BG EE part 3

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<pre style="box-sizing: border-box; font-family: monospace, serif; font-size: 12.800000190734863px; white-space: pre-wrap; line-height: normal; text-align: start;"> Chapter 1 |

o======================================================================o

| Escape from Irenicus' Dungeon |

o======================================================================o

Sequence of Events: {WLK001}

1) You Should Survive the Process

2) Minsc

3) Jaheira

4) Gearing Up

5) The Mephit Machine

6) Aataqah's Game

7) Goblins

8) Stasis Room

9) Sewer Golem Room

10) Relieving Rielev

11) Tales Dead Tell

12) The Sewage Chamber

13) The Master's Room

14) The Dryads Three Make a Plea

15) The Master's Wife's Room

16) The Library

17) Ilyich

18) Cambion Containment

19) The Genie's Request

20) Retrieving the Flask

21) The Sword of Chaos

22) Yoshimo

23) Mephit Spawning Room

24) Escaped Clone

25) To the Wand Room

26) The Wand Room

27) The Vampire's Display

28) The Smithy

29) Freeing Frennedan

30) Attacked by Assassins

Dungeon, Part 1 (AR0602)

o======================================================================o

1) You'll be approached by some Mage who will proceed to perform

'experiments' upon you. Not very nice ones either, judging from all the

fire and death cries your character makes. A Golem will eventually

arrive, drawing the man's attention and leading him away to deal with

'intruders'. Imoen will show up and spring you from your cage, joining

your party immediately afterwards. She'll tell you about some weapons

to the north-west before the game auto-saves and the camera pans to the

north-east to reveal two captured people.

Imoen doesn't start out too great in the way of spells. Have her

memorize some Magic Missiles and maybe a Chromatic Orb. It won't take

much more than brute force to get out of here. As for 2nd level spells,

get a Mirror Image, a Melf's Acid Arrow, and a Stinking Cloud. We won't

fight many large groups of enemies, and even when we do we don't have an

unlimited supply of ammunition to use on them, so Stinking Cloud isn't

too important just yet. Melf's is best against trolls and spell casters,

which won't be a problem for a while yet, but at least it contributes to

the fight. For 3rd level spells get Haste. It might be fun to Fireball

some baddies, but really, Haste is going to help you out more in a

fight. As for 4th level spells, we won't be letting Imoen get hit, so

don't bother with Fire Shield, and if we do let her get hit, Stoneskin

would be better anyways. Improved Invisibility can go on anyone, so keep

it handy to spell-buff your front line Fighter. You don't want to let

Imoen scribe any scrolls you find, as... it'll be a while before she can

put them to good use. Save them up for your main character, Edwin, or

failing that, for Imoen to use at a later date.

Note: If Imoen suffers mortal damage (if she's reduced to zero Hit

Points) she'll panic, disband, and flee the dungeon. Of course, since

you can't raise dead characters at this point in the game, anybody who

sustains fatal damage is out of the game for the rest of this dungeon,

but it's still something to be wary of. At least if Imoen starts

spazzing out, you'll know why.

<---------------------------------------------------------------------->

2) Go over to the man at (x=4000, y=2750) to find your old friend Minsc.

The captivity really hasn't made him any saner... or more insane, for

that matter. Some things are beyond torture. You will eventually provoke

his wrath to the point where he breaks his 'permanently welded cell'. He

then accuses you of provoking him to unleash his berserker might. Uh,

yeah! Sure. Regardless of your intentions he thinks you're one clever

fellow and offers to join you. By all means take him along, you could

certainly use his Hit Points and Strength to get out of here. You can

always ditch him later if you're so inclined. Minsc is, if anything,

even more hilarious in the sequel. It's just another perk of bringing

him along.

***REWARD***

(For 'encouraging' Minsc to escape from his cell)

EXP 3000

<---------------------------------------------------------------------->

3) Over at (x=3850, y=2650) you'll find another cage with another former

traveling companion, the Harper agent Jaheira. She's just as hot-headed

and mouthy as ever, and will give you a run down of your story. The game

assumes, of course, that you actually traveled with her in the prequel.

It's possible to blow her off and leave her behind, but you might just

want her healing power for this dungeon, even if you don't plan to keep

her. Note that if you turn on her and leave her behind she will say some

rather disparaging things about you 'turning'. It is all too similar to

the way others of her ilk will look at you later... but now I'm

foreshadowing. To get her free go up to the room to the north-west and

search the table at (x=3050, y=2800). You'll find, along with many

weapons, a Jail Cell Key. Take the key and open the door.

***ITEMS***

(x=3050, y=2800) Long Sword, Short Sword, Quarter Staff, Mace,

Battle Axe, Spear, Halberd, Jail Cell Key,

War Hammer, Two Handed Sword, Katana

***REWARD***

(For freeing Jaheira from her cage)

EXP 3000

Have Jaheira get plenty of Cure Light Wounds. You can get Entangle, but

it by now has long since run its course as a useful spell. Armor of

Faith is a decent defensive spell that will cause Jaheira to ignore

10% of the damage she takes at her present level, and lasts long enough

to be considered as a good defensive buff. Bless can also provide a

temporary buff to your entire party's attack rolls, but I'd prefer Armor

of Faith. 2nd level is very slim pickings, as Barkskin does not stack

with armor. You'd be better off just wearing the Splint Mail. You

should, however, always carry a Slow Poison on you, just in case. For

3rd level spells, get a Dispel Magic-every spell caster who can cast

this spell should have one prepared-and a Cure Medium Wounds. Finally

come 4th level spells, of which you have the very nice Death Ward,

which has no applicable use just yet. For now either grab Defensive

Harmony, which is a good spell buff, or Cure Serious Wounds for extra

healing power.

<---------------------------------------------------------------------->

4) Go back into the room where you found the Jail Cell Key. As

previously noted you can find weapons on the table at (x=3050, y=2800).

Equip your main character with whatever they're good at. Minsc gets the

Two Handed Sword, Jaheira suffers with a Quarter Staff for now. I set

Jaheira up as my front-liner, as she's got the Dexterity and the ability

to wear the heavier armor I need to succeed. Loot the chest for some

armor. I give Jaheira the Splint Mail, and I have Minsc don the Chain

Mail. For now getting through the place is more of a priority than

taking advantage of his ability to Sneak. Besides, he can always take it

off to scout ahead. Finally, the painting at (x=3130, y=2700) has stuff

behind it, but be sure to search for traps. This is your introduction to

traps in this game, and this one isn't very powerful or hard to disarm.

It is, however, a warning. It's the second room in the game, and there's

a trap. Oh yes, kiddies, there will be traps in this game, enough to

ruin your day if you don't bring about a Thief. The Dagger +1... eh...

well, it can go on Imoen, but it's really just a waste. If you stick it

on Jaheira you'll raise her THAC0 by one, but then she can use the Small

Shield to bring her Armor Class down. And of course, if you imported

your main character with the Golden Pantaloons in their inventory, you

will find those in here as well. You can talk to the Golem in this room

but it has little to say. The tunnel to the north leads to a door

(x=2420, y=2180) we can't open yet. There's also an annoying Smoke

Mephit down there, which isn't particularly dangerous, but it can blind

you temporarily.

***ITEMS***

(x=3000, y=2750) Helmet, Leather Armor, Studded Leather Armor,

Small Shield, Buckler, Splint Mail, Chain Mail,

Buckler

(x=3130, y=2700) Dagger +1, Potion of Healing x3, Golden Pantaloons

***TRAPS***

(x=3130, y=2700)

<---------------------------------------------------------------------->

5) Head to the south-west. I'd suggest sneaking in with Minsc or Imoen,

as there is a machine in the middle of the room that creates Lightning

Mephits which shoot... well, lightning at you. Click on the machine's

controls at (x=2850, y=3050) twice to turn the machine off and stop it

from spawning more Mephits.

***REWARD***

(For disabling the Lightning Mephit spawning machine)

EXP 2000

<---------------------------------------------------------------------->

6) Continue up to the north-west to find a genie named Aataqah, who

initiates dialogue with you. If you blow him off he'll leave, if you

humor him he'll ask you to answer a hypothetical question. If you say

you'll push the button he'll summon an Ogre Mage for you to fight. If

you say you won't he'll summon four fearful Gibberlings. I prefer the

Ogre Mage path, as it at least gets you some experience... and you don't

have to chase down a bunch of stupid Gibberlings. He'll tell you to seek

out Rielev after you kill his monsters.

<---------------------------------------------------------------------->

7) If you go north you'll find a tunnel leading to the east, with a

Goblin guarding it. The passage ends in a locked door (x=2150, y=1900)

we can't open. Typical. So head west instead to find some Goblins. Most

of them will carry Battle Axes, but a few will sit back and fire arrows

at you, leaving behind Composite Long Bows when they die. How is a

Goblin firing a Composite Long Bow? Who knows. It's as good an excuse as

any to get yourself some Bows and Arrows though. I put a bow on Minsc

so he has a ranged option. Continue heading up the passage until you

come to two doors, one to the north-east (x=900, y=2200) and one to the

south-west (x=600, y=2400).

<---------------------------------------------------------------------->

8) In the south-western room you'll find a number of containment vats,

inside of which are various creatures both living and dead. There's

nothing you can do with them just yet, but there are two Mephits you can

actively make more dead. Once they're done loot the room. The Short Bow

goes to Imoen so she can participate effectively in combat, and the

Quarter Staff +1 goes to Jaheira.

***ITEMS***

(x=670, y=2700) Arrows x5, Short Bow, 1 gold

(x=820, y=3050) Bullets x5

(x=1050, y=3000) Quarter Staff +1

***TRAPS***

(x=1050, y=3000)

<---------------------------------------------------------------------->

9) Through the north-eastern door you'll find a Radiant Mephit which

needs to be put down. You'll also find a Sewage Golem (x=1070, y=2050)

you can't interact with yet. You can, however, loot the room. Jaheira

will be much better off with the Medium Shield and the Scimitar. My

protagonist scribes Flame Arrow immediately, but I save the Scroll of

Dispel Magic for later.

***ITEMS***

(x=1050, y=2100) War Hammer, Medium Shield, Scimitar, Long Sword +1

(x=900, y=2000) Arrows x4

(x=900, y=1950) Potion of Healing, Scroll of Flame Arrow

(x=1200, y=2100) Scimitar, Potion of Extra Healing x3, Spear,

Scroll of Dispel Magic

<---------------------------------------------------------------------->

10) Now head up to the north-west, then follow the tunnel to the north-

east. You'll pass a door (x=520, y=2000) with two Lesser Clay Golems

inside. Again, you can't bother them now, but they will become hostile

towards you later in the level if you let them live, so it's a good idea

to just bump them off now... Unlike the other Clay Golems you'll fight

later on, these ones can be hurt by non-magical and non-blunt weapons.

Head north-east some more. You'll come under attack by some Goblins at

the first intersection to the north-west. Kill them, and then continue

north-east through a door (x=1020, y=1750). Inside you'll find another

vat, inside of which is a... creature... called Rielev (x=1170, y=1500).

Talk to him to find out a bit about Rielev and his master. He'll mention

the master being 'cast out' and 'one of us no longer'. He'll also

mention something being taken. Offer to release him from his torment

and he'll tell you to take some power crystals, with which you can talk

to other experiments and possibly find out how to escape.

***ITEMS***

(x=1250, y=1600) Activation Stone

(x=1280, y=1400) Potion of Extra Healing x2, Sling, Bullet x8, Halberd,

War Hammer

***REWARD***

(For relieving Rielev from his torment)

EXP 1000

Item Energy Cells

<---------------------------------------------------------------------->

11) Head back to the room with the stasis vats and talk to the various

beings, the 'Tortured Ones' (x=400, y=2500), (x=450, y=2900),

(x=750, y=2700), (x=1200, y=3100), to learn that-if nothing else, your

captor can inspire some pretty fanatical devotion. If you go back to the

Sewer Golem room you can activate it with that Activation Stone you

found and get it to open the door to the sewage chamber, which causes it

to merrily run off and open the doors at (x=2420, y=2150),

(x=2220, y=1700), and (x=2150, y=1900).

***REWARD***

(For activating the Sewage Golem)

EXP 3000

<---------------------------------------------------------------------->

12) Head through any of the aforementioned doors to reach the Sewage

Chamber, the simplest way is to go through the door north of where you

met Aataqah. In the Sewage Chamber you'll find an Otyugh, something I

honestly expected to find in the sewers in Baldur's Gate 1, but was

nonetheless thrilled to find in the sequel. It can't fit through

the doors, so if you have a Thief main character you can sneak, run in,

backstab it, and run back out for an easy time. It's not too rough in

any event. When it dies grab the Wand of Frost Key and loot the room.

Minsc enjoys having a Helmet of Infravision again. Go through the door

to the north-east (x=2800, y=1700).

***ITEMS***

(x=2700, y=1720) Oil of Speed, Splint Mail, Potion of Healing x2

(x=2750, y=1800) Potion of Healing x2, Light Crossbow, Bolt x10,

Scroll of Vocalize

(x=2900, y=1870) Potion of Healing x3, Helmet of Infravision,

Scroll of Clairvoyance

***TRAPS***

(x=2750, y=1800)

<---------------------------------------------------------------------->

13) Head north-east through another door (x=3500, y=1250), killing some

Goblins as you go. You'll find an oddly lavish room - a welcome, if

ominous change from the dungeons behind you. The game will even warn you

of the traps ahead, so get to disarming and looting. The Air Elemental

Statue will get us into another area. It's good to have our Helm of

Balduran back, too. This time it goes on Jaheira, as my main character

will soon find a better helmet to see him through the game. My main

character does, however, retain the Metaspell Influence Amulet. In

the room to the north-west you'll find some Goblins and two lootable

containers. There's also a portal (x=3000, y=550) we need to find a key

for.

***ITEMS***

(x=3550, y=900) Scroll of Chromatic Orb, Helm of Balduran

(x=3600, y=880) Wand of Lightning Key, Scroll of Burning Hands

(x=3780, y=900) Air Elemental Statue

(x=3930, y=970) Metaspell Influence Amulet

(x=320, y=820) Scroll of Fireball

(x=3340, y=800) Bullets x20, Scroll of Armor

***TRAPS***

(x=3700, y=1000)

(x=3550, y=900)

(x=3930, y=970)

<---------------------------------------------------------------------->

14) Venture south-east to find three Dryads, Elyme, Ulene, and Cania,

who will beg you to help them escape by taking their acorns to the Fairy

Queen. They'll also give you the name of your tormentor, Irenicus.

Their acorns are held by a mean creature named Ilyich, the clan chief

of the master's duergar slaves. They'll also promise to tell you how to

escape if you free them. All in good time. First head past them to the

south.

<---------------------------------------------------------------------->

15) You'll find a very nice circular room that is covered with traps.

When you set foot in the room an alarm will sound, summoning the two

Lesser Clay Golems from before, who will-eventually-make their way to

you and attack for entering the 'chambers of the the master's wife'...

unless, of course, you killed them earlier. The Portal Key opens the

portal in the room north of the room where we found the Helm of

Balduran. My main character enjoys the Bracers of Defense, as would any

Mage hurting for Armor Class. And be sure to grab the Pommel Jewel of

the Equalizer! You're going to want that weapon. Now that we're done

here head back to the Sewage Chamber and go north-west through the door

at (x=2220, y=1700).

***ITEMS***

(x=3100, y=2300) Portal Key

(x=3060, y=2220) Potion of Extra Healing, Bracers of Defense A.C. 8,

Pommel Jewel of the Equalizer

(x=3160, y=2460) Scroll of Dire Charm

(x=3000, y=2370) Potion of Master Thievery, Scroll of Summon Monster I

***TRAPS***

(x=3400, y=2300)

(x=3400, y=2350)

(x=3300, y=2250)

(x=3140, y=2300)

(x=3100, y=2300)

(x=3060, y=2220)

(x=3160, y=2460)

<---------------------------------------------------------------------->

16) You'll find a room with... more Goblins, and a Dust Mephit. There

are also lots of bookshelves to loot, which I will note ignoring all the

useless books on the shelves.

***ITEMS***

(x=950, y=750) Agna Mani Necklace

(x=850, y=850) Potion of Healing x5, Scroll of Larloch's Minor Drain

(x=1100, y=800) Scroll of Know Alignment

(x=1500, y=800) Oil of Speed

(x=1650, y=950) Potion of Extra Healing

<---------------------------------------------------------------------->

17) Go north-west and follow the passage around to get to a large room

with Duergar milling about. Further in you'll find Ilyich, who will not

spare much dialogue before attacking. He's got some crossbowmen and a

Mage with him. Either use a Haste and set upon them, shooting the Mage

down to size, or use a Stinking Cloud. Either way, a simple spell should

see you through this fight with ease. Most of the duergar don't have

anything interesting on them, but Ilyich will drop a suit of Leather

Armor, a Medium Shield, Bullets x40, Acorns, Mail of the Dead +2, Battle

Axe, Sling, and 87 gold. Jaheira slaps on the Mail of the Dead +2.

During the looting you should find enough weapons and armor to pretty

much equip everybody the way you want. Especially be sure to strap those

Helmets on, you don't want to suffer from critical hits. You could give

Jaheira that Club, but I want to pretend she doesn't even have any

proficiency points in Clubs at all.

***ITEMS***

(x=1240, y=400) Throwing Axe x5, Potion of Extra Healing x2

(x=1530, y=250) Chain Mail, Helmet, Medium Shield, Battle Axe,

Two Handed Sword, Scroll of Grease

(x=1780, y=400) Throwing Dagger x20, Dart x30

(x=1850, y=500) War Hammer, Leather Armor, Helmet, Small Shield,

Quarter Staff, Flail, Sling, Bullet x40, Scimitar

(x=1900, y=600) Bastard Sword, Long Sword, Short Sword, Arrows x6,

Short Bow, Potion of Extra Healing x2, Club, Flail,

Morning Star

<---------------------------------------------------------------------->

18) Head down a tunnel to the south-east and go past a door at

(x=1960, y=260). Disarm the trap in the tunnel south-east and continue

on until you find a room with an odd machine in it and a Cambion

(x=2600, y=1040), who is inside some sort of magical barrier. If you

activate the machine (x=2350, y=1000) you can take down the Cambion's

barrier, allowing him to attack you... and allowing you to attack him.

Before you do so encircle the Cambion and caste some defensive spell

buffs and Haste. He shouldn't be too much of a problem, but why not

start out prepared? When it's dead loot the Cambion for a suit of Chain

Mail, a Bastard Sword +1, and 146 gold. Now go back up the hallway

and through the door at (x=1960, y=260), which we can access thanks to

our possession of the Air Elemental Statue.

***TRAPS***

(x=2300, y=500)

The Elemental Plane of Air (AR0601)

o======================================================================o

19) Travel north-west and you'll meet a pack of Mephits. I always found

this encounter annoying... but it might be just because I find Mephits

annoying in general. To the west are two more Mephits and a container

for you to loot. north-west of the entrance ramp you'll find a large

circular area with more Mephits. Spell buffing is suggested, Haste in

particular, and a pre-emptive Fireball wouldn't hurt, either. Go up

another ramp to the west to find the proverbial genie bottle at

(x=300, y=550). Activate it to get Irenicus' Genie to show up. He will

offer to give you an item that used to belong to you if you free him

from his bonds, which you can do by finding the real flask the Genie

is bound to, a twin of the one here. He'll mention one of the possible

locations as one of Irenicus' Dryad concubines. See where this is going?

Time to head back to the Dryads.

***ITEMS***

(x=200, y=1220) Scroll of Conjure Air Elemental

<---------------------------------------------------------------------->

20) Bring the Dryads their acorns and they'll tell you that you must

travel up to the next level of the complex using portals... perhaps the

one we found north of Irenicus' room? (That or the one east of the

prisons, it doesn't really matter.) Talk to them again and ask for the

Genie's flask and they'll simply give it to you. Now head back to the

door leading to the genie.

***REWARD***

(For talking to the Dryads after recovering their acorns from Ilyich)

EXP 9500

<---------------------------------------------------------------------->

21) Now return to the Genie and give him his flask for a hefty

experience reward and the Sword of Chaos-Sarevok's sword from Baldur's

Gate 1... or what's left of it, anyways. Even though most of it's power

died with Sarevok, it's still a Two Handed Sword +2, and perfect for

Minsc. Now head back to the main level of the dungeon and go through a

portal, either the one at (x=3000, y=550) or (x=3900, y=2400).

***REWARD***

(For freeing the Genie)

EXP 15000

Item Sword of Chaos +2

Dungeon, Part 2 (AR0603)

o======================================================================o

22) When you appear you'll instantly be approached by Yoshimo, who asks

to join your party. Regardless of your end goals as far as party

composition is concerned, I suggest you take him along. It'll... open up

options when you get out of this dungeon, and if you don't have a Thief

as a main character, you'll need him for a while. He'll tell you about

some room with portals to the east that continuously spawn enemies, and

beyond that is a room with mounted wands.

***ITEMS***

(x=320, y=2880) Scroll of Hold Person

<---------------------------------------------------------------------->

23) Go through the door to the north-east at (x=880, y=2800) to find a

room with Mephits and Mephit Portals. Our favorite! Ignore the Mephits

and concentrate on the portals, which will simply spew out more Mephits

as you kill them. The Scroll of Protection from Normal Weapons is

interesting, as from time to time you'll fight monsters that can't harm

you, lacking in magical weapons and all. It's not an indispensable

spell, and soon loses its potency, but it is a defensive option for when

we get 5th level spells. As you head to the east Jaheira will make a

most unfortunate discovery. Unfortunate for her. Now that Khalid is out

of the picture, the Jaheira romance opens up. Of course, you must be

careful not to say anything disparaging about her dead husband at this

crucial first step. Go through the door to the north at (x=1120, y=2350)

and continue up a tunnel to the north-west.

***ITEMS***

(x=900, y=2650) Gold Ring, 4 gold

(x=800, y=2650) Tchazar Gem, Cursed Scroll of Weakness

(x=1050, y=2530) Potion of Extra Healing, Arrow of Detonation,

Wand of Cloudkill Key

(x=1350, y=2580) 2 gold, 8 gold, Bolt +1 x3

(x=1400, y=2500) Wand of Summoning Key,

Scroll of Protection from Normal Weapons

(x=1250, y=2350) Wand of Fire Key, Bastard Sword, Arrow x5

<---------------------------------------------------------------------->

24) You'll come to another room with stasis vats, where you'll find an

Assassin and an Escaped Clone fighting. The clone will typically win

this fight and, after a short dialogue, will go hostile on you too,

apparently being another one of Irenicus' concubines. She'll cast some

spells-starting out with Mirror Image and Minr Spell Turning to protect

herself, after which she'll start shooting out Magic Missile spells and

a Lightning Bolt before finally ending with some Monster Summoning II

spells. She'll recast Mirror Image if you take them down (even if you

don't, actually) but she has no interest in attacking physically

whatsoever. If you simply direct all your characters to attack her,

she should go down without too much fuss. Loot her body for the Wand of

Missiles Key.

***ITEMS***

(x=750, y=2170) Pearl Necklace, Arrows x7

(x=180, y=2150) Scroll of Fireball, 1 Gold

***ENHANCED EDITION***

In the original version of the game, the 'escaped clone' was merely an

Elf model character. In the Enhanced Edition, it has been replaced by

the unique avatar of the character the clone is meant to immitate.

I suppose Irenicus cloned her clothes, too? He's got skills, that guy.

<---------------------------------------------------------------------->

25) Go back to the Mephit Spawning Room and through another door at

(x=1300, y=2220). You'll find another Assassin fighting a losing battle

against Mephits, and north-west of that another group of Goblins. Who

are these assassins that are so incompetent they can't even kill a

Mephit, and how are they troubling Irenicus so? It is a question for

somebody wiser than I. Go through the door at (x=550, y=1400) and cross

a bridge, disarming the trap as you go.

***TRAPS***

(x=720, y=1300)

<---------------------------------------------------------------------->

26) You'll come into a room with a colorful mosaic floor, which an

Assassin will try to cross to get at a Duergar with a crossbow. You'll

see what happens, and why this is not a good idea. Strike the Duergar

down with missile weapons and spells. This is the wand trap room, and

it's beyond time we used those wand keys. Don't bother trying to disarm

the traps in the middle of the room, as you'll just get hurt, instead

play with the pillars to the north to deactivate the traps across the

floor. You'll get a wand for each trap you disarm, as noted below, but

these wands only have one charge each and aren't good for much besides

selling. Search the statue at the far eastern end of the room to get

ahold of a Ring of the Princes +1. I put this on my main character...

it's going to be some time before they get themselves some armor. Now

go through a door to the north-west (x=1320, y=600).

***ITEMS***

(x=2000, y=350) Ring of the Princes +1

o===============o===============o===============================o

| Traps |Deactivated At:| Reward |

o===============o===============o===============================o

|(x=1200, y=920)|(x=950, y=900) | Wand of Missiles |

|---------------|---------------|-------------------------------|

|(x=1300, y=820)|(x=1180, y=700)| Wand of Frost |

|---------------|---------------|-------------------------------|

|(x=1400, y=750)|(x=1290, y=650)| Wand of Fire |

|---------------|---------------|-------------------------------|

|(x=1500, y=650)|(x=1420, y=550)| Wand of Monster Summoning I |

|---------------|---------------|-------------------------------|

|(x=1700, y=620)|(x=1520, y=500)| Wand of Lightning |

|---------------|---------------|-------------------------------|

|(x=1900, y=600)|(x=1630, y=400)| Wand of Cloudkill |

o===============o===============o===============================o

<---------------------------------------------------------------------->

27) You'll arrive on the scene just in time to see a Vampire named

Ulvaryl go to town on some more Assassins, this time declaring

themselves as Shadow Thieves. She'll then turn into mist and disappear.

Great, Irenicus has Vampires on his side. Who wants to bet those will

become a pain in the ass sooner or later? If you are very quick and a

little lucky you can attack Ulvaryl while she's focusing on the Shadow

Thieves. If you kill her you'll get a nice bit of experience

(8000 experience total), and you might as well try. She won't attack the

party and only leaves if she kills all the Shadow Thieves. She's also

not immune to non-magical weapons as she should be. Anyways, once that's

done with there are three tunnels in the wand room leading south to

explore. The western one gets you out of here in short order, but go

down the eastern passages for some loot, starting with the eastern-most

passage, then the middle passage, and finally the western passage.

<---------------------------------------------------------------------->

28) Go down the tunnel until you come to a smithy with Goblins inside.

To the east you'll find some Duergar. Focus your missile fire on the

Mage and wipe the Duergar out. In this room you'll find some things

worth looting. The Destroyer of the Hills (aka: Girdle of Bluntness) is

a nice little toy, and it'll go good on any character who needs to go

toe to toe with Giants, Golems, and any other enemy that deals

bludgeoning damage. I prefer to put it on Anomen, Viconia, or Korgan, as

they typically wield blunt weapons which are effective against Clay

Golems. Still, it'll go just as well on Jaheira for now. When you're

done, go down the middle tunnel.

***ITEMS***

(x=3500, y=850) Dagger, Potion of Extra Healing x2,

Scroll of Charm Person, 100 gold

(x=3600, y=680) Mace, Potion of Healing x3, Chain Mail,

Destroyer of the Hills

(x=3600, y=700) Arrows x40, Bolt x20, Splint Mail

(x=3380, y=630) Heavy Crossbow, Bolts x20, Bolts +1 x7, Short Bow,

Arrows x40

<---------------------------------------------------------------------->

29) Go into a room to the south and somebody named Frennedan will ask

you to release him from his glass prison. If you decline him he'll turn

into a little boy and ask you. Something obviously isn't right with our

friend Frennedan. Unfortunately there's loot back there we want, so you

should open the door to his cell anyways. He'll follow you around for a

while if you let him, but he'll turn into a Doppleganger and attack you

given time. If you refuse to let him accompany you out he'll attack

sooner rather than later. Once that's done let's head out of this

dungeon once and for all.

***ITEMS***

(x=2220, y=1350) Key to Frennedan's Room, Potion of Healing x5,

Scroll of Knock

(x=2250, y=1400) Scroll of Protection from Electricity,

Potion of Firebreath

(x=2500, y=1200) Elixir of Health x4, Scroll of Invisibility

(x=2820, y=1420) Scroll of Color Spray, 101 gold

(x=2850, y=1450) Bolt +1 x4, Scroll of Blindness

(x=2850, y=1500) Arrows +1 x4

(x=2800, y=1540) Curse Scroll of Foolishness, Oil of Speed,

Scroll of Blur

(x=2700, y=1600) Bullets +1 x5, Potion of Extra Healing x2

***TRAPS***

(x=2220, y=1350)

(x=2500, y=1200)

(x=2800, y=1540)

<---------------------------------------------------------------------->

30) You'll come across a trio of Assassins, who will not listen to

whatever you say and attack. The one who initiates dialogue will cast

some spells to boost two others who are hidden when the battle starts.

When they're dead continue south-east through the room and down some

stairs into a sewer. Now would be a good time to take everything off

Imoen you want to keep. Head north-east past all the dead Shadow Thieves

until you find an area transition at (x=3400, y=1300).

***REWARD***

(For escaping from Irenicus' Dungeon)

EXP 34500 (each character)

o======================================================================o

| Chapter 2 |

o======================================================================o

| Five Finger Discounts |

o======================================================================o

Sequence of Events: {WLK002}

1) Imoen and Irenicus Incarcerated

2) Gooooooooal!

3) Lady Beth

4) Gaelan Bayle's Offer

5) Gaelan Bayle and An Introduction to Larceny

6) Shorekeep Stealing

7) Cohrvale and Bregg

8) Robbing Galoomp the Bookkeeper

9) Armor Courtesy of Arnolinus

10) Robbing Lady Yuth

11) Deidre's Selection

12) Ripping Off Ribald's Ring of Regeneration

13) To the Copper Coronet

14) A Note on Random Encounters

1) Now Chapter 2 has begun... You'll be treated to a cutscene announcing

your arrival on the scene of the battle between the Shadow Thieves and

Irenicus. Irenicus promptly smites a group of impudent Shadow Thieves

and a group of Mages when they appear. Eventually, however, more will

gate in and Irenicus concedes to be taken by them... so long as they

take Imoen as well, who cast spells at Irenicus during the fighting.

You'd think that these Mages would be happy to receive any aid they

could against Irenicus, but they probably just wanted to subdue him,

whatever the cost. So it seems that although interrupted, Irenicus has

managed to have Imoen taken from you. If you want her in your party,

you'll have to go and get her back. Jaheira insightfully points out that

Irenicus most likely wants to be pursued, and indeed going after Imoen

is the way to advance the main story. Chapter 2 is, however, dedicated

towards assembling your party, much as the beginning of Baldur's

Gate 1 was. Who you want in your party will directly determine what

quests need to be done and how long it'll take you to get to Imoen. Of

course, if you don't want Imoen in your party then there's no rush to go

get her. Still, there are things to do before we even rush off after

party members... Before we even explore the Promenade we now stand in,

in fact! In the mean time be sure not to cast any Mage spells out in the

city. You can cast any Priest or Druid spells you wish, and you can cast

anything if you're indoors, but as we've seen the Cowled Wizards do not

take kindly to arcane magic being practiced without a license.

<---------------------------------------------------------------------->

2) We now have an immediate goal: to raise enough money to effect the

release of Imoen... or get assistance in reaching Irenicus, the two

goals seem to be one and the same. First though, we need to assemble our

parties. Most party members come with quests that need to be resolved

before they'll remain in the party, and most of these quests involve

killing things and crawling through dungeons... you know, the kind of

activities that generally end in us earning money. We can kill two birds

with one stone! The first party members we should look for are Anomen

and Keldorn for good parties, and Dorn, Hexxat, Korgan, Edwin, and

Viconia for evil parties. Viconia needs only to be found before she'll

join, but the other four all have quests that need to be done... but

nothing so extreme that we can't handle it. Other characters like Nalia,

Valygar, Cernd, Haer'Dalis, and Mazzy require quests that are either

difficult or far-off, and should be recruited only after the previously

mentioned characters are recruited... if you even want them at all.

Before we head off to the Copper Coronet however, let's go get some

loot, spells and experience.

Waukeen's Promenade (AR0700)

o======================================================================o

3) Over at (x=3080, y=1080) you'll find Lady Beth, who will help you

get your bearings if you talk to her. She'll tell you about some guild

war, apparently between Irenicus (or someone tied to Irenicus) and the

Shadow Thieves, name the wizards that took Imoen away as the Cowled

Wizards, and mention that you might be able to find out how to get a

license to practice magic in the city if you visit the Government

District. She'll also name your location as Athkatla, the capital city

of Amn.

Slums District (AR0400)

o======================================================================o

4) Head south-west to exit the Promenade by clicking anywhere on the

edge of the map. Travel to the Slums District, as it's the only place

you have access to as of yet. As soon as you arrive you'll be met by a

rogue named Gaelan Bayle, who will tease you with information as to

Imoen's location. He'll escort you back to his house and promise you aid

in rescuing Imoen and finding the Mage Irenicus... for a price of 20,000

gold. He'll then direct you to his nephew Brus, who will lead you to the

Copper Coronet, where you should be able to find work; work which will

allow you to raise the money you need to pay for the assistance offered

by Gaelen's friends.

Note that with the beginning of Chapter 2 you'll start getting dreams

involving Imoen and Irenicus when you rest. They are part of the story

and there's no wrong way to go about them, just try to appreciate the

lessons Irenicus is trying to teach you. Or not.

Gaelan Bayle's House (AR0311)/(AR0312)

o======================================================================o

5) Stealing is the name of the game. Okay, not really, it's Baldur's

Gate 2, but in the sequel you can score yourself a lot of cash by simply

stealing. In the first game you could steal... what? Some Large

Shields +1, a Ring of Free Action, and a few spell scrolls? In this game

you can get a lot more mileage out of stealing, but with one important

note: You need a VERY high Pick Pockets score to pull it off. Poor,

stupid Yoshimo has only a 25%, which is not going to get us anything.

Head up the stairs at (x=150, y=350). Upstairs you'll find Arledrian

(x=530, y=360), who will sell you various things. Namely he sells

Potions of Master Thievery. Sell off all the crap from Irenicus'

Dungeon with any value-like gems, jewels, cursed scrolls, armor, and

bows... and those stupid one-charge wands. This gets me a total of 3500

gold, which I immediately use to buy all the Potions of Master Thievery

he has (three). Now if you have your own Thief character, you might not

need as many (this is one of the areas where my evil Fighter/Mage/Thief

protagonist shines), but Yoshimo chugs all three (and the one we found

in Irenicus' dungeon) to bring his Pick Pockets up to 185%. Now we're in

business. You need at least 100% to steal... anything, really, in this

game, and about 140% to expect to succeed once in a while. At 180%+ you

can steal with relative impunity, although you'll still get caught from

time to time, so save often.

Keep in mind when stealing you won't be able to sell fenced goods to

honest merchants, so don't steal EVERYTHING hoping to sell it back and

make a profit. Besides, the fact that you always have a chance to get

caught makes stealing minor items more of a pain in the ass than it's

worth. If you DO want to steal for unlimited cash flow-rejoice! Not all

merchants are honest! A variety of fences exist, including the fence at

the Shadow Thief guild, Gorch, in Mae'Var's Guildhall, and Roger the

Fence, in the Sewers under the Temple District, just to name a few off

the top of my head. There are a few specific items that are worth

stealing and reselling (due to their high sell price), which we'll get

to later. For now, steal things that you will not want to sell back...

Potions and ammo you will use, Scrolls you will scribe, and items you

will equip. If you don't have the unlimited ammo stacks mod activated,

it's still worthwhile to steal a good bit of ammo, you'll just have to

store them in a container of some sort until you need them. Arrows and

Bullets +2 are good for hitting magical beasties and Arrows of Acid are

great against Trolls... they will save you lots of trouble if you get

them. I also steal the Scimitar +1 for Jaheira to use, a Composite Long

Bow +1 for Minsc, a Short Bow +1 for Yoshimo, a pair of Katanas +1 for

my main character, the Glasses of Identification, and the Gem Bag. The

Glasses of Identification will make preparing Identify spells optional,

as you can just use these to identify your loot, albeit three times per

day.

I wouldn't consider it a requirement to steal for this game... but it

sure does make life easier in the short run. If you weren't supposed to

steal and this was akin to cheating I have the following questions to

ask: 1) Why would you have a Pick Pockets skill in the first place if

you weren't supposed to use it? 2) Why would you be able to steal from

Vendors? 3) Why would you be able to use multiple Potions of Master

Thievery to boost your Pick Pockets skill so high?

If you plan on stealing-and this guide will assume that you did-you will

need to steal only what you plan to equip or scribe immediately, or you

will need to find a place to store your excess loot (like Arrows +2,

Bolts +2, Bullets +2, extra scrolls, potions, etc). The Copper Coronet

makes a fine place to do so, as well as all the strongholds you can

acquire. Just make sure you don't store loot in a future stronghold

before you actually control it. Some areas (particularly thinking of

Mae'Var's Guildhall here) restock their containers once after you gain

control of them.

o===========o

|Mage Spells|

o===========o

3rd-Non-Detection

---

4th-Improved Invisibility

When you're done stealing from Arledrian's shop you can steal from him

personally to receive a Potion of Invisibility, a Potion of Extra

Healing, and 29 gold. If you've got an exceptionally high Pick Pocket

skill (over 120 will make the process easier) you can steal from Gaelan

Bayle to receive two Potions of Invisibility, two Potions of Extra

Healing, Bolts x20, and Bolts +1 x10. Also be sure to loot before you

leave. When all that is done leave the building. We've important things

to do before Yoshimo's Potions of Master Thievery wear off.

***ITEMS***

(AR0311)

(x=350, y=200) Chain Mail, Battle Axe

(x=670, y=250) Silver Necklace

(AR0312)

(x=300, y=250) Wand of Magic Missiles, Pearl Necklace, Moonstone Gem,

110 gold

(x=400, y=150) Aquamarine Gem, Throwing Dagger x10, Dart +1 x10,

History of Amn

(x=500, y=250) Water Opal, Tchazar Gem, Horn Coral Gem

***TRAPS*** (AR0312)

(x=300, y=250)

(x=400, y=150)

(x=500, y=250)

***ENHANCED EDITION***

In the first game, near the release of the BG2EE, Overhaul Games

decided to put in minimum Pick Pocket scores to steal certain items,

typically the rarer, more valuable items. Such a mechanic returns in

BG2EE, but it doesn't seem to limit our stealing excursions any. Yoshimo

with three Potions of Master Theivery was still able to steal all the

same goodies in the Enhanced Edition that I suggested stealing in the

old version of Baldur's Gate 2. In fact, stealing from within a shop

interface doesn't seem to be restricted-only when you manually steal

from NPCs via the general game screen. If you attempt to steal with too

low a Pick Pockets score you'll see the text: "The target has no items

that can be stolen by a cut-purse of your skill."

Slums District (AR0400)

o======================================================================o

6) When you exit you'll be approached by Brus, who will tell you about

a quest and offer to take you to the edge of the district, or to the

nearest tavern (Copper Coronet). Decline and walk down to the south

until you find a female storekeep (x=3500, y=1980) who will be our

second target. Steal a Sling +2 and a suit of Full Plate Mail for

Jaheira and a suit of Studded Leather Armor +2 for Yoshimo. Also note

that along the way you can loot the wall at precisely (x=3345, y=1660)

to obtain some random loot-once I scored a Scroll of Protection from

Magic Energy, another time I got a Flamedance Ring.

***ITEMS***

(x=3345, y=1660) Scroll of Protection from Magic Energy

<---------------------------------------------------------------------->

7) Continue south-west to find two ruffians named Cohrvale and Bregg.

They're somewhat sturdy, but not sturdy enough to cause you trouble.

Bregg leaves behind a suit of Studded Leather Armor, a Short Sword, and

10 gold. Cohrvale will drop a suit of Chain Mail Armor, a Helmet, a

Medium Shield, a Battle Axe, and 41 gold. Wee. At least they give good

experience. Head to an area transition and go back to the Promenade.

Waukeen's Promenade (AR0700)

o======================================================================o

8) When you get to the Promenade hit 'M' to bring up your map and look

for the marker labeled 'Spell Store'. It's time to do some more... ah...

shopping. Yeah... You'll find Galoomp the Bookkeeper at (x=3330, y=300),

who will sell a variety of scrolls. Of course, I have no intention of

actually buying any of them. Steal as many as you wish, but keep in mind

the more you steal the better off Imoen's and Edwin's spell arsenals

will be. Once you've stolen your heart's content (for me this was

everything) there's another tactic to employ. If you have ToB installed

(and since you're playing the Enhanced Edition, you've got it installed)

you can erase spells from your spell book and rescribe them... earning

yourself a good bit of experience. The primary goal isn't to

significantly level up your party-there are better ways to do that-but

to get Jaheira to 9th level as a Druid. To better your chances of

accomplishing this kick out any characters you can besides her and your

main character so the experience is only split two ways. On my game she

needed about 11,000 experience... after dividing that between her

classes and the rest of the party it meant earning about 110,000

experience from spells, which seems like a lot until you think about

the fact that you can earn 5000 from a single scroll. In any event,

you should consider picking up the following spells: Blur, Chaos,

Cloudkill, Confusion, Dispel Magic, Flame Arrow, Fireball, Friends,

Greater Malison, Haste, Improved Invisibility, Knock, Magic Missile,

Mirror Image, Slow. A full list of Galoomp's spells can be found

below:

o===========o

|Mage Spells| Galoomp the Bookeeper

o===========o---------------------------------------------------------->

1st-Armor

1st-Blindness

1st-Burning Hands

1st-Charm Person

1st-Chill Touch

1st-Chromatic Orb

1st-Color Spray

1st-Detect Evil

1st-Friends

1st-Grease

1st-Identify

1st-Infravision

1st-Larloch's Minor Drain

1st-Magic Missile

1st-Protection from Evil

1st-Protection from Petrification

1st-Shield

1st-Shocking Grasp

1st-Sleep

---

2nd-Agannazar's Scorcher

2nd-Blur

2nd-Detect Invisibility

2nd-Ghoul Touch

2nd-Horror

2nd-Invisibility

2nd-Knock

2nd-Know Alignment

2nd-Luck

2nd-Melf's Acid Arrow

2nd-Mirror Image

2nd-Resist Fear

2nd-Stinking Cloud

2nd-Strength

2nd-Vocalize

2nd-Web

---

3rd-Clairvoyance

3rd-Dire Charm

3rd-Dispel Magic

3rd-Fireball

3rd-Flame Arrow

3rd-Ghost Armor

3rd-Haste

3rd-Hold Person

3rd-Lightning Bolt

3rd-Melf's Minute Meteors

3rd-Monster Summoning I

3rd-Non-Detection

3rd-Protection From Normal Missiles

3rd-Remove Curse

3rd-Slow

3rd-Skull Trap

3rd-Vampiric Touch

---

4th-Confusion

4th-Emotion

4th-Greater Malison

4th-Improved Invisibility

4th-Minor Globe of Invulnerability

4th-Monster Summoning II

4th-Otiluke's Resilient Sphere

4th-Polymorph Other

4th-Polymorph Self

4th-Spirit Armor

4th-Wizard Eye

---

5th-Animate Dead

5th-Chaos

5th-Cloudkill

5th-Cone of Cold

5th-Domination

5th-Enchanted Weapon

5th-Feeblemind

5th-Hold Monster

5th-Monster Summoning III

5th-Shadow Door

You should ideally have many of these if you are a Mage yourself, but

keep in mind you've got allies to think about. And the experience always

helps. What good are spell scrolls going to do on an NPC merchant

anyways? Hell, you might as well make the most of your Potions of

Master Thievery Speaking of which, another merchant named Hes

(x=330, y=320) is just to the west, but he doesn't have must of anything

worth stealing. You could nip some Plate Mail from him, but that's

really not necessary. Especially not with so many other fine merchants

around to steal from. There's a Weaponsmith marked on your map on the

other end of the Promenade, but all he sells of interest are Arrows +2

and Bullets +2.

Armorer/Fletcher (AR0706)

o======================================================================o

9) Head over to the shop marked Armorer/Fletcher on your map

(x=1770, y=1200). Inside you'll find Arnolinus (x=420 y=350) the

armorer, and Perter (x=620, y=230) the Fletcher. Perter only has

Arrows +2, but Arnolinus has two suits of Full Plate Mail, a Large

Shield +2, a Medium Shield +2, and a Small Shield +2 which will all go a

long way to making our party more formidable. When you've taken what you

want from him, head over to the Adventurer's Mart (x=2200, y=1600),

which has much richer pickings.

Adventurer's Mart (AR0702)

o======================================================================o

10) Lots of interesting things to see, I know, but first head to the

back of the store to find Lady Yuth (x=180, y=410). She sells more

scrolls which you should certainly steal. I know this is a bit of a long

and tedious process, but it is immeasurably helpful to get access to as

many spells as possible. She'll also tell you to see somebody named

Corneil of the Cowled Wizards in the Government District if you want to

acquire a license to use magic. She's got a few spells that Galoomp

didn't have, that would be well worth your while to obtain, namely

Lower Resistance and Stoneskin.

o===========o

|Mage Spells| Lady Yuth

o===========o---------------------------------------------------------->

1st-Armor

1st-Blindness

1st-Burning Hands

1st-Chill Touch

1st-Color Spray

1st-Detect Evil

1st-Friends

1st-Grease

1st-Identify

1st-Infravision

1st-Larloch's Minor Drain

1st-Protection from Evil

1st-Shocking Grasp

---

2nd-Agannazar's Scorcher

2nd-Blur

2nd-Deafness

2nd-Detect Invisibility

2nd-Ghoul Touch

2nd-Glitterdust

2nd-Horror

2nd-Invisibility

2nd-Knock

2nd-Know Alignment

2nd-Luck

2nd-Melf's Acid Arrow

2nd-Mirror Image

2nd-Ray of Enfeeblement

2nd-Resist Fear

2nd-Stinking Cloud

2nd-Strength

2nd-Vocalize

2nd-Web

---

3rd-Clairvoyance

3rd-Dispel Magic

3rd-Fireball

3rd-Flame Arrow

3rd-Ghost Armor

3rd-Haste

3rd-Hold Person

3rd-Melf's Minute Meteors

3rd-Monster Summoning I

3rd-Protection From Normal Missiles

3rd-Remove Curse

3rd-Slow

3rd-Skull Trap

3rd-Vampiric Touch

---

4th-Confusion

4th-Emotion

4th-Farsight

4th-Improved Invisibility

4th-Minor Globe of Invulnerability

4th-Stoneskin

---

5th-Lower Resistance

5th-Protection From Normal Weapons

5th-Sunfire

---

7th-Limited Wish

---

8th-Symbol, Death

8th-Symbol, Stun

When you're done perusing her spells explore the rest of the

Adventurer's Mart. We should have all the spells we need for now... or

at least all the spells we can get our hands on for free.

<---------------------------------------------------------------------->

11) At (x=500, y=460) you'll find Deidre; a bonus merchant that shipped

with the Collector's Edition of the game before finally being patched

into the later versions of the vanilla game. She, and her Icewind Dale

counter-part Joluv, come standard in the Enhanced Edition. She sells a

variety of wonderful items we can only dream of for the moment,

described below:

Dak'kon's Zerth Blade

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

This is a +2 Katana that was expressly designed to be used by a

Fighter/Mage... after all, that's what Dak'kon was in Planescape:

Torment. It bestows a +1 bonus to Armor Class and gives an additional

1st, 2nd, 3rd, and 4th level spell. It's not as good as Dak'kons blade

eventually could get, but it's still a nice off-hand weapon for any

Fighter/Mage, even if it does become obsolete fairly quickly. Unless

you've found yourself an over-abundance of money, I wouldn't bother with

it, although it does serve as a decent off-hand weapon until you get the

Equalizer.

Sensate Amulet

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

An amulet that gives you permanent protection from evil, +5 Hit Points,

and +2 Charisma. This really works well on Viconia, who has a pretty

good Charisma and thus can serve as a party leader. If anything the hit

points and protection from evil will do any Cleric good.

Vhailor's Helm

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

One of the best items Deidre sells and possibly the best helmet in the

entire game. It gives you a one-point Armor Class bonus and allows you

to cast simulacrum once per day. Simulacrum creates a duplicate of the

character casting the spell, who is at about half the creator's

level. Be that as it may they still have access to all of the

creator's items, including the Cloak of Mirroring, weapons, and armor-

even summoning items! That's right, you can create a simulacrum via

Vhailor's Helm, then use the simulacrum itself to summon an ally. The

Efreeti Bottle and Golem Book come readily to mind. This is a good item

to put on any character, as duplicating a high level Fighter with

plenty of Greater Whirlwinds and a vorpal weapon or a high level Cleric

and their Auras of Flaming Death has obvious benefits. It really gets

out of hand when it's on a multi-classed character, however. Duplicating

a Fighter/Cleric capable of popping out Auras of Flaming Death and

Greater Whirlwinds is an obvious improvement over the scenarios

mentioned above, as is getting two Fighter/Thieves. If each of the

Fighter/Thieves are wielding the Dagger of the Star they can both

unleash backstabbing destruction on your foes. It really gets fun with

the Fighter/Mage, where you'll get two characters who can spell-buff

themselves to nigh-invulnerability and then go after enemies with

Greater Whirlwind attacks. The tactics might be somewhat blunt and

repetitive, but it's also brutally effective.

Plate of Balduran

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

It's armor with an Armor Class of -1, it gives +4 Hit Points, and +1 to

Charisma. Need I say more? Keldorn would love this. Granted, its -1

Armor Class doesn't make it much better than Full Plate Mail +1 (which

we'll find/steal in abundance, don't you doubt), especially for the

price... But if you have tons of money just burning through your pockets

later on, it might be something to consider. Also keep in mind that this

item sells for quite a bundle-in fact, it's one of the highest-selling

items in the main game. You have to buy it, of course, to be able to

steal/sell it to a fence, but once you do, you'll be able to easily

steal/sell grind for unlimited cash.

Mercykiller Ring

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

A ring that improves your Set Snares, Hide in Shadows, and Move Silently

abilities by 20%. Not essential, but still nice.

Robe of Vecna

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

Possibly the best item sold by Deidre, it lowers casting speed by 4,

making most spells cast instantaneously. It cannot be over-stated how

much it helps to be able to get off a spell before the enemy can,

particularly a debuff or defensive spell. Oftentimes the tempo (and

outcome) of a battle is set by who gets the first spell off. It makes

casting every spell that much more effective. It also has an Armor Class

of 5 and 10% magic resistance, giving it some practical defensive

implications as well. For Edwin and Imoen, there is no better robe in

the game.

Shield of Balduran

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

It imparts a penalty to Strength, but for, say, Jaheira, that's a minor

concern, since it won't lower her combat effectiveness any. With an

Armor Class bonus of four it's a pretty solid shield on its own, but it

really shines because it reflects Beholder rays, turning one of the most

fearsome monsters in the game into push-overs. It'll come in very handy

for the Unseeing Eye quest, and should probably be the first item we

get.

As you can see these items run between 10,000 and 40,000 gold, making

them well out of our price-range for now. You can't even steal them,

either! Oh well. It's something to work towards, at least.

<---------------------------------------------------------------------->

12) At (x=600, y=700) you'll find Ribald Barterman, owner of the

Adventurer's Mart. It's interesting that he allows so many other

merchants to ply their trade in his establishment... in any case, he's

got some good items on him, like a reasonably priced Sling +2, a Short

Bow +2, several interesting suits of armor that could go well on any

light-armor wearing character, the Fortress Shield +3, the Reflection

Shield +1, Bracers of Defense A.C. 3, Potions of Master Thievery,

Scrolls of Breach, a Girdle of Hill Giant Strength, the Ring of Air

Control, and plenty of magical ammunition. Depending on who you get in

your party, some or all of those items should interest you, but

specifically every party should plan on getting the two shields, the

Girdle of Hill Giant Strength, and the Ring of Air Control. There are

also various blunt weapons that would go well on Anomen or Viconia, but

we have much more important things to buy by far. When you're done

gawking at all the things you can't afford, pick pocket Ribald to obtain

a Ring of Regeneration. I don't usually invest this item into any one

character, especially not at this point in the game when there are so

few rings to go around. Give it to whomever is hurt to get some passive

healing. It'll cut down on healing spells expended and rest times

required. Even though its rate of healing is so slow that it won't turn

a battle in your favor, it will make exploration that much simpler.

o===========o

|Mage Spells| Ribald Barterman

o===========o---------------------------------------------------------->

2nd-Vocalize

---

3rd-Melf's Minute Meteors

3rd-Non-Detection

---

4th-Enchanted Weapon

4th-Secret Word

---

5th-Breach

Fortress Shield +3

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

With a +7 bonus versus missile weapons and an Armor Class bonus of four

this is a far superior version of the Large Shield +1, +4 vs Missiles

from the first game. It's a superior shield, and we'll use it a long

time... at least until we reach Throne of Bhaal. A defensive item that

you can get this early that'll keep that long is a good investment

indeed.

Reflection Shield +1

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

While not as powerful as the Fortress Shield +3, it'll come in very

handy once in a while.

Girdle of Hill Giant Strength

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

Another item that will last us a long time, through the entirety of

Shadows of Amn at least. No matter who you include in your party, there

is always somebody who will benefit from having a higher Strength.

Keldorn, Jaheira, and Viconia are all especially in need of this item.

Ring of Air Control

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

While seeming somewhat lack-luster, there is no underestimating the

defensive implications of an item that allows you to cast Improved

Invisibility once per day. Put it on a Thief main character to allow

them to get out of trouble or to get another backstab ready. Or put it

on an character with a poor Armor Class to give them a boost for big

combats. It'll become obsolete later in Shadows of Amn, and especially

in Throne of Bhaal, as there will almost always be an enemy ready to

tear down illusions with True Sight.

Scroll of Breach

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

Just look at all the defenses that this spell takes down. It is your

primary debuffing spell against... well, most anything. You can always

use a Dispel Magic to do much of the same, but this is a more definite

means of leaving an enemy open to attack, without risking your own spell

buffs.

Bracers of Defense A.C. 3

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

Equal to a suit of Plate Mail, these bracers are good for every class

that is normally deprived armor, especially Monks and Mages. If you are

a Fighter/Mage, however, it becomes especially vital. Mages are well

defended by keeping their distance, but you're going to want to get into

combat-and survive. These allow you to do so admirably, and will be your

armor for most of the game.

<---------------------------------------------------------------------->

13) We still have one more thieving target ahead before these potions

wear off, but before we get to him, it's time to start forming our

party. There are still a few other merchants around that have various

things to steal, but we should have obtained all we really need. Most of

the random merchants hanging around will sell-at best-a few +1 weapons

and some +2 ammunition. Granted the latter can be nice, but it's not

essential at this point. Just remain open to future stealing sprees,

but don't waste the Potions of Master Thievery, they're not (to my

knowledge) easy to come by until you complete the Mage's Stronghold.

Since non-Mages can't even obtain this quest it really means you should

try and get the most out of your Potions of Master Thievery. To that

end, let's not dawdle and waste the potions we already have in effect.

Our next goal is the Copper Coronet, in the Slums. So travel to the

Slums District (AR0400) and enter the Copper Coronet at

(x=2490, y=2270)... but before we get there, there's something I

should mention...

<---------------------------------------------------------------------->

14) As veterans of Baldur's Gate 1 will remember, going from area to

area was always a little risky, but in Athkatla there's a guild war

going on between the Shadow Thieves and another upstart guild that just

happens to have plenty of Vampires to throw around. In the next few

event sequences I will make a note of various random encounters that

can be had-either by just setting foot outside at the wrong hour

(usually night) or while traveling between districts. Mind you that

depending on your nocturnal activities it might take a long time to see

all these, if you ever do. They're not very important, I just feel it's

better to record them than not. If you don't care to read them and just

want to get on with it (I can't help but think about Monty Python's

'Holy Grail' when I read that...) skip to [WLK004]-which is where I'll

cover the Copper Coronet and our future party-building plans. Just

don't whine to me later when you get snarfed by a Vampire and don't

know why.

o======================================================================o

| Random Encounters in Athkatla |

o======================================================================o

Sequence of Events: {WLK003}

1) Arbane's Sword

2) Helping Harpers

3) Xzar's Quest

4) Hareishan's Warning

5) Salia and the Shadow Thieves

6) Parisa's Persuasion

7) Tanova's Inquiry

8) Sansuki's Salvation

9) Slaver Smite

10) Delon's Plea

Enroute in Athkatla I (AR0045)

o======================================================================o

1) Every time you travel between areas in Athkatla you run the chance

of encountering Slavers (among other things). In this particular

encounter one is named Suna Seni and another is named Eldarin.

Immediately focus your fire on the female wizard, and then focus on Suna

Seni when she goes down. They can be rough on a new party, but brute

force and attacking the spellcasters first should be more than enough to

win. Loot the Slaver Mage for a Scroll of Minor Globe of

Invulnerability, a Scroll of Vampiric Touch, a Scroll of Domination, a

Scroll of Shocking Grasp, a Scroll of Magic Missile, and a Scroll of

Flame Arrow. Loot the Slaver Cleric for a Necklace, a Potion of Frost

Giant Strength, a Potion of Stone Giant Strength, and a Mace +1. Suna

Seni has a suit of Leather Armor, a Scroll of Charm Person, and Arbane's

Sword +2. The Slaver with the bow has a Silver Necklace, Arrows +1 x20,

a Composite Long Bow, and 65 gold. Finally Eldarin drops a Bloodstone

Amulet, a suit of Plate Mail +1, Arrows +1 x40, a Composite Long Bow,

and 623 gold.

Arbane's Sword is a fair little short sword that offers immunity to hold

person and allows a character to use haste for two rounds once per day.

It's not spectacular, but you might as well hold onto it, seeing as how

having any +2 weapons will be a good thing for a while.

Enroute in Athkatla II (AR0045)

o======================================================================o

2) It seems like a good time to mention another random encounter you

might run into while traveling between districts... You know, since

we're on this topic. A group of three Thugs and a Mage will be found

near a wounded man. They decide to kill the witnesses (you) and a fight

ensues. They are woefully out-classed, and when they die the injured man

(Renfeld) asks for your help. Agree to take him to his friends' house

in the Docks District. Don't waste much time getting there.. just long

enough to loot the bodies. The Mage will drop a Scroll of Strength, a

Scroll of Chill Touch, a Scroll of Power Word Sleep, a Scroll of Haste,

a Scroll of Ghost Armor, a Scroll of Ghoul Touch, and a Scroll of

Summon Monster I. One of the Thugs will leave behind a Bluestone

Necklace, a Potion of Genius, a Potion of Defense, and two Daggers +1.

Another will drop three Potions of Extra Healing and 85 gold, and the

last Thug will leave behind an Oil of Speed, a Potion of Insight, and

67 gold.

Docks District (AR0300)

o======================================================================o

3) Go to the Galvery Estate in the south-western corner of the area and

talk to Rylock (x=1450, y=2950). Give Renfeld to Rylock for some coins

and experience. When you head back up north you'll be approached by your

old friend Xzar, who names the people you just dealt with as Harpers,

and asks for your assistance in going inside and retrieving Montaron.

Agree to do it or not, either way, it's something we'll be postponing

for a long, long time. If you must forge ahead with it sooner, it's

covered in [WLK034], Steps #18-21.

***REWARD***

(For Bringing Renfeld to Rylock)

EXP 14550

Gold 125

<---------------------------------------------------------------------->

4) A vampire named Hareishan will destroy a trio of Shadow Thieves.

Wait, wasn't there a Mage in the Cloakwood Mines named Hareishan? I'm

sure it's just a coincidence. She'll tell you to bugger off, mentioning

that until you choose your side the Mistress doesn't want you to come to

harm. Sure. Loot the dead Shadow Thieves for a suit of Leather Armor, a

Black Opal, a Water Opal, a Scroll of Contingency, a Note, a Short

Sword, and 173 gold. Another will have a suit of Leather Armor, a Sphene

Gem, a Bloodstone Amulet, a Scroll of Spell Thrust, a Dagger, a Scroll

of Stoneskin, and a Short Sword. The last one will leave behind a suit

of Leather Armor, a Pearl Necklace, a Dagger, a Short Sword, and 94

gold. Not a bad bit of loot considering we didn't lift a finger.

<---------------------------------------------------------------------->

5) If you go out at night you might just see a vampire named Salia

talking to two Shadow Thieves, obviously trying to lure them into the

new guild. Unfortunately they notice you and attack while Salia slips

away. When they die loot them. One has a suit of Leather Armor, a Gold

Necklace, a Sphene Gem, a Scroll of Disintegrate, a Note, a Short Sword,

and 68 gold. The other has a suit of Chain Mail, a Pearl, a Garnet, a

Scroll of Find Familiar, a Scroll of Minor Spell Turning, and a Bastard

Sword.

<---------------------------------------------------------------------->

6) You'll find a Vampire named Parisa trying to convince a Shadow Thief

to come join the new guild. When they refuse, she uses Dire Charm to

settle matters, and then threatens you before running off. You can kill

the charmed Shadow Thief for some experience if you wish.

<---------------------------------------------------------------------->

7) At night you may be questioned by a vampire named Tanova. At any

early point in the game, you'd be well served by saying you do NOT work

with the Shadow Thieves, as other responses will provoke Tanova into

attacking. Vampires are bad enough, but Tanova requires +3 weapons to

hit, and for a low-level party, that's just too much to overcome.

<---------------------------------------------------------------------->

8) A Shadow Thief named Sansuki will approach and ask for help, but

before anything useful can be communicated the source of his woes will

arrive. A Vampire named Del and two subordinate Vampires will show up

and warn you to stay uninvolved. Again, it's best if you simply let the

Vampires have Sansuki, as your odds against a handful of Vampires

aren't very good. Sorry Sansuki. If you do bother to help him out, all

he will do is thank you, and walk away. Really not worth the hassle.

<---------------------------------------------------------------------->

9) In the Slums of Athkatla you might come across a Slave being

escorted by a pair of Slaver Guards outside the Copper Coronet. The

slave will beg for aid and if you kill his guards you'll get a little

experience reward. Inside the Copper Coronet, you can talk to the

proprietor of the establishment named Lehtinan (x=400, y=1220) and ask

him about the obvious slave escort from his tavern. He'll play stupid,

and Anomen suggests we smite him right away. Somebody certainly doesn't

believe in a trial-by-jury. Lawful Neutral my ass. What's extra funny

is that later on Anomen will suggest that we should leave a slave in his

cage... so Anomen believes we should kill slave-masters, but keep unruly

slaves enslaved. Does this guy have two brain cells to rub together?

Anyways, we'll deal with this slavery issue much, much, much later...

well, not so much later if we're an evil party, but otherwise, my muches

stand.

***REWARD***

(For freeing the slave)

EXP 5500

<---------------------------------------------------------------------->

10) This isn't a guild-related meeting, but if you have Minsc in your

party after enough time has passed, you'll be approached by a little boy

named Delon. He'll tell you-well, Minsc, rather-about the troubles of

his village Imnesvale in the Umar Hills. He'll mark the area on your map

and tell you to go to Imnesvale and talk to Minister Lloyd. This starts

the Umar Hills quest, which is a very rewarding -yet far too difficult

for us now-quest. Needless to say, I'll be putting it off for a while.

o======================================================================o

| With Friends Like These.... |

| (Recruiting Anomen, Dorn, Korgan, Hexxat, Viconia and Jan) |

o======================================================================o

Sequence of Events: {WLK004}

1) Amalas' Challenge

2) Nalia in Need

3) Korgan's Quest

4) Joluv's Wares

5) Be Ye Friend, or Foe?

6) Helping Hexxat

7) Buying from Bernard

8) Guild War Worries

9) Viconia at Stake

10) Jan Jansen's Gibberish

11) Good ol' Garrick

12) The Wages of Faith is Stupidity

13) Oisig's Request

14) Soliciting Sir Sarles

15) Shadow Thief Sonnet

16) Priestly Paternity

17) Dealing with Dorn

Now that we're at the Copper Coronet it feels like a good time to

talk about what our immediate and future goals are. We know we need to

raise 20,000 gold to get Imoen back and to strike at Irenicus, and while

we're raising the money we might as well recruit the allies we'll need

to succeed. This is where the 'good' and 'evil' parties make a serious

departure, as who you recruit affects what quests you need to do to keep

them. For example, if you don't want Keldorn there's really no reason

to go do the Unseeing Eye quest yet, and if you don't care to recruit

Valygar you have no reason to enter the Planar Sphere. That said, no

matter who you wish to recruit you should recruit them before going

after Imoen and Irenicus, as you'll want a full compliment before

heading out on that lengthy rescue/revenge mission.

For the purposes of providing you-the reader-with this information I

will complete most of the character-related quests before heading off

after Imoen. These quests are often necessary to recruit and secure

characters, as many will be willing to stick around with you for any

length of time (and rescuing will take plenty of time, don't doubt)

only if you attend to their personal matters, first. This will comprise

about half of the quests that can be performed in and around Athkatla,

and if you're in a rush to get Imoen back, this is not a great path to

take, as the more quests you do before going after Imoen, the fewer

you'll have left to do after you get her back.

If you want to follow in the direct footsteps of this FAQ and recruit

all the characters in the game (whether you intend to use them or not),

then by all means, follow me in the order in which I plan to progress.

A more practical way of playing the game is to just recruit the

characters you wish to take with you and head off after Imoen. The

evil party or a good party who doesn't intend to keep Imoen round,

however, obviously doesn't need to refrain from completing as many

quests as possible. This leaves two ways of going about things in the

early part of Baldur's Gate 2-or at least two ways I'll acknowledge,

anyways. Obviously you're free to jump around as you see fit, but for

those who want their hands held more, you can either follow the guide

chronologically completing the quests in the order I complete them,

picking up and dropping characters as necessary to complete their

quests, or you can do so selectively, only picking up the characters

you want to keep. Decide who you want in your party and make those

characters a priority, whatever else you want to do, as the longer

you delay in making contact with your eventual core party members,

the higher level they'll be when you recruit them. The more levels you

give the computer to roll up, the lower their Hit Points will be.

Simple as. Below is a list of the characters and their related quests

which will take up the next part of the FAQ:

o=======o=======================================o======================o

|WLK### | Objectives | Suggested For... |

o=======o=======================================o======================o

|WLK004 | Recruit Anomen, Korgan, Hexxat, | Everybody |

| | Viconia, Jan, and Dorn. | |

|-------|---------------------------------------|----------------------|

|WLK005 | Jan's Quest. | Stupid People |

|-------|---------------------------------------|----------------------|

|WLK006 | Mae'Var's Guildhall (Recruit Edwin), | Evil Parties, |

| | Obtain the Thieves' Guild. | Thief Protagonists |

| | | People Who Want Easy |

| | | Money |

|-------|---------------------------------------|----------------------|

|WLK007 | Thieves' Guild Quests | Thief Protagonists |

|-------|---------------------------------------|----------------------|

|WLK008 | The Book of Kaza (Secure Korgan) | Evil Parties |

| | The Nether Scroll (Secure Edwin), | |

| | Obtain the Pale Green Ioun Stone | |

|-------|---------------------------------------|----------------------|

|WLK009 | The Unseeing Eye (Recruit and Secure | Good Parties, |

| | Keldorn), Obtain the Gauntlets of | Slow People, |

| | Dexterity, Kill the Bandits in the | Cleric Protagonists, |

| | Sewers, Obtain the Cloak of the | Ambitious Parties |

| | Sewers, Obtain Saving Grace +3, | |

| | Obtain the Cleric's Stronghold | |

|-------|---------------------------------------|----------------------|

|WLK010 | Keldorn and Anomen family quests. | Good Parties with |

| | | Keldorn and Anomen, |

| | | People who like quest|

| | | experience. |

|-------|---------------------------------------|----------------------|

|WLK011 | Cleric's Stronghold Quests | Cleric Protagonists |

|-------|---------------------------------------|----------------------|

|WLK012 | Astral Prison (Recruit and Secure | Impatient People, |

| | Haer'Dalis), Obtain the Boots of | People Who Like |

| | Speed, Obtain the Wave Shaft, | Halberds, Bards |

| | Obtain the Bardic Playhouse | |

|-------|---------------------------------------|----------------------|

|WLK013 | Bardic Playhouse Quests | Bard Protagonists |

|-------|---------------------------------------|----------------------|

|WLK014 | Obtain Celestial Fury | People Who Like |

| | | Katanas |

|-------|---------------------------------------|----------------------|

|WLK015 | The Circus Tent (Recruit and Secure | Good Parties, |

| | Aerie), Obtain the Ring of Human | Ugly People |

| | Influence | |

|-------|---------------------------------------|----------------------|

|WLK016 | The Planar Sphere (Recruit and | Good Parties, |

| | Secure Valygar), Obtain the Hands of | Weak People, |

| | Takkok, Obtain the Ring of Acuity, | Mage Protagonists |

| | Obtain the Ring of Danger Sense, | |

| | Obtain the Mage Stronghold | |

|-------|---------------------------------------|----------------------|

|WLK017 | Mage Stronghold Quests | Mage Protagonists |

|-------|---------------------------------------|----------------------|

|WLK018 | The de'Arnise Keep (Recruit and | Good Parties, |

| | Secure Nalia), Obtain the Flail of the| Fighter Protagonists,|

| | Ages, Obtain the Ring of Earth | People Who Like |

| | Control, Obtain the Battle Axe +3, | Flails, People Who |

| | Frostreaver | Like Axes |

|-------|---------------------------------------|----------------------|

|WLK019 | Fighter Stronghold Quests, | Fighter Protagonists,|

| | Nalia Quests | People Who Like |

| | | Clones |

|-------|---------------------------------------|----------------------|

|WLK020 | The Skinner Murders, Obtain the Boots | Completionists |

| | of Avoidance | |

|-------|---------------------------------------|----------------------|

|WLK021 | The Umar Hills, Part I (Recruit and | Good Parties |

| | Secure Mazzy) | |

|-------|---------------------------------------|----------------------|

|WLK022 | Trademeet (Recruit and Secure Cernd) | Druid Protagonists, |

| | Obtain the Druid Grove, Obtain the | People Who Don't Mind|

| | Cloak of Displacement, Obtain the Belt| Stealing |

| | of Inertial Barrier, Obtain | |

| | Tansheron's Bow +3, Obtain the Dwarven| |

| | Thrower +3, Obtain Belm +2 | |

|-------|---------------------------------------|----------------------|

|WLK023 | Druid Grove Quests | Druid Protagonists |

|-------|---------------------------------------|----------------------|

|WLK025 | (Recruit and Secure Rasaad) | Monkeys |

|-------|---------------------------------------|----------------------|

|WLK043 | Limited Wish Quests, obtain the | Enterprising Evil |

| | Boomerang Dagger +2, Obtain a second | Parties with an |

| | pair of Glasses of Idenfication, | Edwin who can Cast |

| | Obtain a suit of Full Plate Mail +2 | 7th Level Spells |

|-------|---------------------------------------|----------------------|

|WLK045 | Dorn's Quests | Evil Parties, People |

| | | Who Like Helmets |

|-------|---------------------------------------|----------------------|

|WLK046 | Hexxat's Quests | Evil Parties, |

| | | Pack Rats, |

| | | Necrophiliac Lesbians|

|-------|---------------------------------------|----------------------|

|WLK047 | Neera's Quests | Good Parties |

|-------|---------------------------------------|----------------------|

|WLK048 | Rasaad's Quests | Good Parties, Monkies|

|-------|---------------------------------------|----------------------|

|WLK055*| Watcher's Keep (Level 1 only) | Greedy parties who |

| | Obtain Quiver of Plenty, Case of | want to score some |

| | Plenty, Ammo Belt, Crimson Dart +3, | Throne of Bhaal loot |

| | Golem Manual | early. |

o=======o=======================================o======================o

*These two quests occur much later in the walkthrough, as they are not

completed until much later in the guide. First, we're simply not strong

enough to make it through more than the first level of Watcher's Keep

until near the end of Shadows of Amn... but I postpone it until we're

established in Throne of Bhaal, when it's easiest to explore in both

terms of party experience and story progression. Also, although I

strongly advocate at least partial exploration of the first level of

Watcher's Keep as our last endeavor before heading off to pursue

Irenicus and rescue Imoen I decided not to break up Watcher's Keep into

seperate parts in the Walkthrough for simple continuity... as opposed to

Umar Hills, which I broke up in order to lump all our recruiting quests

into the pre-Chapter 4 portion of the guide. A good party should head to

Watcher's Keep to obtain a few choice items while completing as few

quests as possible, whereas an evil party can-and is benefited by-

exploring the entire first level. This leads to the Limited Wish quest,

which is ignored entirely by the good party on the grounds that they

will simply not have enough experience to cast that spell before going

after Imoen, and the Limited Wish quests cannot otherwise be completed

again until Chapter 6, hence its chronological placement in the guide

until the good party can complete it.

To make life simpler, again, you can just follow the guide sequentially-

no matter what alignment your party will be. There's no reason an evil

party can't just leave Keldorn behind and do the Unseeing Eye quest, and

there's no reason a good party can't play with Korgan/Edwin long enough

to get their specific quests (the Book of Kaza and the Nether Scroll,

respectively) out of the way. If you want to just follow the guide-it's

okay. Imoen ends up fine. If, however, you really, really don't want to

do anything extraneous in this game, bewlow you'll find my suggestions

of what each party should do at the minimum:

--GOOD-- --EVIL--

[WLK004] [WLK004]

[WLK006] [WLk006]

[WLK009] [WLK008]

[WLK010] [WLK009]

[WLK014] [WLK014]

[WLK055]

Go recruit what characters you wish in whatever order you wish, after

which we'll have more than enough money to pick our poison and go after

Imoen. If you recruit characters you do not wish to keep, disband them

and send them back to the Copper Coronet when possible. I wouldn't

suggest doing this in two circumstances. Firstly, don't disband a

character you haven't secured. For example, don't send Korgan off before

completing the Book of Kaza quest, and don't send Valygar away before

completing the Planar Sphere. Also don't disband characters you want to

romance, as this will likely kill the romance. If you want to play with

good characters or otherwise don't care to recruit and secure Korgan and

Edwin skip to [WLK009]. For now, however, let's explore the Copper

Coronet and deal with-or at least acknowledge-all the minor events

within. Keep in mind that you'll need to pick and choose what characters

you want to take along with you here-we already have Minsc, Jaheira,

and Yoshimo, and stand to gain as many as six more during this

Sequence of Events. Jaheira, Minsc, Yoshimo, Anomen, and Viconia all

have no quests attached to them-at least no immediate ones-if that helps

in choosing.

Copper Coronet (AR0406)

o======================================================================o

1) At (x=1100, y=1880) you'll find Amalas. If you talk to him he'll try

to provoke you into a fight. If you fight him, you'll get to go one on

one with Amalas, who shouldn't be too tough as long as you have some

levels of Fighter. Jaheira won't approve of your antics, however. If you

decline and have Minsc in your party Minsc is riled to attack Amalas.

Overall it's more profitable to duel Amalas.

***REWARD***

(For beating Amalas in a duel)

EXP 9500

<---------------------------------------------------------------------->

2) You'll find a woman named Nalia in the tavern... or rather she'll

find you. As soon as you're in sight she'll come initiate dialogue,

hopelessly aristocratic and asking for help. Her quest takes you out of

Athkatla and is somewhat difficult, but to keep her happy you'll have to

do it. If it wasn't for this and the fact that she is practically a

clone of Imoen I'd consider taking her along. We'll deal with her and

her quest later. Much later.

<---------------------------------------------------------------------->

3) Over at (x=950, y=1870) you'll find Korgan. Talk to him if you want

the best evil Fighter in the game on your side. Agree to help him find

the Book of Kaza and he'll join with you. We won't delay too long,

however, as we don't want Korgan to grow impatient and leave. We'll

get to his quest shortly, so if you're following along chronologically,

it's best to pick him up now. Good parties can ignore him, as you wish.

<---------------------------------------------------------------------->

4) At (x=1350, y=1750) you'll find Joluv, another one of the 'bonus

merchants' from the vanilla game which have long since become staples.

Deidre sold Planescape: Torment inspired items, and Joluv sells Icewind

Dale inspired items. Overall, Deidre's gear is probably better, as

you'll be using some of it for the rest of the game, whereas Joluv's

collection of weapons-while great for Shadows of Amn-doesn't have quite

the same longetivity. Still, there's some good loot to be grabbed if

you've got the coin.

Defender of Easthaven +3

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

This weapon is actually a consideration because it was buffed up for

the Enhanced Edition. It gives a +1 bonus to Armor Class and 20%

resistance to physical damage, making it a nifty offhand consideration

for the good protagonist. Sure, the Flail of Ages is free, and just

as good, but if you've got the money and don't want to do Nalia's

quest before chasing Imoen, this is a great Shadows of Amn weapon.

Joril's Dagger +3

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

An opportunity to score a +3 Two-Handed Sword before going after Imoen.

Not a terrible weapon for Dorn or Keldorn, but we'll find better, and

it's unlikely you'll ever need more than one good Two-Handed Sword.

You'd have to be sitting on a ton of cash to make this weapon worth

picking up.

Scarlet Ninja-To +3

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

I originally wrote this weapon off because it's a Monk-only weapon,

and frankly... who cares about making a Monk protagonist? Since Rasaad

is around in the Enhanced Edition, however, it might be worth picking

up for him. He'll benefit from the increased attack speed, and it'll

allow him to harm enemies that require +3 or better weapons sooner than

leveling will.

Sling of Everard +5

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

This Sling provides its own ammunition, +5 bullets at that. Even though

it's damage is a little low, you'd be foolish to pass this weapon up

<---------------------------------------------------------------------->

5) Anomen is at (x=1530, y=1660) and will ask you some really stupid

questions when you talk to him... kinda reminds us of Ajantis in his

naivete. Instead of "Halt! Be ye friend or foe?" We have this dork

asking if we're brave and if we're on the side of good. For the good

party, he's our Cleric of choice and should be recruited, but he will

also play nice with evil folks... but the evil party doesn't need him,

and there are quite a few bad guys left to recruit. If you get him to

join, give him some better armor and a shield (some of the goodies we

stole from Arnolinus will work fine). It also might be a good idea to

shift the Helm of Balduran to him, considering that his Dexterity is

putrid.

<---------------------------------------------------------------------->

6) Hiding in a corner at (x=600, y=1050) you'll find Hexxat, who will

talk to you if you get too close. She seems... not quite all there,

and Bernard's interjections certainly don't make her sound any more

normal. She wants to go tomb robbing in the Graveyard District,

alluding to 'great treasure' in Dragomir's Tomb. Agree to go and she'll

join up. Every day you delay she'll complain and threaten to leave,

but just pick dialogue option #1 repeatedly and you'll convince her to

stay. As far as I can tell, this quest has no real time limit, so you

can just drag her around for now, if you want, or come back later, as

you wish. You'll notice that she's inferior to Yoshimo in pretty much

every way-still, her quest is worth doing, and Yoshimo is just dead

weight. Take off his bow and give it to her, they'll have almost the

same-limited-impact in combat. If you want to bring Hexxat along, I'd

suggest doing her quest immediately after scouring the rest of the

Graveyard District trying to appease Edwin and Korgan [WLK008]. Her

quests will be covered in [WLK046], for when you wish to do them.

<---------------------------------------------------------------------->

7) There are plenty of things to do in the Copper Coronet still, but all

of these quests can wait until later. You can go buy (steal) some things

from the bartender Bernard. He'll sell better things later in the game,

but until then we can at least nab a Sword of Flame +1, which will help

with Nalia's quest a good bit, and a Scroll Case, which will help with

the endless task of inventory management. Note that Bernard is

ridiculously hard to steal from, often requiring a Pick Pockets of 180+

to succeed. Now that we're done in here for now let's head over to the

Government District.

o===========o

|Mage Spells| Bernard

o===========o---------------------------------------------------------->

1st-Armor

1st-Charm Person

1st-Color Spray

1st-Blindness

1st-Burning Hands

1st-Chill Touch

1st-Chromatic Orb

1st-Detect Evil

1st-Grease

1st-Larloch's Minor Drain

---

2nd-Agannazar's Scorcher

2nd-Blur

2nd-Ghoul Touch

2nd-Strength

2nd-Vocalize

2nd-Web

---

3rd-Dire Charm

3rd-Ghost Armor

3rd-Ghost Touch

3rd-Protection from Normal Missiles

3rd-Skull Trap

3rd-Slow

3rd-Vampiric Touch

Note: If you want to be a little ahead of the curve, you can complete

the Copper Coronet Quest now (see [WLK036] for complete coverage). The

main reason to do this is to get Bernard to sell you better loot,

including the Sling of Seeking +2, and the Battle Axe +3, Stonefire,

among other things. And yes, all of these can be stolen, so you don't

even need money if you've got some Potions of Master Thievery. This is

by no means necessary... but that loot Bernard has for sale/steal will

benefit you a lot more now than it will later. When playing with an

evil party, I typically tackle the Copper Coronet after securing Edwin

and Korgan (after [WLK008]). With a good party, I feel no real hurry to

grab the Battle Axe +3, Stonefire, and hence I don't bother with this

quest until its sequential location in the walkthrough.

Government District (AR1000)

o======================================================================o

8) If you arrive in the Government District at night you'll find some

Amnish Soldiers in the northern central part of the district. They'll

question you about your identity and mention a guild war going on in

the streets between the Shadow Thieves and a new guild... presumably a

continuation of the fight that allowed your egress from Irenicus'

Dungeon.

<---------------------------------------------------------------------->

9) Head south-west to find a mob of citizens around a familiar dark

elf. Viconia (x=1820, y=1080) has landed herself in trouble again, and

is standing on the wrong end of an angry mob. More specifically the side

that's standing on a pile of logs and is about to be burned alive.. And

this isn't a spectator sport. Screw around too long and the mob will

burn her alive. Click next to her to free her, Which will provoke the

mob and force you to waste three Fanatics, who are push-overs anyways.

One Fanatic has a suit of Plate Mail Armor, and another has two Potions

of Extra Healing. It might not be much, but they should leave behind

enough to improve some of the armor you're wearing, and give Viconia

some rudimentary equipment.

<---------------------------------------------------------------------->

10) From here travel south-east to find a Gnome named Jan Jansen

(x=2730, y=1750). He'll describe himself as a part-time adventurer/part

time turnip salesman. Right. Don't blow him off and he'll try to sell

you a 'Flasher Master Bruiser Mate'. Shortly thereafter a man named Trax

will show up to apprehend Jan for the illegal sale of illegal items in

an illegal manner. Whatever you do, do NOT goad Trax into summoning the

guard down on you.. it's a fight we don't need to fight, especially not

with the reputation loss involved. If you cover for Jan you'll get some

experience. If you turn him in you'll get 100 gold from Trax. Of course,

to bail out Jan later you'll need to pay 800 gold, so it's a net loss to

do this. Get Jan on your side and do what you will with him. If you

keep him in your party you'll eventually have to deal with a quest

that pops up. Of all the PC quests, Jan's is perhaps the most disruptive

for this Walkthrough, undoubtedly due to the fact that he is recruited

so early in the game as it'll take you to many areas that I don't intend

to cover for a long time. I suppose I could have restructured the FAQ

to make Jan a better fit... but overall I find it best to cover each

character's quests in-or immediately after-the section where they

are recruited for organizations' sake. This really only negatively

effects Jan, as most characters have the good sense to have less

troublesome quests, and at the end of the day... it's Jan. I can't be

bothered to make things more convenient for a character I never play and

whose worth I seriously doubt. The next Sequence of Events [WLK005]

will cover with Jan's quest, but before we get to that, we've got more

characters to recruit.

***REWARD***

(For covering for Jan and prevent him from being sent to jail by Trax)

EXP 8500

***REWARD***

(For recruiting Jan into the party)

EXP 11500

Note from Lee: you can accept Jan into the party, drop pretty much

anyone to do it, get the experience, then re-accept the dropped person

back into the party and drop Jan for free experience without actually

having to put up with Jan and his crap.

<---------------------------------------------------------------------->

11) This is just an aside, but over in the south-eastern corner of the

map you can find a lady knight named Lady Irlana (x=3000, y=3600), who

is being wooed by Garrick-presumably our Garrick from Baldur's Gate 1.

Of course, he seems to have lost his edge and is being fed flattering

lines by one Cyrando. It's a debacle, of course, but an amusing one,

nonetheless. Once you're done messing around, head off to the Temple

District, where we can recruit the party leaders for both the good and

evil parties-Keldorn and Dorn, respectively.

Temple District (AR0900)

o======================================================================o

12) Head south-east of the Temple of Lathander to find a man named Gaal

(x=3250, y=1820) preaching to a group of below-average intellects who

think invisible critters will make life better for them if they do

unnatural and harmful things to themselves that otherwise make no sense

and if anybody else asked them to undergo such hardships for a reward

that may not be forth-coming they'd tell them to go... *ahem*...

anyways, he'll try and convince people to join his cult. Dawn Master

Kreel argues against Gaal with mixed success. One con-man doesn't like

another huckster cutting in on his business it seems. After the

conversation is over Gaal lures the foolish away and High Watcher

Oisig will come to the party, saying he wishes to hire you as

mercenaries in the service of Helm. The everseeing eye versus the

unseeing eye? Now that's fun religion there. Eh, I'll bite. Head into

the temple at (x=2050, y=1000).

Note: If you're evil, Stormherald Nallabir will give you the quest,

demanding that you serve as a vassal of Talos' wrath. If you're good

High Mornmaster Arval will be the quest-giver.

Temple of Helm (AR0901)

o======================================================================o

13) Go inside the Temple of Helm to find High Watcher Oisig again

(x=700, y=570). He'll ask you to put an end to this cult, as blindness

is offensive to his vigilant god. He'll also tell you that they hide in

the sewers somewhere, and that a warrior named Keldorn is looking into

things as well, and you should seek his aid. He's certainly right on

that last statement. Sir Donalus (x=880, y=460) sells a variety of armor

and shields, all of which are fairly nice. You can't steal them, and

they're nothing you shouldn't already have stolen from Arnolinus, so

don't bother.

***ITEMS***

(x=350, y=200) Helmet, Chain Mail, 2 gold

(x=400, y=110) 1 gold

(x=1220, y=770) 1 gold

(x=1350, y=820) 1 gold

<---------------------------------------------------------------------->

14) Over at (x=700, y=700) you will find Guardian Telwyn, who will ask

you to do a job. He wants you to recruit an artist by the name of Sir

Sarles to create a work of art which will bring glory to Helm. Of

course, it can't be too expensive, and Sarles is refusing to work in

anything other than pure illithium, a very valuable substance. Sir

Sarles can be found in the Government District at the Jysstev estate.

It's just another little quest to do when we get around to it.

Note: You used to be able to steal the Helm of the Noble +1 from

Guardian Telwyn-a future quest reward. Sadly, this is one of the few

items that seems to be affected by the new minimum Pick Pockets score

requirment-my evil protagonist couldn't snipe this item no matter how

many Potions of Master Thievery she chugged. For the record, she had a

base Pick Pockets score of 100.

<---------------------------------------------------------------------->

15) If it's night out, you'll find a riddling Shadow Thief at

(x=2250, y=1220). He's clearly not all right in the head, and his

riddles use the guild war as subject matter. Clearly, he's seen too much

of this Vampire menace which threatens the Shadow Thieves. When his

poetry runs out, he'll run off, cackling. He'll be fine.

<---------------------------------------------------------------------->

16) Head over to the sewers at (x=2550, y=2620). You'll find a prophet

near the sewer who will spout nonsense about his non-god. You'll also

see a woman named Miranda accost a priest of Talos named Talon Nirkhas

until the 'daughter', Lanie, spills the beans. Oops. If you talk to her

she'll accuse you as well. You can pay her 100 gold if you wish, but

there's no real point to this encounter.

<---------------------------------------------------------------------->

17) You'll find Dorn skulking around outside the High Hall of the

Radiant Heart (x=2550, y=3380). He got his revenge back in the first

game, and now is pretty much going around killing people at the behest

of his master, the demon Ur-Gothoz. His target for the moment is a

priest named Bollard Firejaw, of the Order of the Golden Lions.

Fortunately, Dorn is willing to join up with us, as his task will be

easier with our help, and likewise ours with his... at least, if you're

the evil party. The good party has another, arguably better party leader

to pick up, and need not bother with Dorn. You will lose some reputation

for taking Dorn along with you, just like you did with Viconia, and

doing his quest will only lose you more... the evil party is going to

end up really hurting when it comes to reputation. Just remember to drop

some gold at a temple every once in a while to keep yourself in the

middle range of things-you don't want the law coming down on you. We can

do this quest now... but Dorn is patient enough, and I'd rather finish

up recruiting Edwin and securing both Edwin and Korgan. This is a good

task for both parties, even if the good party has no interest in keeping

Korgan and Edwin around, as it's worth a good bit of experience and

gold-the latter of which we'll need to get a very important item for

[WLK009]. So, skip ahead to [WLK006] if you don't care about Jan and his

nonsense. The evil party can pursue Dorn's quest after securing Edwin

and Korgan [WLK008]. His quests will be discussed in [WLK045].

o======================================================================o

| Jammin' With Jan |

o======================================================================o

Sequence of Events: {WLK005}

1) Jan's Lost Love

2) The Daughter's Sickness of the Mind

3) Uncle Gerhardt's Help

4) Finding the Hidden

5) The Hidden

6) Thumb's Up

7) Hunting the Hunters

8) The Mother's Sickness of the Mind

1) Now, if you travel with Jan for a while you'll get a visit from a

relative of his named Beeloo Jansen, who tells Jan that he recently

escaped from prison and that some lady named 'Lissa' is staying at the

Jansen family home. After Beeloo leaves, Jan will elaborate-Lissa is

his childhood friend and former love interest that never panned out.

She married another Gnome named Vaelag, a far more serious and

successful criminal than Jan. Agree to help him out and follow him

back to his house in the Slums District (AR0400) (x=3550, y=1350).

The Jansen Home (AR0401)/(AR0402)/(AR0403)

o======================================================================o

2) Jan will provide a bad example for his cousin's twins and talk to

his mother, who fills him in a bit on the Lissa situation. She

apparently brought her daughter with her, and she has a problem, of

course. Her daughter has taken ill, but instead of a physical ailment

she apparently has some kind of mental impairment, possibly due to her

father's prevailing abuse. Jan will tell us to talk to Uncle Gerhardt

in the basement, while he leaves the party to stay by Lissa's side.

***ITEMS***

(AR0401)

(x=320, y=220) 1 gold

(x=250, y=200) Elixir of Health

(x=720, y=320) Potion of Freedom

---

(AR0402)

(x=480, y=220) 3 gold

(x=440, y=220) 1 gold

(x=400, y=210) 1 gold

(x=200, y=400) 1 gold

---

(AR0403)

(x=700, y=390) Short Sword, History of Durpar and Var, 5 gold

(x=270, y=250) Scroll of Identify

(x=150, y=250) Potion of Extra Healing

(x=200, y=370) tainted Antidote

<---------------------------------------------------------------------->

3) Head downstairs and talk to Uncle Gerhardt (x=650, y=350). Wade

through his circular dialogue and he'll tell you that you need to seek

out something called 'The Hidden'. A lady named Jysstev can point you

in the right direction, her estate can be found in the Government

District of Athkatla. Seems like we're not done with the Government

District right now after all.

***REWARD***

(For talking to Uncle Gerhardt)

EXP 3300

Jysstev Estate (AR1006)

o======================================================================o

4) Return to the Government District and enter the Jysstev Estate

(x=2900, y=2900). You'll find Lady Jysstev wandering around within.

Talk to her and ask her about 'The Hidden' and she'll arrange a meeting

with you and tell you to go to the sewers under the Copper Coronet.

Now, with a good-aligned protagonist, I don't bother with the Copper

Coronet and its quests yet, and I certainly don't have a reason to

drag Jan along with me long enough to start this quest. On the other

hand, as an evil party I deal with the Copper Coronet early to get

some better loot. For more information on dealing with the Copper

Coronet (in part, or in its entirety) see [WLK036].

***REWARD***

(For getting Lady Jysstev to arrange a meeting with the 'Hidden One')

EXP 8900

Sewers (AR0404)

o======================================================================o

5) Head to the Copper Coronet in the Slums District and talk to

Lehtinan to gain access to his back rooms. Once you've obtained this

access you can safely head to the back of the Copper Coronet. There's

a secret door at (x=2150, y=900) that leads to the sewers

(x=2070, y=670) in question. Again, if you decided to take Jan along

with you-and hence this quest became obligatory and led you into

these sewers-refer to [WLK036] for everything you might encounter along

the way. You'll find Hidden at (x=1070, y=2230), who will agree to heal

Lissa's daughter if you deal with two 'creatures of evil intent' that

are chasing him. To uncover them we'll need to go talk to the

proprietor of the Sea's Bounty in the Docks District (AR0300).

Sea's Bounty (AR0313)

o======================================================================o

6) By the time Jan's quest occurs we'll hopefully have already explored

the Docks District-at least crudely (as covered in the next Sequence

of Events). So, without elaborating further head over to the Sea's

Bounty (x=2100, y=2100). Be sure to leave Jaheira outside to avoid

starting another time-sensitive quest, Baron Ployer's Curse. Inside

the Sea's Bounty you'll find The Thumb, the proprietor we're looking

for. Talk to him and pick dialogue option #2 to get him to tell you

that the folks you're looking for are in the Five Flagon's Inn in the

Bridge District, in a room on the second floor.

Five Flagons Inn, Second Level (AR5011)

o======================================================================o

7) So, head over to the Bridge District (AR0500) and into the Five

Flagons Inn (x=3200, y=2000). Go up the stairs at (x=600, y=300) to find

two Githyanki, which can be rather strong for a very low-leveled,

under-staffed party. Return to the Hidden and he'll tell you that the

girl is healed before revealing itself to be an Illithid. It'll leave

without incident, and we'll be free to return to the Jansen home.

***REWARD***

(For performing the task of the Hidden)

EXP 17500

<---------------------------------------------------------------------->

8) Once home, you'll find all is not well. Being the useless bitch that

she is, Lissa will thank Jan for helping her daughter before telling us

that Vaelag is downstairs. When Jan goes to investigate the turn of

events, follow. Vaelag demands Lissa's return, makes some threats, and

Lissa only bothers to thank Jan briefly before leaving with Vaelag. Jan

will attempt to procure from us a promise of aid in the future, if he

discovers that Vaelag has continued to be abusive. Dude, let the bitch

go.

***REWARD***

(For saving Lissa's daughter)

EXP 15500

o======================================================================o

| Mae'Var's Guildhall Quests |

| (Recruiting Edwin) |

o======================================================================o

Sequence of Events: {WLK006}

1) Independent Practice

2) Submit to Cyric!

3) Thieve's Guild Fence

4) Infinite Money Exploit

5) Meeting Mister Bloodscalp

6) Robbing Gorth

7) Mae'Var's First Assignment

8) Temple Thieving

9) Referred to the Red Wizard

10) Thieving Tests

11) Edwin's First Task

12) Mephit Murdering

13) Golem Grinding

14) Rayic Gethras

15) Edwin's Second Task

16) Marcus' Documents

17) Mae'Var's Last Task

18) Embarl's Loyalty

19) Edwin's Evidence

20) Reporting to Renal

21) Purging Mae'Var's Guildhall

22) Making Mae'Var Meet His Maker

23) Renal's Reward

24) Valen's Offer

Docks District (AR0300)

o======================================================================o

1) When you arrive in the Docks District you'll get a confession from

Yoshimo (if he's still with you, anyways). He'll tell you that he got

caught practicing his trade in the city by the Shadow Thieves, and was

supposed to report to Renal Bloodscalp. He hints that there might a

reward involved for completing the independent mission he was supposed

to get started on. We might as well, right? Even if you don't have

Yoshimo around, you might as well go pay the Shadow Thieve's a visit.

<---------------------------------------------------------------------->

2) Head to the south-west and go down some stairs. You'll be approached

by a Mad Cleric who will demand that you embrace Cyric. If you decline

he'll attack you. When he dies he'll drop an Onyx Ring, a Jasper Gem, a

Quarter Staff, and 20 gold.

Shadow Thief Guildhall (AR0305)/(AR0306)

o======================================================================o

3) Over at (x=1350, y=980) you'll find a Shadow Thief, who will welcome

you inside being as you're a friend of Gaelan and all. Righty-o. Head

inside the door at (x=1330, y=900). At (x=950, y=790) you'll find a

Black Market Thief. You can sell stolen goods to her, which is an

invaluable service. You can buy (steal) a variety of scrolls from her if

you wish, including Fireshield (Blue), which is a great defensive spell,

especially for a Fighter/Mage. After all, a Mage who doesn't get

attacked in combat isn't likely to put the shield to full effect. Head

up the stairs at (x=200, y=350).

o===========o

|Mage Spells| Black Market Thief

o===========o---------------------------------------------------------->

1st-Blindness

1st-Detect Invisibility

1st-Friends

1st-Identify

1st-Infravision

1st-Protection from Petrification

---

2nd-Horror

2nd-Invisibility

2nd-Knock

2nd-Know Alignment

---

3rd-Clairvoyance

3rd-Dispel Magic

3rd-Fireball

3rd-Flame Arrow

3rd-Haste

---

4th-Confusion

4th-Fireshield (Blue)

4th-Improved Invisibility

4th-Minor Globe of Invulnerability

4th-Monster Summoning II

---

5th-Ice Storm

***ITEMS***

(x=850, y=800) Potion of Healing x2, Potion of Invisibility,

Potion of Master Thievery

(x=900, y=750) 1 gold

(x=950, y=700) Dagger, Long Sword

(x=1100, y=700) 3 gold

(x=750, y=620) Tchazar Gem, 234 gold

(x=900, y=570) Moonstone Gem, 39 gold

(x=1150, y=630) Waterstar Gem, Zircon Gem, 26 gold, Dagger

(x=350, y=470) Dagger, Bastard Sword

(x=200, y=400) Iol Gem

<---------------------------------------------------------------------->

4) Note that you can sell stolen goods to the Black Market Thief, and

you can also steal from her. Can you see the cyclic flow of money at

work here? Sell her anything valuable you want, steal it back, sell it

again, repeat until satisfied. This works best with a very expensive

item, as you'll always have a chance to get caught, and stealing

multiple cheaper items will get frustrating. On the other hand,

sell/stealing the Plate of Balduran will see you with enough money to

buy anything you want in short order. Because you can buy/sell/steal

from her in an infinite loop, I prefer to sell her all the items I

accumulate in the game. This is practical, in case you sell anything you

later want or need, as you can just steal it back. It sure beats having

to rebuy loot from Ribald. And, of course, it also helps to favor one

merchant since you'll always remember who you sold your stuff to. Keep

in mind, however, that as you sell more items to one merchant, the less

they'll pay for that item in the future. There's a rather generous cut-

off point, but if you want to maximize your profits, sell in bulk. On

that note, this level of the Thieves' guild has plenty of containers

within which you can store your accumulated loot. No wonder I pick this

spot as my mercantile headquarters, eh? And just one more note, although

I preach the merits of infinite money, on these walkthroughs I did not

practice them. I could pretend the reason had something to do with

gaming purity, but as you've noticed if you've been reading along, I'm

quite content to use my theiving skills to rob merchants blind. No,

the reason is much more practical. Good loot equals stronger characters,

and stronger characters influence what quests we can do, and when. For

the sheer sake of organization, not using any infinite money tricks

allows the economy of the game to influence (to some degree) what order

we do quests. Do the Thieves' Guild quests first, get some money, buy

the Shield of Balduran, do the Unseeing Eye Quest, get some more money,

and so forth.

<---------------------------------------------------------------------->

5) You'll find Renal Bloodscalp at (x=820, y=530). Yoshimo and Renal

will trade barbs for a bit before Renal decides that he is more

interested in you than Yoshimo. Long story short Renal wants you to

investigate a guild leader he suspects of treachery by the name of

Mae'Var. If you're a Thief he'll also offer you to take up the guild in

Mae'Var's place if you find something and are forced to... remove

Mae'Var. Agree and leave via the exit at (x=100, y=600) to get directly

outside. Head to Mae'Var's Guild (x=3050, y=2500). If you want to do

some 'shopping' along the way, you can find a Halfling merchant named

Ikert at (x=1920, y=2420)... although the best thing he sells is another

Scroll Case.

***ITEMS***

(x=300, y=500) 1 gold

(x=350, y=650) Garnet Gem, Diamond

(x=400, y=480) Potion of Extra Healing x5, Potion of Fire Resistance x2

(x=800, y=770) Pearl x3, 350 gold

(x=970, y=650) Jasper Gem, 39 gold

(x=1190, y=725) Light Crossbow, Bolt x60, Bolt +1 x2

(x=400, y=270) Dagger, Studded Leather Armor, Lynx Eye Gem,

De'Tranion's Balor Ale

(x=470, y=250) Potion of Extra Healing x5, Potion of Agility

(x=600, y=250) 3 gold*

(x=750, y=330) Iol Gem, 217 gold

*I also found a Scroll of Pierce Magic here. Talk about variability!

***TRAPS***

(x=970, y=650)

(x=470, y=250)

Mae'Var's Guildhall (AR0321)/(AR0322)/(AR0323)/(AR0324)

o======================================================================o

6) Over at (x=430, y=580) you'll find Gorch, who will try to peddle you

some wares. Tell him you're here to see Mae'Var and he'll give you the

go-ahead to go into the guild in the back. Gorch is the latest in a long

line of merchants we need to rob, and if you weren't messing around your

Potions of Master Thievery should still be in effect. In particular grab

the Maces +2, and some Bullets +2. We'll be needing some +2 weapons

sooner rather than later. Also grab a Sling +2 and a Short Bow +2. You

know, since stealing is cheaper than buying them from Ribald. Also,

since it's 'free', steal the Leather Armor +3 if you still need some

light armor for somebody. Also nab the Ring of the Princes +1, the Nymph

Cloak, the Bracers of Defense A.C. 6, Potions of Master Thievery (to

keep our stock up!), and the Rogue Stone. We'll out-grow this gear, but

we can always sell it back to the Black Market Thief in Renal's Guild.

Even if you're not really into stealing, you should rob Gorch. As a

friendly warning, he's not long for this world, and anything you don't

steal from him will go to waste.

o===========o

|Mage Spells| Gorch

o===========o---------------------------------------------------------->

2nd-Knock

Yoshimo happily accepts the Short Bow +2 and I give the Sling +2 to

Viconia, who is less potent in melee combat than Jaheira. Anomen or

Viconia gain the Mace +2, while the Nymph Cloak goes to your preferred

party leader. I give Korgan the Ring of Protection, as his Armor Class

is horrible right now. The Nymph Cloak goes on your party leader, either

Dorn or Keldorn. Also, the Bracers of Defense A.C. 6 are an improvement

for my main character. Head down the stairs at (x=400, y=400).

***ITEMS***

(x=350, y=420) 190 gold

(x=500, y=500) Tainted Oil of Speed, 8 gold

(x=600, y=600) Scroll of Strength

(x=600, y=200) Sunstone Gem

(x=700, y=150) Quarter Staff, 12 gold

(x=650, y=500) Scroll of Minor Globe of Invulnerability

Note: Do not sell the Rogue Stone you just stole. It's pretty, sure,

but it'll give us access to an area from which we can obtain the

most powerful staff in the game-a real treat for your Mages. It will be

a while yet, and you'll find several other Rogue Stones while you

travel, but as a respectable FAQ-writer it seems important to warn you

now, rather than have you send me unhappy E-mails because you can't

get an item that really should not be missed.

Note from Lee:

Gorch is a dumbass - I stole/sold/restole/resold the Bracers AC6, the

Rogue Stone, and as many Maces +2 as I could hold over and over and over

and over and over and over and over and over and over and over and over

and ended up with over 200k in gold - well more than enough to pick up

some extremely nice items from Dierdre. Of course having this much cash

triggers Valen and Brus earlier than "normal", but it doesn't really

affect the storyline (provided I don't visit the graveyard at night).

<---------------------------------------------------------------------->

7) You'll find Mae'Var at (x=970, y=300). If you thought Renal was

ambiguously hostile, you'll find that Mae'Var is much less ambiguous.

He'll give you a job to go steal a religious item from a church, either

the temple of Lathander or the temple of Talos depending on your

alignment. Head off to the Temple District.

***ITEMS***

(x=400, y=650) Skydrop Gem

(x=400, y=850) 5 gold

(x=500, y=800) 16 gold

(x=630, y=700) Turquoise Gem

(x=630, y=680) 1 gold

(x=1000, y=400) Dagger, Small Shield, 5 gold

(x=740, y=240) Dagger, 4 gold

Temple District (AR0900)/(AR0902)/(AR0904)

o======================================================================o

8) Enter either the Temple of Lathander (AR0902) (x=2850, y=1500) or the

Temple of Talos (AR0904) (x=1900, y=2200). Either way you'll need to

wait until night for the temples to clear out. When you have either the

Statuette of Lathander or the Necklace of Talos head back to Mae'Var.

***ITEMS***

(AR0902)

(x=1250, y=1500) 99 gold

(x=1400, y=1450) Sunstone Gem, Statuette of Lathander

(x=1350, y=1450) Sunstone Gem

(x=1400, y=1450) Lynx Eye Gem

(x=1800, y=950) Potion of Extra Healing x2

(x=750, y=600) Potion of Extra Healing x2

(x=470, y=850) Jade Ring, 23 gold

(x=320, y=750) Scroll of Protection from Poison

(AR0904)

(x=1500, y=360) Potion of Extra Healing x2, Antidote

(x=1650, y=400) Potion of Extra Healing x5, Wand of the Heavens,

210 gold

(x=700, y=1000) Potion of Insight, Necklace of Talos

(x=500, y=300) Scroll of Protection from Cold,

Potion of Storm Giant Strength

(x=400, y=250) Bloodstone Gem, Potion of Insulation

(x=250, y=250) Bloodstone Amulet, Antidote x2, 6 gold

Mae'Var's Guildhall (AR0321)/(AR0322)/(AR0323)/(AR0324)

o======================================================================o

9) Mae'Var will brush aside your act of skulduggery and you'll get a

nice experience reward. He then decides he's too busy for you and refers

you to his right hand man, a 'bloody good spellcaster' named Edwin. Oh

boy. Head back upstairs and take the stairs to the second level (AR0323)

at (x=1100, y=400).

***REWARD***

(For returning to Mae'Var with your stolen artifact)

EXP 29500

<---------------------------------------------------------------------->

10) Upstairs you'll find a room to the east that has a bunch of locked

doors and safes designed to test your Thief skills. If you still have

Potions of Master Thievery active you should definitely pick these

locks. Altogether they give a good bit of experience (14750 experience,

to be exact) and loot. The ones on the north wall are trapped as well,

further boosting the experience you'll get. when you're done looting

head up the stairs at (x=1000, y=500) to reach (AR0324).

***ITEMS***

(x=300, y=490) Antidote, Pearl Necklace

(x=400, y=460) 22 gold

(x=600, y=200) History of the Drow, 1 gold

(x=600, y=790) Skydrop Gem, Zircon Gem

(x=500, y=600) 10 gold

(x=550, y=600) 20 gold

(x=600, y=550) 30 gold

(x=630, y=500) 40 gold

(x=650, y=500) 50 gold

(x=700, y=450) 60 gold

(x=770, y=400) 70 gold

(x=900, y=500) 2 gold

(x=900, y=300) 80 gold

(x=950, y=300) 90 gold

(x=1000, y=250) Potion of Master Thievery x3, Waterstar Gem,

Ziose Gem, 300 gold

(x=1050, y=250) Emerald, 100 gold

(x=1050, y=300) Potion of Perception

(x=1110, y=330) Rogue Stone

(x=1170, y=300) Lynx Eye Gem, Fire Agate Gem

(x=1200, y=350) Short Sword +2, Buckler +1, Studded Leather Armor +1

***TRAPS***

(x=1050, y=250)

(x=1050, y=300)

(x=1110, y=330)

(x=1170, y=300)

(x=1200, y=350)

<---------------------------------------------------------------------->

11) Edwin is over at (x=850, y=350), and he's as haughty as ever. He

wants you to kill a Cowled Wizard by the name of Rayic Gethras. Seeing

as how we're not getting along with the Cowled Wizards, knocking off one

of their members is a welcome job. Leave Mae'Var's Guildhall and enter

Rayic Gethras' house (AR0315) to the west (x=1500, y=2220).

***ITEMS***

(x=1050, y=420) Bastard Sword +1, 35 gold

(x=1020, y=250) Dagger, 19 gold

(x=820, y=260) Fire Agate Gem, 63 gold

(x=500, y=370) Bastard Sword, 13 gold

(x=670, y=750) Potion of Healing x2

(x=370, y=550) Gold Ring

(x=330, y=500) Spear +1

Rayic Gethras' House (AR0315)/(AR0316)/(AR0317)

o======================================================================o

12) Inside you'll find two Fire Mephits, two Magma Mephits, and two Ice

Mephits. These require no special tactics to bring down. Loot the room

and make sure you're rested and prepared before you head up the stairs

at (x=150, y=350). Haste and Protection from Evil 10' Radius is probably

a good idea, as is Defensive Harmony. Equip whatever +2 weapons you

have. For me this means those Maces +2 I stole, and Bullets +2 and

Arrows +2 where available. Resting in this house was where I encountered

my first dream, by the way.

***ITEMS***

(x=500, y=250) History of the Red Ravens,

Scroll of Protection from Magical Energy

(x=440, y=150) Scroll of Clairvoyance, Cursed Scroll of Weakness

***TRAPS***

(x=440, y=150)

<---------------------------------------------------------------------->

13) Upstairs you'll find much more worthy foes than Mephits. Two Stone

Golems-which are fairly rough at this stage in the game-await you. They

aren't push-overs in melee, they have the ability to slow party members,

and they can only be hurt by +2 weapons. With all the gear we've been

stealing, however, they fall readily enough, especially with us being

spell-buffed. Dorn, especially, makes an impact with the Sword of

Chaos +2. Before I loot this level I head upstairs while my spell buffs

hold (x=400, y=700).

***ITEMS***

(x=400, y=270) 115 gold

<---------------------------------------------------------------------->

14) Rayic Gethras isn't much for talking, and he goes hostile after just

a bit of chatter. By now Jaheira has hit 9th level as a Druid, and has

an Insect Plague prepared just for this fight, she casts it as soon as

she can. As soon as combat starts Rayic will let loose with a Spell

Trigger, protecting himself with Protection from Magical Weapons and

Protection from Normal Missiles. He'll also get a Globe of

Invulnerability and a Stoneskin up. He is, safe to say, one rough

customer at our level. However, if Jaheira gets her Insect Plague off

he will be unable to cast spells for a few precious rounds... long

enough for my party to whittle through his Stoneskin and for his

Protection from Magical Weapons to wear off. His first move is to cast

Symbol, Fear, which will pretty much be game over if he doesn't get hit

with an Insect Plague, or even if he does, if he affects your whole

party. One way around this is to just head up with the main character

and Jaheira. My main character attacks and Jaheira stays back and casts

her spell. If he gets his Symbol, Fear off, the rest of the party can

then jump in when Insect Plague has rendered him helpless and beat him

down. Another way to get around it is to just cast Remove Fear. Either

way, When he dies Rayic Gethras will leave behind Bracers of Defense

A.C. 7, a Scroll of Charm Person, a Quarter Staff +2, and 40 gold. Rob

his house and leave.

***ITEMS***

(x=250, y=500) Scroll of Mislead, 1 gold

(x=550, y=400) Wand of Fire, 220 gold

***TRAPS***

(x=250, y=500)

(x=550, y=400)

<---------------------------------------------------------------------->

15) Head back to Mae'Var's Guildhall and talk to Edwin. Next he'll ask

you to get some documents from a merchant named Marcus at the Sea's

Bounty. Head back outside and enter the Sea's Bounty (AR0313)

(x=2100, y=2100). Whatever you do, do not bring Jaheira in with you. It

starts a quest we really have no need to complete just yet.

***REWARD***

(For reporting in to Edwin after killing Rayic Gethras)

EXP 20000

Sea's Bounty (AR0313)/(AR0314)

o======================================================================o

16) You'll find Marcus at (x=530, y=430), and there are many ways to

deal with him. If you're fast and strong enough you can simply snap his

neck without raising a fuss. You can pay him 250 gold... or negotiate

down to 200 for the documents. Lastly, you can threaten him for them. Of

course you can always try to pick his pockets, but with Yoshimo that

means he's going to have to use some Potions of Master Thievery to

succeed. Report back to Edwin and he'll inform you that you have one

last task to complete, this time from Mae'Var.

***REWARD***

(For bringing Marcus' documents to Edwin)

EXP 10000

<---------------------------------------------------------------------->

17) Go downstairs and pay Mae'Var a visit. He'll give you one last

mission; head back to the Sea's Bounty and kill a traitor named Embarl,

bringing back his dagger as proof. This time enter the door at

(x=2250, y=2050) to reach the upper level of the Sea's Bounty.

<---------------------------------------------------------------------->

18) You'll find Embarl at (x=580, y=320). You again have multiple

choices. First you can just kill him and grab his Leather Armor, Potion

of Invisibility, Elixir of Health, Embarl's Dagger and 36 gold. Or you

could just let Embarl go in exchange for his dagger. Either way take the

dagger back to Mae'Var and you'll get rewarded, albeit dismissively.

He'll tell you to go see if Edwin has any use for you.

***REWARD***

(For bringing Embarl's Dagger to Mae'Var)

EXP 18750

<---------------------------------------------------------------------->

19) Edwin guesses that you're not here as an obedient recruit for

Mae'Var and offers to help you find the hard evidence that Renal wants.

He will offer his magical services to you now, along with the key to the

strongbox in Mae'Var's suite. If you're playing an evil party you should

happily accept Edwin into your party. For all Edwin's potency, he does

have some rather glaring omissions from his spellbook. Have him scribe

Blur, Knock, Invisibility, Stinking Cloud, Dispel Magic, Slow, Improved

Invisibility, Stoneskin, Greater Malison, and Confusion to bring him up

to speed. Head downstairs and open the cabinet at (x=500, y=300) to find

Mae'var's Letter and Worn Whispers (aka Boots of Stealth). Yoshimo or

my protagonist puts the boots on by default. With the evidence in hand

head off to tell Renal.

<---------------------------------------------------------------------->

20) Renal will be delighted to see you, even more-so when you give him

evidence of Mae'Var's treachery. You'll get a hefty experience reward,

and one last mission from Renal Bloodscalp; go kill Mae'Var. With

pleasure.

***REWARD***

(For bringing Renal proof of Mae'Var's treachery)

EXP 48250

<---------------------------------------------------------------------->

21) I suggest spell-buffing before returning to Mae'Var's Guildhall, as

all the Shadow Thieves within are now hostile. They are fond of getting

backstabs, and will use Potions of Invisibility and Oils of Speed to

buff themselves in Combat. I've had Zyntris deal 82 damage with a single

attack before, which is well more than ridiculous. Needless to say, keep

unprotected characters safe... perhaps even outside. It only takes one

bad backstab to ruin your day. One tactic you can use to blunt the

offensive of the Thieves is as follows: head inside with one protected

character. In this case I used my protagonist spell-buffed with

Stoneskin, Blur, and Mirror Image. The Thieves directed their lethal

backstabs at them to no avail, then I brought in the rest of my fighters

to take them down, leaving my weaker characters (like Edwin) outside.

Head up the levels clearing out Shadow Thieves as you go. It's possible

to repeat the process above on the next floor, as well.

Note from Lee:

I recommend going up the exterior stairs and entering on the third floor

(x=3425, y=2150), then working your way down. There are no attackers on

the third floor at all, and you enter the second floor in a

strategically superior position. Plus you don't have the problem of new

attackers coming at you from both the floors above and the floors below.

If you have at least two characters equipped with ranged weapons, you

won't even need spells (or buffs) to clear the second floor. By standing

at the foot of the stairs, if you do happen to get into trouble, you're

poised to go back up and regroup (or ambush and take out attackers one

at a time if they follow). Same with moving down from the second to the

first floor, and again down to the lower level. I got thru this without

spell buffing at all, although I did take some damage in the final fight

with Mae'Var.

<---------------------------------------------------------------------->

22) Once the upper levels are clear head down into the cellar to

confront Mae'Var. Mae'Var has some Assassins with him and a Priest of

Cyric, but for all that, this is a very easy fight. You have two options

to win this fight hassle free. Use Edwin to conjure a Lesser Fire

Elemental, which will be immune to their weapons. Then just let the

elemental kill them all on its own. Or you can use Jaheira's Insect

Plague to eliminate their spell casting and send many of them fleeing.

Or do both to ensure a complete rout. Loot Mae'Var for Shadow Armor

(great for Yoshimo!), Arrows x40, a Scroll of Oracle, a Pearl, a Sphene

Gem, a Water Opal, a Horn Coral Gem, a Short Sword, a Composite Long

Bow, and 769 gold. In one of the cells you'll find a prisoner named

Kamuzu (x=600, y=500). Do what you will with him, but if you're nice, he

might just come back and lend you a hand one day... When you're done go

report to Renal.

<---------------------------------------------------------------------->

23) You'll get your reward all right. Each character will receive

45500 experience and the party gets a huge sum of gold... so much so

that you should be close to what Gaelan requires (if so, see Step #22,

next). If you're a Thief you'll also be offered ownership of Mae'Var's

Guildhall, if not, or if you turn down the offer, you'll get 'The

Shadow's Blade +3'. You can play with your guild if you wish, but time

is of the essence. Before we deal with it we should secure Korgan and

Edwin's loyalty [WLK008]. Since, however, you may or may not be

recruiting the individuals in question, it's my organizational method to

include the guild/stronghold quests immediately after completing the

quest where you obtain said guild/stronghold. Skip about as you please.

Note: You can only have one stronghold at once... which only matters if

you are a multi-class character, since the strongholds are only offered

to specific classes. If you decide you want a certain stronghold, turn

down other offers you recieve beforehand.

***REWARD***

(For reporting to Renal after killing Mae'Var)

EXP 45500 (each character)

Gold 10500

Item The Shadow's Blade +3*

*You'll only get this item if refuse the guildmaster position, or your

protagonist is not a Thief (and hence, unqualified).

<---------------------------------------------------------------------->

24) The following encounter will occur now that we have so much money-

15,000+ to be precise, and after the reward we just received, it's very

likely you'll have this amount. When you leave the building a woman

named Valen will show up and talk to you. She's got a better offer for

you, or so she says, and asks you to meet her Mistress in the Graveyard

after sundown. Brus will show up shortly thereafter and tell you that

Gaelan wants to sweeten the deal before you meet your new contact. Looks

like both sides are very keen on what we're doing. You might see other

altercations between the two guilds traveling around at night like the

encounter you had with Hareishan, and another later encounter you might

have with another vampire named Salia. If you pay Gaelan a visit he'll

tell you that the bosses have changed their minds and decided that

15,000 gold is enough for their aid. How curious. Anyways, both sides

want our money-and our allegience, but I'm not yet ready to make any

such decisons. There are two ways to avoid seeing Valen's mistress, who

waits for us in the Graveyard district-our next destination. First,

spend some of that money we got until we're under 15000 gold, or second,

just go to the Graveyard during the day. Simple enough. Resting up for

our run into the Graveyard triggers my second Irenicus dream. The good

party can keep Korgan and Edwin around if you want the expereince for

completing their quests (covered in [WLK008]). If not, drop them off and

head to The Adventurer's Mart and buy the Sheild of Balduran from

Deidre-it'll come in handy during the Unseeing Eye quest [WLK009], which

is their goal.

o======================================================================o

| Thieves' Guild Quests |

o======================================================================o

Sequence of Events: {WLK007}

1) Introduction to the Guild Hall

2) Rattell the Fence

3) Jariel the Taskmaster

4) Ama's Revenge

5) Whodunit?

Your Guildhall (AR0321)/(AR0322)/(AR0323)/(AR0324)

o======================================================================o

1) If you are playing a Thief (single, multi, or dual-classed), or if

you have the Multiple Strongholds mod installed, you will be offered

Mae'Var's Guildhall following his timely demise. It's a good way to make

money, and it offers you a few more things to do, but nothing too

extravagant. This section of the FAQ will cover this guildhall, to be

pursued when you have the time and inclination.

<---------------------------------------------------------------------->

2) First things first. You'll find a man named Rattell (x=430, y=570)

standing where Gorch was, who is willing to fence goods for you. He

doesn't have the selection Gorch does, but he does have some interesting

scrolls you can pick up. Or at least Invisibility ,10' Radius, which

will come in handy once in a while.

o===========o

|Mage Spells| Rattell the Fence

o===========o---------------------------------------------------------->

1st-Magic Missile

1st-Protection From Evil

1st-Shield

1st-Shocking Grasp

1st-Sleep

---

2nd-Luck

2nd-Melf's Acid Arrow

2nd-Mirror Image

2nd-Resist Fear

2nd-Stinking Cloud

---

3rd-Invisibility, 10' Radius

3rd-Hold Person

3rd-Lightning Bolt

3rd-Monster Summoning I

3rd-Non-Detection

3rd-Protection From Normal Missiles

---

4th-Stoneskin

---

5th-Animate Dead

5th-Cloudkill

5th-Cone of Cold

5th-Monster Summoning III

5th-Shadow Door

<---------------------------------------------------------------------->

3) The thing to do in the Thieves' Guild is to talk to Jariel

(x=720, y=320), who will give you the run-down of how this works. You

have a stable of thieves and you can direct them to do a variety of jobs

with varying degrees of risk. The riskier the job the more money it

makes, but the more likely they'll get put in prison. If a Thief gets

put in jail you'll have to bail them out, which costs you money. See the

gamble involved herein? All of these success and fail rates are handled

with dice rolls under the hood and you'll get news of their successes

roughly every week. Pick settings you like and if they aren't bringing

you a profit change them as needed. You must pay your dues to Renal,

however, so keep in mind depending on the prowess of your thieves and

Renal's humor you might actually lose money. This typically only happens

if a few of your thieves get caught and you don't bail them out,

reducing the operatives you have on the field and thus the potential

income they might bring. Going with low-risk jobs typically gets you

more than enough to pay Renal and keep some pocket change, as well.

When you need to pay Renal a Thief named Joster (x=700, y=290) will show

up, at which point you really need to pay him off.

Note: Unlike most events in this game that seem random but aren't, this

one actually is. After you change the variables of each Thief's mission,

a simple random number is rolled and checked against the difficulty of

the mission. It's a simple 100-scale percentile roll, and oddly enough,

it's checked immediately after you give your orders-not when they come

back. Anyways, the more difficult the mission, the less likely they are

to succeed... which typically involves you paying a bribe to get that

Thief back in action. If you play it safe and pick the lowest difficulty

options every time you'll make the least money... but you'll be almost

guaranteed success. Performing low-risk missions, I typically made a

steady income of 1600 gold per five days. Joster will ask for between

300 and 1000 gold every time dues are... well, due. The amount of money

you'll make depends not only on the risk of the missions you send your

Thieves on, but also on how diligent you are about checking up on your

guild and ensuring your rogues are working. Renal will collect his dues

even if your rogues are standing idle. If you fail to pay Renal's

representative in time, you'll lose your guild. If you lose your guild,

you can go pay Renal 4000 gold to get it back.

That's just the basics, though, for those of you who don't want to

delve too deeply into things. For those that do, here's the full

details. Each Thief has a number of variables you can set-a 'safe'

option and a 'risky' option. Risky options return more money, but

incur a higher rate of potential incarceration. With no risky options,

their rate of success is 90%. With one risky option, the rate of

success is 80%, with two, it's 65%, and finally with three it drops down

to 50%. If one of your rogues is caught during their mission, they

obviously won't generate any profit, and to have them handy later,

you'll actually have to pay up. Depending on their potential profits

as the risk goes up, and the cost of bailing them out, some rogues

will make you much more money, over a long-term period, with riskier

tasks. To factor their long-term profitability based on risk, I

simple simulated ten 'runs' with each rogue and added up the money

they'd make each time at a certain risk-factor (risk 0 is no risky

choices, risk 1 is one risky choice, and so on). From this total I

subtracted an amount based on how likely they were to be incarcerated-

for example, after ten runs at 'Risk 3' Hanz could potentially make

you 9000 gold... but with a 50% incarceration rate, that drops to

about 4500 gold for a ten-run span. With a 100 gold bribe per capture,

that drops us to 4000 gold total-or an average of 400 gold per run at

the highest risk. This value is noted in the 'Average' row on the

table below.

o=======o=======o=======o=======o=======o=======o

| Rogue |Risk 0 |Risk 1 |Risk 2 |Risk 3 | Bribe |

| | 10% | 20% | 35% | 50% | |

o=======o=======o=======o=======o=======o=======o

|Hanz | 200 | 400 | 600 | 900 | 100 |

|Average| 170 | 300 | 355 | 400 |-------|

|-------|-------|-------|-------|-------|-------|

|Goshan | 200 | 300 | 500 | 750 | 200 |

|Average| 160 | 200 | 255 | 275 |-------|

|-------|-------|-------|-------|-------|-------|

|Kretor | 250 | 500 | 750 | 1000 | 50 |

|Average| 220 | 390 | 470 | 475 |-------|

|-------|-------|-------|-------|-------|-------|

|Morsa | 100 | 250 | 500 | 750 | 250 |

|Average| 65 | 175 | 237.5| 250 |-------|

|-------|-------|-------|-------|-------|-------|

|Varia | 150 | 300 | 500 | 800 | 300 |

|Average| 105 | 180 | 220 | 250 |-------|

|-------|-------|-------|-------|-------|-------|

|Total | 900 | 1750 | 2850 | 4200 |-------|

|Average| 720 | 1245 | 1537.5| 1650 |-------|

o=======o=======o=======o=======o=======o=======o

As you can see from the chart above, not all rogues are made the same.

Different jobs, different crimes, different penalties. Kretor is the

king when it comes to profit, while Varia and Morsa kinda suck. A trend

that is univeral, however, is that there is a huge leap in profit if

you pick one risky element for each rogue. In the long run, you earn

more money as risk increases, but I tend to neglect to do this simply

because it's extra clicky work getting them all out of prison. Still,

at risk factor one (not to be confused with warp factor one) you'll

make nearly twice as much as with no risk. The rate of return falls off

sharply thereafter-with risk factor two you'll make about 20% more than

with risk factor one, and with maximum risk, the return is only

marginally better (less than 10%).

<---------------------------------------------------------------------->

4) You will also find Lathan (x=600, y=270), who will tell you when

problems arise that require your personal attention. You'll be told that

there is nothing at this time that requires your attention, only to

have somebody named Ama show up and ask you to serve as a decoy contact

for a politician who is causing the guild trouble. If you freed Kamuzu

from Mae'Var's Prison he'll show up and warn you about Ama, saying she

was... close... to Mae'Var, and she is not to be trusted. Good to know.

Let's deal with this little problem then, shall we? When you arrive at

Waukeen's Promenade you'll find Ama, who will implore you to wait.

Eventually a man named Sir Greshal will arrive and Ama will spring her

ambush. A number of Muggers will pop out and fight in a similar fashion

as the Shadow Thieves. Still, one Insect Plague should win this fight

in short order. When Sir Greshal dies he'll leave behind a suit of

Splint Mail, a Small Shield, a Bloodstone Gem, a Mace +1, and 21 gold.

On Ama you'll find a suit of Studded Leather Armor, Potions of

Invisibility x2, a Potion of Extra Healing, a Horn coral Gem, Poisoned

Throwing Daggers x20, a Dagger, and 340 gold.

<---------------------------------------------------------------------->

5) Go back to Lathan, who will apologize for his lapse in security. If

you kick him out you will-as he warns-not be able to complete the rest

of the guild quests. I grudgingly keep him aboard. You will be told that

Kretor has been paying his dues to you out of his own pocket, as one of

the pickpockets underneath him has been skimming the profits. Apparently

they know who it is, but aren't coming forward with the information as

they don't trust you yet. You'll have several options to deal with the

situation. Let Kretor deal with it himself. Kill them all. Randomly

kill one of them. Or dock all of their pay. If you dock all their pay

the guilty one will turn up dead, and everything is resolved. That's it

for the SHadow Thief guild... you can still collect your money and

assign missions, but the quests are over. Seems kind of underdeveloped,

doesn't it? Especially compared to some of the other guilds... oh well.

o======================================================================o

| The Book of Kaza and the Nether Scroll |

| (Securing Korgan and Edwin) |

o======================================================================o

Sequence of Events: {WLK008}

1) Edwin's Ambition

2) Adoptor-Seeking Arenthis

3) Wellyn's Rest

4) Tomb (AR0810)

5) Uncle Lester's Revenge

6) Tomb (AR0812)

7) Stein and Company

8) Tomb (AR0813)

9) Tomb (AR0807)

10) Buried Alive

11) Sethle's Confession

12) Tomb (AR0805)

13) Tomb (AR0806)

14) The Lower Tombs

15) Spider Central

16) Pai'Na's Den

17) Finishing the Lower Tombs

18) I Hate Level Drain, I

19) To the Split

20) Sarcophagi Skeleton

21) Nevaziah

22) Sniped by Shagbag!

23) Shagbag Strikes Again

24) Korgan's Revenge

25) Edwin's Translation

26) Edwin's Transformation

27) Edwin's Tracker

Graveyard District (AR0800)

o======================================================================o

1) When you arrive Edwin will mention the Nether Scroll-which Edwin is

sure lies in the lower tombs in Athkatla. This is the first area in the

game we'll explore in a traditional fashion... you know, going around,

exploring all the places, collecting quests, and otherwise doing

adventure-y type things, in contrast to briefly running through like we

have been doing.

<---------------------------------------------------------------------->

2) Over at (x=1450, y=1920) you will find Arenthis, a priest of

Lathander and his charge Risa (x=1470, y=1970). He'll ask you to find a

caretaker for Risa. Fortunately, just such a thing exists right here in

the Graveyard District. Over at (x=920, y=820) you'll find Kamir, a

Paladin mourning the loss of his adopted son, Stefan, who was killed by

bandits in Kamir's absence. If only there were SOME way he could, I

don't know, get another orphan? After all, if at first you don't

succeed, try, try again. Suggest Risa to Kamir and you'll get an

experience reward. Wait a while for Kamir to get over to Arenthis and

Risa and you'll get a bit more experience.

***REWARD***

(For finding a adoptive parent for Risa)

EXP 12250 + 3000

***ENHANCED EDITION***

Arenthis and Risa have been moved for the Enhanced Edition. They used

to be standing over at (x=2350, y=1880) and (x=920, y=820), near the

Tomb of Dragomir... which of course, didn't exist in the original game.

Or rather, it existed, but it wasn't important.

<---------------------------------------------------------------------->

3) Head north-west to find some Halfling 'Mourners' at about

(x=1620, y=1730). They are Wellyn's parents, whose ghost will be here at

night. There are ways to get this quest now without having to advance

the story (namely by being too poor to pay for the help of Valen's

mistress), and I'll mention the quest here just to complete the

Graveyard District. At night you'll find Wellyn wandering around his

grave-or rather, he'll find you and initiate dialogue. He'll tell you

that he was killed by a Thief, and he needs his bear, Littleman, so he

can rest. The Thief is one 'Llynis', who spends most his time at the

Copper Coronet. To reach Llynis you'll have to get access to the back

rooms, which you can achieve by talking to Lehtinan (x=400, y=1220) and

selecting dialogue options #1, #2, #2, and #1 (among other options).

Llynis is at (x=660, y=550), and you can talk him into giving you the

bear... but why not just kill the bastard? Regardless of how you do it,

get Littleman back and give it to Wellyn. If you wait until day and talk

to Wellyn's parents you'll get some more experience for your trouble,

but no reputation increase... the kind of reward you think such a good

deed would warrant... ah well.

***REWARD***

(For giving Wellyn his bear, Littleman, so he can rest in peace)

EXP 15500

***REWARD***

(For talking to Wellyn's parents)

EXP 5000

Tomb (AR0810)

o======================================================================o

4) Anyways, now that the Halflings are gone, continue into the tomb at

(x=1450, y=1850). Inside are two Skeleton Warriors... nothing as

terrible as the ones in Baldur's Gate 1, however. They won't hit you

much, and aren't immune to non-magical weapons. They do, however, still

have Two Handed Swords +1, which will sell well.

***ITEMS***

(x=450, y=400) 29 gold

<---------------------------------------------------------------------->

5) Exit the tomb and head north-west to find a scared peasant named

Nevin, who begs you to help put down his dead uncle Lester. Uncle

Lester will show up and the two will argue. Note that the voice of Uncle

Lester is the same actor who does Harold, from the Fallout series. Uncle

Lester will then attack Nevin, and you can jump in to save him, if you

wish.

***REWARD***

(For saving Nevin from Uncle Lester)

EXP 6500

Tomb (AR0812)

o======================================================================o

6) Ignore the tombs at (x=900, y=1650) and (x=650, y=1800) as they are

ways to get to where we're going, and it should not be explored before

we're done with the rest of the graveyard. Instead go into a tomb at

(x=1350, y=1200). Korgan grabs the Battle Axe +2.

***ITEMS***

(x=400, y=350) Battle Axe +2

(x=350, y=300) Bloodstone Amulet, 1 gold

***TRAPS***

(x=400, y=350)

<---------------------------------------------------------------------->

7) Near the middle of the level, at night, you can find Stein

(x=1720, y=1050) near the Crypt at (x=1670, y=1000). Talk to him, and

pick option #2 to question his activities. If you threaten to put him

down, he'll summon two of his buddies. They're weak, and really don't

drop anything of value.

Tomb (AR0813)

o======================================================================o

8) Go up some stairs and into another tomb (x=1670, y=1000) to find two

Shadow Fiends and a Mummy. Everybody has magical weapons by now, so

this isn't a hard fight, just watch out for the Mummy's ability to

disease you and the Shadow Fiend's paralysis. Both of which can be

cleared up easily enough with Clerical spells, but in the middle of a

fight it can be annoying.

***ITEMS***

(x=400, y=350) Gold Ring, Skydrop Gem

Tomb (AR0807)

o======================================================================o

9) At (x=2250, y=1100) you'll find another tomb, this one has two

nobles standing outside of it by the name of Arthur (x=2240, y=1200) and

Maggie (x=2150, y=1150) who will reminisce over their deceased butler

Jeeves. Go inside, loot, and leave.

***ITEMS***

(x=400, y=350) 34 gold

<---------------------------------------------------------------------->

10) Go up some stairs to the north-west and you'll get the following

message:

"Nearby you see an open grave. A chill runs up your spine as you hear a

sound emit from it. You shake your head and continue walking. The sound

is clearer now. You are not imagining it. Muffled cries for help are

coming from the grave."

Click at (x=1000, y=670) to help the poor soul. The man in the grave,

Tirdir, will talk to you, thanking you for rescuing him. He'll tell you

that some men held him hostage and buried him alive when they received

the ransom money they asked for. He'll tell you one of the men wore a

bright red shirt, and give you a piece of it to help in your search and

he'll tell you that the Gravekeeper spoke to this red-garbed man. Edwin

will complain about doing something as useless as helping a peasant

out... Wait... Red clothes? Nah, couldn't be.. Anyways, if you want to

finish this quest now, you'll need to skip over to [WLK020],

Steps 10-12.

***REWARD***

(Rescue Tirdir from his grave)

EXP 6500

<---------------------------------------------------------------------->

11) Speaking of a Gravekeeper... Over at (x=1550, y=400) you'll find

Sethle the gravekeeper. Talk to him and threaten him a bit and he'll

eventually capitulate and spill the beans, telling you that the man in

red you're looking for can be found in the Bridge District.

Tomb (AR0805)

o======================================================================o

12) Go in the tomb near Sethle at (x=1450, y=400). Inside you'll find

two Mummies and a Skeleton Warrior. Give the Mummies priority, because

again, they can cause disease. Pummel them, loot, and leave.

***ITEMS***

(x=450, y=400) Silver Necklace, Scroll of Identify, 6 gold

Tomb (AR0806)

o======================================================================o

13) Head over to the tomb at (x=750, y=850) where you'll find the Crypt

King. He's got a lot of Hit Points and can dish out some serious damage

He's immune to non-magical weapons but thankfully he's got a fairly low

Armor Class. It wouldn't be a bad idea to Haste up and use some Clerical

spell-buffs before taking him on, as at this point he'll likely do some

damage to your characters. He also likes to start things off by casting

Horror, so counter with Remove Fear. He's not hard in the grand scheme

of things, but when the best of my characters is boasting a -4 Armor

Class he can do a lot of damage. When he dies he'll leave behind a

Helmet, a Garnet, and Namarra +2. Namarra is a Long Sword +2 that can

cast Silence 15' Radius three times per day. Not only is a +2 weapon an

improvement over my Fighter/Mages' Katana +1, but it also serves a

useful purpose in being able to foil enemy spell casters. It's not a

great weapon by itself, but its ability to cast Silence 15' Radius means

it might be a good idea to keep it on hand long after it's melee

usefulness has been eclipsed by more powerful weapons.

***ITEMS***

(x=400, y=350) 9 gold*

(x=350, y=300) Ziose Gem*, Scroll of Summon Efreet*

*In a later playthrough, these containers yielded three scrolls-a Scroll

of Mislead, a Scroll of Flesh to Stone, and a Scroll of Abi-Dalzim's

Horrid Wilting.

Lower Tombs (AR0801)

o======================================================================o

14) Now it's time to get down to the Lower Tombs. I prefer taking the

entrance marked on your map at (x=2600, y=850). You'll have to be

careful down here, as there are a fair number of traps. In the cavernous

chamber immediately to the west are a variety spiders and Ettercaps. You

should view Ettercaps as much more severe threats at this point. Swords

Spiders can't really do much more than harass you, but Ettercaps can

poison you, which is much more annoying. Work your way around to the

south and Korgan will tell you that you're close to the tombs he's

interested in. These tombs can be found by taking the area exit at

(x=2700, y=3300), but we should finish off (AR0801) before we head to

(AR0802).

***TRAPS***

(x=3550, y=1900)

<---------------------------------------------------------------------->

15) North from the exit to (AR0802) you'll find another exit. When you

approach a Sword Spider, Phase Spider, and Wraith Spider will show up.

Kill them and spell-buff before before you head to the ominous web-dome

to the north (x=2400, y=1400).

Pai'Na's Den (AR0804)

o======================================================================o

16) Once you arrive you'll be bothered by a Dark Elf named Pai'Na in a

place reminiscent of where you fought Centeol in the first game. She'll

summon a host of weak little spiders to help her, which a Fireball will

kill admirably. I hit her with Namarra's Silence 15' Radius ability and

chop her down. Insect Plague also works well, and it's just as good at

killing her Spiders as it is for stopping her spells. Have some Slow

Poison spells ready, as her Spiders do some outright stupid poison

damage. When Pai'Na dies she'll leave behind a Black Spider Figurine and

a Quarterstaff. The spider summoned by the figurine isn't terribly

strong, but having anything that can distract enemies is good. Loot her

web for some more toys, namely the Pale Green Ioun Stone. It won't

protect you from critical hits and it doesn't give you an Armor Class

bonus, but it's still a nice item to put in your helmet slot. Put it on

a character that struggles with Hit Points and THAC0, but otherwise has

a good Armor Class. Also, since it does not protect you from critical

hits it should go on a more... secondary Fighter. Viconia stands out as

the best choice for this item, but Jaheira is a good choice as well. In

the latter instance she can pass off the Helm of Balduran to a stronger

Fighter. The Scroll of Spell Immunity is also rather useful in certain

situations. For example, if you know an enemy is going to try something

sneaky like cast an Imprisonment spell you can use this spell to become

immune to Abjuration spells, or if you know an enemy is going to hit you

with death spells you can become immune to Necromancy. You can even

prepare multiple instances of the spell to become immune to multiple

schools of magic... In fact, this spell is the back-bone of my anti-

Lich strategy, and is perhaps the best defensive spell against magic in

the entire game. Paired with the Cloak of Mirroring, you can-for all

intents and purposes-become immune to enemy spells... or at least all

the ones that matter.

***ITEMS***

(x=600, y=380) Pale Green Ioun Stone, Scroll of Spider Spawn,

Scroll of Spell Immunity

Note from Lee: in my case, the Pale Green Ioun Stone goes on Edwin. My

party is very well protected, due to having steal/sold over 300k worth

of items to Gorch in Mae'Var's Guildhall and then purchasing all of the

best weapons and armor available at this point in the game. Since Edwin

cannot wear a helmet, and I don't want to lose the critical hit safety

on the rest of the party, it's the best choice.

<---------------------------------------------------------------------->

17) Head back out to (AR0801) and continue west to find some more

spiders, traps, and loot. You'll also find entrances to the outside, and

to the north you'll find a door you can't open yet. As for the scroll of

Horrid Wilting we'll find; Horrid Wilting is one of the best direct

damage-dealing spells in the game for several reasons. Firstly, it

simply out-powers spells like Fireball (10d6 versus 20d8). Secondly it's

not fire damage, so fewer creatures are immune to its effects. And

lastly, and most importantly, it won't affect party members. Since you

can throw it into combat with impunity it'll become one of your most

effective weapons... just as soon as you can cast 8th level spells. Save

it for Imoen or Edwin to scribe later. You definitely don't want to have

a character learn it who you won't play with, and being a multi-classed

Mage, my main character isn't going to be able to cast it for a long,

long time. When you're done looting head over to (AR0802).

***ITEMS***

(x=1100, y=3000) Scroll of Ray of Enfeeblement,

Scroll of Minor Spell Deflection, Wooden Stake,

Arrows x80, Throwing Axes x30, Bolts x80

(x=900, y=3570) Scroll of Abi Dalzim's Horrid Wilting, Gold Ring,

Scroll of Color Spray, Scroll of Protection from Fire

(x=420, y=3350) Bluestone Necklace

***TRAPS***

(x=1100, y=3000)

(x=1150, y=3150)

(x=900, y=3570)

(x=750, y=3700)

Southern Dungeons (AR0802)

o======================================================================o

18) This room sucks. Ahead of you is a mosaic of a person's bust, on top

of which are several traps. If you go forward too far you'll provoke an

attack by assorted undead, the worst of which are Wights, which can

cause level drain. I must say that I HATE level drain, it's just a pain

in the ass to cure, and it annoys me nearly as much as losing one of my

characters. The best defense against level-draining foes at this point

in the game is... well, Dorn. He's immune, which is a wonderful thing.

Just let him run up and draw the fire, while you use whatever ranged

weapons you have to assist. The good party, however, has to just rely

on ranged attacks and spells, as we do not yet have gear that grants us

immunity-and Negative Plane Protection just has a laughably short

duration. Failing that, rely on spell buffs like Blur and Mirror Image,

but keep in mind that while Stoneskin might negate damage, it won't

negate the level drain. Using summons as decoys works well, too, for

obvious reasons. There is also a Vampyre in the far corner which, while

not as strong as a normal Vampire can still level drain, and three

freaking levels a hit at that! So long as you don't go too far forward

you shouldn't draw it into your fight while the Wights are still alive.

Lead with Dorn or use summons as decoys while you pelt it at a range.

You can also use what I'll call our 'vampire Strategy': Have a Cleric

cast Chaotic Commands (a 5th level spell) and Negative Plane Protection

(4th level) on a Fighter. I typically choose my main character, who can

spell buff with additional magics. Then I engage with my main character

while the rest of my party lets loose with magical ammunition. Note,

this is also my strategy for dealing with Illithids, and once I obtain

the Amulet of Power I can dispense with Negative Plane Protection when

fighting level-draining foes.

***ITEMS***

(x=960, y=260) Pearl Necklace, Scroll of Protection from Electricity,

Bullets +1 x40, Darts +1 x40, 100 gold

***TRAPS***

(x=820, y=490)

(x=870, y=450)

(x=900, y=530)

(x=1050, y=650)

<---------------------------------------------------------------------->

19) Opposite where the Vampyre came from you'll find a secret door

(x=900, y=800). Head through it to find some Mummies. Further down the

hallway you'll find Shadows, a Shadow Fiend, and Wraiths. Thankfully,

no Wights. Continue on until you come to a fork, one path leading east

and another leading south.

***ITEMS***

(x=530, y=1300) Silver Necklace, Fire Agate Gem, Onyx Ring,

Arrows +1 x40, 70 gold.

<---------------------------------------------------------------------->

20) To the east you'll find a trap in front of the sarcophagus at

(x=820, y=1320). Disarm the trap and activate the sarcophagus to open

it. A Skeleton Warrior will appear, which can then be lured back to the

open area where you fought the Wraiths and easily dispatched. Search it

Halycon +1.

***TRAPS***

(x=820, y=1400)

<---------------------------------------------------------------------->

21) Continue further down the eastern tunnel to find a group of Mummies

and Ghasts. Fireball and Holy Smite work well to hinder them before

engaging, just don't catch party members in them. You'll eventually find

a Lich named Nevaziah if Edwin is in your party. Edwin demands the

Nether Scroll, Nevaziah declines, and a battle ensues. Nevaziah,

although a Lich of sorts, isn't nearly as dangerous as a true Lich. Get

on top of him with your Fighters, Edwin for his part interrupts him as

often as possible with Magic Missiles. A True Sight spell will keep most

of his mischief at bay, or at least prevent him from getting respite via

Shadow Door and protection with Mirror Image. When he falls Edwin will

claim his Nether Scroll. He's not quite done with the Nether Scroll just

yet, but it'll take him time to read and interprate it. Now Edwin is

satisfied, go back to where the path split and head south.

***ITEMS***

(x=2070, y=1250) Dagger +1

(x=2100, y=1200) Silver Ring, Moon bar Gem, Wand of Fear,

Scroll of Reflected Image, Bolts +1 x40

***REWARD***

(For claiming the Nether Scroll)

EXP 11750

<---------------------------------------------------------------------->

22) Disarm the slew of traps on your way south until you come to an

open room where a Mummy, declaring itself to be a student of Nevaziah,

will attack the party for defiling the tomb and stealing the Book of

Kaza. Unfortunately it seems Korgan's old buddies have beat us here, and

Korgan is beside himself with rage. Search the tomb and leave. Korgan

wants to go to Pimlico's and try to head off Shagbag and his crew.

Onward, to the Temple District.

***ITEMS***

(x=1230, y=2130) Throwing Axe x10, Composite Long Bow, Arrows +1 x8

(x=870, y=2370) Potion of Defense, 110 gold

***TRAPS***

(x=300, y=1600)

(x=450, y=1800)

(x=700, y=2060)

Pimlico's Estate (AR0905)

o======================================================================o

23) Pimlico's Estate is north-east of the Temple of Lathander

(x=4300, y=1000), so head on over. Unfortunately, Pimlico is indeed

dead when you arrive, although why Korgan's crew would kill their boss

is a mystery (although people who would travel around with Korgan can't

be very nice folk.) He suggests finding them at the Copper Coronet,

where they are off celebrating. Loot Pimlico's Estate for some meager

treasure and head off to the Slums District.

***ITEMS***

(x=550, y=250) History of Tethyr, 2 gold

(x=750, y=110) Oil of Speed, 20 gold

(x=450, y=420) Tchazar Gem, 7 gold*

(x=350, y=470) Potion of Extra Healing x2, Dart of Wounding x1

(x=220, y=550) Greenstone Ring, 134 gold

*As a random treasure here, I've also obtained a Scroll of Pierce

Magic, instead of some pocket change.

***TRAPS***

(x=220, y=550)

***REWARD***

(For discovering Pimlico's fate)

EXP 8750

Slums District (AR0400)

o======================================================================o

24) Go to the Copper Coronet and head up the stairs to the roof to find

Shagbag (x=2020, y=1730) and company. Korgan and him will exchange

pleasantries, after which cheeky hostility verily doth ensue. I hit

them with two Silence 15' Radius (one from Namarra and one from Viconia)

to ensure that their Cleric doesn't cause any trouble. I also summon

Kitthix next to him, which will hopefully distract a few of them.

Jaheira gets off an Insect Plague and the fight is well in hand. I loot

Shagbag for a suit of Chain Mail, a Helmet, a Medium Shield, the Book of

Kaza, a Short Sword, and 250 gold. Scrooloose has a suit of Chain Mail,

a Helmet, a Medium Shield, a Short Sword, and 200 gold. The Cleric has

a Quarter Staff and 49 gold, while the two Goons each have a suit of

Chain Mail, a Helmet, a Medium Shield, a Short Sword, and 100 gold.

Korgan is now yours to keep for as long as you want him. He will ask the

party to go see to some business he is interested in with some fellow

named Madeen in the Government District, but unless you flat-out deny

him he'll stick around... even if you let time pass. Frankly at this

point in the game I could care less about Madeen, or Korgan's image,

for that matter. Oh, and the Book of Kaza is simply something you can

sell.

***REWARD***

(For locating Shagbag and his posse)

EXP 5000

I now head over to a merchant and sell my accumulated wealth, bringing

me over 30,000 gold. I can now buy most anything I want, but considering

what's coming up next... it's time to get the Shield of Balduran from

Deidre in the Adventurer's Mart. I also get the Bracers of Defense

A.C. 3 more or less because it's the only other item I can afford. I put

the Shield of Balduran on Jaheira, as her Strength is a useless 15, and

she won't lose a thing by dropping down to 14. The Bracers go to my main

character, of course. This brings his Armor Class down to an acceptable

-2. Next up is the Unseeing Eye quest, but we really should let the

Edwin's business with the Nether scroll come to a conclusion, first.

If you're feeling frisky, however, skip on ahead to deal with other

quests while you wait for Edwin to complete his research. The remaining

Steps in this Sequence will cover the rest of Edwin's quest in a safe

setting where we can advance time at a whim-in the Copper Coronet. Of

course, you can use any inn/stronghold, as long as you can rest and

pass the time quickly.

<---------------------------------------------------------------------->

25) Once in the Copper Coronet, go and rest for a few days, at which

point Edwin will exclaim that he has translated the Nether Scroll. He

will get a good chunk of experience before letting you continue on. Note

that in between resting be sure to check on your Thieves' Guild lest

you lose it. Pursuing the Thieves' Guild quests is another alternative

to just frittering away time resting.

***REWARD***

(For Edwin translating the Nether Scroll)

EXP 50000 (Edwin only)

<---------------------------------------------------------------------->

26) Rest another day and Edwin will discover a spell of transformation

in the Nether Scroll, which he thinks is akin to the transformation of a

Mage into a Lich. He of course, being an ambitious Red Wizard of Thay,

has no qualms about becoming an undead monster if it means gaining

eternal life and the powers of a Lich. Unfortunately Edwin's spell

doesn't go quite to plan, and you end up with... Edwina.

<---------------------------------------------------------------------->

27) This next step takes some time, so sit back, rest up, and have fun

watching your comrades taunt Edwin. To my knowledge Yoshimo is the first

and only character to actually refer to Edwin as 'Edwina'. Eventually a

Mage by the name of Degardan will show up and inquire about Edwin, who

is apparently not in good standing back home. The surprises never end...

Don't sell Edwin out or he'll turn hostile and there's no getting him

back. Wait some more and Degardan will show up again, spotting Edwina

for who she is. He'll dispel Edwin's unfortunate change of state,

after which a fight ensues. Degardan is fairly rough, but if you have

Breach and True Sight ready you'll be much better off. Degardan starts

out with a Spell Trigger unleashing a Stoneskin and Protection from

Magical Weapons. Again, you best friend is Insect Plague, along with

True Sight to keep him honest. When Degardan dies he'll leave behind two

Potions of Extra Healing, a Wand of Monster Summoning, a Scroll of Death

Spell, a Small Shield +1, a Quarter Staff +2, and 73 gold. Now we're

done with Edwin and Korgan for good.

As mentioned earlier in the guide, now is the ideal time for evil

parties to start appeasing Dorn and Hexxat with some opportune

questage. Dorn should get priority, as his actually has a time limit.

Dorn's quests are covered in [WLK045], while Hexxat's are covered in

[WLK046]. After you're done with those quests, feel free to join the

good party in their next objective-The Unseeing Eye quest, which will

score us some indispensible loot for both parties.

o======================================================================o

| The Unseeing Eye Quest |

| (Recruiting and Securing Keldorn) |

o======================================================================o

Sequence of Events: {WLK009}

1) Ahh... Kobolds

2) Cloak of the Sewers

3) Roger the Fence

4) Roger's Troll Problem

5) Oozes, Slimes, and Jellies

6) Keldorn

7) Axing the Hatchetman

8) The Old Tunnels

9) The Gas Room

10) Gaal's Request

11) Looting the Cult

12) Sassar's Request

13) I Hate Level Drain, II

14) The Lower Reaches

15) Yuan-Ti Tunnel

16) The Guardian's Riddles

17) Guathicide and an Old Friend

18) The Diseased Ones

19) Empathetic Manifestation

20) Tad's Secret Tunnel

21) Ghoul Town

22) The Brawling Hands

23) Looting the Pit of the Faithless

24) The Blind Priests

25) End of the Unseeing Eye

26) Destroying the Rift Device

27) Collapse of the Cult

28) Balance Restored

If you're the good party, you should have recruited Anomen, and kept

Minsc, Jaheira, and Yoshimo on board, and you're coming here right

from [WLK006], at the least. If you don't have the Shield of Balduran

(dealing with the Shadow Thieves should have provided us with plenty

of money) you might want to get it before continuing with this quest.

If you're the evil party, or you're following along chronologically, a

refrsher might be in course-we're investigating a mysterious new cult

that's causing the 'legitimate' religions above some concern. Enter the

sewers in the Temple District, for the sake of making my life easier,

use the entrance at (x=2550, y=2630).

Sewers (AR0701)

o======================================================================o

1) Head south-west to where the path splits and deal with a Green Slime.

There are tunnels leading north-west, south, and south-west. Now is a

good time to get back into the practice of scouting ahead, so as to not

run into dangerous encounters unprepared. To the north-west is a fight

with a group of adventurers we don't want to have just yet, so spell-

buff and head south-west. Be wary as you adventure around for groups of

Kobolds. Like in Baldur's Gate 1 these little reptiles seem drawn to

sewers, and while not dangerous on their own they can whittle down

health and be annoying. The exception is with Kobold Shamans. For some

reason my party is inclined to fail their saves against Hold Person

spells, even though by my level the odds should favor me...

<---------------------------------------------------------------------->

2) Ahead you'll find a group of Kobolds, including Kobold Commandos.

More importantly you'll find a Raksasha standing in a depression, who

has fair Hit Points, a good Armor Class, spell resistance, and immunity

to non-magical weapons. For all that, however, he's really just a tank

who'll cause trouble only if the spell-casting Kobolds nearby-the

Witch Doctor and Shaman-get spells off. If you start the fight out with

a Fireball and exterminate whatever Kobolds are left this allows you to

focus on the Raksasha without fear of spells like Hold Person. Keep in

mind that the enemies here have few answers to a creature who is immune

to non-magical weapons, like say, a Fire Elemental? When the Raksasha

dies it'll drop a Long Sword and the Cloak of the Sewers. This is one of

those items that gives you a bonus to Armor Class regardless of whatever

other magical protections you have on... needless to say, it's something

you'll probably wear through the rest of the game. Give it to a front

liner with a lower Armor Class, like Korgan or Anomen (or Keldorn, when

we get him!), or a secondary Fighter who can't wear heavy armor. One of

the Kobolds will also drop a Short Sword +1.

***ITEMS***

(x=1230, y=1450) Scroll of Conjure Earth Elemental, 3 Gold,

Dart of Wounding x20, Arros +2 x20, Bolts +2 x20,

Bullets +2 x20

<---------------------------------------------------------------------->

3) From the center of the level (where the Raksasha was) head south to

find Roger the Fence (x=1690, y=2300) who will sell you stuff... and of

course, he'll buy things, too, including stolen merchandise. He'll also

tell you about a Sea Troll wandering about the sewers, and will pay you

500 gold to get rid of it. You can also buy (steal) a variety of potions

from him, including a host of Potions of Giant Strength, Potions of

Master Thievery, potions of Magic Shielding and Magic Blocking.

<---------------------------------------------------------------------->

4) Go north-west until you find a Otyugh, which isn't too tough despite

the fact it can disease and slow you. Nearby you'll also find Roger's

Sea Troll. Beat it up and use a spell like Burning Hands, Melf's Acid

Arrow, Aganazzar's Scorcher, Fireball, Flame Arrow, or something similar

to deal the last blow when it falls after reaching the 'Near Death'

status. If you stole a Sword of Flame you could use that, or some of

those Arrows of Fire you got from the Kobold Commandos. Return to Roger

to claim your reward.

***REWARD***

(For killing Roger's Sea Troll)

EXP 9500

Gold 500

Note from Lee:

In 6 times playing thru this game, I've only once found an Otyugh here.

<---------------------------------------------------------------------->

5) Head north from where you fought the Otyugh to find a chamber with

an Ooze Mephit, Green Slimes, and an Ochre Jelly. All you really have to

worry about here is the Stinking Cloud the Mephit will unleash at the

beginning of the fight.

Note from Lee:

As above, I only found these foes here once.

<---------------------------------------------------------------------->

6) Continue north to find Keldorn, who promptly slays a Zombie and then

addresses the party. Since the only reason we're here this early in the

game is to recruit Keldorn, you might as well bring him along. If you

are an evil party and don't care to recruit Keldorn, then by all means

ignore him. I can't imagine why any good party wouldn't want a warrior

of Keldorn's caliber on their side, however. He comes pretty well

equipped with a Two Handed Sword +2 that deals 5 points of magic damage

to an attacker every time Keldorn is hit and a special suit of Full

Plate Armor +1 with Free Action. Note that when taking damage his sword

emulates a Fireshield: Blue, which stupidly counts as casting a spell

and can get you in trouble with the Cowled Wizards. Just something to

keep in mind when you get to the surface. Anyways, with or without

Keldorn work your way around to the east. It's time to confront the

enemies north-west of where we entered. Ignore the secret door at

(x=1100, y=500), as it leads us to where Haer'Dalis is kept. If you want

him as part of your party, go to [WLK012]. As for me, I prefer to

complete the Unseeing Eye quest and lock-in Keldorn, first.

<---------------------------------------------------------------------->

7) Scout ahead to find a group of adventurers consisting of the

following folks: Rengaard, Gallchobhair, Gaius, Tarnor the Hatchetman,

Draug Fea and Zorl. They're a pretty diverse bunch, equal to any

adventuring party you could cobble together early in the game, with

plenty of fighting power and spells. What's worse is at this point in

the game they're likely higher leveled and better equipped: Rengaard is

a Fighter/Cleric (level 12/11), Gallcobhair is an 11th-level Fighter,

Gaius is a 14th-level Abjurer (specialist Mage), Tarnor the Hatchetman

is a 13th-level Fighter, Draug Fea is a 12th-level Fighter, and Zorl

is a 12-level Cleric. My evil party had about 450,000 experience per

character at this time, ranging from about 8th-11th level. Clearly,

in a direct confrontation I'm out-matched...

...So we'll just have to out-smart them. Head up to the group with one

character to trigger Tarnor the Hatchetman to demand you pay 1000 gold

to pass. Decline his generous offer and quickly run back to your party.

If a few of the enemies followed you, spell buff and try to take them

out piecemeal. More likely they'll bunch up to spell-buff, which suits

me just fine.

Creep forward with a hidden character to map their location. Watch out

for Gaius, as he's easily the most dangerous character there. Not only

can he cast high level spells, but he'll use True Sight if he even

suspects an invisible or hidden character nearby. Once they are marked

spell buff your party and cast as many Chaos spells at the edge of their

group as you can (without bringing them into sight). Slow and Greater

Command are also worthy spells, in the absence of Chaos.

After the first round of spells is off, I summon Kitthix with the Black

Spider Figurine (any summon will work, however) and lead with some

fodder. The whole point of this is to get the enemy to focus on the

summon-right behind it will be Jaheira and my other spell casters. Once

Jaheira spots an enemy-any enemy-she'll cast Insect Plague on her

target, while my Mages hit the enemy with another round of debilitative

spells. If Jaheira were to get hit by Tarnor or Gallchobhair's ranged

attacks, it would disrupt her Insect Plague, and probably result in a

reload. A little summoned bait goes a long way in this fight by making

that unlikely to occur.

The Insect Plague will, of course, prevent the enemy from casting spells

and possibly cause them to panic. With a little luck you can debilitate

the dwarves with Chaos and Slow, then focus on killing their spell

casters. First I target Gaius, and when he falls, I work my way through

the rest of the spell-casters (Zorl and Rengaard). All the while, Edwin

keeps the baddies pacified with Chaos and Slow spells, rendering them

completely unable to respond in any meaningful way. When they die

they'll leave behind the following loot:

Draug Fea: Plate Mail +1, Helmet of Charm Protection, Small Shield +2,

Wyvern's Tail +2, Scroll of Improved Mantle, Laeral's Tear Necklace and

119 gold.

Gaius: Scroll of Warding Whip and 34 gold.

Gallchobhair: Full Plate Mail, Arrows x40, Silver Necklace x2, Jade

Ring, Composite Longbow and a Long Sword.

Rengaard: Plate Mail, Garnet and a War Hammer.

Tarnor the Hatchetman: Full Plate Mail +1, Small Shield +2, Elixir of

Health, Gold Necklace, Hangard's Axe +2 and 119 gold.

Zorl: Plate Mail, Large Shield, Skydrop Gem, Mace and 19 gold.

Now that's a haul! The Full Plate Mail +1 can go on just about

anybody... except Keldorn, who has better already. I put the Helmet of

Charm Protection on Jaheira and if you kept Korgan, Hangard's Axe is a

great ranged weapon. Most of the other items I can't find a use for, but

they will at least get us a good hunk of gold. Anyhow, head over to the

exit to the Old Tunnels (x=100, y=400).

Note: Bioware recycled a few names between the two Baldur's Gate games,

either as fan-service, or simply because they're lazy. Zorl was the

name of one of the Merchant League owners in Baldur's Gate, there was

a bandit named 'Ioin Gallchobhair' in the first game, and Tarnor was a

petrified Dwarven hero encountered in Durlag's Tower. You tend to

notice these things after playing through the game a dozen times.

Note from Lee:

I split up my party into three groups for this encounter, each

consisting of a fighter-type and a spell caster; send one around and

approach from the west, another around and approach from the east, and

the third straight up the middle from the south - this will prevent

their area spells from affecting more than two characters at a time.

It may take a try or two before you can get them all situated as close

as possible without starting the encounter, but once you do, spell buff

to the max and save. I normally initiate the encounter from the middle,

but it really depends on where your strongest fighter is. At any rate,

start the encounter and cast disabling spells from the sides

(Chaos, etc) while casting a Fireball or similar high impact spell from

the center. While this is going on, use your ranged weapons to start

dealing out damage, even if it's minor. Once that round of spells is

complete, repeat the process with a Breach or two to take down their

defenses, and have Jaheira throw out an Insect Plague. After that, swap

out ranged for melee weapons and let them come to you; they will have to

split up, and they are much easier to defeat in smaller groups than all

at once.

***VIDEO***

Haeravon Plays: Baldur's Gate 2 Enhanced Edition -

Temple District Sewer Fight {VID001}

https://www.youtube.com/watch?v=H55whZgOnUo

Old Tunnels/Upper Reaches (AR0202)

o======================================================================o

8) To the south-west is an Otyugh and a locked door (x=2770, y=500)

which we can't open yet. So head down a tunnel to the south-east and

kill a few Shadows. You'll come to a room with some alcoves, and

south-west of this room is a chasm bridged by makeshift bridges with

more Shadows inside. Disarm the trap and some Ettercaps will appear.

Note from Lee:

To the south-west, I normally encounter either a Carrion Crawler or an

Otyugh at about (x=2760,y=650). After killing it, continue south to the

window at the end of the passage to cause the two Shadows to come around

and meet you in the hallway. This is a good time to use the hallway

combat strategy - while they are moving thru the dungeon to get to you,

you have plenty of time to arrange the party to put the three strongest

fighters in front. They can usually take out both enemies by themselves,

but a spell or two can't hurt. Either way, kill them both before heading

back north and then east to continue this step in the Ettercap room.

I use the doorway strategy here - get my strongest fighters in the

doorway with ranged weapons backing them up, then run across, disable

the trap, and run back to safety before the Ettercaps can catch my

thief - the Ettercaps are easy for 2-3 fighters who only have to fight

1-2 at a time. Have a couple Antidotes ready for after the fight.

***TRAPS***

(x=3300, y=920)

<---------------------------------------------------------------------->

9) Continue south-west until you find a door (x=3100, y=1750) that

leads to a room with a valve in the middle (x=2950, y=1920). Only take

your Thief inside. As soon as you approach the center two Vampiric Mists

will show up and a Cloudkill spell will trigger. Go pick the door out

and lead the Vampiric Mists to the rest of your party where they can be

smote in detail. These critters are pains in the ass, as they can drain

levels from you. To make matters worse, while they'll start out fights

in a fairly straight-forward manner, once they take a bit of damage,

they'll go invisible and try and seek out the weakest, least-defended

member of your party (for me this is typically Imoen/Edwin). They'll

even try to do this if said party member is on the other side of the

level, or even in another sub-area! What assholes. At this point in the

game your best bet is to have them attack a character protected by

Blur, Mirror Image, and Improved Invisibility, and hopefully they'll go

down without managing to drain any levels. Shooting at them with

enchanted missiles and popping out a few Magic Missile spells before

they reach the party is also a good idea. The Enhanced Edition evil

party, however, has a better way of dealing with things-just send in

Dorn and have him cut down the Vampiric Wraiths. He'll take some damage

from the Cloudkill, sure, but it probably won't be too rough on him,

and overall, it's less hassle.

Note from Lee:

If you have a spare Potion of Mastery Thievery handy, I recommend

drinking it before sending your thief in. Once, I got stuck in here and

Yoshimo couldn't pick the lock to get back out (useless idiot).

Equipping a Restoration Scroll or two isn't a bad idea either, just in

case.

<---------------------------------------------------------------------->

10) Continue south-west into a room where you'll find Gaal and a couple

of his guards (x=2500, y=2170) from whom you'll learn that the Unseeing

Eye is a Beholder. For the record, for all of you folks out there who

don't know much about AD&D, a Beholder is a floating orb of a monster

with numerous eye stalks that cast spells and a large central eye that

negates magic. Some Beholders will intentionally blind their largest eye

so they can learn to cast spells. Some even become Liches of a sort,

which is just a mix of two types of bad. Such a thing might be strong,

but it certainly is no god... Still, it's bad news. Ask to do a service

for the Unseeing Eye and Gaal will tell you to go seek an artifact that

the Unseeing Eye cannot locate himself. He'll give you a key to open a

door back the way you came and tell you the artifact you're looking for

is a part of a rod.

<---------------------------------------------------------------------->

11) Behind the door Gaal is near you'll find a huge pit surrounded by

some rather organic looking walls. To the north you can see a cultist

fail his ocular deprivation initiation. You'll also find Tad

(x=1520, y=2020) over by the pit where the faithless are thrown. Other

than that there's some looting to be done. When you've taken all there

is to take, head back to the hallway leading to the sewers and travel

south-west to find a door at (x=2770, y=500).

Note from Lee:

I usually just send in Yoshimo to loot the area - his PoMT should still

be active from the previous encounter. After all, what's the point of

dragging the entire party thru here if you really don't need to?

***ITEMS***

(x=2050, y=2200) Ziose Gem, Bullets +1 x40, Darts +1 x40

(x=1800, y=2350) Scroll of Protection from Normal Missiles,

Scroll of Slow, 980 gold

(x=1170, y=1670) Scroll of Animate Dead, Scroll of Cone of Cold,

130 gold

(x=1300, y=1350) Arrows of Ice x40, Bolts of Biting x40, 73 gold

(x=1520, y=1200) Scroll of Cloudkill

(x=1700, y=1140) Arrows of Piercing x20, 57 gold

(x=2050, y=1100) Moonstone Gem, Darts of Wounding x30, 109 gold

(x=2200, y=1120) Scroll of Non-Detection, Andar Gem, Skydrop Gem,

24 gold

<---------------------------------------------------------------------->

12) Go through the door, down a trapped tunnel, and into another room to

find a man named Sassar (x=2000, y=520). He and his fellows were former

worshipers of the Unseeing Eye, but they left once they learned the

depth of the Beholder's evil. He'll also tell you that the Beholder came

here for the sole purpose of acquiring the artifact you've been sent to

retrieve, with which it could wreak terrible destruction. If you were to

retrieve the half of the rod the Beholder wants, however, you could use

it to slay the Unseeing Eye. Once you find the missing half of the rod

Sassar will tell you where the Unseeing Eye keeps its half, leaving our

primary objective unchanged as of yet. Sassar will warn you not to

tamper with the sarcophagus in the middle of the room (x=1700, y=500),

and it's sound advice. We've no need to tangle with a Lich yet. To the

north-east you'll find two more former cultists who have little to say

and two chests you can loot.

***ITEMS***

(x=2320, y=270) Bolts +2 x40, 26 gold

(x=2100, y=220) Scroll of Lower Resistance, 1 gold

***TRAPS***

(x=2450, y=550)

<---------------------------------------------------------------------->

13) Head south-west to find a trapped tunnel with some Shadows and

Wraiths lurking around. Yeah, more damned undead that can level drain.

Just lead with your best Armor Class and try not to engage them all at

once... if for no other reason than to prevent having to cast a

Restoration. Or lead with Dorn. Damn, the evil party has it easy. Go

past a secret door (x=900, y=1100) that we can't open yet to find some

stairs (x=100, y=1400). Into the breach, and all that rot.

***TRAPS***

(x=1200, y=1100)

Lower Reaches (AR0204)

o======================================================================o

14) Walk forward a ways to trigger an ambush by some Huge Spiders, which

are sword-fodder by now. Keep heading north until you find a statue

that 'appears to be screaming'. Disarm the trap to trigger a Wandering

Horror and two Sword Spiders to pop up. The Wandering Horror can stun

opponents and cause fear, as well as cast Death Fog, and really, the

enemy strategy in this encounter is just a simple tactic that was

common-place in the first game. The Wandering Horror disables a party-

member (or several), and the Sword Spiders quickly pick off helpless

victims. It can still work, although with a stronger Baldur's Gate 2

party it's much less likely to succeed, especially if you use Remove

Fear. If you click on the statue around the lootable portion you'll get

some pop-up text telling you that 'The mouth of this statue seems to be

screaming', which will respawn this encounter. You can trigger this

encounter a total of five times, if you want to grind for extra

experience. Considering that the Wandering Horror gives 5000 EXP and the

Sword Spiders each give you 2000 EXP, you can get 9000 EXP per

encounter... or a total of 45000 EXP if you keep respawning it. It's a

nice hunk of experience, especially early in the game. Once they're

dead loot the statue for some scrolls and gems before heading to the

east.

***ITEMS***

(x=1280, y=2500) Scroll of Vampiric Touch, Scroll of Hold Undead,

Scroll of Enchanted Weapon,

Scroll of Tenser's Transformation, Star Diopside Gem,

Shandon Gem, Aquamarine Gem, Garnet Gem

***TRAPS***

(x=1280, y=2500)

<---------------------------------------------------------------------->

15) Continue down a passage to the south-east to find some Mutated

Gibberlings, followed by a group of Yuan-Ti later on. Yuan-Ti aren't

tough on their own, but they tend to come in groups including a Yuan-Ti

Mage. Of these you only need to worry about the Mage, as it'll typically

start out battles with a Stoneskin, and likes to pop on another

Stoneskin when its Hit Points fall to 50%. It will also cast Chaos,

which as we know from experience can win a fight by itself. It's last

line of defense is to employ Shadow Door. This fight gives Keldorn a

lot of opportunity to show his worth, as he can cast an awesomely

powerful Dispel Magic (to counter the Chaos) and True Sight to negate

Shadow Door. There's not a lot the Yuan-Ti Mage can do that Keldorn

can't simply counter.

***TRAPS***

(x=3100, y=2670)

Note from Lee:

I have run into Ghasts and Mummies here instead of the Yuan-Ti on a

couple of occasions.

<---------------------------------------------------------------------->

16) Head eastward onto a structure, taking care to disarm the trapped

first step. Activate the... uh... roof? (x=3300, y=2300) and you'll be

forced to answer some riddles by a Guardian.

"The bridge has fallen and ends in death. Call forth the name to

summon the path. What is the bridge?"

Answer: Life is my answer.

"You are not alone on the bridge. Call forth the name to summon the

path. It travels with you, and through it you travel, and yet it does

leave you behind. Who is with you?"

Answer: Time is my answer.

"The Bridge is not stable, and the end changes place. Call for the name

to summon the path. Choose the most difficult step on the bridge."

Answer: The current one, for it alone is my choice.

Once you answer the last riddle the bridge will mend itself and you'll

be able to move onward. You'll also get some juicy quest experience.

***REWARD***

(For answering the guardian's riddles)

EXP 42250

<---------------------------------------------------------------------->

17) Go across the bridge with only the character bearing the Shield of

Balduran, if you have it. At this level you should be facing some

Gauths, who are like Beholders... but much weaker. They have the power

to cast Lightning Bolts, Cause Serious Wounds, Slow, and Paralyze, all

of which will be reflected back at them by the Shield of Balduran. You

need only stand there and let them kill themselves. Thank them for

playing and loot the coffer on the wall of the bridge structure to find

your old friend, Ashideena +2. How it got from Basillus, to you, to all

the way down here, and back to you is probably quite a story. Regardless

of the unlikelihood of this reunion, Viconia takes back her old weapon,

even if just for a little while... unless she's using Mauler's Arm +2,

of course. You'll find some Shadows and Shadow Fiends along the path to

the north, as well as a trap over a bridge spanning some water.

***ITEMS***

(x=3720, y=2470) Ashideena +2, Scroll of Identify

***TRAPS***

(x=3400, y=1500)

Note: If you're doing things out of order, you may run into more trouble

here than is mentioned. Enemies level up with you, and while the

standard low-level encounter is a Gauth or two, if you're a higher level

you may run afoul of several Beholders, as well as Gauth. Still, with

the Shield of Balduran there's nothing they can do to you, but it's

something to be wary of.

Note from Lee:

I end up having the Shadows and Shodow Fiends rush me almost every time

before I ever get done with the Gauths. For this reason, I leave the

rest of the party way behind (west of the raised platform) and draw them

back to me, then kill them.

<---------------------------------------------------------------------->

18) Around this city over the water you'll find its inhabitants, morose

'diseased ones'. They speak of duty, and immortality, and of hating that

which sustains them. The most important one is at (x=2430, y=930) who

will pretty bluntly tell you everything. They were put here to guard

something - what, why, and by whom they cannot remember, but they have

apparently been too successful and guarded it for too long. So much so

that they no longer care to guard their charge and hate the one who put

them here and gave them the curse of immortality. Enter the temple

behind him (x=2300, y=800).

Ancient Temple (AR0203)

o======================================================================o

19) Inside you'll find an Empathetic Manifestation (x=600, y=500), a

demon created by the hate of the diseased ones outside. Since it's a

creature born of malice and hate, it cannot be harmed in the

conventional sense, as it only feeds off of such aggression. Instead,

kill it by casting all the healing spells you can muster and an Avatar

will appear. It will tell you that it is the remains of a god reduced in

power, set to guard a device that is not as dangerous as it once had

been. Over time the 'diseased ones', the followers of this god grew to

hate their duty and their god, eventually the loss of faith caused this

god to fade, and the demon to form, which simply compounded problems.

Now to the part where this ties with our quest: The Avatar will tell you

that those who sent you to seek this device intend to kill you, and that

the Avatar would prefer to gain both pieces of the artifact so he can

destroy it. Your job is to instill faith in his servants by telling them

they are to be released, go steal the other half of the rod from the

Unseeing Eye and use it to kill it, then bring the rod back to the faded

god in order to destroy it. When you leave the chatty diseased one will

question you about the device. He seems unimpressed, whatever you say.

Head back up to sewers.

***ITEMS***

(x=270, y=170) Scroll of Skull Trap, Scroll of Cure Serious Wounds x2,

Moonbar Gem, Black Opal

<---------------------------------------------------------------------->

20) As you approach Sassar will tell you how to retrieve the second half

of the rod, telling you to go speak to a friend in the cult and say

'the eye is blind'. You will then be shown how to get to the Beholder's

lair without being slain by its minions. Note that if you do give the

rod to Gaal he WILL turn on you. You'll then have to fight the cultists

and the Unseeing Eye itself. While this is a fight that can be won, it's

easier and more rewarding to go speak to Tad instead. Talk to him and

say the password and he'll show you the secret passage to reach the cave

at the back of the Beholder's lair. Exit the area at (x=1450, y=2100).

Be ready, as you won't be coming back this way once you go down.

***REWARD***

(For giving Gaal the artifact)

EXP 75000

Ghoul Town (AR0201)

o======================================================================o

21) Ignore the ominous dead bodies when you arrive and head north-west

to find a group of Ghasts and Mummies, two creatures that shouldn't be

too troublesome. Kill the Ghasts first. A Mummy's disease can harm you,

but getting paralyzed can be deadly in a close encounter like this.

Ahead of you will be a Zombie, who will run off to tell the 'mayor'

about your presence. More Ghasts and Mummies will be on the bridge to

the north-east. I suggest you lure them to more open ground rather than

fight them in the natural bottleneck of the bridges, where a paralyzed

character will quickly be overwhelmed. Once they're dead head into the

cavern at (x=900, y=1100).

***ITEMS***

(x=1350, y=1610) 1 gold

Undead City (AR0206)

o======================================================================o

22 Across a bridge you'll encounter two Zombies and a Ghoul Lord. Lead

with Keldorn, as he can't be paralyzed while he's in his basic armor.

Over to the north-east you'll find Theshal, the 'mayor' of this undead

city. He'll beg you to leave, as the smell of food drives them crazy. It

doesn't matter what you ask him, the conversation will end with Theshal

going berserk and attacking. Other than Theshal and the previously

mentioned undead are Shadow Fiends, Skeleton Warriors, as well as more

Ghoul Lords, Ghasts, and Mummies. So long as you don't lure them all to

you at once, you should be fine. when Theshal dies he'll drop Skin of

the Ghoul +4, which is excellent armor for Minsc, Yoshimo, or hell, even

Viconia what with her low Strength and all. And best of all, it's free!

Take that, Adventurer's Mart. Also loot the pile of bones over at

(x=600, y=460) to find, among other things, The Brawling Hands (aka:

Gauntlets of Dexterity.) Slap these on Keldorn or Korgan and they'll do

wonders for their Armor Class. With an Armor Class of 0 Keldorn was

taking a beating, but now that he's at -4 he's in much better shape to

hold up the front line. Korgan was doing a little better, seeing as his

Dexterity isn't quite as bad and he uses a shield. Overall this little

area did wonders for our Armor Class. Leave this area and continue

across some more bridges to the north-east. You'll encounter one last

group of Ghasts and Mummies before you find the entrance to the Pit of

the Faithless (x=2200, y=700).

***ITEMS***

(x=600, y=460) The Brawling Hands, Scroll of Dire Charm, 6 gold

(x=1350, y=620) Scroll of Friends, Arrows of Fire x30,

Bolts of Lightning x30

The Pit of the Faithless (AR0205)

o======================================================================o

23) With the Shield of Balduran this level is extremely easy. Scout

forward with a hidden character to mark the locations of the enemies and

send Jaheira ahead by herself (or whoever has the Shield). Between her

martial prowess and the Shield of Balduran she should have no trouble

killing all the beasties on her own. Be sure to grab Dragon's Bane +3,

if for no other reason than the fact that it's a +3 weapon. Do NOT loot

the Unseeing Eye's stash (x=3000, y=1500) until you're ready to face the

critter (see Step #25). It will show up when you steal its half of the

Rift Device... and we have another encounter to deal with, first.

***ITEMS***

(x=800, y=600) 9 gold

(x=300, y=1000) Conjure Lesser Fire Elemental, Aquamarine Gem,

Bolts +1 x40

(x=2000, y=300) Scroll of Protection from Acid, Zircon Gem, Iol Gem,

Dragon's Bane +3, Arrows +1 x40

(x=1800, y=330) Skydrop Gem, Dart +1 x40

(x=2350, y=1110) Gold Ring, Throwing Axe x40, Throwing Dagger x40

(x=1300, y=2300) Scroll of Secret Word, Bloodstone Gem, Andar Gem,

326 gold

<---------------------------------------------------------------------->

24) Near (x=1720, y=1320) you'll find a group of Blind Priests. Needless

to say that no matter how strong your Shield of Balduran bearer is, they

don't want to be facing six Clerics. We'll use the same tactic against

them we used on the adventurers in the sewer. Spell buff, then hit them

will disabling magic, especially focusing on anti-magic spells such as

Silence 15' Radius, although you can never go wrong with a Chaos spell.

When they come after you, have Jaheira do her thing. An Insect Plague

spell can just about win this fight on its own. After three Silence 15'

Radius spells, a Slow, and an Insect Plague they go down without even

scratching my party. How can blind people cast spells anyways? I

wouldn't call this out normally... but don't we use Improved

Invisibility (and similar spells) because it makes casters unable to

target us with spells? You know... because they can't see us? Oh well...

<---------------------------------------------------------------------->

25) When you're done looting and killing head over to the Unseeing Eye's

stash (x=3000, y=1500) and search the pulsating organ to find the 'Rift

Device Part', the second half of the artifact you're looking for. The

two pieces will fuse together and you'll be prompted to equip it into a

quick item slot immediately. I put it on Jaheira and go back down the

tunnel. You'll find the Unseeing Eye, who will start the fight by

spell-buffing itself with defensive magic. With the Shield of Balduran

this isn't too tough of a fight, but with the Rift Device Jaheira is

able to simply blast it once, bringing it to 'Near Death' status. The

rest of the party moves up and quickly subdues the Beholder, which drops

an Amulet of 5% Magic Resistance. Throw it on a character with crappy

saves versus spells-it usually goes on one of my Clerics until they get

the Sensate Amulet, after which it'll go to the party leader

(Dorn/Keldorn). It's a nice enough amulet for now, but it'll get

eclipsed soon enough by better things. Exit the level at

(x=1800, y=2100).

***ITEMS***

(x=3000, y=1500) Rift Device Part, 227 gold

***REWARD***

(For reassembling the Rift Device)

EXP 26250

Item Rift Device

<---------------------------------------------------------------------->

26) You'll surface back in the sewers just south-west of Sassar, head

back down the stairs and return to the faded god's temple. Talk to

the diseased one outside and tell him that you're here to destroy the

device. He won't believe his trials are nearly over, and will decide he

must see this for himself. The diseased ones will gather into the

temple, where you can convince them to call out the name of their faded

god. He'll appear and destroy the device, and the diseased ones will

finally have their rest. You'll be rewarded with some experience and the

Saving Grace +3, an excellent shield for Korgan or Anomen. The Unseeing

Eye quest nears its completion... all that is left is to deal with Gaal

and whatever followers remain loyal to their dead 'god'.

***REWARD***

(For returning the Rift Device to Amaunator's Avatar)

EXP 47250

Item Saving Grace +3

Note from Lee:

This is when I get the Yuan-Ti party, heading up the path to the east

on the way back to the temple.

<---------------------------------------------------------------------->

27) Head back to the room just south-west of the Vampric Mist-occupied

gas chamber-the antechamber to the cult complex. Two hostile Elite

Guards will run off when you approach, leaving you with a company of

three neutral Elite Guards and the Elite Guard Captain. Camp your party

out at the back of this room, behind the guards, and send one character

into the complext to find Gaal-for the good party I send Keldorn, and

for the evil party I send my protagonist. He's in his room trying to

keep his cult together (x=1900, y=2300). Largely failing at this, he

decides to take his frustrations out on you. Gaal himself can be

problematic, but he fortunately decides to focus on offensive spells

rather than debilitative ones. Any defenses he can pop up are easy prey

to Keldorn's Dispel Magic and True Sight, while my evil protagonist

just decides to start the fight out with a good old fashioned sneak

attack. His Elite Guards have a bit more staying power, being plate-

armored Fighters. They, however, should have no spell support-a single

Chaos spell can put this fight away, and spells like Slow, and Insect

Plague make the encounter even more lop-sided. The Elite Guards will

all drop suits of Plate Mail and plenty of Bolts. The Elite Guard

Captain has The Guide +2 (aka: Heavy Crossbow of Accuracy) and Bracers

of Defense A.C. 7 in addition to his normal gear. Gaal will drop a

Girdle of Fortitude, a Silver Necklace, and a Quarter Staff. The Girdle

of Fortitude would have gone great on Shar-Teel, but as she's not in

this game, Dorn will benefit from it just as well. I don't know why it

couldn't be a constant effect... it doesn't affect game balance compared

to, say, The Brawling Hands or Girdles of Giant Strength. Still, it can

be used to bring a character's Hit Points up to snuff for eight hours,

which is plenty of time. Keldorn/Dorn accepts The Guide +2, as he's

really the only one in any position to use it. You can now wander around

the cult complex and try to chase down any remaining cultists. They'll

wander around briefly before disappearing-making good their escape, or

falling into the pit to join their god? Your call-they did have their

eyes out, though.

***ENHANCED EDITION***

This fight changed a bit for the Enhanced Edition... it seems to make

less sense now, so maybe they'll change it back? Whatever, originally

you met Gaal and his buddies all in the ante-chamber. The biggest

difficulty here was the location, as it forced you to go through a

bottleneck to reach this room. A good spot to stand and fight, if you

are the cultists. Also, being the exit... well, it made more sense for

Gaal to be here imploring his underlings to stick around, instead of

sitting in his room screaming at the walls.

<---------------------------------------------------------------------->

28) Head back up to the surface and return to the Temple of Helm. Tell

High Watcher Oisig about your triumph and claim your reward. If you are

a Cleric you'll also be offered a position as one of Helm's priests...

Of course, I believe your alignment also affects what temple will accept

you. If you're Good you end up in the Temple of Lathander, if you're

Evil you end up in the Temple of Talos, and if you're Neutral you'll

get accepted into the Temple of Helm. I'll admit I'm not certain if

completing the Unseeing Eye quest is enough to get accepted into the

Temple of Talos or Lathander, you may also have to complete the quest

involving Sir Sarles. If you want to play around with your new Cleric

Guild, I'll include that section next. If not, or if you're not a

Cleric, sell off loot and let's get ready to recruit Haer'Dalis. In

any event Keldorn is yours. Keldorn will have some family issues that

pop up when you head to the Government District, and Anomen will

likewise have to deal with family troubles when enough time passes.

We'll discuss those matters to finish up the next Sequence of Events

[WLK010], even if they occur later. If you don't have Anomen or Keldorn,

feel free to skip to [WLK011] for the Cleric Stronghold quests, or

[WLK012] for the Astral Prison Quest.

***REWARD***

(For destroying the Cult of the Unseeing Eye)

EXP 45740 (each character)

Gold 7000*/8000

Item Ardulia's Fall +1*

*You'll get these rewards if your protagonist is not a Cleric, of if

you already have another stronghold.

o======================================================================o

| Honor and Family |

| (Keldorn and Anomen's Family Quests) |

o======================================================================o

Sequence of Events: {WLK010}

1) Keldorn the Cuckold

2) Rekindling the Love

3) Anomen's Family Trouble

4) Sins of the Father

5) Storming Saerk's Estate

6) Anomen's Revenge

7) Light of His Father's Eye

8) Anomen the Unworthy

9) Atonement for Two

10) Breaking the Chain

11) Bureaucracy is the Price we Pay for Impartiality...

12) Anomen the Knight

13) Maria's Murderer Unmasked

14) Anomen's Inner Demons

Firecam Estate (AR1003)

o======================================================================o

1) Head over to the Government District, where we can pick up the

quest. First, however, if you have a party including Keldorn, you'll

have to deal with him. Once you arrive he'll talk about his family

living near here. Agree to go with him and head over to the house at

(x=1550, y=1950). It's blatantly marked on your map as the Firecam

Estate... you can't miss it. Keldorn will even tell you when he's near

it. Once inside, Keldorn will have a chat with a maid before bringing

out his wife and kids. Once Lady Maria starts talking, things start

going downhill. Apparently Keldorn is a bit of a workaholic, and it

hasn't been good for his marriage. His wife will tell him that she's

been seeing a man by the name of Sir William of Thorpe. Keldorn will

send his wife away and speak to you. Don't pick the option goading him

to consult the courts, instead advise confronting William. If Keldorn

goes to the courts, he'll tell you to meet him at the Radiant Heart

building in the Temple District in three hours. His wife will be

imprisoned and William will be hanged. But what's the fun in that?

Instead, head over to Waukeen's Promenade.

***ITEMS***

(x=920, y=360) Bullet +1 x2

(x=850, y=450) 20 Gold

(x=350, y=350) Pearl Necklace, Gold x35

Mithrest Inn (AR0704)

o======================================================================o

2) Head over to (x=3020, y=420) to find the Mithrest Inn. Sir William

is at (x=350, y=450). When you get close he and Keldorn will talk. Pick

option #1 or #3 and head back to the Firecam estate and talk to Lady

Maria. She'll talk with Keldorn and the two will apparently make up. At

this point you really can't mess this up. You'll get an experience

reward for whatever option you pick and-if you let Keldorn go, he'll be

back at his house after a while, ready to be recruited.

***REWARD***

(For allowing Keldorn to return to his wife and family)

EXP 15500

<---------------------------------------------------------------------->

3) And since we're dealing with one party member's family problems, I'll

include Anomen's here too... for organizational purposes, see? After

traveling with Anomen for a while you'll be approached by a man named

Terl, who will tell Anomen that his sister was murdered and he is

requested home by his father. So, off we go to the Government District

of Athkatla, where we'll find the Delryn Estate at (x=4300, y=2200).

Delryn Estate (AR1001)

o======================================================================o

4) Go talk to Cor Delryn at (x=600, y=240) with Anomen (he won't talk to

other characters), and listen with bemusement as Cor and Anomen work

together to air the Delryn family's dirty laundry. Of course Anomen's

dad is an abusive drunk, you saw that coming. Everything about Anomen

just screams inadequacy and daddy issues... which is probably why he

reacts so poorly to Keldorn's tendency to portray himself as a father

figure for the rest of the party. Anyways, the drunkard blames some

Calimshite named Saerk, who is obviously the traditional Delryn family

nemesis. At least, of this generation. Cor blames Anomen for the death

of Moira, after all, even though he proclaims himself the man of the

house, the blame should fall on Anomen for not being omniscient and

preventing Moira's murder. If only Anomen hadn't driven his mother to

an early grave and caused his father to drink away all the family's

prestige and wealth! How dare he go out and try and join the Most Noble

Order of the Radiant Heart! The shame... To further cinch his spot as

father of the year, Cor demands that Anomen seek out and kill Saerk and

his son as retribution. Stepping outside the law is surely going to

impress the Order, but at least Anomen has the sense to speak with you

about it. If Keldorn is around he'll argue that the law must be upheld,

while pretty much everybody else will advocate a more direct and sure

solution. For Anomen to coexist with Keldorn, you need to keep him on

the straight and narrow, unless the Paladin's chastising finally gets

under Anomen's skin. Anomen's already feisty enough, allowing him to

fail his knighthood will make Keldorn unbearable and result in a broken

good party... which we don't need. Still, for the sake of being a

completionist, I'll include both paths, starting with the vengeful route

(Steps #5-#9). The suggested good paths are described in Steps #10-#12.

If you romanced Anomen and took the good path, the story continues in

Steps #13-#14.

***ITEMS***

(x=450, y=400) 1 gold

(x=350, y=450) Skydrop Gem

(x=220, y=550) Flamedance Ring

Estate of Saerk Farrahd (AR0505)

o======================================================================o

5) Advocate Anomen to take revenge by picking options #1 or #3 and

continue to convince him that his vows to the Order are less important

than his family. He'll tell his father that he's going to kill Saerk,

and Cor will conveniently procure a key which will gain us entry into

the Estate of Saerk Farrahd, which can be found in the Bridge District

at (x=2050, y=1850). Inside you'll have to fight you way through some

Guards, who aren't much of a threat to anybody. Go through secret doors

at (x=1000, y=1300) and (x=770, y=1200) to score some loot, and head to

the north-east to penetrate deeper into the estate.

***ITEMS***

(x=1200, y=1380) 7 gold

(x=1250, y=1400) Greenstone Ring, 1 gold

(x=570, y=1170) 2 gold

(x=450, y=1250) Sunstone Gem

(x=220, y=1150) 6 gold

(x=370, y=1050) History of the Dragon Coast, 7 gold

(x=350, y=950) 4 gold

<---------------------------------------------------------------------->

6) When you head to the north-east a cutscene will occur where Anomen

confronts the Farrahd family, including Saerk, his son Yusef, and his

startled daughter Surayah. While Saerk won't admit to killing Moira, he

certainly doesn't present himself favorably at all, and he's downright

delighted that Anomen-the son of his enemy-has barged into his house

and presented himself to be killed with justifiable self-defense. His

son is no better, and the two practically drool over the opportunity to

kill Anomen and hence grind their heel further into the defeated Cor.

Anomen, however, jumps the gun and kills Surayah in revenge for Moira.

Keldorn is aghast and you lose two points of reputation, and of course,

a fight ensues between your party and the surviving Farrahds. Saerk

casts spells, and Guards are summoned from either side to present

missile fire upon the party, but this fight can be entirely won by a

simple Insect Plague. After being defeated, Yusef will teleport away,

and you can easily mop up the rest of the Guards. Saerk Farrahd will

leave behind a suit of Full Plate Mail, Bullets +1 x10, two Potions of

Extra Healing, a Potion of Fire Giant Strength, a Scroll of Tenser's

Transformation, a Morning Star +1, a Sling +1, and 455 gold. Surayah

will also leave behind some trinkets, and one of the guards dropped me

a Bastard Sword +1 and a suit of Plate Mail Armor. The rest of the

Guards will, of course, drop some Arrows and low-quality loot. Before

we go, we might as well loot the other half of the house. It's not like

some burglary is going to really be bothersome after Anomen's slaying.

***ITEMS***

(x=2400, y=750) History of Tethyr, History of Waterdeep,

Potion of Invisibility, Potion of Master Thievery x2

(x=1800, y=720) Elixir of Health x3, Antidote x4

(x=1540, y=400) 1 gold

(x=1330, y=330) 4 gold

(x=1700, y=400) Tiger Cowrie Shell Necklace

(x=1670, y=570) Star Sapphire, Ruby Ring, 1250 gold

(x=1800, y=500) Composite Long Bow, Long Bow, Short Bow, Arrows x40

(x=1850, y=450) War Hammer, Bastard Sword, Two Handed Sword, Flail +1

***TRAPS***

(x=1670, y=570)

<---------------------------------------------------------------------->

7) After smiting Saerk and dealing a grievous blow to the Farrahd family

for which Yusef has rightfully promised revenge, return to the Delryn

Estate and report to Cor. Cor is proud of Anomen, for a change, for

doing what Cor wasn't man enough to do himself and ending his rivalry

with Saerk. The little fish always thrives in the absence of

competition, eh?

***REWARD***

(For killing Saerk Farrahd and avenging Moira)

EXP 10500

High Hall of the Radiant Heart (AR0903)

o======================================================================o

8) After some time passes a Paladin named Sir Ryan Trawl will show up

and greet Anomen. The time has come for him to return to the High Hall

and be judged in Helm's light for his deeds and Strength of arms. If

only it were just the latter, eh? Head over to the Temple District and

enter the High Hall of the Radiant Heart (x=3300, y=3350) and watch a

cutscene describing Anomen's judgment by the Order. It's... pretty

harsh, but Anomen's actions only acknowledge the fact that he had no

business being here. Anomen leaves in disgrace and you get a small

experience reward. Outside Anomen will complain bitterly at his

treatment, and even entertain the idea of returning to the High Hall to

seek vengeance against those who judged him unworthy. How very knightly

of him. If you encourage him to further wrong-doing, he'll leave the

party and attack, blaming you for leading him down this path. Pick

options #1, #2, and #1 to calm the broken shell of a man that was

Anomen down, and convince him to continue with you. Keldorn will have

two more banters if they're kept in the same party before Anomen

decides to take his frustrations with the Order out on Keldorn. To

denote his new change in outlook, Anomen's alignment shifts to Chaotic

Neutral.

***REWARD***

(For watching Anomen's expulsion from the Order)

EXP 5000

<---------------------------------------------------------------------->

9) During the next few banters Anomen will struggle with his rejection

and eventually come to the conclusion that he is now free of the Order-

free to indulge his vices. If your protagonist is female and you have

been romancing Anomen, you will become his drug of choice. All is not

well, however. Eventually, a messenger will come and give Anomen a note

from his father, stating that two workers actually killed his sister.

Cor continues to be a rat-bastard by thanking Anomen for killing Saerk

and family, as it has been a great boon to business, but having a wanton

murderer in the family might be bad for business. After being disowned,

Anomen will leave the party, ominously saying that he's going to atone

for himself, and his father. Head back to the Government District to

find Anomen ready to confront-and kill-his father. Either let him

continue with his murder-suicide, or talk him down. Afterwards, if he's

still alive, he'll rejoin the party.

<---------------------------------------------------------------------->

10) On the other hand, if you are a good friend and convince Anomen to

go down the path of good (options 2, 2, 2), he'll listen to reason and

decide not to be petty and vengeful like his father wishes. After all,

if she was really murdered, wouldn't somebody have investigated? He'll

go inform his father of his decision, who will of course be angry. Angry

enough, even to disown Anomen. Anomen bears it in stride, and suggests

we go to the Council of Six building and talk with one Bylanna Ianulin,

the magistrate who can get something done about this. While we're

dealing with this, let's go see what Madeen and his master wants, and

get our magic license see [WLK016], below, Steps 1-3. In this case, the

good party's activities mesh well with our next goal of finding Valygar,

but since you don't necessarily have to be good to be traveling around

with Anomen (and hence, doing Anomen's family quest) we'll keep the

two discreetly separate.

***REWARD***

(For guiding Anomen to uphold his vows to the Order)

EXP 10500

Council of Six Building (AR1002)

o======================================================================o

11) Make your way over to the Council of Six building (x=3150, y=900),

inside of which you'll find Bylanna (x=530, y=600). The bureaucratic

process is predictably frustrating, as there is no real evidence to

link Saerk to the murders. Anomen swallows his pride and comforts

himself with petty thoughts of post-life divine retribution for Saerk

and decides to put all this mess behind him.

***REWARD***

(For attempting to go through the proper legal channels)

EXP 7500

High Hall of the Radiant Heart (AR0903)

o======================================================================o

12) Again, some time will pass and eventually Sir Ryan Trawl will come

fetch Anomen to have his worth judged by the Prelate of the Order of

the Most Radiant Heart. So head on over there. Since Anomen wasn't in

the business of slaughtering innocent girls with this approach, he's

accepted into the Order. Really though, one has to think how near a

miss this was-a bit of bad advice from a traveling companion and he'd

have been expelled... But I guess that's life, right? Talk to Sir Ryan

Trawl, who allows Anomen to continue traveling with you. Everybody

wins, it seems. Anomen's alignment shifts to Lawful Good, his Wisdom

increases from 12 to 16, and whatever friction was between him and

Keldorn now fades. Apparently Keldorn doesn't rankle Anomen so much now

that they're brothers in arms of the Order-instead of the shining

example of all Anomen aspires to be-or failed to be, if you did this

the bad way. Oh, and Anomen becomes 'Sir Anomen'. What a douche. Now

most players can continue on with life and happily ignore Anomen, but

if you are romancing him, the story has a few twists left, which I will

detail in the following steps. Again, the following will only occur if

you are romancing Anomen and he was knighted by the Order-meaning no

vengeance.

***REWARD***

(For watching Anomen's knighthood)

EXP 10000

EXP 50000 (Anomen)

<---------------------------------------------------------------------->

13) After some time passes, and your romance with Anomen becomes more...

intimate... in nature, Anomen will be approached by Terl, the bearer of

Anomen-related news in this game. Terl will pass on a note from

Bylanna Ianulin, which Anomen will read aloud for our benefit.

Apparently Saerk WAS responsible for hiring those who murdered Anomen's

sister, and when Anomen's father found out he attempted-and failed-to

take justice into his own hands. Now without any family whatsoever,

Anomen decides his vows to the Order mean little, and paranoid that

Saerk's wealth will prevent him from being brought to justice, feels

compelled to rectify his earlier inaction by taking vengeance on Saerk.

He will, of course, attempt to blame you for advising him to leave

justice to the law, but with some apologizing he'll forgive you, and

leave the party to be decidedly un-knightly.

Estate of Saerk Farrahd (AR0505)

o======================================================================o

14) So, head over to the Estate of Saerk Farrahd, in the Bridge District

at (x=2050, y=1850). Inside, Anomen is apparently on steroids, as he

will have dispatched all the guards in the place single-handedly, and

at the moment is already confronting Saerk. After some dialogue, Anomen

will notice you and question your intent. Tell him that you're here to

stop him, then tell him either option #1 or #3. This will prompt him to

doubt his current course of action, and contemplate his inner demons.

Next pick option #1, or #2 to reassure him that you'll be by his side.

Anomen will concede to do the right thing, then moralize Saerk, who will

of course suddenly discover that he has a conscience. It's so

predictable, it hurts, I know. You might as well loot the place before

you go... especially all the Guards Anomen killed along the way. Good

thing for Anomen the Order doesn't care that he murdered a dozen

nameless Guards, so long as he left Saerk unmolested.

o======================================================================o

| Cleric Temple Quests |

o======================================================================o

Sequence of Events: {WLK011}

1) A Note on Petitioners

2) Glinden the Cuckold

3) Ti'Vael the Dueler

4) Rania the Faithless

5) Cotirso the Malcontent

6) Peace of the Gods

Note from Lee:

I was given the Sir Sarles and Dawn Ring quests here (WLK037), before

any of the Temple Quests started. While I didn't have some of the

magical items needed to follow the guide exactly (most notably the

Amulet of Power), I was more than powerful enough to complete these

quests without sustaining any real damage (thanks again to having

stole/sold stuff to Gorch and buying all the awesome weaponry). I also

do the Copper Coronet quests here (WLK036) to get Bernard to sell better

stuff. There's a lot of time to kill waiting for the Temple quests, and

this is a great way to use the time.

1) No matter what temple you end up in, most of the quests run the same

way. You've got to see petitioners and help them resolve their problems.

Just like in real life, people can't help but go to ostentatious

buildings dedicated to invisible beings to talk to folks who claim to

hear these invisible beings in order to find guidance and advice. Unlike

in real life, however, these gods grant spells and manifest themselves,

so they might actually have some clout. Your job is to answer the

petitioners that come to you in a way that best represents your deity

Of these quests, the priest of Talos has it easiest. You always advise

folks to kill or destroy. Priests of Talos will also be bothered by

Inspector Ardis, as a legal response to the less-than-lawful responses

you give to your petitioners. Dealing with him-and double-crossing the

folks who came to you for advice-is definately the greedy, evil,

chaotic, Talosy thing to do, and it nets you extra cash. Just head over

to the government district after each petitioner carries out your advice

to tell him about the crimes you advocated. If you're a priest of Helm,

look for such giveaways as the words 'duty'. Priests of Lathander need

to be on the lookout for the nicest path, promoting forgiveness,

renewal, and reconciliation. You'll get your 'results' in every few

days. You'll know you made the right choice if you get an experience

reward for your answer, so save/loading is a fine way to get through

this.

<---------------------------------------------------------------------->

2) Your first petitioner will be a merchant named Glinden, whose wife is

cheating on him. As a neutral character I tell him to remind his wife of

their vows. As an evil character I tell him to kill his wife and her

lover, and as a good character I tell him to forgive his wife and let

her come to her senses. In a few days return to the temple and you'll

be updated on the results, and rewarded for a correct response.

***REWARD***

(For telling your petitioner to follow the will of your god)

EXP 20000

Gold 200 (Talos only)

<---------------------------------------------------------------------->

3) Next you'll be visited by a Dwarf named Ti'Vael, who killed a man in

a duel when he could have spared him. As a neutral character I tell him

to turn himself in and let the courts decide. As an evil character I

tell him to kill the witnesses, and when he returns, I kill him myself

and turn him in for the reward. As a good character I suggest he pay

restitution to the family for their loss.

***REWARD***

(For telling your petitioner to follow the will of your god)

EXP 20000

Gold 500 (Talos only)

<---------------------------------------------------------------------->

4) A woman named Rania will approach and admit she's losing faith in

the church, and needs some reassurance. As a neutral character I

helpfully remind her of her duty to the church, and as an evil character

I simply attack her. As a good character I tell her that it's fine for

her to take her time to think about it. Imagine that... by Bioware's

standards, a Cleric telling somebody that doubt is fine is considered

good, and killing a heretic is evil. Think about it, religious folks.

Where does your religion stand?

***REWARD***

(For dealing with the heretic appropriately)

EXP 20000

<---------------------------------------------------------------------->

5) A man named Cotirso will approach, angry about your position and

determined to win it from you with a duel. If you're good turn down the

duel, if you're evil kill him. Neutral characters should deflect the

duel until Byron can come, then duel Cotirso once formally challenged.

***REWARD***

(For dealing with the upstart appropriately)

EXP 20000

<---------------------------------------------------------------------->

6) Now you've a task to perform that has nothing to do with hearing

whiny petitioners. The Talosites plan to attack the priests of

Lathander. It's obvious what you must do if you're aligned with either

of those two factions, but if you're neutral you must defend the priests

of Lathander from the Talonites without allowing them to destroy each

other. Once you've killed who needs to be killed you'll get a larger

experience reward, and your temple quests are completed.

***REWARD***

(For settling the score)

EXP 35000

Gold 1000</pre>

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