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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;"> 4. [GRMNRR] Gromnir (AR 5013)

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Walkthrough:

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- SEWERS

I'll assume you took the track into the sewers. Wherever you entered,

your goal is at the very top of the area, somewhat to the right of

center. (x 2000 y 150)

Of course, along the way, you have lots of monsters blocking your path.

There are no major treasures (just +2,+3 stuff), and certainly no

treasure chests.

You'll find your way blocked by a Secret Wall (x 2140 y 550), which also

needs to be lockpicked.

- UPPER SEWERS (AR 5007)

For getting through the sewers, everyone gets 3000 experience. There is

quite a bunch of treasure in these first two rooms. Only one of it is

really interesting (x 365 y 885):

Fflar's Scabbard (a component for Cespenar to make a better item)

The two doors to the southeast lead to the prison. There are a bunch of

enemies in there (mages, thieves and fighters) that can be pretty tough

if you aren't prepared for it. Also, in each of the cells are prisoners,

and each time you free one you get a Reputation +1 (which could be a good

or bad thing). There is a container on the wall of the lower passage:

20 Bullet +3

Also, beware of traps in this passage. In the top right cell (x 1600

y 1260) is a passage to the vampire area. You'll also meet a woman who

is escaping from Gromnir. She warns you to stay away, that Gromnir is

quite mad. Go to the vampire nest.

- VAMPIRES (AR 5006)

This is more or less where you would have appeared had you gone with the

vampire Harlots. Enter the cell to the left, and search the wall for

a secret passage. Open that to get to the upper hallway. There's

another vampire here. Go left and up into the next hallway. There are

three cells here, the first tells you that it is a grave that is missing

a skull, the second has a Rusted Amulet (x 480 y 730) and the third is

empty.

Go up the leftmost hallway, open the door. Here you'll find the Prison

Spirit, who isn't terribly happy about his lot in unlife. Anyway, about

where he was standing there is some treasure: (x 1330 y 325)

Skull

Random Item

Keep the skull for the moment. Open the secret (x 1175 y 300) on the

nearby wall and enter. There are two cells to each side of you, and

another hall in front of you. Ignore the cells, go forward and open the

next hallway door. The table here has some interesting arrows. The

first locked cell has some treasure.

Back to the shallow grave (x 365 y 665). The spirit appears again, and

gives you a Clue. Whatever. Place the skull and rusted amulet in the

grave container. This causes the spirit to rematerialize, mention how

great it would be if you had Elven Holy Water (hence why I recommended

buying it), so put some of that in the grave as well.

The spirit takes you to the one cell that you couldn't open, and opens

it. Everyone also gets 10,000 experience. Enter the cell and get the:

Bronze Ioun Stone (memorize extra 7th level spell, Cespenar also uses)

Back to (x 125 y 975) and exit.

- PRISON... AGAIN (AR 5007)

Back to the large room, now open the upper door (x 875 y 750). Kill the

monsters in here, and up to the next room. Kill the monsters here as

well. There are a couple of things of treasure in here (press TAB to

see them light up). Nothing major.

Open the top door (x 1620 y 420), and go through.

- GROMNIR'S CASTLE (AR 5001)

When you get here, there will be 5 bad guys waiting for you. These guys

are fairly powerful (not YOUR level, but who is?).

Battle Mage - 21,500 experience

2 Soldier - 12,000 exp each

Solder - 12,500 exp

Soldier - 12,300 exp

And many small treasures...

Once you're done here, go up the stairs to the next level.

Note: Be absolutely SURE to save it before going to fight Gromnir.

There is a bug in the script that can make it impossible to

complete the game, and if you get it you don't want to have to

start over, do you?

- GROMNIR (AR 5002)

Watch the little cutscene as Melissan and Gromnir argue about whether

you are a Bhaalspawn assassin, and so forth. You might notice something

missing in Gromnir... his sanity. They take her away, and Gromnir

notices you ("hah! good fun!"... in case you're wondering, one of the

regulars in the Interplay Message Boards was named "Gromnir" and that was

how he closed each of his messages... looks like Bioware is having a

little fun with their fans).

Anyway, time for battle. I'd take out his two mages first, then Gromnir,

then his soldier goons that appear from out of nowhere (although the one

with a Bow is a tempting target, isn't she?).

Gromnir - 22,500 experience

Lavendar Ioun Stone (+1 AC, +4 save vs. death)

Roranch's Horn (item for Cespenar to use)

Rogue Stone

5 Potions of Superior Healing

Full Plate +2

Ice Star +4 (1 to 4 extra cold damage)

1200 gold

Eler Had - 12,500 experience

Grandmaster's Armor (studded +6, works like Boots of Speed)

(everyone else has the same exp and items as the goons on the previous

level)

Melissan arrives after the battle, a little upset at the violence that

occurred here. She wants you to help get the people out of Saradush.

After all, you killed their best defender (Gromnir), it's the least you

could do... well, short of doing nothing anyway. The way to win, she

claims, is to defeat Yaga Shura, who is invincible. So, first you must

travel to the Forest of Mir and the Marching Mountains to discover how he

became so powerful in the first place. Agree to help, and she goes away.

To get directly out, just use the stairs that go Up.

When you're done in Saradush, use your Pocket Plane ability. Once there,

all you need to do is leave, and it gives you the option to go to the

Marching Mountains.

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5. [YGSHRA] Yaga Shura

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Walkthrough:

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- NORTH FOREST (AR 6400)

As you first pop in here, you get a little dialogue explaining what you

are supposed to do here. There are also some soldiers who need to be

dispatched. They were busy slaughtering some poor merchants. The only

one you can really save is, coincidentally, the one with a name, Karthis

al-Hezzar. Ask him for a reward to get 4240 gold. Also ask him about

the area (there is a temple nearby) and you can also shop here.

Note: This is the first opportunity in the Expansion to head over to

the Watcher's Keep.

Go down and use the stones to cross the river. There were some Fire

Giants on this island. Continue to the right. Here there were many

Yaga Shura soldiers, and one mage. Besides the mage, they're all

complete wimps. Go up, fight through the Fire Giants and Officers.

Once they're dead, exit this area to the east. Head over to the Forest

of Mir.

- FOREST OF MIR (AR 5202)

We are on a road, walk up it. Gorion will appear and talk with you. He

is quite disappointed in the way you turned out, it would seem. He even

claims that you murdered him. With a 12 WIS you can point out that

Gorion would never say such things. He then zaps you with some magic.

(20 fire damage) Next he chews out your companions, Sarevok and Imoen

(if they're around). Again if you have 17 WIS you'll be able to say that

Gorion would not say such things. If you do have the 17 WIS option you

take no damage from his next spell. He punishes you again, this time

for 15 electric damage.

Next he tries to pick apart your romance (if you have one anyway), and

just to be cruel, he summons someone out of your loved one's past. This

person then says things designed to hurt your loved one deep down to

their soul. Big meanie. With a 17 WIS you can try to tell your loved

one that this isn't real. Gorion punishes you yet again, by knocking

everyone down (they even make the "dead" sounds, but are not dead).

Finally you get to resist his efforts. You get 5000 quest experience

and he summons some monsters to attack you.

Master Wraith - 30,500 experience

After any conversation with your romantic interest, enter the temple.

Here you'll find various undead running around. They want to destroy

you for some reason. Ah well. Not only do they have a Skeleton Cleric

but a Skeleton Mage as well (aren't those called... Liches?). Turn

Undead works well enough here.

Search the tile over to the left to find some treasure. (x 750 y 1250)

Go over to the right side, and search the tile that is propped up against

the wall: (x 1430 y 480)

Nymph's Tear (upgradeable by Cespenar)

other treasures...

Go up the stairs to find Nyalee. She is the one who raised Yaga Shura,

and taught him how to be invulnerable. However, she feels that he has

disrespected her (by literally stealing her heart) and wants your help

to kill him. It just works out that you also want him dead, doesn't it?

He is invulnerable because he keeps his heart outside of his body,

eternally bathed in flames. She asks you to find both their hearts and

bring them to her. Then she can douse the fire and make him mortal once

more. Ask where the hearts are and she'll tell you that they reside in

the mountains.

Time to go. Leave this area and go up to the Marching Mountains.

- MARCHING MOUNTAINS (AR 5200)

You start in the very bottom of this area, and the entrance to the cave

is in the top right. Go up along the path. You'll have to fight some

giants. Go right along the lava lake.

Here you'll find a party of... interesting Bhaalspawn. In short, they're

all tiny. How did Bhaal mate with a rabbit anyway?

Go back left, then down the path to (x 1260 y 1500). Here go up and to

the right. A Fire Giant along here (whom you should kill) is carrying

many non-Magical weaponry. Almost as if he's trying to tell you that

you'll need these to kill Magic Golems. Spooky.

Go up across the rocks to the cave (x 2150 y 300). Enter.

- MARCHING MOUNTAIN INTERIOR (AR 5201)

There are many Fire Giants in here, including the brand new Elite Fire

Giants (who have 250 HP and are worth 26,000 experience). Also, don't

walk on the lava, it hurts (a lot). Finally be sure to constantly be on

the lookout for traps, this place is covered with them.

The 2 side rooms aren't important just yet, so go up. As you go by you

will see 2 barriers to the sides. Keep going up. In the center of the

area is a great Machine (x 1930 y 1160). There are passages to the left

and right, with the blocked exit being up.

Go left. There will be a pool of lava here, with a container in the

center (x 1200 y 700). Oh, and it is completely surrounded by traps.

Search the container: (you'll take damage from the lava)

Girdle of Fire Giant Strength (STR set to 22)

Hammer Wardstone

other treasures...

When you search this, monsters are summoned to fight you, including the

brand new Fire Troll, which requires Acid or Ice to kill (once you knock

it down).

Head over to the right passage (which I found crawling with Fire Giants)

and do the same thing as in the previous passage to get:

Skull Wardstone

other treasures...

This time Golems are summoned at you, an Adamatite, Clay and Magic

Golem.

Head all the way back down to the beginning, enter the 2 side rooms

and click the Plate on the wall. This will open the 2 blocked passages.

Each of these is worth 5000 quest experience (for 10,000 overall).

Head up to the right side passage (x 1770 y 2100). There are all manner

of beasties in here. Search the container here:

Blood Wardstone

Psion's Blade +5 (immunity to Psionic attack)

other treasure...

This summons more monsters to fight you, 2 Bone Fiends and a Cleric.

Go across to the other passage. There are other beasties in here that

are just begging to be slaughtered. Search the container for:

Flame Wardstone

other treasures...

This summons up some fire elementals (and "Burning Men") for you to play

with.

We now have all the Wardstones, and can head up to the Machine in the

center. Click on it to open up the northern passage. Using the machine

gets you 20,000 quest experience points. Go up (x 2400 y 540) to the

next level.

Note: Respawning Fire Giants. In the Marching Mountains area, if you

go to the left of the lava lake, there are two more Fire Giants.

They each carry a Full Plate Mail, King's Tear, Emerald and two

Potions of Extra Healing (if they didn't drink it themselves

while you're fighting them). But it's not the treasure that

makes it interesting -- the Fire Giants respawn! Kill them,

move away for a bit, come back and you can fight them again for

more experience and their items again (to sell). Repeat. It's

not quite as easy experience as killing them in Saradush, but

this way, you can earn a bit of gold from selling their items

too. [from Andy Kahn]

- YAGA SHURA'S BEDROOM (AR 5204)

I probably don't need to keep reminding you, but keep searching for

traps. There's a trap just above the stairs. There are also some Fire

Giants there too. Once up the stairs, go left, when you see the lava,

go up and into the main room.

Search the container here (x 1000 y 1060) for some treasure.

Go right and fight Berenn, a giant cleric, and his Fire Giants.

Berenn - 40,500 experience

Balor's Claw (Cespenar can upgrade)

other treasures...

Tip: The fire giants, including Berenn, can’t get through the low

arches near the start. Draw them there and take them apart with

ranged weapons. [from Xar]

Go right. The treasure (minor) at (x 1750 y 1430) is trapped.

Continue right and fight the bad-guys here. Further right is another

treasure (minor) (x 2500 y 1800).

Go up to the Brazier at the top of this room (x 2075 y 1100). Click on

it to get Yaga Shura's Heart. Getting this item gains you 20,000 quest

experience points.

Go over to the right, and find the door that leads up (x 2900 y 1400).

In order to open this door, you must have the Strength of at least a

Fire Giant (STR 22). There are Fire Giant STR potions on the ground if

you need them. Open the door and enter.

You'll find a slave woman in here. Free her if you like (15,000 quest

experience) and ask her any questions that you have.

Just to the woman's left, on the wall is a TRAPPED container (x 3050

y 840):

Stone Golem Page (Upgradeable by Cespenar)

3047 Gold

other treasures...

Go left to find Yaga Shura's mighty bed. In the center of the bed is a

TRAPPED container (x 2500 y 670):

Bag of Plenty +1 (Upgradeable by Cespenar)

Yaga Shura's Journal

Beating Heart

Yaga Shura's journal reveals one important Clue, that he is under orders

from someone else. Interesting...

Go left to find and fight Imix, the Fire Elemental Prince (x 1620 y 450).

He's a pretty tough battle, requiring good magical weaponry to even hit.

He is standing pretty much right on top of some traps, which also makes

the battle more difficult.

Note: The Wave Halberd kills all elementals automatically, making this

section fairly trivial if you kept it. [various sources]

Imix - 50,000 experience

Ravager +4 (Upgradeable by Cespenar)

Amulet of the Master Harper (+20% find traps, pick locks, +3 AC)

Time to go. Leave the Marching Mountains and head back to the Forest of

Mir.

- FOREST OF MIR (AR 5202)

Be ready for a fight here. Go up and talk to Nyalee, give her the two

hearts that you found. This is worth 20,000 quest experience. She'll be

restored, and she'll make Yaga Shura mortal again, just as she promised.

However, she begins to have second thoughts, and decides to attack you

anyway. She also summons a Nymph, and some Shambling Mounds to help.

Nyalee - 12,000 experience

minor treasures...

Shambling Mound - 16,000 experience

Time to find Yaga Shura himself. To the Siege Camp!

- SIEGE CAMP (AR 5203)

After a brief bit of text explaining the destruction of Saradush, and

that you can't find Yaga Shura anywhere, you get control. Be prepared

for a large battle, it's not far off. Go down and to the left, and some

peasants will be fleeing some archers. As you cross the bridge, Yaga

Shura and his mighty army rush towards you. Concentrate all fire on

Yaga himself, as his army will keep on coming until you kill him.

Yaga Shura can be found in camp at (x 1850 y 1570). Once you wound him,

he flees in terror, and returns a moment later with better troops. Again

concentrate on Yaga himself.

Yaga Shura - 150 HP -5 AC -5 THAC0

30,000 experience

Runehammer +4 (upgradeable by Cespenar)

Shuruppak's Plate (AC of -2, +1 DEX, 20% fire res.)

Shield of the Order +4

As soon as Yaga is dead, the Solar will summon you back to your Pocket

Plane for your continuing education...

(AR 4500)

The Solar summons forth your mother who explains how you came to be. She

gave birth to you, son/daughter of Bhaal with the intention of

sacrificing you on an altar to restore Bhaal after his death. Gorion

appeared and stopped this from occurring. Gorion's disruption of the

ceremony had some unintended consequences... like the other Bhaalspawn

getting free as well.

When the Solar talks to you again, if you are Good say these lines:

(Whether you say Good or Evil things affects your ending)

"I feel sorry for my mother. Gorion did what he had to." &

"Yes, there is a debt. I could have just as easily have had his life,

and he mine."

If you wish to get the Evil ending, just say any line that sounds

particularly evil (as with anything, it is easier to be evil than good).

For this you get 40,000 quest experience and are thrown back out to the

army camp...

(AR 5203)

Melissan greets you when you return. She tells you that all the

Bhaalspawn in the city were destroyed, and that she and a few peasants

were the only ones who could escape. She has some information for you

about the other Bhaalspawn who were allied with Yaga Shura: Illasera,

whom you already killed, Abazigal and Sendai. She wants you to go

after these guys. She also shows you a new place you can go for help,

Amkethran (ruled by her ally Balthazar).

Viconia Romance Note:

I don't normally take asides for romances, but this one is fairly

major. You can help change Viconia's Alignment here. After

Melissan leaves, Viconia will comment on the carnage of the battle.

If you agree with her that this is quite impressive, she becomes LESS

likely to change alignment.

Tell her that this is horrible.

Then, to get her to switch, say one of these lines:

"Power doesn't automatically equal death and destruction, Viconia.

This isn't me." OR

"Has killing *ever* pleased me? What are you thinking?!" OR

"All this killing is wrong, Viconia. And the fact it's happening

because of me is worse!"

Be sure to get the treasures from Yaga Shura before continuing onward.

There are 2 containers of minor treasure in this area. (x 650 y 1630) &

(x 2350 y 1550)

Return to the Pocket Plane.

(AR 4500)

Time for the second challenge. Head over to the left, to the passage

that the Solar recently opened. (x 1330 y 1660) Here is where you face

down what you would have been had Gorion taken Sarevok over you. And

of course, this incarnation of you doesn't care much for you, and

attacks.

Dark Version of You - 183 HP 6 AC 1 THAC0 4 Attacks

Once he and his goons are defeated, the place is altered to fit your

alignment. You get 30,000 experience, everyone else gets 25,000 quest

experience.

Return to the real world, then leave this area and head to the Oasis.

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6. [MKTHRN] Amkethran

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Walkthrough:

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- OASIS (AR 6300)

Note: If your party is completely invisible, you can skip this fight.

Hope you're ready for a battle, because you're getting one really quick.

The Tethyrians here have apparently decided that you are guilty of

destroying Saradush and must be killed. This army consists of many

pikemen, archers, battlemages and good clerics.

Search the general's body after the battle:

The Answerer +4 (slow, but powerful long sword)

Long Sword +3

Full Plate +2

Note from Tethyr's Monarch

The other troops have various minor treasures (like a Composite Long

Bow +3). There are also 3 containers here with minor treasures (and you

can see the bounty notice they put out on you!). (x 1580 y 350) has the

best treasure.

Go across to the other side of the Oasis, and out.

- AMKETHRAN (AR 5500)

Walk up the path, and you will get an immediate audience with Balthazar

the head of the city. He'll give you directions to several new areas

(where you might find some Bhaalspawn) then leaves you alone. There is

no sign of Melissan.

Beyond the subquests here, nothing to see at the moment. Pick one of

the 2 new areas to go to, and go there.

Quests:

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QUEST: The Mayor's Daughter

Asana - Amkethran (AR 5500, x 2340 y 1256)

A short time after you arrive, the Mayor's Daughter will have her

life threatened by some mercenaries. The Mayor asks you to help

out in this matter. Agree to help out. Talk to one of the

mercenaries. You can, if you want, offer to repay what she stole,

however, the merc's want far more than she actually took, 5000

gold. With a Charisma over 16 your can convince them to take 3000.

Of course, you could just fight them.

Once she's safe, talk to the mayor again to get your reward:

Montolio's Cloak (upgradeable by Cespenar)

500 gold

Reputation +1

5000 quest experience

QUEST: Saemon Havarian ... again

Saemon - Amkethran (AR 5500, x 2600 y 1916)

The local mercenaries are quite upset at Saemon for stealing their

items and selling them on the black market. When you get near,

Saemon manages to get them to believe that you somehow have their

items, such that they attack you. Well, at least you know Saemon

hasn't changed any.

Head over to the Smuggler's Cave and enter. There you will find

the Monks busting up the Smuggling operation. They spot you and

tell you to beat it. Time to take out the trash. Fight them.

Monks - 10,000 exp each

In the back of this cave are 4 chests, 2 of which are trapped.

They have minor treasures.

Within a day, the smugglers will be gone.

Special Items from the Smugglers: [from Dave Loveland]

Once the monks are dead, Carras will come up and talk to you.

Select dialogue options 2,1,2 to get into the buy screen. You

will be able to purchase Enkidu's Full Plate, Gargoyle Boots, and

K'logarath (throwing axe). If you leave the buy screen those

items will disappear, you will not be able to buy them if you

talk to Carras again. Also, if you don't follow the dialogue

into the buy screen when he first comes up and talks to you,

those items will not be available. The smugglers will disappear

if you leave the cave and come back in.

This is also the best place in the game to generate gold. The

first time that you go into the buy screen they will pay you much

more than normal for items (4800 for a full plate mail instead of

1500, etc.).

Getting Extra Equipment and Money from the Smugglers:

[from Nathaniel Ragatz]

When you go into the smuggler's cave tell the monks you will let

them arrest the smugglers (the smugglers weren't going to be in

town long, I didn't seem to get a discount when I protected them,

and their leader, Carras, detects as evil anyway). Then quickly

talk to the smuggler leader to make purchases before he is taken

away. The smugglers will pay more for rare magical items they

don't have as well as gems then they will charge you to buy them

back-thus you have an unlimited money supply here. Use it to buy

any good stuff the smugglers have, including the +4 K'logarath

Axe, Enkidu's Full Plate +3, and the Gargoyle Boots.

When you are done buying up the best of the smuggler's stock stop

shopping and attack Carras. He isn't worth much exp (only 500)

but drops free copies of the +4 K'logarath Axe, Enkidu's Full

Plate +3, and the Gargoyle Boots when he dies. This is the only

way that you can get 2 of each of these items without cheating.

If you stop the monks when they want to arrest Carras and

then kill him he doesn't drop these items. The other smugglers

in the cave turn hostile but you don't loose any reputation for

killing them, Carras, or the other smugglers around town and the

monks don't stop you. The smugglers usually minor magical items

like +2 leather and +1 long swords.

QUEST: The Cleric of Waukeen and the Monk

Cleric - Amkethran (AR 5500, x 2974 y 2417)

Near the temple, a Cleric will argue with a Monk. He wants the

monks to care for the town again, and the monk points out that

Balthazar cares nothing for these people. A fight ensues. Kill

the monk. A mage will teleport in to chide you about this, but

they don't seem to care too much.

The cleric thanks you. There is a standard reward here:

Oaken Ring (Cespenar can upgrade)

2000 quest experience

You can also donate 1000 gold to him for a slightly better reward:

Oaken Ring

3000 quest experience

Reputation +1

QUEST: Marlowe

Tavern - Amkethran (AR 5500, x 2730 y 1380)

Marlowe's Home - Amkethran (AR 5500, x 3650 y 430)

Cave of the Dead - Amkethran (AR 5500, x 1800 y 700)

When you enter the tavern, the man Marlowe will come up to you and

ask for help. He won't talk more of it here, and tells you to meet

him at his home at the cliff. To get up there, you must go through

the house to the right of the tavern, up the ladder, then across

the roofs.

Once inside, listen to what Marlowe has to say. A powerful lich

by the name of Vongoethe wanted to steal the soul of his daughter,

so he had to beat a hasty retreat from whence he came. However,

this didn't stop the lich who sapped her soul anyway. The lich is

in this town's graveyard, which the monks sealed. He says that

he'll have a guard let you in. Agree to his proposal.

Head out, get back to the main level and head over to the Cave of

the Dead. You can talk to the Boy here for some info on the

situation. When you're ready talk to the guard and have him open

up the sealed cave.

Walk forward and the lich appears. Talk to him. He tells you that

he and Marlowe had a deal, Marlowe would get 20 years of fortune

and whatnot in exchange for his immortal soul. When the 20 years

was up, he refused to give up his soul and fled. The lich

eventually tracked him down and swiped his daughter's soul to get

him to pay up. At this point you can either fight him, or make

a deal. You go bring Marlowe here, and the lich will give up the

girl's soul.

Note: If you fight him before he gives you the soul, the girl

WILL die.

Head back to Marlowe. You may as well tell him the truth about

this one, he comes quite willingly. You and Marlowe are taken back

to the Lich, and Marlowe gives up the ghost. (so to speak) You

are given possession of the girl's soul. Once you have her soul,

you can become as hostile as you wanna-be with the lich.

Vongoethe - 25,000 experience

If you fought the battle, you can give Marlowe the soul for 15,000

quest experience and a Reputation +1. Or you can keep it yourself

for a reputation -2 and 6000 quest experience.

Note: When I tried protecting Marlowe from the Lich one of its

spells killed him anyway. So I took the daughter's

soulstone back to her and gave her 5000 gold to help her

as she started out in life. My party received 10000 quest

experience for everyone and +1 reputation for doing this.

If you give her less than 5000 gold you don't get the rep

+1. [from Nathaniel Ragatz]

OTHER: The Complete Pantaloons

Smithy - Amkethran (AR 5500, x 3070 y 860)

Note: To enter the smithy, you must go through the house to the

right of the tavern, up the ladder, then over.

You may have noticed the various metallic pantaloons in the

Baldur's Gate games, well they finally have some payoff. Take all

3 pairs (the Golden, Silver and Bronze pantaloons) over to the

smithy here and talk to Kerrick. He'll use these to construct one

of the most interesting Easter Eggs in the game.

Here's where you get the items: Bronze Pantalettes are in

Abazigal's Lair, you must send the Petrified Adventurers out to

retrieve the Eyestalk. Silver Pantaloons are a reward for the

Buried Alive quest back in the Graveyard (hope you got them) and

the Gold Pantaloons were in the Friendly Arm Inn back in the

original Baldur's Gate. (which means you would have had to import

a party that carried the pantaloons)

Having trouble finding the Pantaloons? Here are the three item

codes for them:

misc47 misc5o misccb

When he's done making the item, you get:

Big Metal Rod (gun)

Pulse Ammunition

Frag Grenade

Scorcher Ammunition

Big Metal Unit

The BMU is usable by anyone, and gives an astonishing series of

bonuses, not the least of which is the fact that you suddenly look

like an Adamantite Golem. As such, there are many places that you

can't walk in it because it is simply too large to fit.

Note: Once Kerrick finishes this, he leaves town forever.

OTHER: Archery Practice

Near the lower part of the area, archers are taking some needed

target practice... on monsters that are continually summoned up

just to be killed. Talk to the captain and get into a fight. The

only thing of importance you get out of this is the:

Darkfire Bow +4 (Cespenar can upgrade)

With thanks to Dave Loveland.

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

6.1 [SNDFMN] Sendai (AR 6100)

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

Walkthrough:

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

- WOODSMAN

Go up and talk to the "woodsman." Ask him about the Bhaalspawn named

Sendai, and he'll plead ignorance. He did, however, see some "funny"

looking elves in the southwest of this area and asks that you

investigate.

Enter the cabin.

(AR 6111)

Loot this place! There are no traps, although some of the 5 containers

in here are locked. There are lots of minor treasures, and one more

notable treasure: (x 520 y 340)

Rune of Clangeddin (Upgradeable by Cespenar)

Exit.

(AR 6100)

If you do wander over to the southwest part of this area, you will be

attacked by Umber Hulks and Drow as well as a Hive Mother (Beholder).

Hive Mother - 50,000 experience

Drow (2) - 5000 experience

Umber Hulk Elder - 18,000 experience

Head up and to the right to find the Graves (x 2000 y 160). Click on

these, then head back to the Woodsman. Ask him about the graves. (He'll

also try to set up another ambush around the grave for you) Keep

pestering him and he'll turn into a Drow and attack you (with

reinforcements, of course).

When these Drow are dispatched, the hidden entrance to Sendai's lair

appears. This is worth 10,000 quest experience points.

If you head up to the gravesite now, you will get ambushed by more Drow.

Go up to Sendai's Entrance, just left of the graves (x 1500 y 100).

- MONSTER PASSAGE (AR 6101)

This area is mostly just a long running battle against Myconids, Spore

Colonies, Spiders and Umber Hulks.

Once at the platform (x 2650 y 1000) you have 3 choices on where to go

next, two passages to the left and one above you. You'll need a key for

the 2 left passages. Enter the upper passage first (x 2920 y 730).

(AR 6109)

Time for a nice battle against more Drow... and a Drow Kensai no less!

Thelynn'ss - 15,000 experience

Amulet of Cheetah Speed (Speed +2, Improved Haste 1/day)

Drow Guard's Key

Go back. (and see what Sendai is up to... which is worth 5000 quest

experience)

(AR 6101)

We can now open both of the doors to the left. Each of the doors will

lead us where we need to go. The upper left door leads you through a

spider infested area, the other through a slave infested area. Since

there are no treasures worth mentioning in either one, I prefer to take

the lower, slave passage.

(AR 6102)

As you enter here, you are attacked by Derro slaves (they look like

dwarves). Fight your way along the passage. As you go along, more

monsters will be summoned, possibly even behind you (annoying if you have

a weak archer back there). Just keep moving until you get to kill the

Slavemaster. As long as the Slavemaster is alive, more monsters will

continually be summoned.

Go to the end of the passage, and exit to the next area (x 2500 y 1550).

- INNER PASSAGE (AR 6104)

Head out to the center platform. We're going to have to go left first.

Fight your way through the Drow there, to get to the door beyond (x 950

y 770). Before entering, be sure you are ready for a battle with a Lich.

(AR 6110)

Beware of traps between you and the Lich.

Yep, there's a battle with a Lich in here, all right. You can summon

things without him seeing you, if you don't move. I just attacked him

with a Planetar and that worked pretty well. In another game, my main

character was a cleric of high enough level that her turn undead blew

the lich to pieces.

Odamaron - 22,000 experience

Drow Wardstone

Heart of the Damned (Cespenar can upgrade)

Eye of Tyr (Cespenar can upgrade)

There is a trapped container near the stairs (x 800 y 100):

Skull of the Lich (Cespenar can upgrade)

other treasures...

The other 2 containers in here have minor treasures. Exit. (again you

get to see what Sendai is up to. This is worth another 5000 quest exp)

(AR 6104)

Go back to the center, then up. (there may be some Drow on the center

platform) Fight through the Umber Hulks here to get to the doorway

beyond (x 2525 y 600). This door is opened by the Drow Wardstone that

we got from the Lich. Whenever you're ready for a fairly large, battle,

enter the door.

(AR 6105)

Diaytha confronts you here, and opens the door to the right. Her idea

is that you go over there and get killed by the mighty Ogremoch, an

Earth Elemental Prince. Concentrate your attack on Ogremoch as he is

quite mighty. Nothing tricky here, just straight-out melee.

Ogremoch 220 HP -7 AC 2 THAC0 3 Attacks

56,000 experience

Once that is taken care of, go over to the room on the left to fight

Diaytha and her goon squad (vampire, beholder, etc). I'd prioritize this

one a little, take out Diaytha and the Beholder first, then the Vampire,

then the rest.

Diaytha - 14,000 experience

Darksteel Shield +4 (10% fire, cold, acid, poison res.)

When you're done, go through the main doors.

(AR 6106)

As you come through, Captain Egeissag wants to kill you, but is afraid

that Sendai will take credit for his actions. To remedy this, he has

a suggestion for you: The two of you fight alone in the pit, winner

take all, loser dies. Sounds like fun. (The alternative is to simply

fight everyone in here) If you have a good Fighter type of character,

this will be easily winnable. If you are a mage, you may want to

reconsider. The Spectator Beholder casts a Geas such that whoever loses,

all his allies die as well.

Captain Egeissag - 20,000 experience

Bowstring of Gond (Upgradeable by Cespenar)

other treasures...

After the battle Spectator (the very same Spectator you met in the

Sahuagin city) is very amused by how he got out of the service of the

dopey drow. You could ask to fight him as well, but he'd much rather

not fight you. And with that, he's gone.

(a brief cutscene follows where Sendai sends out the last of her forces,

the Mindflayer. This is worth 5000 quest experience)

Once you're ready, on to the next room.

(AR 6107)

Time for some Mind Flayer madness. If you have anyone with the Psion's

Blade, then you are going to have one easy time in here. Just have them

rush in and slaughter everything. (Psion's Blade was in the Marching

Mountain so you SHOULD have it) In fact, I gave the Psion's Blade to

Sarevok and had him and him alone fight the battle.

The small pool in here (x 600 y 600) has:

Liquid Mercury (Upgradeable by Cespenar)

other treasures...

The two doors to the right have Vampiric Illithids in them (14,000 exp).

Open the upper door. Go through the passage, and the next door into the

next room. More Mind Flayers and an Umber Hulk. Kill them.

When you feel up to taking on Sendai, go up to the last door and go

through.

- SENDAI (AR 6108)

Although you have quite mercilessly slaughtered her army, Sendai isn't

about to let that faze her. In fact, she used that time to prepare to

fight you. She creates 7 statues of herself (with either 122 or 130

hit points) and vanishes. They are of diverse Classes (1 Cleric, 2

Fighter, 1 Thief, 1 Fighter/Thief, 1 Mage, 1 Mage/Cleric). The statues

can be defeated only one at a time. Also, Drow will be coming in from

the entrance. I'd summon up some high level monsters to guard the

entrance, then use your party to slaughter the statues. Once the statues

are defeated, Sendai reappears and should be killed on sight.

Sendai 182 HP 8 AC 8 THAC0 1 Attack

18,000 experience

Wong Fei's Ioun Stone (+1 AC, +15 HP, Regeneration)

Studded Leather Armor of Thorns +6 (1d4 damage to attacker)

Wand of Cursing

other treasures...

Sendai is a very dangerous Cleric/Mage, you will need to keep removing

any protections that she puts on herself. I find Khelben's Warding Whip

works well for this purpose. Once she has no protections, she is weak

as a kitten. You get 40,000 quest experience for killing her.

Once she's dead, you are drawn into another Solar Dream. The Solar wants

you to wonder about the present, what is your role in this prophecy? She

summons a clone of yourself, who is irritated to be here. (10,000 quest

experience) There is only one GOOD thing to say here, the rest are evil.

Good: (this has to do with Good-Evil choices only)

"I would prefer to find a way to avoid my destiny, if I could."

The dream-you then proceeds to explain the prophecy to you (the one

that says Faerun will be ravaged by the Bhaalspawn) saying that you are

the one set out to prevent the destruction, not to cause it. At this

point there are 2 Good things to say (and the rest are Evil):

Sorta Good: "If I exist to stop the prophecy instead of making it true,

then so be it."

Really Good: "That is a relief...I had no desire to cause the

destruction the prophecy tells of."

This part ends, and the Solar asks what you will do now. More good

answers:

Sorta Good: "The quicker I get this 'destiny' over with, the quicker I

can start the rest of my life."

Really Good: "I will prevent the destruction of the land because it is

the right thing to do."

You get 10,000 quest experience, and the Solar opens another path in your

Pocket Plane for yet another challenge. Go to your pocket plane...

- POCKET PLANE CHALLENGE NUMBER 3 (AR 4500)

Once you've rested up, head down the next path (x 1700 y 2000). Here you

meet with your lost innocence. He wants you to forget your recent

troubles and become innocent once more. Of course, there isn't even the

possibility of doing such a thing. Your innocence then becomes the

Slayer and attacks you. It is worth 25,000 exp to kill, plus you get

another 25,000 quest experience for completing the challenge (the main

character gets 30,000 quest experience).

Return to the real world, then take the portal out of Sendai's Lair.

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

6.2 [BZGLAA] Abazigal

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

Walkthrough:

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

- DRACONIS (AR 6000)

Prepare for a battle. Summon anything you want, protection spells, the

works. I'd also go with a True Sight spell, in case a certain enemy

casts Invisibility... repeatedly. You'll be fighting a mage/dragon if

that helps. You want enough Summoned creatures to overwhelm someone

very quickly... (I had a Planetar, an Elemental Prince and 2 Mordenkainen

Swords)

Walk forward to find Draconis. He does not seem terribly happy to see

you. He will taunt you for a bit, then attacks. He is a mage of fairly

high level, so expect Time Stops and all manner of Protections. When he

cast Protection from Magic weapons, I simply switched over to the

non-Magic weapons I got for dealing with Magical Golems, and that worked

just fine. When he goes invisible, hit him with a Remove Magic.

Draconis 190 HP -5 AC 4 THAC0 3 Attacks

When his human form is defeated, he tells you that it isn't so easy to

kill him and becomes a Dragon.

Dragon Draconis 190 HP -10 AC -4 THAC0 3 Attacks

61,000 experience

Draconis's Head (used to open the door)

Tzu Zan's Bracers (+1 AC, +15 HP)

His Dragon form is quite a bit tougher. First he becomes Invisible at

the drop of a hat, making it impossible to dispel his weapon's

protections without first getting rid of the Invisibility (hence the

True Sight earlier). He knocks your guys unconscious a LOT, which

complicates matters. He'll even summon Invisible Stalkers to help out.

I cast a Time Stop to get rid of his spell protections (Remove Magic,

Khelben's Warding Whip, Breach, etc.), then just hit him a lot with

fighters. Whenever my guys got low on HP I used Potions of Superior

Healing.

My summoned monsters didn't last long against the dragon, but they'd

gotten rid of his human form so quickly that it helped a lot.

With Draconis dead, you can now enter the Enclave. (You need his Head

- ENCLAVE (AR 6001)

There's a trap right near the entrance here.

When you enter, Ekim Cyre yells out for help, then locks down the

Enclave. He is in a bit of a panic that Draconis is dead. Then he will

attack. Did I mention that he is a Werewyvern?

Ekim Cyre - 15,000 experience

Empty Breath Potion Flask (take it)

Stone to Flesh scroll

You'll notice several pools around, only two of these can be used at the

moment, the other two require that you fill the Empty Breath Potion

Flask. Go to the far left pool and click it twice to dive into it.

(x 290 y 600)

(AR 6008)

This little area is crawling in Frost Salamanders. Once they're dead,

go down and through the door.

(AR 6012)

This little library is home to a couple of Bone Fiends. They need some

re-education on the true nature of bones! (ie dead and buried) There

are 3 containers in here, the dresser, the table and the TRAPPED

bookcase. They contain mostly minor treasures (but another Stone to

Flesh scroll).

Click the pool here to fill it with ... well Breath. It becomes a

Breath Potion. Go back to the previous area.

Note: You never need to drink this potion, merely having it is enough.

(AR 6008)

Click on the pool here to get back to the beginning.

(AR 6001)

Go over to the far right pool (x 950 y 750) and dive into it.

(AR 6002)

This is a prison level, of sorts, and its guards are Kuo-Toas. Kill them

all. Go left, kill them there, then go up and kill them there too. To

the left are some Water Elementals (and an Olhydra, which must be their

leader, it's worth 27,000 experience). Go over to the right.

Kill the guard, then lockpick (or bash, or Knock) the jaildoor to talk to

the Monk inside. He was sent here on a secret mission for Balthazar.

He is close to death, so he wants to help you with what he has:

Rope (yay)

Also, he tells you about a Dragon that guards Abazigal. This dragon is

being compelled to serve Abazigal. Therefore you must find the Scroll

that will release her from her service. He won't reveal what his secret

mission was... sounds suspicious.

Be sure to search him later for:

Hindo's Hand (Upgradeable by Cespenar)

Go left then back down. There will be a new door opened here (x 630

y 820) that takes you back to the beginning. Take it.

(AR 6001)

Take the top middle pool this time (x 570 y 640)

(AR 6003)

You're going to have to fight through a LOT of "eyes." They're fairly

annoying, but not terribly deadly. Go left, then up to find Lycanth the

Mad. (x 530 y 700) Ask him about the Scroll of Reversal, then explain to

him what it is and what it does. He does, in fact, have such an item,

but he wants you to work for it. Seems that he has taken a fancy to the

eyestalk of a Gauth Beholder and wants you to go get it for him. (you

could just kill the mage for the Scroll, but that's no fun) Agree to

this. Tell him that this is a bit beneath you and he suggests

subcontracting this out to the three petrified adventurers.

Since the secret wall to his lab is barred, you'll need to find another

way in. Use the nearby pool (x 460 y 800) to enter the lab. Search

the Right Table for:

Juggernaut Golem Page (Cespenar can upgrade)

Stone to Flesh scroll

Go down and open the "secret" wall. Use the Stone to Flesh scrolls

(that you've been getting throughout this dungeon) to bring the

"adventurers" back to life. Next you must convince them to take up the

quest to get the Eyestalk. This isn't terribly difficult, just convince

them that this is to Save the World and they'll even do it for free....

They'll return several days later and a very amusing cutscene unfolds.

("Bondari reloads" refers, of course, to the habit of players to try

doing something stupid, then reloading and doing the smart thing... The

designers seem to be having fun with the gaming public) They'll give

you the Eyestalk and...

Bronze Pantalettes (yay!)

Go up to the Mad Mage and give him the Eyestalk to get the Scroll of

Reversal. This gets you 30,000 quest experience.

Note: Clicking on the Eggs releases several Eye monsters.

Head down, and just below where the adventurers were, take that pool

(x 670 y 1170).

(AR 6004)

Head over to the left to find the Dragon. It asks for you to free it

with your Reversal Scroll. In exchange, it will give you the Wardstone

which will allow you to pass. This gets you 10,000 quest experience.

Alternatively: You could attack the Dragon.

Fll'Yissetat 280 HP -8 AC -6 THAC0 5 attacks

60,000 experience

Ring of Improved Invisibility

Abazigal's Wardstone

Or you could free it, THEN kill it. (Amusingly, one

hit with the Ravager Halberd and it died to a 10%

vorpal effect)

When you're ready, go further left and enter Abazigal's Lair.

- ABAZIGAL (AR 6005)

Before moving forward, prepare for a big battle against a Dragon.

Summon. Protective Magic. You know the drill.

You'll have to battle your way through some Frost Salamanders before you

get to the Dragon. You'll find Abazigal in the center of this area,

looking a little blue around the gills. Again, like his son Draconis,

when you defeat his human form, his Dragon form emerges.

You MUST defeat his dragon form quickly and efficiently as he can Heal

himself fully. Not sure why, but I found him easier than Draconis

outside. Again I had the Planetar, 2 Mordenkain Swords and an Elemental

Prince (who didn't get blown away by the Dragon wing flap). And again

I used time stop to remove any protections (then I just attacked him

while time was stopped... hey free damage).

Abazigal 290 HP -12 AC -8 THAC0 3 Attacks

Gram the Sword of Grief +5 (Upgradeable by Cespenar)

Flail Head (Electric, Upgradeable by Cespenar)

Blue Dragon Scales (Upgradeable by Cespenar)

When he dies, he tells you that your victory will be short lived...

Defeating him is worth 40,000 quest experience.

When you have defeated both Sendai and Abazigal then you get to see the

cutscene of Balthazar betraying Melissan and ordering her death. (this is

worth 4000 quest experience)

Next, it cuts away to another Solar dream. She tells you that you near

the end of your journey. The following responses are GOOD:

Really Good: "I only hope I will be able to hold onto what is good and

righteous."

Pretty Good: "Then any help you could provide would be appreciated."

She then tells you that the 5 most powerful Bhaalspawn gathered together

to form the Five. They plotted the Doom of their lesser siblings. She

then summons forth Yaga Shura to explain this to you. He tells you that

they plotted to rule the world and resurrect their father, Bhaal. Time

for you to respond with what you think:

Good: "It means that their plan is defeated...Bhaal will remain where

he is: dead!"

He tells you that you have missed the most powerful of the five:

Balthazar.

Good: "I'll just have to stop Balthazar and Bhaal, too, if it comes to

that."

Really Good: "If I can kill Balthazar before he raises Bhaal, I'd

prefer not to deal with my so-called 'father' at all."

When this is done you get 10,000 quest experience.

Leave via the big blue portal to the left. As you reach the outside,

Elminster appears. He tells you that you have grown so powerful, even

he wouldn't take you on. Sweet. Anyway he also will advise you on who

to go see to get into Balthazar's lair. You are to find and talk to

Saemon Havarian again. (Or if you killed him, Zakfee Rafeya)

Head back to your Pocket Dimension.

- CHALLENGE FOUR (AR 4500)

Head over to the right to take the 4th challenge (x 2700 y 1700). Here

you meet up with Cyric, who teleports your party away. He asks you if

you recognize who he is, and depending on your WISDOM, you will recognize

him as the current God of Murder (13 WIS min). He explains the situation

as it stands among the godhood, and how he is gauging your threat to

his station. He finishes by deciding to test you with some goons

fighting you.

Each of his "Favored" is worth 25,000 experience.

Once the challenge is completed, you get 30,000 quest experience while

your party each gets 25,000 quest experience.

Leave the Pocket dimension and go back to Amkethran.

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

7. [BLTHZR] Balthazar

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

Walkthrough:

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

- BACK TO AMKETHRAN (AR 5500)

Any mercenaries you find here will be hostile. Head up to the Smuggler's

Cave (x 2800 y 700).

(AR 5504)

Here you'll find Saemon Havarian yet again (unless you managed to kill

him). All his smuggling buddies have been slaughtered, thus giving

Saemon some better perspective on life. He has a proposal for you, one

that will get you in to see Balthazar. (Or if you prefer, you can

refuse and ask for the alternative route that leads through the Cave of

the Dead... you'll have to get the key for this one from Faheed) Agree

to go with Saemon and the dialogue ends. Talk to him again when you are

ready to proceed.

Talk to Saemon again and agree to his proposal...

(AR 5500)

Saemon gets you inside the gates, the rest is up to you. You'll have to

fight through some monks immediately. Head inside (x 1450 y 400).

(AR 5505)

This is Balthazar's throne room, so head up to his throne. Balthazar

will appear and explain a few things to you. For starters, it was

Melissan herself who created the Five, the group of powerful Bhaalspawn.

Despite what you saw in that cutscene, he talks about her as though she

is still alive. Also, he plans on exterminating all Bhaalspawn, so

you're going to have to defend yourself.

Balthazar 280 HP -10 AC -5 THAC0 5 Attacks Monk

40,000 experience

Although everyone says that Balthazar is the most powerful of the Five,

I found this battle pretty easy... it's almost a straight out melee

fight as he has no good mage with him.

Note: Just like the Demogorgon, Balthazar is "immune" to Time Stop.

Finding Balthazar to be too easy? Try David Gaider's (a senior

designer at Bioware) more difficult version:

http://www.baldurdash.org/ToB/TOBtweaksandcheats.html

When he's dead you get 40,000 quest experience and another Solar Dream.

The Solar tells you that you have beaten the Five (Melissan is not a

child of Bhaal) but that Bhaal has not reawakened. Melissan is summoned

forth and it soon becomes obvious why she has been doing what she has

been doing... by destroying Bhaalspawn she can step in and fill the void

of power, thus becoming a Goddess. She explains all of her recent

wheelings and dealings for quite a while before you get to respond. Again

there are Good things to say and Evil things to say.

Good: "I'll stop you, Melissan. You won't get away with this."

She says that she controls most of the Abyss, and wonders if you have the

guts to face her there. Well... duh.

Really Good: "I'd confront your kind of evil wherever I had to go...

and I will win."

Good: "I will never let you get away with this! Someone has to stop

you!"

When the dream ends everyone gets 10,000 quest experience. Go to your

Pocket Plane.

- THE FINAL CHALLENGE (AR 4500)

Head up and right to the final challenge (x 2650 y 1050). Here you will

meet up with the Ravager, a great big demon from the depths of your own

soul.

Ravager 534 HP -6 AC -6 THAC0 5 Attacks

50,000 experience

The Ravager will summon several Bone Blades (like Mordenkainen's Swords)

to attack you. The Ravager also has a great deal of weapon and magic

resistances.

100% to fire, electricity, cold and acid

90% to magic

50% to magical cold

75% to magical fire

75% to all weapon types

Immune to Time Stop (if you cast it, he won't be stopped)

I used some Mordenkainen's Swords to distract the Ravager, after all, he

can't hurt the sword. This allowed me to more or less get a free shot

at attacking him. Problems occur when he Dominates your people, or puts

them to sleep. Since he has a LOT of HP you need to hit him a LOT, so

I would also suggest Improved Haste and any of your new Attack abilities.

Luckily he doesn't use any protection from magical weapons spells.

Once he is dead, rest up, and prepare to enter the Throne of Bhaal. You

can't come back to the Pocket Plane, so make sure that everything is

finished (such as all of Cespenar's items being made, proper spells

memorized and whatnot).

Cast any protection spells you can, then when you're ready, go on through

the gates.

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

8. [THFBHL] Throne of Bhaal (AR 6200)

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

Walkthrough:

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

- MELISSAN

Melissan talks to you here, but nothing important is said. The result

is a battle. You need to knock off about 200 HP to get her to talk to

you again. She'll say that she can't waste time with you. She goes into

the center to gather more Essence of Bhaal. This is your chance. Go

over to the Mana Pool to the left (x 600 y 1400). Here you must defeat

the guardians (Air Elementals). Once they're dead, click the Pool.

This cuts Melissan from her source of Essence, causing her to attack you

once more.

Concentrate all attacks on Melissan and she won't last too long. When

she is defeated, all her monsters go with her. She needs more essence

so goes back to the center. Heal everyone, cast more summons/protections

then head over to the right pool (x 2000 y 1400) to take on Cryonax the

Prince of Ice Elementals.

Again when her pool is cut off, she reappears and attacks you yet again.

This time she summons up some Slayer Shadows, which are pretty neat.

She'll even teleport away leaving you with this mess. Defeat her again

and she'll do the same thing with the pools. Again, restore your party,

then head up to the last pool (x 1950 y 450) to fight its guardians.

This battle is the hardest in this level so far, having the awesomely

powerful Fallen Solar as well as Mariliths, Succubus and Alu Fiends.

Try to draw just a few of the monsters out and defeat them separately.

You'll probably want to concentrate your fire on the Fallen Solar as he

is the most powerful. Cut off the pool to get to the Final Battle.

After the nastiness of the previous pool battle, whacking Melissan here

is practically easy. When you get her down enough, the Solar reappears

and tells her that it's all over. You've won...

You get to make the choice of whether to become a God or whether to give

up the power and become a mortal. This is where all that Good and Evil

comes into play as it affects what type of ending you get.

Ending 1: Become a Good god.

Ending 2: Become an Evil god.

Ending 3: Don't become a god at all.

Sit back and enjoy the end of the Baldur's Gate Saga.

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

< < < < < [PPNDCS] APPENDICES > > > > >

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

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

A. [CMPLTK] Complete Kit Descriptions

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

Fighter Kits:

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

BERSERKER

This is a warrior who is in tune with his animalistic side and, during

combat, can achieve an ecstatic state of mind that will enable him to fight

longer, harder and more savagely than any human has a right to. Berserkers

tend to be barbarian-like in nature, but not always. Sometimes it is a

conscious choice that a warrior in training makes. Regardless, opponents on

the battlefield will be unsettled with they see the savage and inhuman

elements of the berserker's personality. This class is common amongst

dwarves, know to them as "battleragers."

Advantages:

- May use Enrage ability once per day per 4 levels. While enraged: +2 to

hit, +2 damage, -2 AC. The berserker at this time is immune to charm,

hold, fear, maze, imprisonment, stun and sleep. He also gains 15 hit

points while enraged. These hit points are temporary, and are taken away

at the end of his berserk spree, possibly killing the berserker.

Disadvantages:

- Becomes winded after berserking. While he's winded, he receives -2 to

hit, -2 to damage and a +2 penalty to AC.

- Cannot specialize in ranged weapons.

WIZARDSLAYER

This warrior has been specially trained by his sect to excel in hunting and

attacking spellcasters of all kinds.

Advantages:

- For each successful hit on an opponent, 10% cumulative spell failure

penalty is applied.

- 4% magic resistance per level.

Disadvantages:

- May not use any magic items except for weapons and armor.

KENSAI

This class is also known as the Sword Saint, and consists of a warrior who

has been specially trained to be one with his sword. They are deadly and

fast and trained to fight without encumbrance.

Advantages:

- +1 to hit and +1 damage for every three levels.

- -2 bonus to AC.

- -1 bonus to speed factor for every 4 levels.

- May use Kai ability one time per day for every 4 levels (starts at 1st

level with one use). This ability lasts 10 seconds and makes all the

attacks do maximum damage.

Disadvantages:

- May not use missile weapons.

- May not wear armor.

- May not wear gauntlets or bracers.

Thief Kits:

-----------

ASSASSIN

This is a killer trained in discrete and efficient murder, relying on

anonymity and surprise to perform his task. Assassins must be of Evil or

Chaotic Neutral alignment.

Advantages:

- May coat his weapon in poison once per day per 4 levels. The next hit

with that weapon will inject the poison into the target, dealing out 1

damage per second for 24 seconds (3 damage for the first 6 seconds).

A saving throw vs. poison limits damage to 12 total.

- Bonus +1 to hit and +1 damage.

- Higher backstab multiplier, up to x7.

Disadvantages:

- Only 15 points per level to distribute on abilities.

SWASHBUCKLER

This rogue is part acrobat, part swordsman, and part wit: the epitome of

charm and grace.

Advantages:

- Bonus +1 to AC.

- Another +1 to AC for every 5 levels.

- +1 to hit and damage every 5 levels.

- May specialize in any weapon that a thief can use

- May place three stars in two-weapon fighting style proficiency

Disadvantages:

- No backstab multiplier.

BOUNTY HUNTER

This is a hunter of men, skilled in tracking quarry and bringing them back

alive--whether for lawful authorities or underworld masters. Bounty Hunters

are specially trained at their task and make fearsome opponents. They have

honed their trap-making abilities well beyond that of the average thief.

Advantages:

- +15% to trap setting.

- He can lay special traps (other than the ones that all thieves receive).

The traps are more powerful than the typical thief trap, and the effect

varies according to the level. The effects are listed below:

- 1st: The trap deals out damage and slows the target (if save is

failed).

- 11th: The trap holds the target if a save is failed.

- 16th: The trap erects an Otiluke's Resilient Sphere around the target

(if a save is failed).

- 21st: The trap Mazes the target.

Disadvantages:

- Gets only 20 to distribute between thief abilities each level.

Ranger Kits:

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

ARCHER

The archer is the epitome of skill with the bow. He is the ultimate marksman,

able to make almost any shot, no matter how difficult. To become so skilled

with the bow, the archer has had to sacrifice some of his proficiency with

melee weapons and armor.

Advantages:

- +1 to hit and +1 to damage with any missile weapon for every 3 levels of

experience. TOB: at 18th level, bonuses slow to every 5 levels.

- Every 4 levels he gains the ability to make a called shot once per day.

When he activates this ability, any shot made within the next 10 seconds

is augmented in the following manner (according to the level of the

archer):

- 4th level: -1 to THACO of target

- 8th level: -1 to save vs magic of target

- 12th: -1 to strength of target

- 16th: +2 bonus to damage

Disadvantages:

- An archer can only become proficient in melee weapons; he may never

specialize.

- An archer cannot wear any metal armor.

BEASTMASTER

This ranger is a wanderer, and is not comfortable in civilized lands. He

maintains a natural affinity for animals; they are his friends and

comrades-in-arms, and the Beast Master has a limited form of telepathic

communication with them.

Advantages:

- +15% to stealth ability

- Enhanced spell ability with regard to the following spells:

- May cast the 4th level druid spell Animal Summoning I at 8th level.

- May cast Animal Summoning II at 10th level.

- May cast Animal Summoning III at 12th level.

- May cast Find Familiar (special abilities menu)

Disadvantages:

- Cannot use metal weapons (such as swords, halberds, hammers or morning

stars).

STALKER

Stalkers serve as covert intelligence gatherers, comfortable in both

wilderness and urban settings. They are the spies, informants, and

interrogators, and their mastery of stealth makes them deadly opponents.

Advantages:

- +20% to stealth ability

- May backstab for a lesser amount than the thief class (level 1-8: x1,

level 9-16: x2, level 17+: x3)

- Has access to three mage spells at 12th level. They are Haste, Protection

from Normal Missiles and Minor Spell Deflection.

Disadvantages:

- May not wear armor greater than studded leather.

Cleric Kits:

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

TOB: All clerics at 25th level get a special ring from their god:

+1 STR

+5% Magic Resistance

extra 6th and 7th level spells.

PRIEST OF TALOS

Talos is the evil god of storms, destruction and rebellion. Clerics of the

Stormlord warn that Talos must be appeased or he will rain destruction upon

the land.

Advantages:

- May cast Lightning Bolt once per day per 5 levels of the caster (starts

at 1st level with one use).

- May cast Storm Shield once per day per 10 levels of the caster (starts at

1st level with one use). This spell lasts 6 seconds per level of the

caster. It protects the caster from lightning, fire, cold and normal

missiles.

Disadvantages:

- None

PRIEST OF LATHANDER

Lathander is the good god of renewal, creativity and youth, and is celebrated

nearly everywhere. His followers are very popular throughout the Realms, and

there are numerous wealthy temples devoted to him.

Advantages:

- May cast Hold Undead once per day for every 5 levels of the caster

(starts at 1st level with one use).

- May cast Boon of Lathander once per day per 10 levels of the caster

(starts at 1st level with one use). This spell lasts for 6 seconds per

level of the caster. It gives the caster +1 to hit, +1 to damage, +1 to

all saving throws and gives the caster 1 extra attack per round. It also

protects the recipient from level drain.

Disadvantages:

- None.

PRIEST OF HELM

Followers of the neutral God of Watchers and Protectors are warriors in their

own right and are often seen as defenders of the innocent.

Advantages:

- May cast True Sight once per day per 5 levels (starts at 1st level with

one use).

- May cast Seeking Sword once per day per 10 levels (starts at 1st level

with on use). This spell creates a sword in the player's hand (that

cannot be dropped or unequipped). The sword is +4 for purposes of

determining what it can hit (but this bonus does not apply to damage),

and it deals out 2-8 damage to any target it hits. The weapon sets the

number of attacks of the cleric to 3. It lasts for 1 round per level of

the caster. When equipped, the wielder cannot cast further spells.

Disadvantages:

- None.

Bard Kits:

----------

BLADE

The blade is an expert fighter and adventurer, whose bardic acting abilities

make him appear more intimidating and fearsome. His fighting style is flashy

and entertaining, but is also quite deadly.

Advantages:

- May use Offensive Spin and Defensive Spin abilities once per day per 4

levels. Offensive Spin lasts 24 seconds, granting the blade +2 to hit, +2

to damage, and an extra attack. As well, all of his attacks do maximum

damage for the duration. Defensive Spin lasts 24 seconds, roots him to

the spot, but gives -1 AC per level of experience. This armor class bonus

does not go over -10.

- May place three slots into two-weapon fighting style.

Disadvantages:

- Only has one-half normal Lore value.

- Only has one-half Pick Pockets percentage.

- Bard Song does not become better with levels.

JESTER

This bard is well versed in the arts of ridicule and hilarity, and uses his

abilities to distract and confuse his enemies, cavorting madly during combat.

Advantages:

- Jester's song does not help allies. Instead, it affects every opponent

within 30 feet, and they must save vs. magic at +4 once per round or be

confused.

Disadvantages:

- None

SKALD

This Nordic bard is also a warrior of great strength, skill and virtue. His

songs are inspiring sagas of battle and valor, and the skald devotes his life

to those pursuits.

Advantages:

- +1 to hit and +1 damage with all weapons.

- The skald's song is different from the typical bard and varies with

level:

- 1st: Gives allies +2 to hit, +2 to damage and -2 to AC.

- 15th: Gives allies +4 to hit, +4 to damage, -4 to AC, and immunity to

fear.

- 20th: Gives allies +4 to hit, +4 to damage, -4 to AC, and immunity to

fear, stun and confusion.

Disadvantages:

- Pick Pockets ability one-quarter normal.

Mage Kits:

----------

Mage specialists gain +1 spell per level, but can't cast spells in their

opposition school.

Races Stat Required

Abjurer Human 15 Wisdom

Conjurer Human, Half-Elf 15 Constitution

Diviner Any 16 Wisdom

Enchanter Human, Half-Elf, Elf 16 Charisma

Illusionist Human, Gnome 16 Dexterity

Invoker Human 16 Constitution

Necromancer Human 16 Wisdom

Transmuter Human, Half-Elf 15 Dexterity

Specialist School Opposition School(s)

Abjurer Abjuration Alteration

Conjurer Conjuration/Summoning Divination

Diviner Divination Conjuration/Summoning

Enchanter Enchantment/Charm Evocation

Illusionist Illusion Necromancy

Invoker Invocation/Evocation Enchantment/Charm, Conjuration

Necromancer Necromancy Illusion

Transmuter Alteration Abjuration, Necromancy

Wild Mage (TOB), no prohibited school, but chance of a Wild Surge.

Paladin Kits:

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

CAVALIER

This class represents the most common picture of the knight: the gentleman

warrior who epitomizes honor, courage, and loyalty. He is specialized in

battling 'classical' evil monsters such as demons and dragons.

Advantages:

- Bonus +3 to hit and +3 damage against all demonic and draconic creatures.

- May cast Remove Fear 1 time per day per level.

- Immune to fear and morale failure.

- Immune to poison.

- 20% resistance to fire.

- 20% resistance to acid.

Disadvantages:

- May not use missile weapons. (they CAN use throwing Axes, however)

INQUISITOR

The inquisitor has dedicated his life to finding and eliminating

practitioners of evil magic and defeating the forces of darkness, and his god

has provided him with special abilities towards that end.

Advantages:

- May use Dispel Magic ability once per day per 4 levels (starts at 1st

level with one use). The ability is used at a speed factor of 1 and acts

at twice his actual level.

- May cast True Sight once per day per 4 levels (starts at 1st level with

one use).

- Immune to Hold and Charm spells.

Disadvantages:

- May not use Lay on Hands ability.

- May not cast priest spells.

- May not turn undead.

- May not use Cure Disease ability.

UNDEAD SLAYER

This holy avenger has honed his abilities towards the destruction of the

undead and other unnatural creatures, and is immune to many of their more

devastating abilities.

Advantages:

- +3 to hit and +3 damage vs. undead.

- Immune to hold.

- Immune to level drain.

Disadvantages:

- May not use Lay on Hands ability.

Druid Kits:

-----------

TOB: All Druids at 15th level are immune to poison.

At 18th and 24th levels, Druids gain 10% resistance to elements.

SHAPESHIFTER

This druid is not called shapeshifter because he has access to a great

variety of forms, rather because of his complete dedication to a single

alternate form. This druid has willingly allowed himself to become infected

with lycanthropy, but due to intense study and training he has the ability to

control his affliction. The creature he becomes is that of the werewolf, the

most famous of the lycanthrope shape changers.

Advantages:

- May shapeshift into the form of a werewolf once per day for every 2

levels (starts at 1st level with one use).

- At 13th level, gains the ability to change into a greater werewolf once

per day.

Disadvantages:

- No other shapeshifting abilities due to the effort required maintaining

balance in his primary forms.

- Cannot wear any armor.

TOTEMIC DRUID

This druid closely identifies with a particular animal, an animal that he

feels represents his spirit. This grants him a special connection to the

animal kingdom, and he is able to call upon their spirits to aid him.

Advantages:

- May summon a special 'spirit' animal once per day per 5 levels of

experience. Spirit animal is randomly selected from 'Spirit Bear',

'Spirit Wolf', 'Spirit Lion' and 'Spirit Snake'.

Disadvantages:

- Cannot shapeshift.

AVENGER

A member of a special sect within the Druidic order, a druid of this type is

dedicated to fighting those who would defile nature. Avengers have powers the

average druid does not; additional abilities that have been earned through

extensive rituals, a process that is very physically draining.

Advantages:

- May shapechange into normal forms, as well as those of sword spider, baby

wyvern and fire salamander.

- 6 mage spells are added to his repertoire, all the way up to 6th level.

These are listed below:

- 1st: Chromatic Orb

- 2nd: Web

- 3rd: Lightning Bolt

- 4th: Improved Invisibility

- 5th: Chaos

- 6th: Chain Lightning

Disadvantages:

- May not wear better than leather armor.

- On character creation, he receives a -2 to strength and constitution.

Monk:

-----

Monks are warriors who pursue perfection through contemplation as well as

action. They are versatile fighters, especially skilled in combat without

weapons or armor. Though monks cannot cast spells, they have a unique magic

of their own. They channel a subtle energy, called ki, which allows them to

perform amazing feats. The monk's best known feat is their ability to stun an

opponent with an unarmed blow.

Advantages:

- The monk can make one unarmed attack per round; he gains one-half

additional attack every 3 levels.

- As the monk increases in levels, the damage his fists inflict does as

well:

- Level 1-2: 1-6

- Level 3-5: 1-8

- Level 6-8: 1-10

- Level 9-14: 1-12

- Level 15+: 1-20

- A monk's natural armor class gets better as he goes up in levels. His

armor class starts off at 9, and then decreases by 1 for every 2 levels.

- Stunning blow, once per day for every 4 levels. All attacks in the next 6

seconds force the victim to save or be stunned. Note: This special

ability automatically modifies a monk's normal attack, no targeting needs

to be done.

- Monks have the Deflect Missiles ability. This gives them a -1 to their AC

vs missiles for every 3 levels.

- The monk gains a +2 to save vs. spells.

- A monk starts off moving at +2 move, then +1 move every 5 levels.

- 5th level: Immunity to all diseases, and cannot be Slowed or Hasted.

- 7th level: Lay on Hands to heal 2 hit points per level.

- 8th level: -1 to speed factor.

- 9th level: +1 to all saves. Immune to charm. The monk's fist is

considered a +1 weapon (+2 at 12th, +3 at 15th).

- 11th level: Immune to poison.

- 12th level: Another -1 to speed factor.

- 13th level: Quivering Palm spell once per day. This spell gives them one

hand attack. If they hit an opponent, the opponent must save or die.

- 14th level: The monk gains 3% magic resistance per level (ie. 42% at 14th

level, caps out at 78%).

- 20th level: Immune to non-magical weapons.

- TOB: 21st level: AC bonuses slow to every 3 levels

- TOB: 25th level: Fists become +4 weapons

- TOB: 30th level: AC bonuses slow to every 5 levels

Disadvantages:

- The monk cannot wear armor.

- A monk can only uses weapons available to the thief class (except 2

handed).

Sorcerer:

---------

Sorcerers are practitioners of magic who were born with the innate ability to

cast spells. It is thought that the blood of some powerful creature flows

through their veins; perhaps they are the spawn of the gods themselves, or

even dragons walking in humanoid form. Regardless, the sorcerer's magic is

intuitive rather than logical. They know fewer spells than wizards, and

acquire spells more slowly, by they can cast spells more often and have no

need to select and prepare spells ahead of time. Sorcerers cannot specialize

in magic the way wizards to. other than these differences, a sorcerer is very

similar to the wizard. Note: A sorcerer does not learn spells from scrolls.

He chooses new spells with each level. A sorcerer's prime requisite is

intelligence and they use the mage avatar.

Barbarian:

----------

A barbarian can be an excellent warrior. While not as disciplined or as

skilled as a normal fighter, the barbarian can willingly throw himself into a

berserker rage, becoming a tougher and stronger opponent. The barbarian uses

the fighter avatar.

Advantages:

- They move at 2 points faster than the usual character.

- Barbarians are immune to backstab.

- Can Rage once per day for every 4 levels (starts at 1st level with one

use). Rage gives them +4 to constitution and strength for 5 rounds. Gives

a -2 armor class penalty and +2 to saves vs. magic (for 5 rounds). Rage

also gives immunity to all charm, hold, fear, maze, confusion and

level-drain spells.

- At 11th level, the barbarian gains 10% resistance to slashing, piercing,

crushing and missile damage. He gains +5% to this every 4 levels

thereafter.

- The barbarian rolls d12 for hit points instead of a fighter's d10.

Disadvantages:

- A barbarian cannot wear full plate or plate mail.

- A barbarian cannot specialize past normal specialization.

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

B. [CHRTSA] Charts & Analysis

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

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

> [THVNGM] Thieving Money Charts

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

Here are some extended Thieves Guild money charts, for use with the Thief

Stronghold. It works by probabilities. Since at "Low" risk you have a 10%

chance of your thief getting caught, I simply show that 9 times you gain the

money and the 10th you must pay to get that thief out of jail. Then I add

that up and divide by 10 to get the average.

Hanz Money Chart

Risk 1 2 3 4 5 6 7 8 9 10 Totals / Avg.

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

Low 200 200 200 200 200 200 200 200 200 -100 = 1700 or 170 avg.

Med. 400 400 400 400 400 400 400 400 -100 -100 = 3000 or 300 avg.

High 600 600 600 600 600 600 250 -100 -100 -100 = 3550 or 355 avg.

V. High 900 900 900 900 900 -100 -100 -100 -100 -100 = 4000 or 400 avg.

Goshan Money Chart

Risk 1 2 3 4 5 6 7 8 9 10 Totals / Avg.

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

Low 200 200 200 200 200 200 200 200 200 -200 = 1600 or 160 avg.

Med. 300 300 300 300 300 300 300 300 -200 -200 = 2000 or 200 avg.

High 500 500 500 500 500 500 150 -200 -200 -200 = 2550 or 255 avg.

V. High 750 750 750 750 750 -200 -200 -200 -200 -200 = 2750 or 275 avg.

Kretor Money Chart

Risk 1 2 3 4 5 6 7 8 9 10 Totals / Avg.

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

Low 250 250 250 250 250 250 250 250 250 -50 = 2200 or 220 avg.

Med. 500 500 500 500 500 500 500 500 -50 -50 = 3900 or 390 avg.

High 750 750 750 750 750 750 350 -50 -50 -50 = 4700 or 470 avg.

V. High 1000 1000 1000 1000 1000 -50 -50 -50 -50 -50 = 4750 or 475 avg.

Morsa Money Chart

Risk 1 2 3 4 5 6 7 8 9 10 Totals / Avg.

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

Low 100 100 100 100 100 100 100 100 100 -250 = 650 or 65 avg.

Med. 250 250 250 250 250 250 250 250 -250 -250 = 1500 or 150 avg.

High 500 500 500 500 500 500 125 -250 -250 -250 = 2375 or 237.5 a.

V. High 750 750 750 750 750 -250 -250 -250 -250 -250 = 2500 or 250 avg.

Varia Money Chart

Risk 1 2 3 4 5 6 7 8 9 10 Totals / Avg.

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

Low 150 150 150 150 150 150 150 150 150 -300 = 1050 or 105 avg.

Med. 300 300 300 300 300 300 300 300 -300 -300 = 1800 or 180 avg.

High 500 500 500 500 500 500 100 -300 -300 -300 = 2200 or 220 avg.

V. High 800 800 800 800 800 -300 -300 -300 -300 -300 = 2500 or 250 avg.

SloppyDogg came up with a quick way to find the averages for a Thief:

(Gold gained * % Success) - (Bail * % Failure) = average. So Hanz's average

at "high" risk would be: ((600 * 0.65) - (100 * 0.35) == 390 - 35) = 355.

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

> [DLWLDN] Dual Wielding Analysis

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

Is Dual-wielding really worth it?

Depends. Let's start at the beginning. No matter what, you can never

ever have more than 5 attacks per round. That is set in stone. The

second attack from your "shield" hand can only ever count as 1 attack

per round. Doesn't matter about proficiencies (although proficiencies

do help determine your THAC0). (Actually you can get above 5 attacks per

round using the Improved Haste Spell, which doubles the number of

attacks)

So, let's say that you are Dual-wielding the Celestial Fury (+3) Katana

and Dak'kon's Zerth Blade (+2) Katana. Also, let's say you normally have

3 attacks per round. Assuming you somehow did max dmg. every time, yet

no critical hits, your Celestial Fury in a round (6 sec.) would be:

(1d10 + 3) * 3 = 39 dmg.

Yet you would also get one extra attack with your offhand weapon (at a

penalty to THAC0), if you hit with it and did full dmg you would get an

extra 12 dmg, which is about 30% more damage. This is just one example.

Your offhand weapon will never have as good a THAC0 (to hit) as your

normal weapon. With no points devoted to Two Weapon style your offhand

gets a -8 penalty to THAC0 and even your main hand is penalized by -4.

So, if your normal THAC0 is 18, your new THAC0 will be 22 and your

offhand will jump up to 26. (Remember lower THAC0's are better) One

point in Two Weapon reduces this to -6 offhand and -2 normal. Two points

to -4 offhand. Only fighters can spend 3 points on Two Weapon style (and

Swashbucklers and Blades as well), which has the smallest penalty at -2.

Note: If you are not proficient with your offhand weapon, you incur

the normal penalty to hit (-1) and dmg. (-1) I would recommend

becoming proficient in only ONE type of weapon, then using that

in both hands.

Back to the hypothetical situations. You have a Ranger (rangers

automatically get two points in Two Weapon style) using a Long Sword

right now. He is currently getting 10 THAC0 (with STR and all other

bonuses figured in already). He puts another Long Sword in his shield

hand. His main hand stays at 10 THAC0, but his offhand only hits at 14

THAC0. At this point, he has 55% to hit a creature at AC 0 with his main

hand, but only 30% to hit with his offhand. (This assumes that you have

identical weapons in each hand, else your THAC0's would look different)

Let's see what might happen in a few rounds: (again assuming that you

always do max damage, no critical hits, and remember that the offhand

only attacks ONCE per round)

main hand (1d8, 2.5 attacks) offhand (1d8, 1 attack) tot:

round 1: hit, 8 dmg. miss 0 8

miss, 0 dmg. -- 0

hit, 4 dmg (the "half") -- 4

---

12

round 2: hit, 8 dmg. miss 0 8

miss, 0 -- 0

miss, 0 -- 0

---

8

round 3: hit, 8 dmg. hit, 8 dmg. 16

hit, 8 dmg. -- 8

miss, 0 -- 0

---

24

R1(12) + R2(8) + R3(24) = 44 dmg. in 3 rounds

In three rounds, the offhand managed 8 damage. It only hit the AC 0

target 1 out of 3 times (technically that's above average for it!).

So, is Dual-wielding worth it? Yes, but really only if you get 3 stars

in the Two Weapon style. It also becomes much better as your THAC0

improves. And never, ever dual wield unless you have at LEAST 2 stars,

else your main hand THAC0 is hurt.

Jason Cha offers further analysis:

Undoubtedly the most important question in whether to dual wield or not has

nothing to do with just the extra damage associated with having a second

weapon. It has to do with factors such as the tradeoffs between AC and

damage, or the extra abilities the second weapon or shield may offer (such

as my favorite, dual-wielding Crom Faeyr with Belm +2).

*********************************

Take Bill the human thief.

He's not too strong, only 9 strength, so no strength bonus on his attacks.

He's got the Blade of Roses (longsword +3) and a plain old longsword +1.

He's level 10, and has one proficiency slot in longsword and one in two

weapon use. He also has one proficiency slot in one handed weapon use.

His base THAC0 is 16.

Let's assume he's fighting a NPC with AC0. I'll leave the math for below,

but just using the Blade of Roses his expected damage per round is 3.75

damage per round.

If he's dual wielding the Blade of Roses and the Longsword +1, his expected

damage per round is 3.175.

So Bill, under these circumstances, is best off just using the Blade of

Roses.

But suppose Bill gets the Gauntlets of Ogre Strength. The expected damage

for just using the Blade of Roses alone is 8.775. On the other hand, dual

wielding the Blade and the longsword +1 results in expected damage of 9.05.

So here he is better off dual wielding.

I haven't sat down to figure out exactly when the advantage turns to dual

wielding, whether or not it hinges on just + to hit or + to damage, or some

relationship between both. I welcome others to calculate the exact point.

Also, this analysis does not include the AC bonus Bill would get with the

single weapon use. It's decisions like that, that makes D&D such a rich game

and not just numeric power gaming. Also when backstabbing, Bill is clearly

better just using a single weapon. And let's not forget the additional

powers of weapons (my personal favorite, with a fighter Crom Faeyr for 25

str and the Scimitar of Belm for +1 attack).

************************

Here's the Math as promised

Enemy = AC 0

Bill - 9 Str and just the Blade of Roses

THAC0 = 13 (16 base - 3 sword)

Blade of Roses Average Damage = 7.5 (1d8 + 3)

Attack Roll - Damage

20 - 15

19 - 15

18 - 7.5

17 - 7.5

16 - 7.5

15 - 7.5

14 - 7.5

13 - 7.5

12 - MISS

Expected Damage = 3.75 (75 (total of possibilities) /20 (any one

possibility)

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

Bill - 9 Str and dualwielding Blade of Roses and Longsword +1

MAIN HAND

THAC0 = 15 (16 base - 3 sword + 2 penalty)

Blade of Roses Average Damage = 7.5 (1d8 + 3)

Attack Roll - Damage

20 - 15

19 - 7.5

18 - 7.5

17 - 7.5

16 - 7.5

15 - 7.5

14 - MISS

Expected Damage Main Hand = 2.625

OFF HAND

THAC0 = 21 (16 base - 1 sword + 6 penalty)

Longsword +1 Average Damage = 5.5 (1d8 +1)

Attack Roll - Damage

20 - 11

19 - MISS

Expected Damage Off Hand = .55

Total Expected Damage = 3.175

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

With Gauntlets of Ogre Strength

Bill - 18/00 Str and just the Blade of Roses

THAC0 = 10 (16 base - 3 sword - 3 str)

Blade of Roses Average Damage = 13.5 (1d8 + 3 sword + 6 str)

Attack Roll - Damage

20 - 27

19 - 27

18 - 13.5

17 - 13.5

16 - 13.5

15 - 13.5

14 - 13.5

13 - 13.5

12 - 13.5

11 - 13.5

10 - 13.5

9 - MISS

Expected Damage = 8.775

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

With Gauntlets of Ogre Strength and Dual Wielding

Bill - 18/00 Str and dualwielding Blade of Roses and Longsword +1

MAIN HAND

THAC0 = 12 (16 base - 3 sword - 3 str + 2 penalty)

Blade of Roses Average Damage = 13.5 (1d8 + 3 + 6)

Attack Roll - Damage

20 - 27

19 - 13.5

18 - 13.5

17 - 13.5

16 - 13.5

15 - 13.5

14 - 13.5

13 - 13.5

12 - 13.5

11 - MISS

Expected Damage Main Hand = 6.75

OFF HAND

THAC0 = 18 (16 base - 1 sword - 3 str + 6 penalty)

Longsword +1 Average Damage = 11.5 (1d8 + 1 + 6)

Attack Roll - Damage

20 - 23

19 - 11.5

18 - 11.5

17 - MISS

Expected Damage Off Hand = 2.3

Total Expected Damage = 9.05

A statistic analysis using stochastic variables (by /Eathlon)

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

(Useful notations:

pc = chance for critical hit

ph = chance for "normal hit"

pm = chance for miss

These can be trivially calculated as:

pc = 0.05 if single wielding with proficiency in single weapon, 0.1 otherwise

ph = (19 - THACO + to hit bonuses + enemyAC)/20 if single wielding with

proficiency in single weapon

ph = (20 - THACO + to hit bonuses + enemyAC)/20 otherwise

(this is only valid when the number in the nominator is between 0 and 18, 0

and 17 when single wielding with proficiency, if not ph equals either 0, 0.90

or 0.85 respectively)

pm = 1 - ph - pc

we will see that in the end we do not need to calculate pm

The damage (as a stochastic variable), D, dealt with one attack will be:

D = H * X

Where H is a stochastic variable I've chosen to call the Hit Multiplier

it simply is 2 with probability pc, 1 with probability ph and 0 with

probability pm.

X is a stochastic variable describing the damage from a "normal hit".

X can be divided into one stochastic part and one constant part. The

constant part is simply all bonuses to the damage including the weapon's

own bonuses and the character's bonuses.

The stochastic part of X is simply a stochastic distribution depending on

what die (dice) that are rolled to determine the damage dealt.

In the future I will call the constant part d and the stochastic part Y.

Thus, we can rewrite D as:

D = (d + Y)*H

The expectation value of D (denoted by E(D)) becomes:

E(D) = d*E(H) + E(H)*E(Y)

as H and Y are independent stochastic variables. Both E(H) and E(Y) can be

calculated trivially. As E(Y) depends on the weapon used I will not give an

expression for this but E(H) becomes:

E(H) = pc*2 + ph*1 + pm*0 = 2*pc + ph

Thus:

E(D) = (2*pc + ph)*(d + E(Y))

To achieve the expected damage that a character deals in one round we have to

calculate E(D) for the weapons that the character wields and then multiply

those by the number of attacks the character does with the respective weapons

each round.

All this is interesting but we are missing the big picture. It actually

doesn't matter if your expected damage dealt is extremely high if your

opponent's is ever higher. To make a full analysis we need to divide your

expected damage with your opponent's expected damage, if this number is

larger than your opponent's hit points divided by your hit points - you will

stand a fairly good chance of beating him.

This is not the whole truth though. What we also have to take into account is

how much D varies, a measurement of this is the standard deviation (denoted

by s(D)). These calculations quickly becomes messy and I will satisfy with

giving the result in one of the earlier steps:

s(D) = sqrt( (4*pc + ph)*E(X^2) - (4*pc^2 + 4*pc*ph + ph)*(E(X))^2 )

(sqrt(x) denotes the square root of x, x^2 denotes x squared)

If the standard deviation is large, the damage dealt will vary wildly and who

wins the fight will become more random than if the standard deviation is low.

If the standard deviation would be zero - you would always win if the damage

you're expected to deal divided by the damage your opponent is expected to

deal is greater than your opponent's hit points divided by your own.

To continue Jason Cha's analysis of Bill:

When single wielding, Bill achieves the following constants (not assuming the

9 STR of Bill but assuming the final THAC0 to be t. Taking enemy AC to be

denoted by e and Bill's hit bonuses to be h):

pc = 0.1

ph = (19 - t + h + e)/ 20 = 0.95 + 0.05*(h + e - t)

Assume Bill has n number of attacks per round with single weapon style, we

get the following (when supposing Bill is using a longsword (a weapon

rolling 1d8 in the damage roll), the weapon's + to damage will be included in

d):

E(D) = (0.2 + 0.95 + 0.05*(h + e - t))*(d + 4.5) = 1.15*d + 5.175 +

(0.05*d + 0.225)*(h + e - t)

Expected damage per round = n*(1.15*d + 5.175 + (0.05*d + 0.225)*(h + e - t))

When dual wielding, the constants become:

pc = 0.05

ph = 1 + 0.05*(h + e - t)

We will suppose the second weapon is also a weapon rolling 1d8.

With t' denoting the THAC0 of the second weapon and d' difference in damage

bonus between the weapons and assuming the primary weapon is the same as the

single wielded weapon, we get:

Expected damage per round with primary weapon =

n*(1.05*d + 4.725 + (0.05*d + 0.225)*(h + e - t))

Expected damage per round with secondary weapon =

1.05*d + 4.725 + (0.05*(d+d') + 0.225)*(h + e - t')

Observe that the term (h + e - t) changes for the primary weapon when

changing to dual wield. This results in severe complexity (although it

really is trivial) in calculating what values of Bill's hit and damage

bonuses that will make dual wielding deal more damage than single wielding

per round on average. In the end it comes down to practically all factors

such as Bill's proficiencies, his modifications from attributes, what weapons

he's using and so on... almost everything counts, just as it should be.

As we all can see from the amount of calculations involved (I've not nearly

done a full analysis) that making a full analysis would be quite large and

that the calculations probably would have to be redone for each fight. So I

guess we should just play the game and "get a feeling" for when dual wield

pays off. Hey! It's more fun too... =)

NOTE: I have not checked all the calculations. If you find something to

be incorrect feel free to correct it. Also note that I've got more

experience in mathematical statistics than I do in AD&D rules. =)

/End Jason Cha's Dual Wield Analysis

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

C. [CHTSSS] Cheats

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

Any of the following cheats may crash your computer, ruin your game, or just

make the game less challenging (which is either good or bad).

_____________

Item Copying:

¯¯¯¯¯¯¯¯¯¯¯¯¯

This isn't really a cheat, just taking advantage of a quirk with the system.

You don't actually have to be playing multiplayer for this to work, it just

really helps. You also don't have to be actually playing with anyone else to

be playing as multiplayer. One thing to do when you find any item of value

would be to:

1. Save the game.

2. Export the Character with the item(s) that you wish to copy. (only works

with characters that you have created yourself, such as the main

character)

3. Give all of that character's items away, and then click the bottom

button (Multiplayer Options), then click the Modify Characters button

(only works if there are no enemies around, and you aren't in the middle

of casting a spell), and then click on the Character Name to delete the

character.

4. Now immediately Import the character back, and you now have 2 of

everything that person had.

Similarly if you are doing this in a single player, you:

1. Export the Character.

2. Start a new game.

3. At the Character Creation Screen press "Import" and the select your

character.

4. To keep all your items, quickly pause when the game starts, then drop

all the items on the floor. Pick these up later when you regain

control.

It is really helpful that when you Export your Character to name him/her

something specific, not just "Character1" or something.

This is really useful for the ultra-rare items like the Full Plate +1. This

also works well if you want to start over, simply export your character,

start a new game, and import them there!

Export Mage without his Familiar for Maximum HP Profit! (by Mr. C)

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

Here's a way to explot the game's mage familiar mechanics to perminantly

increase hit points. With this, one doesn't need to worry about rolling a

good constitution for a mage (not that we can't just use the control-8 cheat

anyway). I should probably note that I'm using Throne of Bhaal expansion and

patched to version 2.5.26498. Haven't tried this with any un-patched version

of BG2. Should work, though, since the familiar mechanics have mostly

remained unchanged in the various patches.

Start a game where your main character/protagonist is a kind of mage

character you're going to play in a serious game (specialist mage,

fighter/mage, mage/thief, etc).. when picking spells, it's actually important

to start the game with the find familiar spell this time. I used to avoid

starting the game with the spell since you can just get a familiar by using a

scroll. But, you can just use potions of genius to allow your character to

learn more than their allowed amount of spells, anyway.

1. After the intro with Irenicus and you have control, memorize find

familar, rest, then cast find familiar.

2. Export your mage character _without_ the familiar in your backpack (so

that when importing your character the game won't see any familiar in

your pack).

3. Start a brand new game, importing the mage character in question.

You'll notice you still have the original bonus hit points, even though you

have no familiar. Since you started a new game, the game's variables for the

mage's familiar were 'reset' allowing you to cast find familiar again..

getting more bonus hit points. One could probably exploit this multiple

times, but once or twice is probably enough. At least one doesn't need to

stress over the constitution statistic too much when making a character like

a multi-class fighter/mage.

Setting Up the In-Game Cheats:

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

The cheat features are largely unchanged since the original Baldur's Gate.

There are some minor differences, but that is to be expected.

To get the cheats activated do these steps:

Step One:) Open the game's directory C:\Program Files\Black Isle\BGII - SoA

Step Two:) Open the Baldur.ini file in notepad.

Step Three:) Find the line [Program Options]. Under it are a variety of

settings for your game. Add this line:

Debug Mode=1

And it must be Debug Mode=1, not debug mode=1 or anything else.

Save and close notepad.

Step Four:) Now when you are in the game, press CTRL-SPACE to bring up the

Console. This is where you will enter all the cheats.

Note: When running Vista, either disable UAC, or Run As Administrator. You

may also want to consider installing in a different directory than

the default. I use D:\Apps\BG2.

Anyone familiar with the original Baldur's Gate cheats will find that the

cheats are mostly the same from this point. At any point in the game, press

CTRL-SPACE to bring up the console. There you enter in your cheat and press

ENTER to execute the cheat.

Changing Experience Cheat:

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

In the console window enter this cheat:

CLUAConsole:SetCurrentXP(number)

Where 'number' is replaced by whatever number of experience points that you

wish for the selected party member(s) to have. It can normally go up to

2.95 million. (The Exp Cap can be removed, see the next section "Trainers &

Editors for more information) If you had 2000 exp and you set it to 1000 you

will actually lose experience, although this has no bearing on your level.

Example:

CLUAConsole:SetCurrentXP(2950000)

Create an Item:

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

In the console window enter this cheat:

CLUAConsole:CreateItem("itemcode",number)

There MUST be quotation marks around the itemcode. Sample item codes are

"boot01" (boots of speed). Once entered, that character will have that item.

The number part of the cheat is NOT NEEDED. And for most cheats you won't

want it. But if you want to create 5 potions, simply enter in 5 after the

item code to get 5 potions created. (The maximum is 65,536)

This also works well for arrows and scrolls. To get the maximum the easy

way, use -1. Example:

CLUAConsole:CreateItem("potn07",-1)

...would create thousands of potions of Storm Giant strength.

If you want some Item Codes check out my Item List (complete with

Descriptions) which is located at:

http://www.gamefaqs.com/

Create a Monster:

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

This works almost exactly like the CreateItem cheat, except you can't create

multiple monsters:

CLUAConsole:CreateCreature("creaturename")

Again a list of monsters can be found at GameSages. At least until I come

up with my own list.

Cheat Hot Keys:

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

To activate the Cheat Hot Keys, enter this into the Console:

CLUAConsole:EnableCheatKeys()

And here are the Hot Keys:

CTRL+1 -- change the armor of the paper doll (the armor class doesn't

change)

CTRL+2 -- fades screen to black

CTRL+3 -- fades screen to normal

CTRL+4 -- highlight the background-interactive objects

CTRL+5 -- ???

CTRL+6 -- shapeshift your character into the previous paper doll in list

CTRL+7 -- shapeshift your character into the next paper doll in list

CTRL+8 -- highlights the text boxes

CTRL+9 -- highlight the sprites

CTRL+0 -- ???

CTRL+A -- do a sprite animation (see CTRL+S)

CTRL+B -- view last FMV sequence

CTRL+C -- jump to next chapter

CTRL+D -- display some strange numbers

CTRL+F -- turn the character

CTRL+I -- random party conversation

CTRL+J -- transport onto the position pointed by the cursor

CTRL+L -- information on position (same as X)

CTRL+M -- (Then press ENTER) DEBUG DUMP

CTRL+Q -- Makes the creature at the mouse cursor join the party, works on

pretty much anything [from GOOD-ASH, Brian Phillips]

CTRL+R -- heals the party member whose portrait your mouse is currently

over (doesn't have to be selected)

CTRL+S -- select a sprite animation

CTRL+T -- Advances the game time by one hour. This has the effect of

removing spell effects and such.

CTRL+X -- information on position (more)

CTRL+Y -- hurts/kills person mouse cursor is over

Throne of Bhaal adds a new one:

CTRL+H -- Fixes a wild mage to a specific surge, such that every time he

casts a spell he gets that surge. Setting the Surge Number to 0

undoes the surge fixing and goes back to normal functioning (or

malfunctioning as the case may be). One could be really cheesy

if they wanted and keep a wild mage fixed at the "spell cast at

normal, all spells refreshed as if rested" and keep the entire

spellbook "memorized" off of one Nahal's Reckless Dweomer (since

it would always work). All of the advantages of Sorcerers and

Wizards rolled into one. Really cheesy, as I said. [from Vash]

Note: This affects all magic everywhere, even for enemies, so

use at your own risk.

CTRL+I -- Invokes a random party conversation. Quite useful if you play

"fast" and wouldn't otherwise hear all the funny dialogues.

Especially Imoen's and Jan's...) This can be used to speed up

Sarevok's "conversion" to Chaotic Good, too. (Corvus Albus)

Other Codes:

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

CLUAConsole:AddGold(number)

CLUAConsole:ExploreArea()

CLUAConsole:MoveToArea("ARXXXX")

The area code MUST appear in quotes. Just replace the XXXX with whatever

the area number is where you want to be. For example, to teleport to the

Government District in Athkatla you would do:

CLUAConsole:MoveToArea("AR1000")

And you would be teleported there. This allows you to go back to any

otherwise inaccessible area, but beware of ill side effects!

CLUAConsole:SetWeather(#) -- Use one of the following 3 settings:

0 - No Weather

1 - Rain

2 - Snow

Item Codes:

-----------

The "short" item list has been removed to reduce the size of the FAQ. You

can find it at the beginning of my item list, which is at

http://www.gamefaqs.com/

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

D. [TRNRSN] Trainers and Editors

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

I would recommend that you play through the game at least once without

cheating. Most of the fun in games comes from the challenge, and if you

make a SUPER party, then there isn't much challenge.

As always most everything here can be found at:

http://www.teambg.eu/

Right now there are two major Rules Fixes and a Beta Character Editor. The

two rules fixes are an EXPERIENCE CAP REMOVER -- for when that 2.95 million

just seems too low -- and a fix for the Grand Mastery proficiency level,

which adds an extra attack at that level.

Another program -- the save game editor, Shadowkeeper -- is available here:

http://www.mud-master.com/shadowkeeper/index.html

This allows you to directly edit most everything directly from the Save

Game, which is a little more versatile than a mere character editor.

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

E. [MNLCRR] Manual Corrections & Addendums

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

While looking through the manual, impressive as it is, I found quite a number

of errors.

Page 101, Specialization:

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

Looking at the Specialization chart on page 101, one might get the idea

that the proficiency system was completely nerfed from BG. Well it was

only partly nerfed. Here is the accurate chart:

points spent to hit bonus damage bonus attacks

1 (Proficient) 0 0 1

2 (Specialized) +1 +2 3/2

3 (Master) +2 +2 3/2

4 (High Master)* +2 +3 3/2

5 (Grand Master) +2 +4 3/2

* Improves weapon speed.

This gives you an extra +1 damage at High Master. Although if you

installed TeamBG's weapon specialization "fix" it will restore this chart

to what it was in BG:

points spent to hit bonus damage bonus attacks

1 (Proficient) 0 0 1

2 (Specialized) +1 +2 3/2

3 (Master) +3 +3 3/2

4 (High Master) +3 +4 3/2

5 (Grand Master) +3 +5 2

This can be downloaded from http://www.teambg.eu/

Sorcerer Spell Charts: [from Mark Darrah, Bioware]

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

Number of Spell Levels that can be CAST per day:

Spell Level

Char Lvl 1 2 3 4 5 6 7 8 9

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

1 3 0 0 0 0 0 0 0 0

2 4 0 0 0 0 0 0 0 0

3 5 0 0 0 0 0 0 0 0

4 6 3 0 0 0 0 0 0 0

5 6 4 0 0 0 0 0 0 0

6 6 5 3 0 0 0 0 0 0

7 6 6 4 0 0 0 0 0 0

8 6 6 5 3 0 0 0 0 0

9 6 6 6 4 0 0 0 0 0

10 6 6 6 5 3 0 0 0 0

11 6 6 6 6 4 0 0 0 0

12 6 6 6 6 5 3 0 0 0

13 6 6 6 6 6 4 0 0 0

14 6 6 6 6 6 5 3 0 0

15 6 6 6 6 6 6 4 0 0

16 6 6 6 6 6 6 5 3 0

17 6 6 6 6 6 6 6 4 0

18 6 6 6 6 6 6 6 5 3

19 6 6 6 6 6 6 6 6 4

20 6 6 6 6 6 6 6 6 6

Number of Spells per Level that can be KNOWN:

Spell Level

Char Lvl 1 2 3 4 5 6 7 8 9

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

1 2 0 0 0 0 0 0 0 0

2 2 0 0 0 0 0 0 0 0

3 3 0 0 0 0 0 0 0 0

4 3 1 0 0 0 0 0 0 0

5 4 2 0 0 0 0 0 0 0

6 4 2 1 0 0 0 0 0 0

7 5 3 2 0 0 0 0 0 0

8 5 3 2 1 0 0 0 0 0

9 5 4 3 2 0 0 0 0 0

10 5 4 3 2 1 0 0 0 0

11 5 5 4 3 2 0 0 0 0

12 5 5 4 3 2 1 0 0 0

13 5 5 4 4 3 2 0 0 0

14 5 5 4 4 3 2 1 0 0

15 5 5 4 4 4 3 2 0 0

16 5 5 4 4 4 3 2 1 0

17 5 5 4 4 4 3 3 2 0

18 5 5 4 4 4 3 3 2 1

19 5 5 4 4 4 3 3 3 2

20 5 5 4 4 4 3 3 3 3

(thanks to Kevin Logan for sending this in)

Page 232, 234, Thieving Skill Base Scores, Bard Abilities

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

Not really a mistake, but "Climb Walls", "Detect Noise" and "Read

Languages" are not implemented in Baldur's Gate II, so they needn't be

mentioned in the manual.

The "Base Scores" for thieving skills should be as follows:

Pick Pockets 15

Open Locks 10

Find Traps 5

Move Silently 10

Hide in Shadows 5

Detect Illusion 0

Set Traps 0

Also, the Thieving Skill Racial Adjustments should include "Detect

Illusion" and "Set Traps". Here is the completed table:

Skill Dwarf Elf Gnome Half-Elf Halfling

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

Pick Pockets -- +5 -- +10 +5

Open Locks +10 -5 +5 -- +5

Find/Remove Traps +15 -- +10 -- +5

Move Silently -- +5 +5 -- +10

Hide in Shadows -- +10 +5 +5 +15

Detect Illusion +5 -- +10 -- --

Set Traps +10 -- +5 -- --

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

Total ==> +40 +15 +40 +15 +40

On the next page comes the Thieving Skill Dexterity Bonuses, which should

be extended to DEX of 25:

Pick Open Find Move Hide in Set

DEX Pockets Locks Traps Silently Shadows Traps

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

9 -15 -10 -10 -20 -10 -10

10 -10 -5 -10 -15 -5 -10

11 -5 0 -5 -10 0 -5

12 0 0 0 -5 0 0

13 0 0 0 0 0 0

14 0 0 0 0 0 0

15 0 0 0 0 0 0

16 0 5 0 0 0 0

17 5 10 0 5 5 0

18 10 15 5 10 10 5

19 15 20 10 15 15 10

20 20 25 15 18 18 15

21 25 30 20 20 20 20

22 30 35 25 23 23 25

23 35 40 30 25 25 30

24 40 45 35 30 30 35

25 45 50 40 35 35 40

Page 238, Upgrading Reputation in a Temple

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

The costs for upgrading your reputation is incorrect at 13 and 14. Right

now it reads "200" and "500" respectively, when it should read "1200" and

"1500".

Here is the revised chart:

Cost Reputation Level

---------|----------------------------

1500 | 1

1200 | 2

1000 | 3

1000 | 4

500 | 5

400 | 6

200 | 7

300 | 8

400 | 9

500 | 10

700 | 11

900 | 12

1200 | 13

1500 | 14

2000 | 15

2500 | 16

5000 | 17

-- | 18

-- | 19

-- | 20

Page 89, Thief

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

The thief gets 25 points per level to spend on Thieving abilities, not 20

as the manual states.

Page 99, Find Traps

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

In my BG2 manual I found that on page 99 that Volo says "You should always

be on the watch for traps in dundeons" It is right after Find Traps under

Special Abilities. Should be "dungeons." [from ?????]

Page 93, Fighter/Mage/Thief

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

In the manual's description for the Fighter/Mage/Thief multiclass it says

that: "They cannot use their thieving skills while wearing studded leather"

which is untrue. They cannot use their thieving skills while wearing

anything MORE than studded leather.

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

F. [BGSZS1] Bugs

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

A pretty comprehensive buglist/bugfixlist can be found here:

http://www.baldurdash.org/

I've experience a lot of crashes, usually when I QuickSave. [not so much now

with the patch installed]

For some reason when I try to rest in an Inn it will first say "cannot rest",

even though the "Peasant" room is already selected. Then if I click on

"Peasant" again it will then let me rest.

Sometimes when my computer is restarted, BGII will "forget" that it exists

and make me uninstall and reinstall it. This happens when the hard drive

is defragmented and the computer is restarted. Very annoying.

[Fixed with the patch.]

Ever notice how strange the Sensate Amulet is? I had one character using that

and the Ioun Stone that adds HP. Which means that that person should gain

about +10% HP. However, when I equip the amulet first and then the Ioun

Stone, I only got 5%, but if I de-equipped the amulet and re-equipped it, not

only did I get the 10% but it healed the difference. Which means that I

could use it to heal a character.

Throne of Bhaal adds a new bug: While fighting the City Gates Lich, I

decided to pull him out into the inn where I could lay traps for him to get

killed by. This is all well and good (having killed the lich), but when I

entered his crypt to gather his treasures, there he was, back and ready for

more. In fact, as long as I kept leaving the crypt with him following me out

he would continue to respawn inside the crypt. In other words, I could fight

an unlimited battle with the lich! I believe that this bug works with any

battle where you have the enemy follow you to a new area, but haven't tested

it.

Note: This is fixed in the ToB patch.

Jae Jung had some bugs:

1. Aerie dies (!) on random rests, loads or movement between areas. I don't

know if this is a bug or intended. I'd load up, hear a death sound and the

information bar would state "Aerie - Death". This has happened twice, once

on load and once when moving OUT of Irenicus' dungeon. The second time, I

hadn't even begun the Circus quest (obviously). Ideas?

2. I don't have a manual on me so this may not be a bug at all. My

characters sometimes (quite often actually, hence I don't think it's a bug)

have their strength reduced to a meagre 2. I cannot restore that value

either through temples or rest. There's no level drain icon either. It

usually happens after equipping certain weapons with bonuses, but reading

the weapon information gives no data about such reductions in your

strength. It has happened once in Irenicus' dungeon (with Imoen) and is

happening a lot (my specialist Thief especially and specialist Conjurer)

while I'm looking for quests outside. Ideas again?

Curtis Withers had more problems with Aerie:

While I was resting in that area of the sewers with all the Mind

Flayers, Aerie and Anomen started up a conversation, which resulted in

Anomen turning Chaotic Neutral and attacking Aerie. I interfered and

killed Anomen before he could finish Aerie off, but after that point

Arie would not walk to a location without constant prodding, and would

not pick up items anymore. It became really annoying, as you would be in

the heat of battle and Aerie would be half a screen behind. I eventaully

had to boot her out of the party in favour of Jan Janssen. I have had no

similar problems with any other NPC.

Editor's Note: This conversation thread happens ONLY after Anomen has

FAILED his knight's test. If he passes the test, it won't

happen.

Geoff Ulreich found a weapon inconsistency:

The Sun Sword (supposedly +2/+4 vs. evil creatures) will not hit

the demilich as far as I can tell, yet the +4 dagger will. In AD&D (second

edition), the +4 change should apply to what it can hit as well as THACO.

Geoff also found a Magic Resistance bug:

Magic resistance items don't 'stack' correctly. Only one of

multiple MR items placed on your character will affect them. I tried

placing the Ring of Gaxx (10% MR) on my Holy Avenger(50% MR)-wielding

paladin and at first his MR showed as 60% on the character record screen.

Soon after (I think after either saving or moving to a new area) his magic

resistance dropped to 50% again, until the ring was removed and put back

on. What a pain.

P.K. came up with this script bug:

By the way I noticed a small bug in BG2. I gave the "Trap detecting" script

to the thief (Is it called Thief Adventurer Script ?), and when I dualled

to mage, I forgot to change the script, but guess what... the Mage/Thief

kept detecting traps even though the Thief class was inactive!

Editor's Note: Technically this script works for ANYONE, even those who

have no "find traps" ability. If the trap is a 0 level

trap, they can even detect it. (Not too likely, but still)

Alexander Ferguson found a few:

I wanted to report a possible Bug I have found with the some

of the various Books that upgrade abilities. (Tome of Clear Thought, etc.)

On my system, only some of the books are actually usable. The others

can not be placed into the QuickSlots for use. They fail with the message

"Wrong Item Type". In addition, when you pick them up to move them into

the QuickSlot, the QuickSlot does not highlight, as it does with the usable

ones.

I have noted below the status that I have found with them.

======

Works Properly - BOOK03 - Manual of Bodily Health +1 Con

Works Properly - BOOK04 - Manual of Gainful Exercise +1 Str

Works Properly - BOOK05 - Manual of Quickness of Action +1 Dex

NOTE: When Picked up, it changes to a scroll icon, and then back to a book

Works Properly - BOOK06 - Tome of Clear Thought +1 Int

FAILS - BOOK07 - Tome of Leadership and Influence +1 Chr

FAILS - BOOK08 - Tome of Understanding +1 Wis

Braden found the way around this:

To use Tomes of Wisdom, or Charisma, or other ones that may

not work, simply place one crappy healing potion, and the

appropriate IDed tome, into the less-than insightful, weak, dumb

clumsy, far from amiable, or frail character. If in MP mode,

pause the game, if in SP mode, not an issue. Open the inventory,

from a personal items slot, drink a potion by right clicking on

it and click Quaff/Drink (ensure that the same kind of potion

DOES NOT exist in your quick items also), switch the Tome with

the potion (pick up the book, put it down on top of potion,

put potion elsewhere). Return to game, unpause if needed. Wait.

Viola, you now bite less. This method can probably be adapted

to activate any item that has an effect targeted on the caster.

======

Only ONE Bag of Holding, Gems, Scrolls Bug:

I also found another bug <?> about the various bags in a most strange

way.

There is only ONE container of each type. Thus if you have (2) bags of

holding; any item placed into the 1st, appears in the 2nd, and vice versa.

I found this one out when my 1st bag was full of stuff, and I started to

dump stuff into the 2nd bag. It filled up in no time, and when I checked

into the bag, a bunch of the "lower level" stuff from the 1st bag was gone,

and the inventories of both bags were identical.

Editor's Note: If you think this sounds like a method for duplicating

items, think again. An item taken out of one bag is also

removed from the other.

Even if they are in separate people in the party... it works across people;

just like the shopkeeper interface.

Other Mistakes:

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

In the Paladin Quest you are told that an artifact lies in the hands of

"geat evil". Heh.

When Jon Irenicus is being held by the cowled wizards he tells Imoen to be

quiet to let the "fool make his judgement", however it should be spelled

as "judgment." A lot of people have emailed me about this one, saying that

judgement is just as valid as judgment. This is probably one of those cases

where a misspelling was so common that it became a valid spelling.

David Lyons refutes that argument:

Judgement (Middle English, from Old French 'Jugement') is the correct

primary spelling. Judgment, however, is also valid, but if a persistent

misspelling occurred, it was in the omission of the first 'e'. Unless

you're American, of course, in which case it may well be the other way

around (this was my first thought, but then, you spell theatre as, well,

'theatre' and not 'theater' throughout the FAQ). This is supported by the

large amount of anglo-centric slang in the dialogue (mainly in the

insults), e.g. 'Arse' and not 'Ass', which sneaks me to the suspicion it

may have been compiled by a stray Brit at Bioware.

When Baron Ployer is about to curse Jaheira, he disdains the Hero by saying

that "Khalid was a better compliment," when he should have used "complement."

Compliment is a Praise (ie "you look pretty") while Complement means that

one thing completes another or goes well with.

In one of Viconia's Romances, she mentions that her sisters are "more of a

danger and a rival then the next," when it should be "than the next."

In another of Viconia's romances, she says: "My mother wished me to recant,

to prostate myself before the Spider Queen and beg forgiveness." This should

have been "prostrate", the missing "r" gives it a whole new meaning. [from

Cyrille Artho]

If you attempt to leave the Underdark without doing the Silver Dragon quests,

while still disguised as a Drow, the guards will stop you and tell you to

go back, to which you can say "we will offer a significan increase..."

They left off the 't' in "significant."

In a conversation between Keldorn and Aerie, Keldorn tells Aerie: "Wrong?

No, to some you be the ideal." Should be "you are the ideal."

Spelling mistake: While you're searching for the artifacts in Suldanessellar,

if you attempt to pick the lock of the Castle door, it will say this:

"....Them temple of Rillifane may hold the key" instead of THE temple.

[from Cornelius Chesterfield]

Spelling mistake: When the Guardian Telwyn (Temple of Helm) gives you the Sir

Sarles quest, the character writes in his journal that he needs 200 pounds of

"illuthium" instead of illithium. [from Snark]

Grammar mistake: In Brynnlaw when you pay Calahan for Ginia and Ason's

passage he says, "There passage is assured" when it should be "Their passage

is assured." [from John Jung]

In the bard stronghold, if you speak to the players the first time you are

able to, one of them will say "out rehearsal" instead of "our rehearsal".

[from Xander77]

During your first moment of weakness, after Irenicus took your soul, if Jan

is the one you talk to, he says "upsidedown" instead of "upside down".

[from Xander77]

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

G. [STRNGT] Strange Things

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

About "Temple District - The Guarded Compound", I've seen this referred to

as the Slave Lord's Headquarters in a few forums. That name may come from

something that was planned but never made the official game, since there's

nothing in the place ties its inhabitants to the slavers. Or is there? Two

of the inhabitants are a male priest named Stalman and a female thief named

Ketta. Interestingly, back in the old AD&D "Scouge of the Slavelords"

module, two of the Slavelords you go up against are a male priest named

Stalman Klim and a female thief named Slippery Ketta. [from zambkptkn]

Near the Circus is a cage with a Moose... and a Squirrel. Rocky and

Bullwinkle, anyone? (many, many people sent this in)

Create an Elf and name him Drizzt. Then by Chapter 6 have a reputation less

than 12. When you bump into Drizzt... he is annoyed that you swiped his

name! Sure, he fights you for his name's honor, but it sure is funny.

Also if you imported from Baldur's Gate and had any of Drizzt's Items on you,

then Drizzt will be very upset when he meets up with you. He won't

necessarily fight you, but it could lead to that (anyone who is GOOD in your

party won't assist you, though).

In the back of the Adventurer's Mart are two paintings. Look at them closely

and also click on them. Recognize them? They are taken from the old

Dungeons and Dragons cartoon!

There's also a picture of Elvis on the second floor of the Five Flagons.

(again many people sent this one in)

Fearghus (Waukeen's Promenade) is the name of the Black Isle division

director.

There is a commoner named "Neeber" in Trademeet who constantly pesters you

with inane questions and comments. Just like a certain "Noober" used to do

in the first game.

Biff the Understudy (in the really awful theatre play) is the character that

would appear in Baldur's Gate when the regular character could not appear.

(i.e. if that character was dead, but still had something to say)

Ask the barkeeper in Imnesvale about the Umar Witch and he'll give you a

book titled "The Umar Witch Project."

The Knights of Solamnia in the Planar Sphere are from Dragonlance.

There's another, bit more obscure AD&D reference in the Planar Sphere...the

halflings. Took me a bit to place them, but the cracked dry earth and the

village built from bones...those are feral halflings from the old Dark Sun

setting. (Bill Ray)

One of Edwin's plots goes awry leaving him in the form of a woman. Jaheira

mocks, Anomen pretends to want to champion "Edwina", and so forth. Then take

"Edwina" to see Silvanus at the Copper Coronet (the Elf by the counter), who

will be quite attracted to Edwin. And Edwin is ALMOST attracted to Silvanus

as well! Not only that, but Bioware did up an entire FEMALE voice set for

"Edwina" as well! Hilarious!

Cyrando the Gnome romantic (at the Temple District at night) provides the

words for Garrick to woo a woman with. Just like Cyrano the Big Nosed

Romantic of literary fame. There are actually 4 little mini-events attached

to this one that take place over time. Eventually Cyrando and the Lady

get married and Garrick runs away with one of the bridesmaids.

One of the Sentient Sword's battle cries is: "Murder! Death! Kill!!", which

is the term for a homicide from the movie, Demolition Man. Also a reference

to the game MDK... MurderDeathKill. Get it?

In the Bridge section where the Five Flagon is located, there are a pair

of thugs that fight each other for the love of a girl named Bubbles. Their

names are Shank and Carbos. If their name is familiar, it's because they

were in Baldur's Gate. They were the thugs that tried to kill you in

Candlekeep. They hid inside houses. I'm pretty sure it's them since they

have a lot of trouble hitting each other. I've spent a minute or 2 watching

them trying to kill each other without any success. It doesn't seem to

affect the game in anyway, but it's funny to see. [from Death Crow]

In the Asylum, one of the mages gives you a worthless scroll (memo) that says

that that the scroll is worthless, that it is indecipherable and that it is

most likely the ravings of a madman. Anyways, the scroll is decipherable

although not within the game though. The text of the scroll says:

"Qc terxepssrw evi jypp sj aiewipw. Mrjsvg xli Uyiir, ws xlex wli qmklx

wlss xliq eaec. Livi ai ks ' vsyrh xli qypfivvc fywl. Ks qsioic KS!"

This translates into:

"My pantaloons are full of weasels. Inform the queen, so that she might

shoo them away. Here we go 'round the mulberry bush. Go monkey GO!"

[from Hector E. Meza]

In Chapter 4, in Spellhold, Aphril (sp?) talks of seeing a walking corpse

talking to a pillar of skulls. References to Planescape: Torment, the hero,

the Nameless One, who'll just wake up within minutes of dying. [from Matri]

Contributing to your list of Easter Eggs, on the top floor of the Five

Flagons there are what appear to be Elvis pictures on the far wall, and

guitars on other walls on the same floor. [from Per Jorner]

Here's one: William Reirrac's last name is "carrier" backwards. While

it's likely intentional, it's not necessarily a reference or a pun (people

make up fantasy names in the strangest ways). [from Per Jorner]

The vampire named Durst is possibly a German pun - Durst is the German word

for "thirst", and definitely a good name for a vampire to have. Then again,

I accidentally named a character "Darsteller" (actor in German) without

thinking about it, so perhaps it's not intentional. [from Brian Camley]

Rob DeCaire sent in this one:

Here's a "strange thing" that I didn't notice in the FAQ, but I thought was

a pretty good joke. In the Vulgar Monkey tavern in Brynnlaw, there's a

pirate named "Pirate Newf". If you talk to him, he sings a little shanty

that goes:

"I'se th' b'y that builds the boat

And I'se th' b'y who sails 'er

And I'se th' b'y that catches th' fish

And brings 'em home to Liza"

This is a joke for all the Canadians in the audience, since it's a fairly

well-known song from Newfoundland, sung by a character named Newf.

Voreth has some "Strange Things":

CLUAConsole:CreateCreature("Boo") creates Boo (and we all know who Boo is).

CTRL+Q him to add him to your party. He's very powerful, and even has his

own paper doll. To keep him effective, don't equip any weapons in any

slots, and DO NOT LEVEL HIM UP! (requires the EnableCheatKeys() cheat to

be active)

CLUAConsole:CreateCreature("Gorion") is fun, though it does require you to

exit your game once it works. If you create Gorion, talk to him and choose

a few of the dialogue choices (it's keyed to a different dialogue, so

you'll see some pretty weird, including NPC, dialogues). He'll bring you

through the BG sequence with him (bringing you over, casting Cure Light

Wounds, etc.) and bring you to a forest (area number is the same as circle

of stones in BG). There, you get stuck on a tree. Too bad. I wonder if

Sarevok would have appeared and all. Oh, and the BG loading screen appears

in front of the BG2 one, though off center and much smaller.

(Note: I've only tried this in the Docks, so if you try it somewhere else

and get different results, don't be alarmed...)

You can also create Kivan, from what I've seen, though he doesn't say

anything, his dialogues are bad, and he says what he should say on the

bottom of the screen. Still, it's pretty fun. You can do this with Drizzt

too, and get him to say some of Korgan's (voice acted) lines. So you have a

Drizzt with a Scottish accent who says "Cure Disease" at the end of his

dialogue. Answer his first question with the description of Summon Monster

I for the rest of Korgan's dialogue.

Xander77 found something interesting:

If you use CLUAConsole to teleport to AR2700 (Only works in SoA) you will

find the remains of an unfinished test - an area with giant heads (not

the one you find Illasera in) which force you to do battle with a slayer to

get a terrifying sword.

You can get the sword with CLUAConsole:CreateItem("Killsw01") -

It's sort of like PST's Eviscerator

NPC's from Baldur's Gate found in BG2 (but who don't join):

SPOILERS

Ajantis (killed at Windspear Hills by you, identified by Keldorn)

Coran (can be killed by Safana in chapter 6, or becomes a drunk)

Faldorn (seizes control of the Druid Grove, killed by you to free it)

Garrick (attempts to woo a woman, but fails)

Khalid (found dead in Irenicus' Dungeon)

Montaron (killed by the Harper's for breaking into their compound)

Quayle (currently alive and well and running a circus)

Safana (killed by Lanfear in chapter 6 after she attempts to kill you)

Tiax (locked away in Spellhold, helps the main character beat Irenicus,

dies in the attempt)

Xzar (killed by a Harper assassin at the docks)

Tutorial

Branwen

Xan</pre>

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