Help (Bard's Stronghold)

Five Flagons Inn - Bridge (AR 0500, x 3200 y 2000)

In the basement of the Five Flagons there is a theatre that is

currently run by a group of wandering players. Go watch the show

and you will see Biff the Understudy in the role of a lifetime...

screw up royally. Raelis Shae comes out and apologizes for this

farce and begs for any adventurers to come see her. She begs you

to rescue their friend Haer'Dalis from the wizard Mekrath who is

holding him somewhere in the Sewers.

QUEST: Rescue Haer'Dalis from the Mage, Mekrath

Secret Door - Sewers (AR 0701, x 1080 y 550)

Imp - Sewers (AR 0701, x 2530 y 2120)

Head out to the Temple District and enter through one of the sewer

grates there. Go to the top of the sewers area, and search for the

left secret door there (the right one leads to the Mind Flayers

Quest, see the Sewers section for more information). This secret

passage leads to a set of stairs to Mekrath's Lair.

Once here you have to fight through a bunch of Mephits. Place look

familiar? Yep, it's reused from Baldur's Gate (Durlag's Tower).

You can find a couple of spells in the left library. In the right

room are two trapped chests, and above that are some monsters.

(one time they were Yuan-ti and Yuan-ti mages, the other time they

were Umber Hulks and Minotaurs) The chests have minor treasures

and:

Necklace of Form Stability

There is another trapped chest in the monster room with some gold

a spell and a potion. North of that is a temple looking room, that

is doubly trapped (on the floor and the pedestal). Beyond that

you will find Haer'Dalis, but he seems to be a little out of it

right now.

From the main room, go south. This leads to a room where a

skeleton is lying on a table. There are two containers in here

(one trapped) with more minor treasures. (spells and potions

mostly) Past this is a passage to the left that leads to Mekrath

the mage.

There are two ways to handle this situation, the violent way and

the non-violent way. We'll do the violent way first. While

talking with Mekrath, if you piss him off (I merely mentioned the

Gem) and he attacks you. I found that using a Chaotic Commands on

myself beforehand worked well.

Mekrath - 14,000 experience

Mage Robe of Fire Resistance

Minor Treasures

Just past Mekrath, you can search some containers for treasure:

Rod of Resurrection

Wand of Cloudkill

Potions

And the non-violent way. Talk to Mekrath and ask for the release

of Haer'Dalis (don't mention the gem). He will bargain Haer'Dalis'

release if you track down an imp for him and retrieve a magical

mirror from it. Return to the sewers. You'll find the Imp

skulking about in the bottom right portion of the sewers. Approach

and he yells at you that the mirror is his. Kill him and take

the mirror. Return it to Mekrath for 18,750 experience. He

releases Haer'Dalis (who you will find in the center area now) and

leaves. You can then take the items behind him anyway.

Finally go back to the templey room and take the gem from the

pedestal (as well as the Harp and Necklace). Once you have that

you can return to Raelis Shae. She gives you 1000 gold for

rescuing the actor and the gem. (more for the gem) And they begin

preparations to leave this Plane. (21,250 experience)

QUEST: Rescue Haer'Dalis from the Planar Prison

Raelis asks for your help to defend them while they summon the

portal to the next plane. Agree to help and then kill anything

that comes through the portal. After battling quasits, fire

elementals and shadow fiends, a bounty hunter comes through and

steals the group. You then have to follow them into the Portal.

Welcome to the Planar Prison, one of the worst spots in the

multiverse. You will find yourself quickly in a battle with the

Bounty Hunter and his cronies. Keep the mages out of the battle

and you won't have too much trouble with them. Be sure to search

them for treasure:

Boots of Speed

Cloak of the Shield

Melodic Chain +3 (Elven Chainmail, Bards only)

Wand of the Heavens

Afterwards Tagget, a prisoner here, fills you in on the details of

this place. The only way out is to kill the Cambion who runs this

place, who is located directly above you. However, going up

against him directly might be too dangerous so you might want to go

right, up, and left to find the Master of Thralls to free the

slaves here. Then they could assist you in defeating the cambion.

Complicating things are the Ground Portals, pulsating heart like

things in the ground that pull you into small guarded areas. These

should generally be avoided.

Go right and you will have to fight a group of Thralls. In the

center of this area is a Brazier that glows hot. If only you had

something that needed destroying in it. Continue right and you'll

see the first ground portal. Just past this are a bunch of enemies

(not just Thralls, some are monsters). Search the female Thralls

after they are dead for treasure:

Kundane Short Sword +2 (very fast)

Ring of Protection +1

Gauntlets of Weapon Skill (improves THAC0)

Go up to the Wyvern's Nest, and then left to find the Master of

Thralls. He likes to summon Air Elementals (if you had the Ring

of Air Mastery, this would be a lot easier).

Master of Thralls - 16,000 experience

Staff of Air (Summons or Controls Air Elemen)

Mastery Orb

Note: The Staff of Air might look like it

only has one charge on Summon

Elemental, but this is ONE CHARGE

PER DAY.

When he dies, the thrall nearby tells you to destroy the orb

somehow. If only there was a brazier around here. Go back right,

down and left to the brazier and click it to destroy the orb.

(24,750 experience) With that destroyed, all the Thralls will turn

on the Cambion. So, either hurry over there and join the battle,

or let them get killed by the Cambion so that you can steal their

things later. Either way, you'll find the cambion just north of

your starting position, and just left of the Master of Thralls

position.

Warden - 10,000 experience

Ajatha the Drinker (Long Sword +2, immune to charm)

Wave Shaft (part of the Wave Halberd)

Gems

Planar Prison Key

Kill the Warden (10,000 exp) and all his monsters and Tagget will

appear, say thanks and give you 5000 more exp.

Note: There are actually three containers of treasure on this

level, one of which is in the Warden's Room. These all

have things such as arrows or bolts. See if you can find

all three! (they're hidden in the moss on the walls)

Go over to the left to free Raelis Shae and Haer'Dalis. Haer'Dalis

wants to stay with you and follows you back to the Prime Material

Plane. He can then join you if you wish. Also, if you are a Bard,

Raelis gives you the deed to the Theatre before she leaves.

(everyone is given 44,000 experience) See the STRONGHOLDS section

for more details.

QUEST: The Rogue Stone Doorway and the Twisted Rune

Door - Bridge (AR 0500, x 1800 y 3345)

I would highly recommend leaving this one alone until chapter 6,

it is one of the hardest battles, if not the hardest battle, in

the game.

On the side of the Elemental Lich's building (see below) is a door

that seems to lead nowhere. You can't enter it. That is, unless

you have a Rogue Stone in your possession. Then you enter into a

strange place, where a Lich named Shangalar confronts you.

This is NOT an easy battle by any definition. He quickly summons

forth many difficult creatures (Beholders and the like). All of

which are tougher than their normal versions. What you must do is

try to fight only one of the monsters at a time.

Note: The battle with Lich Shangalar turned out to be the easiest

of all after I figured out I could cast "mass invisibility"

on my party. He and his mage assistant Layene wasted all

their time stop but couldn't cast anything on my party

members. This only works with Shangalar because the other

liches are smarter and cast true sight or some other spell

to get rid of invisibility. [from Sonia]

For my preparations I set 8 traps around the alcove where you first

appear. Then when Shangalar attacked, he was instantly killed

(sweet!). Then I cast Protection from Magical Energy on everyone

to keep us safe from various spells, Death Ward to protect from

others, Invoke Courage (Mazzy) to prevent Fear, Haste, Protection

from Evil and Defensive Harmony. Then I ducked everyone as far

away from the table as possible. I moved one person out to trigger

the Lich, then as soon as that conversation was done I moved him

back. The lich was killed by the traps (fun). I then moved out

the person wearing the Shield of Balduran (one of the Collector's

Edition items) to attract the notice of the Beholder. The rays

were reflected by the shield back at the Beholder and it turned

itself to stone. I then huddled everyone back in the corner to

take out their warrior. Then I moved out, took out the Vampire.

Finally I confronted Layene and her Pit Fiend.

Shangalar - 50,000 experience

Gold

Layene - 4000 experience

Staff of the Magi (+2 AC, Invisible, Immunities, etc.)

To exit this area, take the Beholder Eye, put it in the Cauldron.

Then use the machine at the top of the room to teleport out.

OTHER: Valeria's Band of Goons

Building - Bridge (AR 0500, x 4000 y 1525)

Within one of the buildings you will find yourself locked in combat

with some goons for no apparent reason. Who are they? Why are they

"red"? Who knows. Take them out. The goons don't have much in

the way of treasure ON them, but are worth a fair amount of exp.

(Valeria is 12,000 exp) Then search the room for treasures, mostly

gems and spells.

OTHER: Captain Dennis and the Mercenaries of Riatavin

Delosar's Inn - Bridge (AR 0500, x 2060 y 3040)

Note: Killing Captain Dennis now prevents you from being able to

do the Limited Wish adventure later.

Within the Delosar's Inn on the second floor you will find the

second group of mercenaries in the game, this one lead by Captain

Dennis. Again they make a tempting target for you to take out.

First I would ignore what they say and calm them down. Then you

can make whatever battle preparations you wish. Then simply attack

them when you are ready.

Captain Dennis - 7300 experience

Throwing Dagger +2 (Boomerang)

Full Plate

Potions (etc.)

Mercenaries of Riatavin - 3200 to 7300 exp

Full Plate (etc.)

The three chests in here have minor treasures (spells, gold, etc.)

OTHER: The Elemental Lich

Lich's House - Bridge (AR 0500, x 1600 y 3350)

At the very south of this area there are two houses. One leads to

the kidnappers of Tirdir (the bottom one) and the top one leads to

our second lich (assuming you went by the city gates and met THAT

lich). If you're feeling up to it, unTRAP the door and enter.

Go into the basement. There you will see a great sarcophagi in

the center of the room. You need to click on it twice to release

the Lich. This is the Elemental Lich (and part of the Kangaxx

Quest, see the Docks section). He is easily dispatched with the

"Fake Talk" strategy, where you PAUSE, click on him as though to

talk to him, then kill him. (Pausing every 5 seconds to do another

"fake talk") 22,000 experience. Then click on his sarcophagus

again to get Kangaxx's Torso. Another "cheese" strategy is to use

a "protection from undead" scroll (you can get some in the

Adventurer's Mart and most temples). Undead, including liches,

won't even look at you.

OTHER: Boots of Stealth & a Gem

In the Five Flagons, if you talk to the barkeeper with Mazzy in the

party he'll give you some Boots of Stealth. If you talk to him

with Haer'Dalis he'll give you a gem. (many people mentioned this)

-------------------------------------------------------------------------------

2.9 [GVRNMN] Government District (AR 1000)

-------------------------------------------------------------------------------

Companions:

-----------

Jan 9 17 15 16 14 10 Gnome Thief/Mage Chaotic Neutral

Jan loves turnips. Almost literally! And like most gnomes he is very

eccentric, and loves to ramble on with stories that never get to the

points. He wants to steal Boo from Minsc, and if he ever succeeded, one

would imagine he wouldn't live long after that.

Found at: Government District (near the Government offices)

Event: 15 days after joining, Jan is summoned back home. This event is

covered below.

Grade: B+ My favorite Thief/Illusionist in the game! The only Thief/

Illusionist in the game! Unlike the other thief/mages he is

a multi-class rather than a dual class, which is both a good

and a bad thing. He keeps improving his thief skills, but

gains levels slower. Plus he can make his own ammunition for

his crossbow.

Viconia 10 19 8 16 18 14 Drow Elf Cleric Neutral Evil

Viconia DeVir was forced out of the Underdark and has been living as an

exile on the surface ever since. She journeyed with you in your earlier

adventures.

Fount at: Government District (near the prison)

If kicked out: Viconia goes to the Graveyard

Grade: B+ Personally I think she is the best Cleric in the game. Start

with a great Dexterity and Wisdom and you have a great

character. Give her the Gauntlets of Ogre Strength (or a

similar Strength enhancing item) and she moves up to an A

grade. Also, the Girdle of Fortitude can be used to improve

her lowly constitution for 8 hours a day. (The Gauntlets are

part of the Planar Sphere quest, and the Girdle can be found

in the Unseeing Eye quest)

Quests:

-------

QUEST: Jan Jansen

Jan - Government District (AR 1000, x 2750 y 1740)

You will find Jan in the southeast corner of the government park

selling his turnips (and other contraband). Jan will try to sell

you some of his patented "Bruiser Mates" (crossbow ammo) when Trax

arrives from the government to shut down the poor working gnome.

Trax and Jan talk a bit, then Trax asks you what Jan was talking

with you about. The easiest way to answer this is to say "the

weather", at which point you can get Jan to join up with you. You

can also turn in Jan for a small reward (100 gp), and then Jan is

thrown in the prison. You can get Jan out for 800 gold (on an

interesting side note, you can borrow 200 of that 800 from the

Prison Keeper). If you bust Jan out of jail you get 11,500 exp.

If you ever pay back that 200 gold you get 2000 experience.

15 days after getting Jan, he will be summoned back home.

QUEST: Jan Jansen Summoned Home

Jansen Home - Slums (AR 0400, x 3533 y 1350)

Jysstev - Government (AR 1000, x 2865 y 2865)

The Hidden - Sewers under Coronet (AR 0404, x 1075 y 2230)

Fifteen days after joining, a messenger comes up to Jan to tell him

to get home right now. Agree to help him with his troubles and

then high-tail it back to the Slums and to his house. His lost

love, Lissa has returned with her daughter, who is now deathly ill.

Jan tells you to talk to his Uncle in the basement. Talk with the

uncle to learn that you need to talk to the Hidden. To find the

Hidden you must talk to Lady Jysstev in the Government District.

(3300 exp) For most of this quest, Jan stays at his house.

Go to the government district, and talk with Lady Jysstev about

what you need. She tells you that the Hidden will meet with you

(despite you not being an "Enlightened One") in the sewer beneath

the Copper Coronet. (8900 exp) To the slums!

Enter the Copper Coronet, go into the back rooms, and find your

way down into the sewers (see the above Quests). You will find

the Hidden on the southern end of the little sewer river. Talk to

him, but keep things no-nonsense and simple. (He doesn't like to

talk to you) You can ask about him, but that won't get you

anywhere. He agrees to help the girl if you take care of his

enemies for him. To locate his enemies you need to talk to the

proprietor of the Sea's Bounty Inn in the Docks district. Talk to

him and pass the secret word on to learn that the two you seek are

on the second floor of the Five Flagons Inn in the Bridge District.

You will find the two Gith in the second room on the right in the

second floor of the Five Flagons. They will realize that you are

there to harm them and attack immediately. They have both magic

and melee attacks, which make them annoying to deal with. Once

they are dead, return to the Hidden and talk to him. (17,500 exp)

You can ask questions about him and he will reveal that he is a

Mind Flayer (Illithid).

Return to Jan and the girl will be healed. The plot continues

downstairs (15,500 exp). Jan asks your opinion on matters. Agree

to support him and he rejoins the team.

QUEST: Save Viconia's Life

Viconia - Government District (AR 1000, x 1800 y 1075)

Dark Elves are not very well looked upon in Faerun (the continent

you are on). With the exception of Drizzt all Drow are evil, which

doesn't help their reputation as evil killers with no remorse.

Even though Viconia is relatively "evil free", she is about to be

burned at the stake like a witch. Sure, she's evil, but she

doesn't actually ACT on her evilness. Much.

To rescue Viconia, you must click on the pile of wood under her

twice. That frees her, but angers the mob. You then have to

fight off the Fanatics to keep her alive.

If you let Viconia join you, you gain the best Cleric in the game,

but lose 2 reputation points. Also she has a low strength,

however, if you buy the Mauler's Arm at the Copper Coronet that

will improve her Strength to the point where she is able to wear

any armor.

QUEST: Keldorn's Family Troubles

Firecam Estate - Government District (AR 1000, x 1550 y 1950)

Mithrest Inn - Waukeen's Promenade (AR 0700, x 3000 y 450)

When you first enter the Government District with Keldorn in your

party he mentions that he maintains an Estate here, and asks if you

would like to go see it. From that point you have four days before

he complains about it, after that you have three days before he

leaves to go home. So, you're better off visiting his home

yourself.

Within the house, Keldorn talks to his girls (who don't seem to

like him) and to his wife (who is cheating on him with Sir

William). Keldorn is a little upset by this recent turn of events.

He asks you for advice, tell him to confront Sir William over the

matter. William is found in the Mithrest Inn in the Promenade.

Talk to Sir William, and he will chastise Keldorn for not being

there for his family. Now go with Keldorn back to his estates to

get some closure on this one.

Talk to his wife again, and they will realize they still love each

other. Of course, now Keldorn wants to spend some time with her.

You get 15,500 experience no matter what you tell him, let him

spend a day, force him to go with, or release him from your service

forever (however, he is gone for good). If you want to keep him,

then force him to stay with you, otherwise you may as well let him

go.

QUEST: Track Valygar for the Cowled Wizards (Mage Stronghold)

Valygar's Home - Docks (AR 0300, x 2450 y 1150)

Country Estate - Umar Hills (AR 1100, x 1400 y 550)

Just outside of the council building is Madeen who has a quest for

you. He wants you to go inside and talk to Tolgerias about doing

some work for the Cowled Wizards.

Go inside and talk to the mage in light green. He wants you to

agree to do his quest before he even bothers to tell you what the

quest is. Typical. Agree to it anyway. He says that several

Cowled Wizards were killed, and he wants you to bring the murderer

in for justice. Notice how he seems to want the body one way or

the other? The target of your manhunt is Valygar Corthala, and you

can find his home in the Docks section of town.

Valygar's house is the one just to the left of the Temple of Oghma,

enter it. Talk to the servant and pretend to be a friend and he

tells you that the "master" owns property in the Umar Hills area.

If he doesn't tell you that, you can learn it by searching the

house and finding the "Corthala Tax Notice" which says much the

same thing.

Head out to the Umar Hills. You will find Valygar's home in the

top left of the area. He has some goons outside his house. Just

tell them that you aren't here to hurt Valygar and they should

leave you alone. Enter his house and talk to Valygar. He tells

you that he acted is self defense against the Cowled Wizards when

he killed two of them. They wanted his body to open up the Planar

Sphere, which was created by his ancestor, a Lich named Lavok.

Valygar would like to finish Lavok, with your help. Let him join

for 9500 experience. (The only real alternative here is to kill

Valygar and use his body to open the Sphere, giving him to the

Cowled Wizards results in a less than spectacular gain for you)

Note: If you tell him to "proceed as he will" he will go to his

home in the Docks.

Now whenever is convenient, go to the Slums and enter the Planar

Sphere (see the Planar Sphere section under the Slums).

Trick: Getting 3 Rings of the Ram (modified from Xander77)

You get the first Ring by pickpocketing Tolgerias

successfully (save first). You pick up the second by

killing Valygar and stuffing him in the Bag of Holding.

Go to Tolgerias and claim Ring 2 as your reward.

However, Valygar didn't disappear from the bag. Go to

the Planar Sphere, enter, and play as normal to get

number 3.

QUEST: Talk to Delon about the Umar Hills (Ranger Stronghold)

After a certain set amount of time, Delon will talk to you, so by

the time you get here you might have already talked to him. He

can appear anywhere. If not, then you can find him in front of the

Council building. Talk to him to learn of troubles around the

Umar Hills area.

This quest is continued in the next section "Umar Hills."

OTHER: Bribe the Cowled Wizards

Tired of not being able to cast magic in the streets of Athkatla?

Well who isn't. Simply enter the Council building and talk to

Corneil. He mentions that for a "monetary sacrifice" you and your

party will be able to cast magic freely. It costs you 5000 gold.

Ouch.

-------------------------------------------------------------------------------

2.10 [MRHLLS] Umar Hills (AR 1100)

-------------------------------------------------------------------------------

Exposition:

-----------

When you first arrive in the Umar Hills area, you get to see a town

meeting. Everyone is complaining to the mayor about various goings-on

about town. Strange things are going on here. Some people blame their

problems on wolves, others on ogres and still others on the elusive Umar

Witch (who may be a folk legend). Seems like they could use a hero!

Quests:

-------

QUEST: Investigate the Deaths in Umar Hills

Mayor - Umar Hills (AR 1100, x 5000 y 2550)

Ranger Cabin - Umar Hills (AR 1100, x 600 y 2800)

Talk with the mayor to attempt to gain some information about how

things are going. He and his wife mention three possible suspects:

Wolves, Ogres (see the Ogres and Imnesvale below) and the Umar

Witch. You are also told of a good place to start, the old ranger

cabin to the west.

Go over to the cabin, and enter. Search the floor of the bedroom

to find a note from Mazzy that offers some clues. Then search the

kitchen table to find Merella's Journal the has some more clues.

Both of these items can be left here. Leave the cabin, then leave

the area and go to the Temple Ruins. (This is continued in that

section)

QUEST: The Ogres and Imnesvale

Madulf - Umar Hills (AR 1100, x 3290 y 720)

Mayor - Umar Hills (AR 1100, x 5000 y 2550)

Just north of town, across the little stream, you will find Madulf

the Ogre Mage and his other ogre cronies (some aren't ogres, but

whatever). He automatically talks to you. Listen to what he has

to say. Turns out his people are getting killed as well and he

doesn't know what is doing it. When you try to leave he wants you

to tell the village that they mean no harm and merely want to

coexist peacefully.

Go talk to the mayor about Madulf's request. He is a little

reluctant to trust ogres, but agrees to talk with them nonetheless.

(27,500 experience)

After a period of time, the Mayor returns from talking with them.

Then go talk to Madulf again, and as thanks he gives you an item:

Shield of the Lost +2 (5% magic resistance)

QUEST: Idle Hands in Imnesvale

At the north end of town are three youths who want you to buy them

either swords, ale, or both. Do what you will here. If you get

them anything you will find them in the cave to the west where they

get chased out by a gibberling (which they mistake for a dragon).

This is not instantaneous, it takes them some time to get into that

cave. I got 2000 experience for buying them 3 bastard swords and a

thing of Ale. (from the Merchants) You can get 1000 exp for giving

them one of the items, and 0 exp for telling them to go away.

Note: If your main character is a Ranger, DON'T give these kids

anything, as it will negatively impact your stronghold.

(such as getting you kicked out of it) [from ShirouKyoji]

QUEST: A Mage needs Mimic's Blood

Mage - Umar Hills (AR 1100, x 4433 y 2060)

Umar Cave - Umar Hills (AR 1100, x 1600 y 1300)

The house just north of the mayor's house belongs to a mage.

Outside of his house you will see some fool in love with the mage's

daughter. Enter and talk to the mage. Ask him about the thing

that he is making and he will ask you to fetch him some Mimic's

Blood so that he can complete it. Exit.

The cave with the mimic in it is westwards of here. Within you

will see what appears to be a chest. It isn't, it is a mimic.

Wait a moment and then you can attack it. When it is dead, search

it to get its blood. (The rest of the cave has some Umber Hulks

and some more minor treasures to be found)

Return to the mage and give him the blood (19,250 experience) and

he gives you the Short Sword +1, Ilbratha. Of course, then he

animates his golem, which goes amok and you have to kill it. Kill

the Golem. Then the fool from outside comes in and takes his

daughter away, the mage talks to you saying how foolish he was and

you get more experience (21,250 exp).

OTHER: The Chicken's Gem

Jeb - Umar Hills (AR 1100, x 3775 y 1550)

Erlin - Umar Hills (AR 1100, x 3225 y 1900)

At the north end of the village talk to the farmer Jeb and tell him

that you are an adventurer. Turns out for a little money (20 gold)

he has a little adventure for you. He says that he saw the chicken

farmer putting something in his chicken. Doesn't know what, but

it must be worth something. Go left and talk to the chicken

farmer, Erlin. The jig is pretty much up, and you can end out

buying whatever is in the chicken. It is a Beljuril, with a rough

value of about 600 gold.

Tip: Before talking to the farmer, pick the chicken's pocket to

get one Beljuril, then buy it again from the farmer to

get two! [from Brad Beacham]

Don't sell it, however, there is a way to use it to get an upgraded

horn. (see Waukeen's Promenade, The Horns of Valhalla quest)

OTHER: Fael and the Human Flesh Armor

Fael - Umar Hills (AR 1100, x 3500 y 2850)

If you solved the murders in the Bridge District you may have ended

out with an incomplete set of human flesh armor. There was also a

note that told you how to contact the person who was to finish the

armor, one Fael who is currently in the Umar Hills area. You'll

find him with the other merchants. Talk to him and buy the History

of the Zhentarim. Then tell him his name, 5) Darcin Cole and he

says that all he needs is one final ingredient, the blood of a

silver dragon. You won't find a Silver Dragon for QUITE some time,

but you will run into one eventually. Can't miss her. Bring him

the blood and he'll finish you the armor (Leather AC 3, magic

resistance 20%).

Oh, and he'll recognize that you aren't the Tanner and call in some

mages to attack you. Therefore this is best done at night when the

merchants are indoors and won't get blown to bits by the mages.

-------------------------------------------------------------------------------

2.11 [TMPLRN] Temple Ruins (AR 1404)

-------------------------------------------------------------------------------

Companions:

-----------

Mazzy 15 18 16 10 13 14 Halfling Fighter Lawful Good

Mazzy is not your typical halfling. For starters, she's not a thief of

any sort. Plus she's lawful good, heroic and no-nonsense. Very atypical

for halflings.

Found at: Temple Ruins (follow the Umar Hills quest from Delon at the

Government District)

Warning: If you're dropping someone off here to add Mazzy to the

party, *don't* leave them topside at the Temple Ruins.

Destroying the Shade Lord swaps the daylit version of the

area for the shadowed version, and anyone in the shadowed

version is just gone. (I lost Nalia that way - after her

kidnapping, she doesn't go back to the Copper Coronet when

kicked out). [from Alan Cherry]

Event: Some good deal of time after Mazzy has joined your party, Danno

will come up to you with Mazzy's quest. This is covered down in

the Trademeet section. If you kick Mazzy out then have her

rejoin this timer is restarted.

If kicked out: Mazzy will return home to Trademeet

Grade: B- A good Halfling fighter, but... in all actuality she is

closer to a Halfling Paladin. She has several special

abilities such as Lay on Hands and Haste.

Walkthrough:

------------

- FIND SIGNS OF WOLF ACTIVITY

If you're here, then there's only one thing to do, find out what is

killing people back at Umar Hills and put a stop to it. Based on the

evidence at hand we believe that there are wolves involved. Werewolves

in all likelihood.

Go right a little, then up to find a Werewolf, Anath, flee into her lair.

Follow her in. (x 600 y 600) Tell her that she has preyed on her last

innocent and she won't know what you are talking about. Seems that

someone called the "Shade Lord" has been doing all the killing, including

killing her entire pack! Agree to help her take down this Shade Lord

menace and she says to meet her far to the right at the Temple Ruins.

- THE TEMPLE RUINS (AR 1401)

You will find her far to the right (x 4420 y 320) at what remains of the

temple. There are many shadows and shadow deviant creatures crawling

about here. She tells you that this was a trap, and to use the mirror.

Then she dies. You can find the mirror she was talking about just to

her left, and it is used by clicking it when close. When that is done

several new shadows appear and attack, but they shouldn't present a

challenge. Go down the stairs and enter the ruins.

There is one door on this passage, open it and go through. Fight through

the Shadows and Skeletons. Search the coffin (x 1850 y 650) to find the

skeletal remains of the last priestess of Amaunator. Naturally this will

be very important later.

Continue up to the next room where you will fight the Shadow Jailor.

Search his remains for the Shadow Jail Key. And conveniently there are

some locked doors right here. Open them to find Mazzy the Halfling

Fighter. Talk to her to learn all you can about the Shade Lord. She

tells you that he has a tame Shadow Dragon with him. She will also join

with you to defeat the Shade Lord if you want. (12,250 exp) Also in her

cell you can find some treasure (nothing great, just a journal piece and

some ammo).

Note: The journal piece is actually part of the Ranger stronghold.

See the STRONGHOLD walkthroughs for more information.

Continue upwards to find the really big statue (x 900 y 200). Talk to

it. There are three tests for you to take here, a morning test, noon

test and evening test. Here are the answers to the tests:

Morning: 2, 3, 1

Noon: 3, 1, 1

Evening: 1, 3, 2

When that is finished it gives you one third of the symbol of Amaunator.

(45,500 experience) We actually don't learn what these rituals are until

a little later, but we're here already.

Head down the passage (x 580 y 540), it turns east to a room with a big

crystal in it. If Mazzy is with you, she'll explain the significance of

the crystal. You need to take it to pass onwards in the temple, but when

you do take it, the shadows will attack you. Take the crystal. (x 760

y 1260)

Go north into the next room. If you are curious about how to learn the

Morn Ritual the actual way, search the column to get a scroll on it. If

not, then continue north and from there back to the main passage.

- COMPLETE THE SYMBOL OF AMAUNATOR

Now go south down the main passage to the Shadow Door, which will be

dispelled when you click on it with the Light Gem in your possession.

Head south just a little until you see the wooden bridge extending from

the right. (x 1400 y 1300) Shadows will appear in your midst when you

cross this bridge. The next room has lava for a floor, so don't spend

too much time lingering around. Search the ground (2 broken columns) to

find some treasure:

Pearly White Ioun Stone (Regenerative)

Arrows of Ice (etc.)

On the northern wall is a symbol of a Chinese dragon, which is trapped

and has some minor treasures (x 2240 y 1320). In the next room to the

north are Bone Golems (18,000 exp), Greater Mummies and Skeletal Warriors

(some with bows). You could always lead them across the lava floor to

damage them. (You can hug the wall to avoid damage, they will make a

beeline for you and go across the lava) Search the column here to find

more Amaunator items (Books and scrolls), these aren't that important.

Note: If you are on a high level, do NOT have the "Turn Undead"

ability on here, else you will kill the good ghosts in the next

room. (David Lyons)

Also, using the "Protection from Undead" scroll seems to have

the effect of making the "good" ghosts ignore you as well.

Sure, they talk to you, but they won't give you the wardstone

and symbol piece.

From the lava room, go south and enter the next room. When you enter,

a ghost of one of the priests talks to you and asks for the bones of the

priestess that you possess. Give them to them to restore her. For this

you get the second symbol of Amaunator and 17,750 experience. Also you

get the Shadow Dragon wardstone to prevent the Shadow Dragon from

attacking you. We now have 2 of 3 symbols. You can search her coffin

for some minor treasures (including the best Bullets in the game).

Continue south. This leads back to the main passage, but we've now

skipped one of the shadow doors. Sweet. Go right. At the first

northern fork (x 1840 y 2260) are a large group of undead, with more

Bone Golems. Kill them and go north.

This is an interesting chamber. Remember Indiana Jones and the Last

Crusade where they had to walk only on the letters that spelled "Jehovah"

in Latin? Well similar idea, you can only step on the letters in

Amaunator's name. Start at the bottom right at the A and end out at

the top middle at the R. Simply step from one letter in the name to the

next. (if you step on an incorrect letter, you get hit with flame)

A - M - A - U - N - A - T - O - R

There are two doors here that lead to two rooms (that follows). Go in

the right one, open the door, to find a Shadow who wants to bargain with

you. (x 2750 y 1740) You will end out fighting him either way. Then

search the walls of the room for the final piece of the Symbol. Once

you have all three pieces, they fuse into the Symbol (21,250 exp).

- FIND AND DEFEAT THE SHADE LORD

Enter the left room and take the items from the Statues hands (x 2615

y 1620). These include some spells, a sling, but more importantly the

Sun Gem which will allow us to dispel the final Shadow Door. Return to

the main passage. (remembering to step on the correct letters, of course,

which in this case is R O T A N U A M A)

Follow this passage right, through the shadow door, and up to a normal

door, which opens to a stairway. Go down the stairs.

This is the lair of the Shadow Dragon. This is the easiest dragon in

the game to fight, and is definitely the first one you should try to kill

(without using the Fake Talk, anyway). Array out a series of traps in

front of it, cast all your protective spells (Mazzy has some too!) and

fight it. Cast Breach on it quickly as it will get protective spells of

its own up.

Thaxll'ssyllia - 45,000 experience

Shadow Dragon Scales

Crom Faeyr Scroll (one of the 4 parts of Crom Faeyr)

Gems (and gold)

If you have the wardstone you do not have to attack the dragon (and

it makes attacking the dragon a LOT easier!). Go left and up the next

stairs to the Shade Lord.

The Shade Lord will taunt you for awhile (especially if you have Mazzy

in your party) and then battle will break out. Take out the Shade Lord

first as he is the only real threat here (seriously). Then you can take

out Patrick and the Statue at your leisure.

When that happens everyone gets 44,250 quest experience points and the

area will be restored to a more sunny clime. If Mazzy is around she

wonders what it all means, and you can make the place a memorial to her

fallen comrades. After that talk to the near dead Merella. When she

is dead, search her for treasure:

Cloak of Stars (creates +5 darts)

Rogue Stone (useful for a certain Door in the Bridge area)

Gem

4000 gold

Also search Patrick's corpse for more treasure:

Halberd +2 Duskblade

Darkmail +3

Return to Umar Hills and talk to the mayor again to get your reward:

The Night's Gift +5 (Leather Armor, +20% stealth)

28,000 experience

100 gold

Reputation +1

-------------------------------------------------------------------------------

2.12 [TMPLDS] Temple District (AR 0900)

-------------------------------------------------------------------------------

Quests:

-------

QUEST: The Cult of the Unseeing Eye (Priest's Stronghold)

Cultist - Temple District (AR 0900, x 3250 y 1750)

This Quest is the only method to obtain the Paladin Keldorn for

your party.

As you walk down the path for the first time, a group of people is

listening to an unconventional speaker. He tells them that the

gods are false, and that only his new religion has the answers.

A great many of the people follow him. Then a Priest (if you are a

Cleric of Lathander it will be a Lathander Priest, etc.; if you are

not a priest then it will be a Priest of Helm) approaches you and

asks that you follow him to his temple.

Once there he asks that you investigate this cult to see what it is

up to. The cult is based in the sewers and this Quest will be

continued in that section.

If you wish to pick up Keldorn (the Paladin) into your party, then

the best entrance to the sewers is at (x 3950 y 2150).

QUEST: Gain the Services of Sir Sarles for the Temple

Jystev Estate - Government District (AR 1000, x 2875 y 2855)

Jerlia - Waukeen's Promenade (AR 0700, x 733 y 2200)

Neb's House - Bridge (AR 0500, x 500 y 2550)

If you are a Cleric, you will be gaining the services of Sir Sarles

for the temple you are employed by, otherwise you are working for

Guardian Telwyn at the Temple of Helm. What happens is that every

temple in the city wants this artist to create a work of art for

their temple, but Sarles will only work if he is given Illithium

to work in. Sir Sarles is in the Jysstev Estate in the Government

District.

Go inside and talk to the Butler of the house and ask about Sir

Sarles. You can talk to the Lord and Lady as well. You will

find Sarles in the kitchen. Talk to him and he will refuse to

work with anything less than pure Illithium, which can only be

obtained from Jerlia in Waukeen's Promenade. Wander over that way,

and you will find Jerlia on the southwestern portion of the

promenade (check your map for "ore merchant").

Jerlia doesn't have 200 pounds of Illithium. In fact, that is

pretty well impossible for her to attain. She has two ideas for

you to try: Go to her source and try to get some for yourself

(you have to pay 1000 gold to get her source), or she'll give you

an "Illithium Substitute". We're going to do the expensive one.

Pay the gold to learn that her source is a Duergar named Unger who

is currently in the Copper Coronet. (You COULD try the Substitute.

Pay her 200 gold to get her to make an alloy to fool Sarles. She

leaves and promises to return in a day with the alloy. Come back

24 hours later and she'll have raised her price to 500 gold. Pay

it and get the Alloy. However, if you try to give this to Sarles

he will get really angry and leave.)

Go to the Slums, and into the Copper Coronet. You'll find Unger

near the bar. (x 300 y 1400) Talk to him. Tell him that Jerlia

sent you. Talk to him about Illithium and he'll mention that he

has none, as he was robbed by someone who worked for him. Agree

to help him get rid of this bandit. He then tells you the name of

the bandit, Neb, and says to look for a Derelict House in the

Bridge District. So, that's where we're going.

Enter the Derelict House (located in the southern part of the

bridge). Inside is Neb, the Child Killer from Baldur's Gate. He

will pretty much attack you no matter what you say. He also

summons the spirits of the children he has killed to defend him.

Ignore the spirit children, and concentrate on Neb. You'll find

him invisible hiding (and chuckling) behind the counter. Once he

is dead you get 2500 experience for each child spirit still alive.

Neb - 3500 experience

Neb's Nasty Cutter (weak dagger)

Neb's Head

Illithium (200 pounds)

Note: Another one of those profitable ventures is Neb's nasty

cutter. You can sell it to a merchant in Trademeet for a

very high price and he sells it back for cheap. [from

James Victor]

There are some small treasures around the house, including some on

the TRAPPED painting. I bet you are wondering what to do with a

HEAD. Well take it to Inspector Bregg (Council Building in the

Government District) to get a reward:

2500 gold

Reputation +1

We now have both the Illithium and the Alloy. Return to the

Jystev Estate to talk with Sarles again. If you even HAVE the

Pure Illithium in your inventory he will automatically take that

(21,750 experience). If you try to fob him off with the Alloy, he

won't take it and will leave town.

Return to the temple to get your reward. If Sarles skipped town,

the temple will take your Alloy and give you 10,000 experience and

the Helm of Glory. If you got the real Illithium to Sarles you

get your 1000 gold back and another 20,000 experience (yes, and

the Helm of Glory as well.)

Why would you want to keep the Illithium? It is one of the pieces

to make the upgraded Mace of Disruption. It's up to you whether

to do that, however.

If you are a Cleric, you will be given an additional reward. You

get to pick from these three items:

Ring of Holiness (1 extra spell for spell levels 1-4)

Armor of Faith (AC 1, +1 to saving throws)

Staff Spear (1d8+3)

QUEST: Another Mission for the Temple

Travin - Slums (AR 0400, x 1525 y 770)

Borinall's House - Slums (AR 0400, x 2250 y 1600)

This mission can only be done after you have finished the Sarles

quest. I am pretty sure this is also only done if you are not a

Cleric (as they would have this as part of their Stronghold). Talk

to Telwyn to get another assignment, this time to go talk with the

Dawnbringer Sain at the Temple of Lathander.

Sain tells you that one of their artifacts was stolen by thieves

working for the Temple of Talos. What he wants you to do is to

intercept this ring before the Talassians get it. The exchange

will happen in the Slums, he says, so go there.

Wait until after dark, and look for Travin. He will be standing

near the northern exit from the Slums. Talk to him. Simply ask

him if his name is Travin and he'll talk to you. He will want

money from you, but threaten him instead and you won't have to pay.

He then tells you where you need to go to get the item, a red

bricked house on top of the Copper Coronet (Borinall's House).

Enter the locked house and Borinall will talk to you. He has the

Ring but wants to make sure that you are followers of Talos. He

wants you to swear allegiance to Talos. If you do that, however,

you will be magically attacked by the god, and pretty well revealed

anyway. So refuse to do it and attack Borinall instead. He has

some goons with him, but nothing difficult. Search Borinall

afterwards to get the Dawn Ring. There are some other minor

treasures in here (such as a War Hammer +1 and some gold).

(notably, if you are a Priest of Talos, you can pass his test and

easily get the ring)

Return the Ring to Dawnmaster Sain to get your reward: 16,250

experience and 1000 gold.

QUEST: Hunt Anarg for the Order of the Radiant Heart

Radiant Heart - Temple (AR 0900, x 3300 y 3375)

Fallen Paladins - Bridge (AR 0400, x 4800 y 750)

In order to even get this quest you must have a reputation of at

least 10.

Enter the Order of the Radiant Heart and talk to Sir Ryan Trawl.

He has a Quest for you, to hunt the fallen Paladin Anarg, who has

apparently stolen out some members of the Order and formed an evil

group. You must pose as warriors to gain their trust, and try to

bring Anarg to justice. Anarg's group is found in the Bridge

District.

Head over to the Bridge District, and go into the open area in the

top right of the area. Here you will find the group of fallen

paladins. They are meeting with a group of thieves, and the

meeting soon turns violent. You can join the battle against the

thieves, if you want, but it isn't necessary. The leader of the

Fallen Paladins will approach you after the battle and offer you a

job. He wants you to go retrieve Anarg's Cup from the Order.

Agree to this, and head back to the Temple District to get it.

Talk to Ryan Trawl again and ask him for the cup. He is a little

reluctant to give it to you, but he will, if you promise to return

it. Return to the Fallen Paladins. Give the head paladin the

cup (10,250 experience) and he introduces you to Anarg. I am

pretty sure that Anarg will always recognize you as what you are

and attacks. (If you have Keldorn in your party, he definitely

attacks)

Alternatively: [from Nathaniel Ragatz]

If you cast "know alignment" on the fallen paladins in the bridge

district they all detect as neutral except for the 2nd in

command, who you talk to in order to try to join them. He

detected as good and when I returned with the Cup (from the Order

of the Radiant Heart) I told him I had the cup to make the leader

(also detected as neutral) to appear. I then said that I didn't

want to join their group after all. The leader (and most of the

fallen paladins) decides to attack you because you know too much

about them. However, the good 2nd in command says that the

leader isn't the knight he thought he was (because he is

attacking you without just cause) and walks away disgusted with

his fallen brethren. They still attack you but not him.

Return to Ryan Trawl to get your reward: 17,500 experience each

player, Reputation +1 and the Gloves of Healing.

OTHER: The Guarded Compound

Compound - Temple District (AR 0900, x 4200 y 2050)

Within the Guarded Compound are a wizard and a thief, who tell you

to shoo, or face a private lesson. Ask for that lesson and they

disappear.

When you reach the end of this hallway, you will be attacked by

many summoned creatures, including (but not limited to), Efreet,

Nishruu, Vampiric Mists, and Ogres. The treasures in the rooms on

this level are for the most part minor. There is a Morning Star +2

though.

Go up the stairs. You now have one of the more annoying battles in

the game. You have to find a very tough party of adventurers (that

is what I'm assuming they are) that include Minotaurs and Orogs.

Not ordinary enemies by any count. To add to the mix, your party

will be surrounded by some devious traps that need to be disarmed.

Keep the mage and priest out of the battle, then just whack

everyone else until they fall. Search them afterwards for some

really great treasure:

Celestial Fury (Katana +3, best Katana in the game)

Helmet of Defense

Battle Axe +2

Large Shield +2

Two Handed Sword +2

Leather Armor +3

Short Sword +2

Helm of Charm Protection

Full Plate +1

Plate Mail +1

Mace +2

Lots of Gold

Lots of Potions (unless they used them in battle)

With them out of the picture, the rest of the level is quite open

to be looted by you. (Spears, Wands, gold, arrows, etc.) A large

number of the containers here are trapped, so be careful.

-------------------------------------------------------------------------------

2.13 [THSWRS] The Sewers (AR 0701)

-------------------------------------------------------------------------------

Companions:

-----------

Haer'Dalis 17 17 9 15 13 16 Tiefling Blade Chaotic Neutral

Haer'Dalis is not from around here. In fact he isn't even from this

plane of existence! He is a Tiefling, born with part demon blood. It

gives him an odd appearance and an even stranger attitude about life.

Found at: Sewers (follow the Raelis Quest from the Five Flagons)

If kicked out: Haer'Dalis will go to the main floor of the Five Flagons.

Grade: D+ The ONLY Bard in the game, and he happens to be lacking the

one thing that makes Bards extra special, their Lore ability.

That said, he makes a great warrior, for a Bard. But if I

wanted a warrior, I'd take a warrior

Keldorn 17 9 17 12 16 18 Human Paladin Lawful Good

Keldorn is a dedicated man. So dedicated that he goes months without

seeing his family. This will lead to conflict, and may cause Keldorn to

leave your party forever.

Found at: Temple District Sewers (MUST start the Unseeing Eye quest

first), near the Old Tunnels

Grade: B+ The only Paladin in the game. If you want a Paladin this is

the way to go. He starts out with decent armor and an

interesting sword (if he is hit, it deals 5 damage to what

hit him). As an Inquisitor gets immunity to Charm and Hold,

which is very useful, and his Dispel Magic is very powerful.

Quests:

-------

QUEST: The Cult of the Unseeing Eye

Entrance to Old Tunnels - Sewers (AR 0701, x 150 y 450)

Gaal - Old Tunnels (AR 0202, x 2500 y 2150)

Door - Old Tunnels (AR 0202, x 2780 y 500)

The Cult is hiding in the Old Tunnels, which are in the top left

of this area. You will also find Keldorn near this place. Enter

the Old Tunnels.

Go down the side passage (x 3400 y 300) and follow that into a

room. There are Shadows here. When you get to the end of this

room Ettercaps will appear in it. Past this room is another large

room, with wooden planks as flooring. More Shadows in here. There

is also a trap at the entrance. After that is another long and

dark passage that leads to the Gas Chamber. When you reach the

center of the room, the doors slam shut and it fills with Gas

(roughly a Cloudkill). Turn the wheel in the center to get the

Gas to stop and the doors to open. You also have to fight off some

Vampiric Mists.

Go into the next room and talk to Gaal the Prophet. Ask about how

one might join up with the Unseeing Eye, and mention that putting

your own eyes out makes you uncomfortable. He agrees to let you

try a different quest, to go get them an item from the sealed off

sections of the old tunnels. He gives you a key to accomplish this

action.

Go back to the main tunnel, and then down this to the door. Open

it and go through. Be very careful to check for traps on the

floor. Very soon you will come up to a Sarcophagus room and meet

a man named Sassar. He was a member of the cult until he realized

just how evil the Unseeing Eye Beholder really was. Now he wants

to retrieve the Rod himself to destroy the beholder. Agree to his

ideas. This is the sarcophagus of the Shade Lich, part of the

Kangaxx quest (which you can read about in the Docks section).

Head down the southern passage (careful to look for Lightning

Traps). This passage leads to a set of stairs that go down.

(AR 0204) This area looks rather impressive, with giant blue

arches. You can search the nose of the statue (trapped) for a

spell scroll. Go forward, then right. This leads to a Yuan-ti

gathering and a strange building. De-trap the stairs and go up the

building. When you are on it, click on its roof and you will have

to answer its set of questions. If you fail any of its questions,

it sends a monster to kill you.

Question 1: 7) Life

Question 2: 9) Time

Question 3: 4) The Current One

Solve that to get 42,250 experience. Across the bridge are quite

a large number of enemies, such as the mini-beholders (Gauth) and

Shadow Fiends. There is a nook (x 3715 y 2485) with some treasure:

War Hammer +2 (+1 Electrical Damage)

minor treasure

Take the north passage. Just before it opens up into a large

watery room there is a TRAP.

There are many "diseased" people around here, but only the one in

the center says anything valuable. Enter the temple behind him.

Here you will find the dastardly Empathic Manifestation. No matter

how many times you hit it, you cannot kill it. Cast "Cure Light

Wounds" on it and it will die. (He feeds on Hate, so give him a

little "lovin'") After that the Avatar appears. (25,750 exp)

Talk with him and soon a plan will be developed between him and

you. You will take his piece of the Rod up to the beholder to

destroy the beholder with, then you bring the two assembled pieces

back to the Avatar so that he can destroy it. He gives you his

piece and tells you to talk to his people outside the temple.

Return to Sassar (the former high priest of the Unseeing Eye) and

he has a plan to get the other half of the device. Talk to Tad

within the cult and he will help you get it. Do not talk to Gaal

or your plan is doomed! Go to the Unseeing Eye. Past the guards,

turn left to find Tad, who will automatically talk to you. Tell

him the code phrase ('the eye is blind'). Go down into the pit.

(AR 201) Ever wonder what a lone Beholder's lair looked like? Well

now you know. There will be monsters down here (I fought Mummies

and Ghasts). Follow this passage. Go up the stairs and a zombie

will say "must go tell the mayor" and wander off. Odd. There will

also be more undead here to fight. Go inside the large building

just ahead of you.

There are lots and lots of undead here. They have a city of sorts.

Kill them all, then search them for treasure:

Skin of the Ghoul (Leather Armor, AC 4)

Search the bone pile (x 575 y 475) in the next room to find:

Gauntlets of Dexterity

Spells - Dire Charm (Mage)

Leave this building, and continue right on the bridge. There will

be more monsters, of course. Continue right and enter the Lair.

(AR 205) Searching in the first room, you will find some minor

treasures, but no piece of a Rod. Continue upwards. There will

be a Gauth when you round the bend. The Beholder Lair is shaped

like a Beholder. It has a large central body, and 4 eye shoots.

You came in through one "eye shoot", and at each of the three

others there is another thing of treasure guarded by a Gauth or a

Beholder. In the center of this area are a group of cultists.

The top eye shoot (x 2000 y 300) has:

Dragons Bane +3 (Halberd, +6 vs. Dragons)

Spells - Protection from Acid (Mage)

Gems, etc.

The far right eye shoot (x 3050 y 1500) has:

Rift Device Part (the final Rod piece)

Gold

* From this point, there is an ALTERNATIVE path you can take, see

Lucas's note below.

The other eye shoot has but gems and such in it. When you get the

Rift Device Part it becomes a wand with one charge. The game

recommends that you equip this in your Quick Item slot. (26,250

exp) As soon as you move from this spot, you will be attacked by

the Unseeing Eye. Use the Rift Device to remove his protections,

then hit him once to kill him.

Unseeing Eye - 30,000 experience

Amulet of 5% Magic Resistance

Just to the left (x 1860 y 2120) you will find the exit. This puts

us right near the stairs down to the Avatar's area. (so that we can

return the Rift Device to him) Go back to the Temple and let

things unfold there. Once inside you have to convince the people

to accept their god and he will appear. They all vanish and you

get your reward:

47,250 experience

Saving Grace +3 (Medium Shield)

Return to the Cult. There you will see Gaal trying to keep

everyone within the cult. He naturally blames you and his forces

attack. Kill them, then search them for treasure:

Heavy Crossbow of Accuracy

Bracers AC 7

Girdle of Fortitude

With him out of the picture, the other Cultists leave. You can

then loot the entire place. It mostly has Gems, Arrows and Spells.

Return to the Temple of Helm (or Lathander ...) to get your

reward for clearing this out:

45,750 Experience (everyone gets that amount)

Mace +1: Ardulia's Fall

7000 gold

Reputation +1

And, of course, if you are a Priest this will then lead you to

your Stronghold. (see the Strongholds section at the end of the

walkthrough)

Lucas has an alternative method to handle the above quest:

After you talk to the Avatar and get the first half of the rift

device, go and talk to Tad. You'll give him the pass phrase

'the eye is blind' and he'll open up the entrance to the pit.

Now, go and talk to Gaal. You'll get the XP for bringing him the

rod, and then you can waste him, and get his goods. Now go back

to where Tad was and go down into the undead city, complete that

area and onto the beholder's lair. Do everything normally and go

pick up the other half of the rod. You'll get 26,250 for

assembling the rod, and the Unseeing Eye will appear. Grease

that sucker with the rift device and head back to the Avatar's

temple via Sassar's area. Get down to the Avatar and present him

with the rod. Now, go back to the cultist's living quarters.

Every enemy will go off running and disappear, but the unseeing

eye will be there. This is where you summon up what you can

(fire elementals if possible) and take out the Unseeing Eye all

over again. Get 30,000 more XP and another amulet. Life is

good!

Editor's Note: This Alternative doesn't seem to work with Throne

of Bhaal, that is, the second Unseeing Eye

doesn't appear.

QUEST: The Windspear Key (AR 0711)

Secret Door - Sewers (AR 0701, x 1865 y 440)

That key you got off Tazok in Firkraag's dungeon opens a secret

door down in the sewers. Enter the sewers and go to the most

northern point. The right secret door is the one we want. As you

move down this passage, several of your party members will be

paralyzed by psychic vibrations. There are also many dead

adventurers littering the passage. Looks bad, eh? Go up the

stairs here.

This leads to a circular chamber. There is a door to the far left.

Open it and you will find another circle room with a Mind Flayer,

Umber Hulk and lots of dire charmed enemies. (with such generic

names as "Fighter" or "Cleric") The best strategy is to sneak up

to the room until 2 or 3 enemies see you, draw them back to the

previous room and kill them. Then save it and rush the Mind Flayer

and hope that it doesn't instant kill you. (9000 exp) I find that

using some protective spells works great. (Protection from Evil,

Haste, Chaotic Commands, Improved Invisibility and Death Ward)

Open the door, go through the passage, and open the next door.

Here is a far worse battle with 5 mind flayers (some are Ulitharids

which is a tougher type of Flayer) and an Umber Hulk. Take them

out (rest and save), then open the north door, go through the

passage to find the rest of the Flayers (about 8, and 2 or 3 Umber

Hulks). There is a Mind Flayer Lich here (called an Alhoon) who

was forming an army.

Search the center cauldron for some treasure:

Wand of Wonder (random effects)

Hammer of Thunderbolts +3 (part of the Crom Faeyr)

Spells - Shocking Grasp (Mage)

QUEST: Rescue Haer'Dalis from the Mage

(see the Bridge district for details on this quest)

QUEST: Roger the Fence and the Troll

Roger - Sewers (AR 0701, x 1680 y 2300)

Troll - Sewers (AR 0701, x 160 y 2550)

In the southern tunnels you will find an odd fellow named Roger the

Fence. He is there mainly to sell goods (as well as to buy the

crap you get). But he also has a problem. (3,1,1,1) He came down

here to avoid the guard, but he has been having trouble with "the

beasties." Agree to take care of his problem, for a little gold,

of course. Then head left along the southern tunnels. Follow the

first tunnel you find to get to the Sea Troll. Kill it (it has

more HP than its experience value would let on) and return to

Roger for a reward: 500 gold and 9500 exp. (don't try to trick

him)

OTHER: Tarnor the Hatchetman's Mercenaries

Mercenaries - Sewers (AR 0701, x 1700 y 460)

At the top of the sewers you will confront Tarnor and his merry

band of bandits. They'll let you go for 1000 gold, or you get

yourself into a big old fight. The "fake talk" works great here,

but any strategy is fine. I'd put an insect swarm on their mage

to prevent him from casting spells. Then search them afterwards for

treasure:

Plate Mail +1

Full Plate +1

Full Plate Mail

Helmet of Charm Protection

Wyvern's Tail +2 (Morningstar)

Small Shield +2

Hangard's Throwing Axe +2

Gems, Potions and Gold

OTHER: Rakshasa

Rakshasa - Sewers (AR 0701, x 1600 y 1600)

In the very center of this area you will find a horde of kobolds

and their Rakshasa master. This isn't a tough fight, especially

when compared to the mercenary battle, but it does yield a pretty

good item:

Cloak of the Sewers (AC +1, can be worn with other magic items)

-------------------------------------------------------------------------------

2.14 [THDCKS] The Docks (AR 0300)

-------------------------------------------------------------------------------

Yoshimo Exposition:

-------------------

When Yoshimo first comes with you to the Docks he explains that this is

Shadow Thief territory and that he needs to go see Renal Bloodscalp to

settle things between them.

Companions:

-----------

Edwin 10 10 16 18 10 10 Human Mage Lawful Evil

Edwin was with you on your last adventures, and he and Minsc don't like

each other in the least. Edwin had wanted to kill Minsc's witch,

Dynaheir, and now that she is dead, Edwin won't leave Minsc alone about

it.

Edwin gets the most spells of any mage, +3 for every level (1 from his

Conjurer bonus, and 2 from his non-removable amulet).

Found at: Shadow Thieves Guild (talk to Renal Bloodscalp)

Grade: B+ What his stats don't tell you is that Edwin gets bonus spells

making him the best mage in the game. The downside is that

he is weak as a kitten and has so very little HP. And the

other wrinkle is that he is Evil making him hard to fit in a

good party.

Quests:

-------

QUEST: Take the Body of Renfield to Rylock

Rylock - Docks near Galvarey Estate (AR 0300, x 1440 y 2950)

The second of the Between Area events dumped the body of Renfield

in your possession, and it is here that we can get rid of it.

You will find Rylock standing near the large building in the SW

corner of the map. You will get: 14,550 exp and 125 gold.

This leads us to the next quest...

QUEST: Rescue Montaron from the Harpers

Xzar - Steps near the Sea Inn (AR 0300, x 2370 y 2475)

Harper Base - Docks (AR 0300, x 1320 y 2930)

Prebek's House - Docks (AR 0300, x 1860 y 1260)

Once you have delivered Rylcok and gotten your "reward", go right

and you will find Xzar (a Necromancer who joined you in the

previous game). He wants you to rescue his friend, Montaron (who

also joined you in the previous game) from the Harpers (a group of

"do-gooders", of which Jaheira is a member). Agree to his odd

demand, but you might want a reward for doing something so

dangerous.

Warning: If you refuse Xzar's request you cut off any future

Harper Plots for Jaheira as well as any romance

potential with her.

Go back and talk to Rylock. Ask him to see inside and tell him

because you always wanted to see a Harper. (this is a lot easier

with Jaheira in the party as she is a Harper herself) He doesn't

trust you, and to earn his trust you have to do a Quest for him

(but of course). He wants you to get rid of a "vile" mage named

Prebek, whose house is directly to the north. Agree to this,

although Yoshimo "smells a rat."

Head north to Prebek's house (it's marked on the map). When you

enter you might notice that this is not some great Archmage. Seems

the Harpers didn't tell you the WHOLE truth. Kill them, then loot

the house. There are three containers here with good spells

(Invisible Stalker, Fire Elemental, Resist Fear, Horror, etc.,

for instance), however everything here is TRAPPED. Go back to

Rylock to get 14,500 experience and gain admittance to the Harper's

base.

There are three Harpers in this main hallway, talk to them if you

wish, although they won't be very forthcoming with the information.

If you ask Berinvar about his Necklace, Jaheira will be very

curious as to why Harper's would wear such things... how odd.

There are 4 rooms to the right, the entrance to which is in the

south. There are all manner of treasures to be found here, spells

gold and potions. The Eye Painting is both TRAPPED and LOCKED and

has a Helm of Charm Protection. In the northern room on the table

you will find your own Harper Amulet (x 1000 y 300). How

convenient! Put the Amulet on and go upstairs.

Here you will meet up with some Spectral Harpists. Since you are

wearing the Amulet they will answer most any of your questions.

You can ask them about Montaron (thief), but they answer in

riddles. Search the bookshelves here for some treasures (the

spell Phantom Blade is most useful). Open the door to the southern

room (x 760 y 1030) and then the next door as well. Search the

desk here (x 710 y 1200) to find the Note. Read it. Well that

explains Montaron.

Open the northern door (x 915 y 530) to find the Giant Bird Cage.

Open the door to the cage, and send someone inside, as far north

as they can go. You will notice that the mouse cursor makes as

though you can grab something in here, do so and you will catch a

bird (20,000 exp).

Return to Xzar and give him the Bird (Montaron). He mentions that

someone broke into his laboratory and killed his apprenti. Hmmm...

Anyway he turns Montaron back into human form. But it wasn't

really Montaron, it was Lucette, an assassin meant to kill Xzar for

spying on the Harpers for the Zhentarim. In other words, the

Harpers used you to get back at Xzar. You killed his apprenti,

you were allowed to see what they needed you to see, and you

delivered the assassin right to him. You will want to search Xzar

for treasure (Staff Spear, Spells, Gems, Bracers, etc.).

Also, if you go back into the Harper's and search the second floor,

you will find Montaron's body in a chest. This is worth 20,000

experience.

After that Jaheira is summoned to the Harpers by Meronia.... (if

you are in a romance with Jaheira, Meronia may take longer to show

up)

QUEST: Summoned before the Harpers

When Jaheira returns she tells you that the Harpers want to meet

with you. Head back to the Harpers place and go inside. If you

are in a "relationship" with Jaheira, then Meronia won't show up

immediately after Xzar.

Trick: Although "fake talk" doesn't work in here (Galvarey has

to talk to you before he can die), you can use the spell

Silence in a similar manner. (Gareth Embrey)

You will then be questioned by Galvarey. No matter what you say to

him in answer to his questions, he sees what he wants to see. Soon

it becomes obvious that he means you harm. Jaheira decides to

break with the Harpers and help you out (quite the lifestyle

change!). You will then be forced into a deadly conflict with

Galvarey and his Harper Goons.

Once they're dead, be sure to check them for treasures. Some of

which are:

Ring of Wizardry

Two Handed Sword +1

Plate Mail +1

Cloak of Protection +1

And that is that for the Harpers within Athkatla.

QUEST: Revianne & Dermin the Harpers

This doesn't necessarily happen in the Docks as Dermin will track

Jaheira down, but this only happens if you do the previous Quest

(killing Galvarey).

Four days after the events in the Harper's Hold, Revianne appears

and wants to fight you. Handle this how you will. (Oddly, she

didn't show up the first time through the game, but did the second)

About a week after the events in the Harper's Hold, Dermin appears

and tells Jaheira that he has been sent to kill her. She doesn't

want to fight him as he was her friend. Instead they talk things

through and she renounces her standing as a Harper.

Dermin leaves for now.

Then later he returns and says that Jaheira's death has been

arranged unless she goes with him. If she does that then you will

be spared. She agrees to think about it, no more.

Dermin leaves again.

QUEST: Jaheira Leaves the Party (again)

Harper Base - Docks (AR 0300, x 1320 y 2930)

The next time you sleep, Jaheira will have left the party. Soon a

strange Mage arrives and gives you a note explaining why she has

left. She didn't want to burden you with her problems with the

Harpers. She has gone to Harper Hold in Athkatla and wants you to

NOT follow her.

Return to the Harper Hold. Inside you must deal with a group of

mercenaries. Go upstairs and you will find Jaheira. She is

surprisingly happy to see you. She doesn't believe that the

Harper's here are Harper's any more. As evidence she points to

the disappearance of the Spectral Harpers. Jaheira joins with you

again, but a new group of Mercenaries (a much tougher group)

appears downstairs waiting for you. These mercenaries are more

annoying having a Mage and a Cleric with them. Be sure to check

them for treasure when they are dead.

QUEST: Jaheira & Dermin Finale

Again this quest can take place anywhere. About two weeks or so

after you have finished getting Jaheira out of the Harper Hold,

Dermin will appear with several goons. Jaheira and him have it out

with a war of words first, then the actual battle begins.

Dermin - 5000 exp

Amulet of Protection +1

Bracers AC 5

Other minor treasures

Also be sure to check out his goons for more minor treasures.

After the battle Jaheira is quite a bit upset about this recent

turn of events.

QUEST: Terminsel the Harper

A long, long time (Real Time, so you can't just Rest to get this)

after this last event, Terminsel appears and asks Jaheira if what

she did was right. Did she feel that following you, a child of

Bhaal, was the right thing to do in that situation. She says,

"yes" and Terminsel gives her the Harper Pin, a nifty little amulet

with some special powers. This requires that you have at least

a 15 reputation.

Also, if you and Jaheira are in a romance, and your reputation is

at least 10, then your main character will also be given a whopping

100,000 experience.

Oh, and Terminsel? His name is an anagram for... Elminster.

Impatient? Force Terminsel to show up via cheating:

CLUAConsole:SetGlobal("TerminselSpawn","GLOBAL",5)

CLUAConsole:CreateCreature("jatermin")

QUEST: Renal Bloodscalp, the Shadow Thief (Thieves Stronghold)

Renal's Entrance - Docks (AR 0300, x 900 y 1200)

Mae'Var's Guild - Docks (AR 0300, x 3050 y 2500)

Rayic Gethras - Docks (AR 0300, x 1515 y 2222)

Enter the Shadow Thief guild through the Side Door to get right to

Renal. Talk to him and he'll have a quest for you, naturally. He

doesn't trust Mae'Var, who runs the other Shadow Thief guild in

this area. He wants you to go and infiltrate Mae'Var's guild and

find some evidence of wrongdoing. He gives you papers with which

to infiltrate the guild and instructions on what to do.

Head out, and south, then east to get to Mae'Var's Guild. Enter.

Talk to Gorch behind the counter and give him the documents. We

can now open the doors behind him. Open the top door. Then go

down the stairs. Open the secret door on the wall, and go forward

until you meet Mae'Var.

Mae'Var's first job for you is to steal the amulet off of the

Weathermistress Ada, priestess of Talos. Go to the Temple District

and enter the temple. You have two options, either wait until she

is asleep and steal it from the chest by her bed, or if she is

awake, pick pocket her until you get it. (20,000 exp) Return to

Mae'Var and give him the amulet for another 29,500 exp.

Evil Note: If you are Evil you will be sent to steal a Statuette

of Lathander from their temple. You must break into

their safe and swipe the statue. During the daytime

the safe is guarded, so go at night when the guards

are asleep. This depends on Reputation, not

alignment.

For the next job, you need to go talk with Edwin, who is on the

top floor of this building. He wants you to kill a local Cowled

Mage by the name of Rayic Gethras. Rayic's home is far left of

here, just above the Harper's lair. If the door is open, invite

yourself on in. The main floor is covered in Mephits. There are

a couple of spells on this level (one in a trapped bookcase). Go

up. There are several Golems on this level. You can also search

the middle bed for some gold. Go to the next level. (but be ready

for a Mage battle) Kill Rayic. Then search his table to find a

Mislead spell.

Rayic Gethras - 9000 exp

Bracers AC 7

Staff +2

Trick: I found that when I confronted Rayic, he asked me to

leave. I agreed, but instead of leaving, I proceeded to

attack him. He spouted something off along the lines of

'I warned you, you should have left', but strangely did

not turn hostile. I attacked him, but he still did not

turn hostile. Therefore, he did not cast any protective

spells (his contingency stoneskin kicked in but that was

it), and was that much easier to dispatch. (David Haire)

The patch should fix this bug.

Return to Edwin. (20,000 exp) Edwin has one last job for you to

accomplish for him. He wants you to get some Documents off of a

pudgy man named Marcus, who is at the Sea's Bounty Inn. Well,

that's close. Enter the main level of the Inn. You have three

options to try: steal the documents, threaten him to get the

documents and buy them for 200-250 gold. Female characters can

also charm the documents from him. Take the documents to Edwin for

10,000 exp. He then refers you back to Mae'Var.

Mae'Var wants you to take out a "traitor" named Embarl who is at

the Sea's Bounty Inn. All you need is his dagger, so you needn't

kill Embarl. You can ask him for his dagger if that makes you

happier. Give the dagger to Mae'Var for 18,750 experience.

He then tells you to talk to Edwin again. Do so, and Edwin

threatens to tell everyone who you are and why you are here. Agree

to Edwin's demands to be in on the action and let him join (if you

want). Either way he has the Key to Mae'Var's strongbox which

contains the Evidence we need. (remember why we came here in the

first place?) Go downstairs. You will find the Strongbox at

(x 500 y 300), use the key to open it and take the incriminating

evidence. There are also some:

Boots of Stealth

Go back to Renal and present him the evidence. (48,250 exp) All

that remains now is to go back and kill Mae'Var. Of course, now

every thief within Mae'Var's guild is your enemy.

Mae'Var - 14,000 experience

Shadow Armor (AC 4, +15% Hide in Shadows)

Gems and Gold (etc.)

You can then go through the entire compound and loot it extensively

to get lots of neat items:

Buckler +1 (found in the safe on the second level)

Studded Leather +1

Short Sword +2

Spear +1

Lots of Gold & Gems (be sure to check the "doors" on the 2nd lvl)

Return to Renal to get your final reward:

Short Sword of Backstabbing +3

10,500 gold

45,500 quest experience

QUEST: Jaheira gets Cursed

Sea's Bounty Inn - Docks (AR 0300, x 2125 y 2133)

Baron Ployer - Sea's Bounty Inn (AR 0313, x 475 y 340)

Bernard - Copper Coronet (by the counter, he moves around)

Derelict House - Slums (AR 0400, x 2425 y 720)

When you enter the Sea's Bounty Inn main floor, Baron Ployer talks

to Jaheira. He was apparently ruined by her and the Harpers for

doing evil things and he isn't too pleased about it. So, he had

Jaheira cursed. Once Ployer has his magelings curse Jaheira, he

teleports away. Jaheira can think of three ways to track him down:

Search for his house in the slums, talk to Bernard in the Copper

Coronet about Belgrade and talk to a Clerk in the Government Ward.

Warning: You have 2 weeks before the curse kills Jaheira.

Head out to the Government Ward. Enter the Council building and

talk to Corneil. Then go outside. Just outside of the Council

Building you will find the Mage Terrece, one of the three who

cursed Jaheira in the first place. Talk to him. (3,2,2) He will

turn on Ployer and allow you to attack him without the mages

getting further involved. His price? 1000 gold. If your Charisma

is at least 14 you can barter him down to 500. For this you gain

10,250 experience. Or, you can talk him into killing Ployer for

you for 2000 gold and get 19,750 experience. Then immediately

afterwards, kill Terrece to get 5000 exp and your money back.

Now we go to talk to Bernard in the Copper Coronet, so off to

the Slums! Bernard tells you that Belgrade is dead, and by

the looks of things by a curse similar to what Jaheira is under.

He mentions that the body was found in the east part of the slums,

so that is where we will go. Head out of the Coronet, east, then

north to the derelict house just to the left of the Slaver's ship.

Enter the house and you'll find Ployer. If you didn't go out and

bribe Terrece you will have a large Mage battle on your hands.

(Silence 15' works wonders.) However, with the bribe in place,

Ployer attempts to summon help, but ends out with nothing. If you

bribed Terrece, then you can either let them kill Ployer, or you

can kill the Mages first to get their experience and items (using

the "Fake Talk" strategy, they will die quickly). Then you can

deal with Ployer. His attitude changes quite a bit when no one

shows up to help him. No matter what you do at this point you end

out with a Lock of Jaheira's Hair and Ployer is a corpse. If you

chose to let Ployer live, Jaheira will whack him anyway and you get

another 21,250 exp. Once Jaheira has her Hair back in her

possession she starts feeling better and you gain 21,250

experience. There are some other minor treasures to be found here

as well.

To uncurse Jaheira, simply sleep at an Inn until she is no longer

cursed. (may take more than 1 rest)

QUEST: Restore Kangaxx the Demi-Lich [from Taganath]

Kangaxx's House - Docks (AR 0300, x 2700 y 2270)

Arms & Legs - Sewers (AR 0202, x 1700 y 500)

Torso - Bridge (AR 0500, x 1600 y 3340)

The house to the right of the Sea's Bounty Inn holds a terrible

secret. De-trap and unlock the door, go into the house and into

the basement. When you double-click on the sarcophagus, Kangaxx

asks you to retrieve his body, which has been scattered around

Athkatla. His arms and legs are in the sarcophagus in the sewers

under the temple district on the same screen as the cult of the

eyeless. You have to fight the Shade Lich for them. His torso is

located in the basement of a house in the Bridge section in yet

another Sarcophagus and is guarded by the Elemental Lich. (you can

find more detailed instructions on these Liches in the appropriate

sections)

Once you have both pieces, return to Kangaxx and he gloats at you,

then attack you. When you kill him he becomes a Demilich. I think

the Demilich is only hit by +4 weapons or better and you need be at

a very high level to have any chance of killing him. The easy way

to kill him (or any creature that relies on magic) is to get

several green scrolls of protection from magic and use them on your

party, then simply surround him with your protected characters and

attack until he is dead, as all of his offensive magic is useless

and he has no physical attack. Your reward for doing this is the

excellent Ring of Gaxx (Regen., Protection from Poison, AC +2) and

55,000 experience.

Warning: You CANNOT use the "fake talk" strategy on Kangaxx!

Doing so will prevent him from EVER dying! You must

beat him normally!

Note: Berserked characters, like Minsc or Korgan, also can't be

imprisoned. Protection from Undead scrolls also work

(he'll ignore you), as does the mage spell Immunity to

(Abjuration) to beat imprison.

Tip: I found out an awesome way to kill the demi-lich. The

ring of the ram does full damage to the lich. That can

take out about thirty of his hit points right there.

The best new thing I just found out is not that

though. The Slayer can not be imprisoned! You just do

the Slayer change and then keep wailing on the lich

until he is dead. You just have to do it quick before

being the Slayer kills you. [from Drew NA]

Most of the lich fighting strategies found in the Undead sub-

section of the Monster Strategies above will work as well.

OTHER: The Mad Cleric

Cleric - Docks near Shadow Thieves (AR 0300, x 1680 y 790)

Those crazy followers of Cyric have a strange approach to

conversion. Pretty much anything you say to this guy results in a

fight. (750 exp, very minor treasures) You can avoid this fight

if you say that he's "preaching to the choir," but then you lose

the mighty 750 exp!

OTHER: Pirates of the Sea's Bounty

Sea's Bounty Inn - Docks (AR 0300, x 2125 y 2133)

Secret Door - Sea's Bounty (AR 0313, x 515 y 160)

Within the Sea's Bounty is a secret door (northwestern wall, main

floor). Inside that there are several Pirates. They aren't worth

much, but hey, it's better than Goblins. Once they're dead, search

their pool for treasure: Pearls, Pearl Necklace, 1100 gold.

OTHER: Free Battle Axe +1

Box - Docks (AR 0300, x 2240 y 2825)

Just east of the Harper's (Galvarey Estate) is a small box that has

a Battle Axe +1 (and some minor treasures). Nothing great, but

it's better than the other treasures around here.

OTHER: Ring of Lock Picks

[from Skithee]

In the docks area, there is a door on the far northeast side. You

can get there by either walking along a platform, or by entering

the western entrance of the barracks (the arch building on the east

side of the docks) and exiting out of the other side. Through this

door is part of the underground portion of the thieve's guild.

There is only one guy in there. If you talk to him, he tries to

convince you to overthrow Aran Linvail. In the middle of his

conversation, another shadow thief that you can't see starts

talking to him, threatens him, and says to help. He then backstabs

the guy and runs off saying he needs to report. The dead guy drops

the Ring of Lock Picks; +25% to Lock Picking.

If you go into this room and you do not have the Shadow Thieve's

Cellar key, which I believe is the key you find on the other side

of the Vampire room in the Red Dragon's area, then you will be

absolutely stuck. As soon as you enter the room, the door locks

behind you, it can't be picked, forced, or knocked; it gives you

one of those "this door does not have a conventional lock and may

be warded against simple spells." or whatever</pre>

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