BG EE part 4

Màu nền
Font chữ
Font size
Chiều cao dòng

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

| (Recruiting and Securing Haer'Dalis) |

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

Sequence of Events: {WLK012}

1) Enroute in Athkatla III

2) Bridge District Blues

3) Five Flagons

4) The Playhouse

5) Raelis'Shai's Request

6) Durlag's... err... Mekrath's Tower!

7) Mekrath's Mission

8) Bad Imp! No Mirror!

9) Rescuing Haer'Dalis

10) Astral Abduction

11) The Astral Prison

12) Talking to Tagget

13) Astral Prison Chamber (AR0520)

14) Astral Prison Chamber (AR0521)

15) Thrashing Thralls

16) Astral Prison Chamber (AR0517)

17) The Master's Pet

18) The Master of Thralls

19) Astral Prison Chamber (AR0518)

20) Astral Prison Chamber (AR0519)

21) The Warden

22) Rescuing the Sigil Troupe

Now we have access to Keldorn, Dorn, Korgan, and Edwin, the 'core'

allies who have quests that must be resolved before you can keep them.

The other characters I generally view as optional or less-than-ideal in

some way. For most players, this should satisfy your need for party-

making, as Anomen is a better Cleric than Aerie, Edwin is a better Mage,

Dorn is the best choice for leader of the evil party, and Korgan and

Keldorn make up the best recruitable warriors for the evil and good

parties, respectively. Of course, if you need to fill another party

space, or you'd prefer Valygar over Minsc, or you don't really care to

go rescue Imoen, there are still plenty of things to do and characters

to recruit. Haer'Dalis is the next I'd recruit, as this will also give

us the peace of mind of completing another part of the sewers. I sell

off all my accumulated wealth and with the money raised from the

Unseeing Eye quest I buy Vhailor's Helm from Deidre. This allows me to

pop out a second character once a day, a summon that will only get

stronger as I do. If you don't care to buy this item, get another useful

item... you can't go wrong with a Girdle of Hill Giant Strength. This

will allow Jaheira to really take off as a Fighter, and will allow

Viconia to wear heavier armor and shields. When you've purchased what

you want, head over to the Bridge District (AR0500). If you want Keldorn

and Anomen in your party, keep them around. Just like with Korgan and

Edwin there are still mini-quests to do with them first. If anything it

gives us incentive to delay going after Imoen until those are done.

Enroute in Athkatla III (AR0046)

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

1) On my way to the Bridge District I was attack by Slaves and several

Orogs. one Slaver had some Arrows +1 and a Short Sword +1, but otherwise

there's not much reason to go looking for this encounter.

Bridge District (AR0500)

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

2) When you arrive you'll be bothered by Lieutenant Aegisfield, who will

tell you that there is a murderer about preying on paupers. Skinning

them alive in fact. He'll warn you not go looking for trouble, but will

mention two witnesses, Old Rampah and Rose, which makes it just that

much harder to stay out of trouble. It's a quest that... you guessed

it, we can delay for later.

Five Flagons Inn, Main Floor (AR5009)

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

3) Head south-west until you find a door at (x=3190, y=2000), which

leads to the Five Flagons. Inside you can find numerous patrons-most of

which don't have anything interesting to say. Samuel Thunderburp

(x=350, y=410) will chat about the affairs of the day-the war between

the thieves guilds, the murderer on the bridge district, and about the

Cowled Wizards' prison. Head down the stairs at (x=100, y=700).

Five Flagons Inn, Basement (AR5010)

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

4) Once downstairs you'll be bothered by a Receptionist, who will tell

you the next show is about to start. Donate five gold for a ticket-or

not-and head in to witness the Sigil Troupe's... er... lacking

performance. Biff the Understudy bungles his lines (and really, how

could somebody named Biff be expected to do anything right?) to the

derision of the patrons. Raelis Shai will show up an apologize, and ask

for any who know of those who are skilled in sword and adventure to ask

such individuals to come speak to her. Swords? Adventure? Hey! That's

us!

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

5) You can find Raelis Shai at (x=1320, y=250), near the rest of the

actors. She'll tell you that their usual 'Rodrigo' the tiefling named

Haer'Dalis, has been kidnapped by a Amnish wizard. Mekrath, by name,

he can be reached through the sewers-the very same sewers we were just

exploring while pursuing the Unseeing Eye quest. The best reward they

can offer-besides encouraging you to pillage Mekrath's lair-is 300 gold,

600 if you bring back Haer'Dalis' gem. Head back to the Temple District

and head back into the sewers.

***ITEMS***

(x=250, y=1100) 101 gold

(x=1450, y=170) 34 gold

(x=1650, y=320) 34 gold, Scroll of Protection from Energy

(x=1770, y=715) Bloodstone Gem, Flamedance Ring

(x=1730, y=830) Scroll of Ghost Armor, Scroll of Confusion,

Scroll of Stoneskin

Mekrath's Lair (AR0705)

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

6) You'll pass a secret door at (x=1100, y=500) that leads to a Secret

Entrance (x=1200, y=150). Upstairs you'll find.. Durlag's Tower! Not

really, but it sure looks like it, right? There are a bunch of Mephits

to smite and in a room to the east you'll find a Salamander, an Ice

Salamander, and a Yuan-Ti Mage. Of these three, you only need to worry

about the Mage.

Note from Lee:

Lure the Salamanders out one at a time and deal with them in the main

(half-circle) room. The Yuan-ti Mage will only follow you out as far as

the first small room off the main room, but a Dispel Magic or two, along

with a Greater Malison into that room will weaken him nicely. After he's

sufficiently de-buffed, send in your Hasted fighters to... well... kill

him.

***ITEMS***

(x=600, y=550) Scroll of Contingency

(x=600, y=450) Scroll of Spell Deflection

(x=1200, y=700) Chyrsoberyl Gem, Necklace of Form Stability, Gold Ring

(x=1300, y=700) Silver Necklace, Gold Necklace, 89 gold

(x=1450, y=550) Oil of Speed, Scroll of Carrion Summons, 400 gold

(x=1400, y=140) Portal Gem, Harp of Discord, Laeral's Tear Necklace

(x=600, y=800) Scroll of Ghoul Touch, 63 gold

(x=500, y=770) Potion of Invulnerability, Potion of Stone Form,

Potion of Genius, Scroll of Aganazzar's Scorcher

(x=220, y=280) 17 gold

***TRAPS***

(x=1200, y=700)

(x=1300, y=700)

(x=1450, y=550)

(x=1250, y=200)

(x=1400, y=140)

(x=500, y=770)

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

7) Up at (x=950, y=160) you'll find Haer'Dalis, who doesn't have much

to say just yet. Mekrath is over at (x=200, y=350), and he's none too

friendly. Pick options #1, #2, #2, and #1 to opt to go on a mission to

recover a magic mirror from a wayward imp in exchange for Haer'Dalis.

Why turn down a quest, right? If you decide you don't want to be

peaceful, Mekrath is easy to provoke. He'll start up with Stoneskin and

Protection from Normal Weapons-which is pretty useless. Then he'll cast

an Animate Dead followed by more protections, such as Mislead. He can

cast some pretty powerful spells, including Finger of Death and Maze.

Haste up your party and hit him with a Dispel Magic and get on top of

him early to prevent him from causing you trouble. Use True Sight if you

have it when he uses Mislead and Shadow Door. To this end, Keldorn makes

this fight laughable, as his high-level Dispel Magic and True Sight are

just too much for Mekrath. Given the nature of the narrow hallway, it's

probably best to lead with a hasted melee character or two, and just

make the rest of the party stand band and use ranged-preferably magical

-weapons. When he falls, Mekrath will leave behind two Potions of Extra

Healing, a Gold Necklace, a Mage Robe of Fire Resistance, a Quarter

Staff +1, and 25 gold. The object near Mekrath (x=150, y=250) cannot

be opened until Mekrath is dead or gone... if you kill him, loot it

now. If not, wait until you've recovered his dumb mirror.

***ITEMS***

(x=150, y=250) Potion of Mind Focusing, Potion of Genius,

Wand of Cloudkill, Rod of Resurrection

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

8) Head back down to the sewers and head east then south to find the Imp

(x=2520, y=2140), who thankfully isn't very talkative or friendly. It'll

come with a Lesser Earth Elemental-which can only be hit by magical

weapons. Kill it, and the Imp-which can cast a few minor spells, and

grab 'Mekrath's Mirror' when it dies. Return it to Mekrath for some

juicy experience.

***REWARD***

(For returning Mekrath's Mirror)

EXP 18750

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

9) Once Mekrath is gone, or once he has his mirror back and teleports

away Haer'Dalis will be freed and will speak with you. Accept him into

your party if you wish, or turn him away. Now that Dorn is around for

the Enhanced Edition, Haer'Dalis' stock has dropped drastically. Either

way, your goal now is to collect Haer'Dalis' gem from the alter at

(x=1400, y=140), which is just as simple as going over and grabbing it.

It's a wonder he couldn't do it himself, eh? Good thing though, as

there's some loot worth keeping (and selling) along with it. Once

you're done head back to the Bridge District.

Note: After having traversed the Bridge District once, you'll find a

new encounter near the northern end of the area-one we need not deal

with just yet. A Mage named Lonneth lurks near where you'll arrive when

traveling to the Bridge District (x=3930, y=330). To avoid the proximity

based encounter she's part of, just head south-east around a building

complext marked on the map as the 'Balthis Estate'. This is just another

encounter we'll get back to later.

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

10) Find your favorite group of ill-bred thespians again in the Five

Flagons. You can extract an extra 1200 gold from Raelis Shai if you hold

out on her, but going for more will provoke a fight. If you just hand

it over, you'll get the gold you previously agreed upon, as well as

700 gold and some experience. Haer'Dalis will explain what the Portal

Gem is while Raelis Shai messes with the gem, eventually spilling that

they're planning to move to another plane. During this process of

finding a new stage, you'll be asked to fend off some unwelcome visitors

that will come through the portals they're summoning up. Agree to help

them and fight off two Quasits, a Lesser Fire Elemental, and a Shadow

Fiend. Eventually a Bounty Hunter will show up and whisk your chums

away. Looks like you're going to have to go through that ominous planar

portal (x=900, y=450) and save them. Note that if you do not help them

fend off the extra-planar invaders, you will not see what became of

them, and there will be no portal for you to enter through. It might be

a good idea to spell-buff before going through the portal.

***REWARD***

(For returning the Portal Gem to the Sigil Troupe)

Gold 300 + 700 or 1200

EXP 21250

Astral Prison (AR0516)

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

11) When you make it through the portal, a person named Aawill will

be yelling at a thrall named Tagget. Once you are noticed, Aawill will

turn his attention onto you, and a fight ensues thereafter. Send a

strong Fighter to occupy Aawill and his bounty hunters, while the rest

of your party focuses their attention on the Yuan-ti behind the party,

who is easily the most dangerous single opponent there (it's capable of

casting Figner of Death among other spells). Take his spell defenses

down as he raises him and kill him quickly. The rest are just melee

Fighters, and no serious threat to you.

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

12) Tagget will talk to you after the fight, telling you that the only

way out of here is by killing a creature known as the Warden. Of course,

it's not that simple, as the warden has a number of Thralls kept as

slaves. Heading east and killing the Master of Thralls will free the

thralls and make besting the Warden much easier. Loot the bodies-the

powerful Yuan-ti to the west will drop a Cloak of the Shield, Bracers of

Defense A.C. 8, a Scroll of Death Spell, a Scroll of Chain Lightning,

Quarter Staff, 25 gold. The other Yuan-ti will drop a suit of Chain

Mail Armor and a Wand of the Heavens. One of the humanoid Bounty Hunters

will drop Studded Leather Armor, a Small Shield +1, Pixie Prick +3, and

The Paws of the Cheetah (aka: Boots of Speed). The other two humanoid

Bounty Hunters each have a suit of Leather Armor +1, some Arrows of Fire

and Arrows of Ice, a Long Bow, and a Long Sword. Finally Aawill leaves

behind Melodic Chain +3, two Potions of Extra Healing, a Scroll of

Tenser's Transformation, a Scroll of Flesh to Stone, and a Two-Handed

Sword +1. Wow. First things first, the spell scrolls should be given to

Edwin or saved for Imoen. The Paws of the Cheetah should go on a front-

line Fighter-either Keldorn or Korgan (Dorn's Armor Class deficiency

makes him a less than ideal candidate). Since my Fighter/Mage and

Fighter/Mage/Thief protagonists are arguably the strongest characters in

the party when spell buffed and good at countering nearly every threat,

the boots go to them in my game. I keep the Pixie Prick +3 on hand-not

only is it a good weapon for Jaheira once she becomes Proficient in

Daggers, but... since I'm short of +3 weapons, it's worth keeping around

regardless. Finally we have the Melodic Chain +3, which is useful if

you're going to keep Haer'Dalis around. You know, he might need armor

and all, and you won't find anything better for a Bard to wear for a

very long time.

Astral Prison Chamber (AR0520)

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

13) To the north are two pulsating flesh nodes that will transport

characters to a chamber if they're caught by the opening diaphragm.

Yeah. I'd suggest you go ahead and explore these when you find them just

to get them out of the way, but the ones to the north (x=1550, y=1450)

and (x=1500, y=1300) are close enough to the Warden that you could

provoke some unwanted attention by exploring them. In the first one

you'll find two Prison Captains and four Minotaurs, which are little

more than an experience bank by now. One Prison Captain will drop a

Two-Handed Sword +1 and Bracers of Defense A.C. 8, and the other will

drop a Long Sword +1.

Astral Prison Chamber (AR0521)

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

14) In the second chamber (x=1500, y=1300) you'll find three Prison

Captains, a Stone Golem, and a Clay Golem. Two of the Prison Captains

will immediately start out with spell-buffs, and you need to get on them

quick with an Insect Plague to make this go smoothly... well, as

smoothly as it can go. As we know from experience Clay Golems and Stone

Golems require special attention that makes this precarious fight even

more bothersome. Also consider that provoking the Warden is almost a

certainty by going up here, which is something I can do without. When

they die the Prison Captains will drop the following loot; a Ring of

the Princes +1, a Mace +1, a Long Sword +1 and a Wand of Fire. Nice,

but not worth the trouble. Oh, and if you exit this chamber, and I'm

sure you'll want to do eventually, you'll appear next to the Warden.

The bad part is, once you kill the Warden you can't go visit these

chambers anymore.

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

15) So instead, let's head over to the east where you'll find a Thrall

Leader who will talk only long enough to let you know you're in for a

fight. Focus on the spell-caster in the back, as she's the only one who

can cause you any real trouble, then kill the other two. They'll all

drop Thrall Collars and the Thrall Leader will drop a Medium Shield +1.

Ignore the 'brazier' (x=2500, y=1900) in the center of the room for now

and continue east until you find a opening fleshy-valve in the center of

the hallway east.

***ITEMS***

(x=2300, y=1800) Arrows of Biting x40, Arrows x160, Bolts x120,

Bullets x120, Darts x80, 1 gold

Astral Prison Chamber (AR0517)

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

16) You can avoid these chambers by running across the fleshy part at

the right time, but chances are somebody will get caught, and it's just

better to take care of them-besides, we like experience and loot, don't

we? I spell buff my Fighter/Mage and send him in alone-include a Chaotic

Commands in addition to his normal buffs. Inside are some Githyanki,

including one Gish, three Warriors, and a Knight. They'll all start out

by hitting you with psionics, followed by going invisible before

unleashing a second round of psionics. Getting knocked unconscious by

the psionic attacks would not be a good thing, hence the Chaotic

Commands. Once the two rounds of psionics is done, send in the rest of

the party. The Knight and Warriors drop Plate Mail Armor and Two-Handed

Swords (and possibly a Potion of Extra Healing), while the Gish will

leave behind... a bunch of Darts.

***ITEMS***

(x=300, y=400) Bullets x80, Bolt x80, Arrows x80, Darts x80,

Throwing Daggers x40

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

17) Leave the chamber and continue east, where you'll find a Yuan-ti

Mage, a Salamander, and an Ice Salamander. To the north there are two

more troublesome Thralls and a Wyvern who will likely bother you while

you attempt to kill the snake-bodied bastards. It's a good time as any

to use an Insect Plague and hopefully neutralize one group or the other,

just don't let either have the freedom to cast spells. Once they're

dead loot the Female Thrall for a suit of Chain Mail Armor, Xarrnous'

Second Sword Arm (aka: Gauntlets of Weapon Skill), a Ring of the

Princes +1, a Medium Shield, Kundane +2, and a Thrall Collar. The Thrall

will leave behind Bracers of Defense A.C. 8, a Wand of Lightning, a

Potion of Extra Healing and a Thrall Collar. Who do the Gauntlets go

to? Well, Korgan/Keldorn has The Brawling Hands, and Jaheira/Viconia has

a Girdle of Hill Giant Strength, so just give them to the Fighter with

highest (worst) THAC0 until there's better to be had.

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

18) Now we turn north-west for a change, where the Master of Thralls

will threaten us before summoning some Air Elementals. Be spell buffed

and keep in mind that you need +2 or better weapons to hit the Air

Elementals. As for the Master of Thralls, just be wary of his ability

to paralyze you and his 'death gaze'-the former can paralyze several

characters at once, so have a Remove Paralysis handy, or lead with one

character to suffer while the rest of the party hangs back, charging

after the paralysis gaze hits. It's just one of those fights that can

be a pain in the ass, or a breeze, depending on how things start out.

When he dies, pick up the Staff of Air +2 and the Mastery Orb that he

leaves behind.

***ITEMS***

(x=3000, y=950) Moonstone Gem, Dart of Stunning x40

Astral Prison Chamber (AR0518)

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

19) The Warden lies to the west-behind several more pulsating flesh-node

chambers. The first (x=2250, y=1100) contains four Wolfweres and a

Greater Wolfwere. I'd suggest focusing on the Greater Wolfwere first-

he's not anywhere near as strong as the Loup Garou of Baldur's Gate 1,

but he's still the toughest enemy in this area.

Astral Prison Chamber (AR0519)

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

20) The next chamber (x=1940, y=1020) contains two Efreeti and a Noble

Efreeti, who can be pretty damn annoying. Another situation where my

Fighter/Mage handles it himself-this time with the added benefit of a

Protection from Fire spell. With that little number, there's just not

much they can do, even though their Flame Arrow spells will strip you

of Mirror Images rather quickly. Once dead, they might go into a Gaseous

Form, during which time they're immune to damage.

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

21) Now to deal with the Warden. Go down to the 'brazier' near the

Githyanki chamber (x=2500, y=1900) and activate it to destroy the Orb.

If you just rush in and take on the Warden, his pack consists of three

Thralls, three Warden Thralls, a Salamander, an Ice Salamander, a

Yuan-ti Mage, and of course, the Warden himself. Destroy the Mastery

Orb, the Thralls will turn on the Warden, and making this fight much

easier. Of course, if you have to fight all six of the Thralls, you've

got some serious spell power to worry about. First thing to do is hit

them all with a Dispel Magic, as the Warden and most of the Mages will

put up defenses to make themselves annoying. Immediately afterwards,

have Jaheira hit them with an Insect Plague. If the Thralls are already

neutralized, it should only take one-targeting in the Yuan-ti Mage-to

make this fight a cinch. If the Thralls are still hostile, it merely

takes two to (hopefully) neutralize their magic. Have everybody run in

and focus on the Warden, and use Keldorn to keep him honest-that and

Breach-which will be your best friend for tearing down his spell buffs

without dispelling the Insect Plague. The Warden likes to start out with

Symbol, Stun, and he can also cast Horrid Wilting. After that, him and

a few of his Thralls are fond of Finger of Death, which can make a

reload mandatory by itself. It's highly recommended you destroy the

Mastery Orb, although I'll be honest, the most challenging thing about

this fight are the stupid flesh chambers. After they're dead Tagget will

come and tell you the obvious. The Warden Thralls have Long Swords +1,

and one of the Thralls (the Cleric) has a Warhammer +1. The Warden has

three Star Sapphires, two Emeralds, the Wave Shaft (like the Equalizer,

part of an artifact weapon), Adjatha the Drinker +2 (a worthy compliment

for Namarra +2), the Planar Prison Cell Key, and 2577 gold.

***REWARD***

(For destroying the Mastery Orb)

EXP 24750

***REWARD***

(For defeating the Warden and freeing the Thralls)

EXP 5000

***ITEMS***

(x=1250, y=1150) Bolts of Lightning x40, Bullet +1 x40,

Throwing Dagger x30, Throwing Axe x40, 1 gold

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

22) Head over to the north-west, where Raelis Shai will thank you for

saving them-and you'll get a hefty experience reward. Haer'Dalis will

elect to stay behind and explore the Prime, and if you're a Bard

Raelis'Shai will offer you the deed to the playhouse. Either way, you'll

appear back in the playhouse below the Five Flagons, where Haer'Dalis

will offer to join you for good. The next section will cover the

playhouse, if it interests you.

If you don't want to (or can't) do the Bard's quest, there's still

plenty to do. We still can recruit Cernd, Mazzy, Nalia, and Valygar.

Valygar and Mazzy require us to tread to the Umar Hills, Cernd requires

us to tread all the way to Trademeet, and Nalia necessitates a visit to

the De'Arnise Keep. Of course, if you want to keep your rural virginity

intact for this game, we can still recruit Aerie [WLK015]. Before any of

that, however, let's go off and grab one wonderful weapon that's now

well within our ability to obtain-the katana Celestial Fury [WLK014].

***REWARD***

(For freeing the Sigil Troupe from the Astral Prison)

EXP 44000 (each character, including Haer'Dalis)

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

| Bardic Playhouse Quests |

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

Sequence of Events: {WLK013}

1) New Ownership

2) The Lead Actress

3) More Actress Drama

4) Zaren's Improvisation

5) More Improvisation

6) The Turmish Curse

7) The Missing Score

8) Bothered by Barbarians

9) The Show Must Go On.. Or Not.

Note from Lee:

I try not to leave the city confines until all the various stronghold

quests are complete, so I do the last part of [WLK037] here (the Fallen

Paladin quest). It takes damn near forever for these stupid actors and

directors to get this play going.

Five Flagons Inn, Basement (AR5010)

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

1) Samuel Thunderburp will show up and discuss the running of the

playhouse with you, after which he'll send in Higgold, who will tell

you that it'll take a week to get some actors, and six weeks for

rehearsals, after which the playhouse will start making a profit. Keep

in mind that this quest takes place over a long length of game-time.

Every so often you'll get bothered by a runner who will tell you that

something has come up and you're needed at the playhouse. Do other

things between each event, or just rest repeatedly to pass the time.

Once some time has passed a boy named Meck will bother you, telling you

that Higgold has the actors. Keep in mind that your decisions do affect

the quality of the play-a higher-quality play will net you a greater

reward at the end of the quest. Essentially, all your decisions either

have no effect on play-quality, a small effect (+1 or -1 to the global

variable 'playquality') or a significant effect (+2 or -2 to

'playquality'). The higher the 'playquality' variable, the better the

reward at the end of the quest.

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

2) Return to Higgold and he'll give you the first task right off-picking

a lead actress. There's also some mention of a curse on the play you're

performing. Choose either Iltheia (a pompous but experienced elf) or

Jenna (a naive and less experienced human actress.) Pick whomever you

wish and then comes the hard part-funding the play. You can pay as

little as 1000 gold, or as much as 10,000. The better the funds, the

better the advertisement, props, and costumes, and generally the better

reviews you'll get and the more money you'll receive later.

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

3) After a while you'll get another visit from Meck calling you to visit

the playhouse and deal with another crisis.

If you made Iltheia the lead:

Iltheia is complaining about her lack of recognition-basically, the

pompous twat wants more money. Jenna just wants to see something done.

You can pay Iltheia more (100 gold does nothing for the play's

quality, 500 increases the play's quality, and refusing to pay her

more decreases the play's quality), threaten to kick her out of the

play (which decreases the play's quality), give the job to Jenna,

instead (decreases the quality of the play) or tell the women to solve

the problem themselves (which significantly decreases the quality of

the play).

If you made Jenna the lead:

Iltheia is upstaging Jenna, and wants a bigger role. You can capitulate

and let Iltheia have the lead (which increases the quality of the

play), tell Iltheia to stop screwing around and just play her role as

it was meant to be (which also increases wthe quality of the play),

expand Ilthea's role (decreases the quality of the play), or tell

them to fix it themselves (which significantly decreases the quality

of the play).

***REWARD***

(For letting Iltheia expand her role)

EXP 6750

***REWARD***

(For threatening to fire Iltheia)

EXP 6750

***REWARD***

(For putting Iltheia/Jenna into the leading role)

EXP 6750

***REWARD***

(For promising to pay Iltheia more)

EXP 11500

***REWARD***

(For regulating Iltheia to her role)

EXP 15750

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

4) A few days later you'll be summoned again. This time Zeran thinks

he's too good to follow the script. Damn actors and their disobedience!

Zeran will defend himself, saying he can make the play better. Either

let him change the script (significantly improves the quality of the

play), tell Higgold the rest of the actors will have to keep up with

improvisation (slightly improves the quality of the play), or tell

Zeran to cut it out (decreases the quality of the play).

***REWARD***

(Allow Zaren to improvise)

EXP 11500

***REWARD***

(Allow Zaren to change the script)

EXP 15750

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

5) Let some more time pass and Higgold will again send for you. This

time ALL the actors are 'in a state'. Apparently they all have ideas on

things to change with the script, and something needs to be done one way

or another. If you tell them to trust in Zaren, and your Charisma is

less than 17, you will decrease the quality of the play, If you tell

them to trust in Zaren and your Charisma is 17 or greater, the quality

of the play will increase. Same goes if you tell them there will be

no changes-your Charisma determines the outcome. If you bribe them with

500 gold, you'll increase the quality of the play. If you rewrite

the play yourself with a Charisma of less than 16, the quality of the

play will decrease. If you rewrite the play with a Charisma of 16 or 17,

the quality of the play will remain the same. If your Charisma is 18 or

higher, you will increase the quality of the play by rewriting it

yourself. Finally, if you threaten to fire everybody, the quality of

the play will take a HUGE hit.

***REWARD***

(Pay the actors 500 gold to stop whining)

EXP 11500

***REWARD***

(Don't allow the changes, with a Charisma score of 17+)

EXP 11500

***REWARD***

(Allow the changes, with a Charisma score of 17+)

EXP 11500

***REWARD***

(Rewrite the play yourself)

EXP 11500

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

6) Meck will bug you again after a while, and this time it sounds like

something serious is taking place. Head back to Higgold and he'll tell

you about some 'hauntings' and other strange events going on. He'll

bring in Shvanana, a priest who'll promise to stave off the 'curse' for

a mere 1000 gold. You can pay the 1000 gold for your actors' peace of

mind (increases play quality), try and get the price lowered to 500

(if you have a Charisma score of 17 or higher, but this will not

increase play quality), realize that you've got Clerics too (will not

increase play quality), and just get them to do it, or you can tell

Shvanana to shove off (which will significantly reduce the play's

quality). Finally, if you legitimately do not have 1000 gold, you can

tell Higgold you cannot afford Shavanna-if your Charisma is 18 or

higher, you'll increase play-quality by doing this, if it's less than

18, you'll significantly reduce the play's quality this way.

***REWARD***

(Have less than 1000 gold, and a Charisma score of 18 or higher)

EXP 11500

***REWARD***

(Pay Shavanana)

EXP 11500

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

7) Again time will pass, and again you'll be summoned-this time

something is wrong with the music. Again, you have options. You can get

Balmitance to do it for 500 gold (which greatly improves the quality of

the play), you can get Marcus to improve the music and get him to

rewrite the score (which significantly decreases the quality of the

play), or you can get Marcus to play and rewrite the score yourself.

This last approach will save you some money, but your Intelligence

will determine the outcome. If your Intelligence is less than 14, you

will significantly reduce the quality of the play. If your Intelligence

is 14 or 15, you will slightly reduce the quality of the play. If your

Intelligence is 16 or 17, the quality of the play won't be harmed at

all. If your Intelligence is 18, the quality of the play will slightly

improve. If your Intelligence is above 18, the quality of the play

will significantly improve.

***REWARD***

(Hire the harpist Balmitance)

EXP 15500

***REWARD***

(Rewrite the score yourself, with an Intelligence of 16 or 17)

EXP 6500

***REWARD***

(Rewrite the score yourself, with an Intelligence of 18)

EXP 11500

***REWARD***

(Rewrite the score yourself, with an Intelligence of 19+)

EXP 15500

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

8) More time passes and Meck returns, this time claiming 'barbarians'

have taken over the playhouse. This time you'll find Higgold outside of

the playhouse (so resting in the Five Flagons won't work to advance this

next plot point.) Head inside to confront the Turmish who are refusing

to let the play take place. A fight ensues, but it's nothing

spectacular. Kill them, and loot them for the following goodies: The

Turmish Leader will leave behind Studded Leather Armor +2, a Two-Handed

Sword +1, a Helmet, and 37 gold. The Turmish Thief drops a Short

Sword +2, and Leather Armor +1, and a Light Crossbow, and a Scroll of

Identify. The two Turmish Thugs will each cough up a suit of Studded

Leather Armor, a Helmet, some Arrows, a Short Bow, a Bastard Sword, and

some minor wealth. Finally the Turmish Sorceress leaves behind a Quarter

Staff, Bracers of Defense A.C. 7, and 40 gold.

***REWARD***

(For removing the Turmish barbarians)

EXP 15500

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

9) Wait for a day, then return to the playhouse at Meck's request to

go see the dress rehearsal. Watch the monster you've created, then go

waste another week doing... whatever. What are the odds that things

won't go smoothly, do you think? After a while Meck will return, and

Higgold tells you that some councilman is there, and that Zaren is too

ill to perform-you'll have to fill his shoes. If you cancel, your

playhouse is as good as wasted (Samuel Thunderburp will pay you 5000

gold to compensate you for the playhouse). I'll assume you'll play the

part, however, as it's much more lucrative for you to do so.

Best dialogue responses

Scene #1 (with Karenina): #2, #1, #1

Scene #2 (with Karenina): #1, #2

Scene #3 (with Marcus): #1, #2, #1, #2

Scene #4 (Monologue): #1

First, you'll get an experience reward depending upon your performance

in the play:

***REWARD***

(For refusing to perform)

Gold 5000

---OR---

***REWARD***

(For putting on a poor performance of the Turmish play)

EXP 19500

---OR---

***REWARD***

(For putting on a good performance of the Turmish play)

EXP 35500

---OR---

***REWARD***

(For putting on a great performance of the Turmish play)

EXP 49500

ITEM Azlaer's Harp

Then you'll get another reward depending upon the quality of the

play, itself. This depends upon the choices you made throughout the

quest.

(These are all the choices that seemed 'bad' to me.)

Leading Actress: Iltheia

Funding: Nothing

Jenna vs. Iltheia Nothing

Improvisation: Don't allow any changes

Script Change: Call their bluff on walking out

Curse: Nothing

Music: Marcus performs and rewrites score

(These are all the choices that seemed 'good' to me. When all else

failed, I simply followed the experience point rewards. After all,

getting more experience for a course of action has to mean something

good, right?)

Leading Actress: Jenna

Funding: 10,000 gold

Jenna vs. Iltheia Force Iltheia to stick to her role

Improvisation: Allowed Zaren to change the script

Script Change: Rewrite the script myself (w/high Charisma)

Curse: Hire Shvanana for 1000 gold

Music: Rewrite the score myself (w/high Intelligence)

***REWARD***

(For establishing an average playhouse)

EXP 19500

Gold 1000

---OR---

***REWARD***

(For establishing a good playhouse)

EXP 29500

---OR---

***REWARD***

(For establishing a great playhouse)

EXP 50000

Finally, after completing the play, you'll get crowd feedback-one

moron peasant always likes it, and the other three following the first

will have varied reactions. For all that, however, this can only

really end two ways. Either the play goes on, or it doesn't. Typically

the play only flops if you had a very poor play quality, or if your

protagonist refused to act at all on opening night. If that's the

case, you'll get 5000 gold as consolation from Samuel Thunderburp. If

the play goes on, no matter the quality, Higgold will offer to buy the

playhouse off of you for 10,000 gold. If you accept, you'll get a lump

sum and get to go on with your merry life. If you refuse, you'll get

weekly proceeds from the playhouse, like the De'Arnise Keep.

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

| Obtaining Celestial Fury |

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

Sequence of Events: {WLK014}

1) Glabrezu and Friends

2) Obtaining Celestial Fury

Guarded Compound (AR0906)

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

1) Go to the Temple District and head over to the 'Guarded Compound' to

the east (x=4200, y=2100). Spell-buff before you head in, and make sure

you have some +2 weapons at the ready. Inside you'll be welcomed by Sion

and Ketta, who will discuss how they will endeavor in the future to

better ward the door. Either pick a fight or pretend you came here by

accident, either way they'll teleport away. If you go north-east towards

the stairs some enemies will gate in, including an Efreeti, two

Ettercaps, an Ogre Berserker, an a Nishruu on one side, and a Glabrezu

on the other. The Glabrezu and Efreeti are the two somewhat worrisome

enemies, and the two sides will happily attack the other. The Glabrezu's

victory is a foregone conclusion, since none of the other enemies have

the +2 weapons needed to harm the Glabrezu. Trigger their appearance

then retreat, allowing the Efreeti to cast its Fireball and Flame Strike

on the Glabrezu before hitting it with a Dispel Magic or Breach and

stepping in to put them down. If you're in good condition, continue

upstairs. If you're injured or your spellbuffs have worn off, retreat

and recover before continuing to the upper level (x=1000, y=500).

***ITEMS***

(x=550, y=950) Acid Arrows x4

(x=450, y=1000) Bloodstone Gem, 15 gold

(x=400, y=1050) Morning Star +2, 38 gold

(x=300, y=1100) Moonstone Gem

(x=200, y=1150) Iol Gem, 8 gold

(x=150, y=1200) Bloodstone Ring

(x=750, y=1250) Scroll of Mislead

(x=730, y=1250) Andar Gem

(x=670, y=1300) 1 gold

(x=620, y=1500) Silver Necklace

(x=1650, y=620) 15 gold

(x=1650, y=200) 38 gold

***TRAPS***

(x=400, y=1050)

Guarded Compound, Upstairs (AR0907)

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

2) Upstairs you'll find a rough party consisting of Sion (14th-level

Abjurer), Stalman (16th-level Cleric), Koshi (16th-level Kensai), an

Orog named Olaf Rassmusen (17th-level Fighter), a Minotaur named Maferan

(17th-level Fighter) and Ketta (19th-level Thief). Like the bandits

we fought in the sewers under the Temple District a while back, they've

got a well-balanced party, they'll start out with some spell buffs

(particularly Stalman), and they will use potions to beef themselves up

before combat. Ketta begins hidden, and will use Potions of Invisibility

to hide with the sole goal of hitting you with as many backstabs as she

can. In a break with tradition, however, the most dangerous foe here

is Koshi-due only to the fact that he's weilding Celestial Fury-the

prize we're after. It has the ability to stun foes every strike, and

with such potent warriors at his side, a stunned party member can find

themselves in trouble quickly... which isn't to say that Sion and

Stalman aren't as dangerous as spell casters tend to be, they've just

got an extraordinary warrior with one of the best weapons in Shadows of

Amn to measure up to. On top of that you've got traps near the stairs

that will keep you from advancing. Once again, I find myself facing

superior opposition-only a massive spell assault will win the day at

my level. I'm nearing 650,000 experience with my evil party, which

hasn't translated to much in the way of levels, but my gear as improved

considerably since fighting the bandits in the sewers.

Turn off your party AI if it's on, as this fight requires some micro-

management. I send Keldorn up by the pillar and hit them all with a

pre-emptive Dispel Magic just to frustrate their early efforts. My Mages

begin tossing out Chaos spells to hopefully debilitate a few of the

warriors, while Anomen/Viconia cast True Sight, to thwart Ketta. The

fight-winner, however, will be Insect Plague, and Jaheira immediately

sets herself to casting said spell, with Stalman as the target. My

warriors wait in place, mindful of the traps at their feet. After the

first round of spells go off, my Thief (either Yoshimo, for the good

party, or my evil protagonist) search for and disarm the traps nearby,

while Edwin casts another Chaos. Once done, I focus on taking out Sion

first, then Stalman, while continuing to use my Mages to throw out Slow

and Chaos spells to neutralize the enemy warriors. If Sion and Stalman

go down without much of a fuss, there's a very good chance you'll win

this fight. After the spell-casters, focus on whatever warriors remain

able to fight back (those not panicked by the Insect Plague or confused

by Chaos), favoring Ketta and Koshi if at all possible. When they fall,

loot them to reap the following rewards:

Ketta: Leather Armor +3, Short Sword +2, Potion of Invisibility and

140 gold.

Koshi: Celestial Fury +3, Katana +1, Potion of Extra Healing x2, Oil of

Speed, Helmet and 120 gold.

Meferan: Full Plate Mail +1, Gift of Peace, Large Shield +2,

Battle Axe +2 and Potion of Extra Healing x3.

Olaf Rassmusen: Full Plate Mail +1, Helmet of Charm Protection,

Two-Handed Sword +2 and Potion of Extra Healing x3.

Sion: Adventurer's Robe and 75 gold.

Stalman: Plate Mail +1, Mace +2 and 20 gold.

For the second time in the game we've disposed of a rival group and

gained-in one battle-loot comparable to what we found in the entire

first game. With the two suits of Full Plate Mail +1, everybody in your

party wanting for good magical heavy armor should be satisfied, and the

Large Shield +2 is sure to help a bunch, not to mention the two magical

helmets. For all that, however, the real prize is Celestial Fury +3, a

+3 Katana with a chance to stun enemies and a chance to deal 20 extra

lightning damage. A katana-wielding character is now set for a long,

long time. Jaheira (in the good party) or Viconia (in the evil party)

wears the Gift of Peace (aka: Helmet of Defense). They both have decent

Armor Class, but the bonus to their saving throws is a welcome boost for

characters that I rely on to reverse debuffs on my other party members.

Of course, the resistances don't hurt, either. In any case, I prefer the

protection from critical hits and other bonuses given by the Gift of

Peace to the Hit Points and THAC0 bonus given by the Pale Green Ioun

Stone, which goes to Haer'Dalis, Edwin, or some other character who

can't wear a helmet and needs some protection. Don't be afraid to rob

the place now that you've overcome its owners.

***ITEMS***

(x=1330, y=350) Bullet +1 x8

(x=1530, y=400) 56 gold

(x=1700, y=400) 9 gold

(x=1670, y=570) Wand of Fear, Arrows of Fire x4, 666 gold

(x=1800, y=500) Potion of Insight, Spear +3

(x=1850, y=450) Spear +3

(x=2350, y=700) History of the North, History of the North, 4 gold

(x=2400, y=750) History of the Vast, History of the Unicorn Run,

History of the North, Skydrop Gem

(x=1250, y=1400) Sling +2, Bullets +2 x10

(x=1200, y=1370) Last March of the Giant, History of the Moonsea

(x=570, y=1170) Wand of Paralyzation, Arrows +1 x9,

Arrows of Piercing x8

(x=450, y=1250) Asp's Nest x7, Bolt +2 x10, Bolt of Lightning x20

(x=220, y=1150) Wand of Frost, Dart of Wounding x10

(x=370, y=1050) Scroll of Shocking Grasp, 2 gold

***TRAPS***

(x=1100, y=540)

(x=1000, y=590)

(x=680, y=800)

(x=600, y=890)

(x=1850, y=450)

(x=570, y=1170)

(x=450, y=1250)

(x=220, y=1150)

***VIDEO***

Haeravon Plays: Baldur's Gate 2 Enhanced Edition -

Celestial Fury {VID002}

https://www.youtube.com/watch?v=QRxIasGYK98

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

| The Circus Tent Quest |

| (Recruiting Aerie) |

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

Sequence of Events: {WLK015}

1) There's Something Foul Afoot...

2) Genie Riddles

3) Into the Circus Tent

4) Aerie the Ogre

5) Aerie the Elf

6) Werewolves and Shadows

7) Kalah's Chamber

8) Back to Reality

Waukeen's Promenade (AR0700)

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

1) Head over to Waukeen's Promenade and make your way to the Circus Tent

area in the center of the map. At (x=2800, y=1550) you'll find a young

boy named Giran, who will complain that his mother went inside the tent

and never came out. What kind of mother leaves her son behind to go see

a circus act? Talk to the guard by the entrance to the circus tent

(x=2970, y=1570) and he'll tell you that something bad happened in the

tent-and he'll suggest evil magic is involved. Nobody has come out save

one of the animal trainers, and nobody sent in after the disturbance

has returned. Ask for permission to enter and he'll move out of the way

sure enough. Over at (x=2700, y=1920) you'll find Fearghus, whom-as the

first half of his name suggests-is terrified of what happened in the

circus tent. His story seems to confirm some bad magic as the cause, and

some 'special performance' as a possible catalyst. Head into the tent at

(x=2950, y=1500).

Circus Tent, Exterior (AR0600)

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

2) As soon as you enter a Genie will bother you with some riddles.

Haven't we done this before? Anyways, answer the riddles so that you

can cross the bridge and see some 'Kalah' creature, which apparently you

need/want to do. Or so the Genie assumes.

"A princess is as old as the prince will be when the princess is twice

as old as the prince was when the princess' age was half the sum of

their present age. Which of the following, then, could be true?"

Answer: The prince is 30 and the princess is 40.

If you answer the first riddle correctly you'll get a decent experience

reward. If not, the nice Genie will give you a second, less math-

intensive riddle.

"The poorest have it, the richest need it, but if either was to eat it

they would certainly perish. Tell me what it is!"

Answer: Nothing.

If you bomb both tries the Genie will turn hostile and attack,

immediately starting out with Stoneskin and various other defensive

spells. Offensively, he's fond of turning a character to stone before

attacking in melee. Still, it's more rewarding (and safer) to just

answer the Genie's riddle.

***REWARD***

(For answering the Genie's riddle)

EXP 19500 (first riddle) or 14500 (second riddle)

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

3) You can now cross the bridge and enter a large domed structure

(x=1300, y=1500). If you head around the sides of the building you'll

find some Shadows and Werewolves. You won't get any experience for

killing the latter, and when they die you'll get some 'illusion

dispelled' text, and they'll turn back into people. All things

considered, it might not be worth it to kill them.

Circus Tent (AR0604)

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

4) When you arrive on this level you'll be approached by an Ogre named

Aerie. Being the super-sleuth that you all are, I'm sure by now you

realize Aerie isn't really an Ogre. She claims to be a member of a race

of winged elves who works at the circus with her uncle, Quayle. It

couldn't possibly be... nah... anyways, she tells you that somehow Kalah

has created this place, affecting everybody with illusions-deadly

illusions. She'll ask you to free her, which involves getting a sword

that's a key from some commoners who aren't common. Over at

(x=250, y=500) you can find a 'spider', who turns out to be Hannah,

Giran's mother. She'll give you a bit of information for talking to her.

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

5) Up at (x=750, y=280) you'll find a pair of 'Peasants' who'll attack

you. As you strike them they'll turn into 'Orcs'. Kill them and take

'The Ogre's Sword' off of one of them. Take the 'sword' back to Aerie

and give it to her (refusing to give it to her provokes her into

attacking.) Give her the key and free her, however, and you'll get a

reward, as well as a new party member, if you're so inclined. Aerie's

one of the worst Mages in the game-certainly below Edwin, Imoen, and

Nalia, and she won't get along with Korgan. Anyways, continue on past a

'Pleasure Slave' who has little interesting to say, and enter the next

area at (x=1050, y=400).

***REWARD***

(For restoring Aerie to her true form)

EXP 18500

Circus Tent, Tower (AR0605)

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

6) This level is fairly uninteresting, being populated by some Shadows

and Werewolves. There are two vases to loot, but frankly, it might be

best to head up to the next level and leave the illusions at peace. As

you ascend the stairs a Genie will bother you and simply annoy you by

asking if you wish to proceed.

***ITEMS***

(x=930, y=400) Scroll of Protection from Petrification,

Scroll of Dispel Magic

(x=830, y=350) Scroll of Web

Circus Tent, Kalah's Chambers (AR0606)

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

7) At the top of the tower you'll find Kalah, who starts out the

conversation fairly threateningly. Quayle (the Ooze in the corner) will

talk to you and tell you not to acknowledge the illusions by attacking

them, or they'll become quite real to you. Simple enough, Haste up and

rush Kalah, who dies extraordinarily quickly (I swear, 47 Hit Points

of damage was all he could take, which was just two hits from my main

character.) After Kalah dies you'll be whisked away to the inside of a

rather normal-looking circus tent.

Circus Tent (AR0607)

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

8) Kalah, now forced back into his real form of a rather pathetic Gnome

illusionist, tosses out a few insults and whines a bit before dying.

Aerie and Quayle talk a bit before Quayle decides Aerie needs to

experience life outside of the circus. Take Aerie with you-or not

(she'll remain here for you if you decline)-and loot Kalah's corpse for

Elve's Band (aka: Girdle of Piercing, which is great for characters

like Dorn or Keldorn who come under missile fire a lot and don't have a

shield to protect them), a Ring of Human Influence (makes any character

fit to lead the party, pretty-wise), 20 Bullets, a Garnet, a Flail, a

Scroll of Identify, a Scroll of Infravision, a Scroll of Magic Missile,

a Scroll of Stinking Cloud, a Scroll of Stoneskin, a Sling and 724 gold.

Talk to Hannah (x=100, y=300) and she'll thank you and you'll get a

downright meager experience reward. Go outside and talk to Giran and

you'll get the rest of the reward... which still isn't very much. Ah

well, at least now we have Aerie at our disposal. For me, I take this

literally and leave her behind. Anyways, now it's time to leave

Athkatla in search of new party members. At this time I set my eyes on

recruiting Valygar, which also includes taking care of the Planar

Sphere... and marginally exploring the Umar Hills dungeons to dig out

Mazzy. This means heading over to the Government District, and after

all this adventuring we'll probably have to deal with Keldorn's family

crisis. If so, consult [WLK010].

***REWARD***

(For rescuing Giran's mother from the circus tent)

EXP 500 + 2500

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

| The Planar Sphere Quest |

| (Recruiting and Securing Valygar) |

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

Sequence of Events: {WLK016}

1) Madeen's Message

2) Magic License

3) Tolgerias' Request

4) Valygar's House

5) Another Call for Heroes

6) A Note on Over-World Travel

7) Trouble in Umar Hills

8) Finding the Fugitive

9) Valygar's Cabin

10) Into the Sphere

11) The Golem's Arm

12) Solamnic Knights

13) Sahuagin Room

14) Cannibalistic Halflings

15) Golem Room

16) Furnace Room

17) Finishing the Golem

18) Subduing Lavok

19) Garden Room

20) Lizard Man Room

21) The Lower Planes

22) The Rune Room

23) Tolgerias' Reckoning

24) Fire Room

25) Ice Room

26) Engine Room

27) Returning Home

Government District (AR1000)

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

1) Now head over to the Government District, where stupid cuckold

Paladins will no longer bother us with their marital problems.

Over by the Council of Six building you'll find Madeen, who will tell

you that he's a representative of one of the leaders of the Cowled

Wizards. Sounds like just the guy we need to talk to about this Imoen

thing! Agree to meet with his master, a wizard named Tolgerias, and head

inside the aforementioned Council of Six building (x=3150, y=900).

Council of Six Building (AR1002)

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

2) There are lots of people here to talk to, although only two have

anything worth listening to. Just follow the robes-you have Corneil at

(x=580, y=800) who you can talk to about that whole bothersome magic

license business. If you pay a ghastly 5000 gold, you'll be able to

sling spells about within city limits. This isn't a license to kill, of

course, but by now we have the money for it (or at least, you should).

No more worrying about the Cowled Wizards when we cast Haste, and no

more relying solely on Insect Plague to win fights!... well, not really.

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

3) As for our quest at hand, we can find Tolgerias at (x=770, y=770).

He'll promise you magical trinkets, money, and information about Imoen

in return for your agreement to help him with some matters. Accept and

he'll tell you that a man named Valygar Corthala has slain some Cowled

Wizards, and Tolgerias needs you to track him down. First things first,

let's rule out his presence in Athkatla before we go running off to the

Umar Hills. Head to the docks district and enter the house at

(x=2450, y=1150), constructively called 'Valygar's Home' on your map.

Outside of the house at (x=1270, y=1130)

Valygar's House (AR0325)/(AR0326)

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

4) In Valygar's house, at (x=500, y=280) you'll find Hervo. Tell him

you're a friend of Valygar's and ask about what happened with the Cowled

Wizards. He'll let slip a comment about the Umar Hills, and about

Valygar being a formerly gifted scout of sorcerous ancestry. In case you

somehow haven't gathered what's up, loot around the house and upstairs

to find a Corthala Tax Notice, which clearly mentions a cabin in the

Umar Hills. Yeah, yeah, we get it. Off we go!

***ITEMS*** (AR0325)

(x=400, y=300) Zios Gem Studded Necklace, 8 gold

(x=550, y=150) Potion of Insight, 10 gold

(x=300, y=270) 12 gold

***ITEMS*** (AR0326)

(x=400, y=150) Bloodstone Ring, History of Dambrath

(x=300, y=250) Bloodstone Gem, Dagger, Corthala Tax Notice, 23 gold

City Gates (AR0020)

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

5) Head over to the City Gates (AR0020) where you'll find a man named

Flydian (x=480, y=680). He'll ask you if you can come to Trademeet and

meet with one Lord Logan Coprith to discuss resolving that town's

problems. Since it has to do with recruiting Cernd and Rasaad we'll pick

up the location of Trademeet now and agree to help him. Continue on to

the gate, where you'll see a corrupt Soldier get bribed by a ne'er-do-

well. Oh well, such is life. Exit the city at (x=1100, y=300).

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

6) Now, a note on the overworld map. Just like in Baldur's Gate 1, you

can get ambushed on your way between areas. To my knowledge, none of

these encounters are anywhere near as threatening as in Baldur's Gate 1.

By now, you're just beyond the ken of simple bandits. Areas are further

apart and more significant now-no more trawling through half-empty

forests for a handful of simple encounters. I know, I miss it too. You

also don't need to search the corner of every area to make sure you find

every place-most of the game areas you'll get through quests and talking

to NPCs, not random discovery. Right now we should have three areas on

the map for our perusal: Umar Hills, Trademeet, and Watcher's Keep. The

latter we won't discuss for a good long time, but if you wish to scope

it out early nobody will blame you-as long as you go there to shop, and

don't seriously think you're ready to clear it out. I will admit, I did

head over there to grab the Potion Case sold by Sister Garlena. Hauling

my potions around with me was just becoming a chore.

Umar Hills (AR1100)

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

7) When you arrive you'll find Minister Lloyd trying to calm down a

group of irate and scared townsfolk. You'll hear mention of everything

from Ogres, to Wolves, and the witch Umar herself. Over at

(x=4380, y=3200) Nelleck, who will talk a bit about the murders, and

over to the west are three merchants-Elence Fielding (x=3580, y=2880),

Beherant Diir (x=3450, y=2900), and Min Mining (x=3450, y=2990) who have

more to say on the matter, and a little worth buying (or stealing).

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

8) As fascinating as all this Umar witch business and people turned

inside out nonsense is, it's not what we're here for yet. Head up,

over, and around the Umar Inn to the east, cross a steam, then cross

another one to the north. Dispose of the local wildlife and head up some

natural stone steps. You'll be intercepted by a trio of Rangers, who

seek to prevent you from finding Valygar. Tell them you mean no harm or

kill them. They give good experience for only a little bit of trouble,

although they don't really drop anything fantastic.

Valygar's Cabin (AR1101)

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

9) Head up into Valygar's Cabin (x=1400, y=550) and search the back room

to find the elusive Valygar himself. He'll tell you that the Cowled

Wizards lied to you, that they wanted him to get inside a giant Planar

Sphere that appeared in Athkatla some time ago. Apparently the sphere is

owned by his ancestor Lavok, who parasitically inhabits the bodies of

his relatives to keep himself alive. The Cowled Wizards want to get

inside the sphere, and apparently Valygar's body is the key. When he

refused to help them (and really, who wouldn't?) they attacked him.

Naturally he's been on the run ever since. In traditional form for this

guide, let's discuss the less-than-ideal options for dealing with this

situation. First, you can kill Valygar and take his body back to

Tolgerias. So long as you don't try and hold out for more money, he will

more or less live up to his bargain. Of course, there are consequences

to this action that make it less than ideal. First, if Keldorn is in

your party he'll abandon you for attacking Valygar (this can be solved

by simply not having Keldorn in your party at the time). More

importantly you'll never get access to the Planar Sphere if you give

away Valygar's body, which means you'll never get some great items...

like the Hands of Takkok, and hence, Crom Faeyr. You can also kill

Valygar and take his body into the Planar Sphere yourself, which works

just fine. Of course, we came here to recruit Valygar, so I'll assume

you'll take him along... or at least you'll find your way into the

Planar Sphere, with Valygar alive or not. You can always let him tag

along just long enough to open the sphere, then drop him off and

continue on without him.

***ITEMS***

(x=130, y=370) Scroll of Infravision

(x=250, y=140) Rainbow Obsidian Necklace, Arrows +1 x10, Arrows x40

(x=350, y=100) Katana, Composite Long Bow, Spear +1

***REWARD***

(For convincing Valygar to join you)

EXP 9500

***REWARD***

(For giving Valygar's body to Tolgerias)

EXP 11250

Reputation -1

Gold 500

Item Ring of the Ram

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

10) With Valygar (or pieces of him) in tow, head back to the Slums

District of Athkatla (AR0400). Head to the northern part of the level,

and when you get near the sphere Valygar will speak a bit. Go through

the doorway at (x=670, y=700) to reach the exterior of the sphere and

enter it at (x=200, y=600). Once the door is open you can safely disband

Valygar and continue on without him.

The Planar Sphere (AR0411)

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

11) Through the locked door at (x=3100, y=2500) you'll find a room with

a Steam Mephit and a scrying pool. Interesting, but not very useful. Go

through the doors to the west to find a circular room with a Clay Golem

inside. Clay Golems tend to haste themselves before engaging, they hit

hard, and require magical blunt weapons to harm. If you stole a Mace +2

from Gorch back at Mae'Var's Guild Hall you should be fine, just be sure

to equip your Fighters with them before provoking the Golem. It's worth

noting that-while incapable of actually dealing damage to the golem-

Celestial Fury can stun it, which makes taking it down much easier.

Once you've got the Planar Key, activate the north-western door to

initiate planar travel and gain access to the rest of the sphere. Now

the only way out is to clear the Planar Sphere.

***ITEMS***

(x=2300, y=2750) Coal, Scroll of Conjure Lesser Air Elemental,

Scroll of Minor Spell Turning, Bullets +2 x40

(x=2250, y=2750) Scroll of Polymorph Other, Bolts +2 x40

(x=2150, y=2800) Golem Arm, Planar Key, Scroll of Breach, Arrows x120

Bolt x120, Bullet x120, Dart x120

(x=2150, y=2850) Scroll of Haste, Emerald, Arrows +2 x40

***REWARD***

(For activating the Planar Sphere)

EXP 17500

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

12) Head through the doors to the north-west where you'll find three

Solamnic Knights led by one Reyna, who will initiate dialogue with you.

Yay, crossover from Dragonlance. Who cares. They'll tell you about some

'cannibalistic Halflings' ahead that apparently caused the Solamnic

Knights some trouble. Talk to the other two knights-Ancan will talk of

'fish that walk as men' to the north and Onvo will mention a 'damaged

Golem' past the 'bone room.'

***ITEMS***

(x=2400, y=2200) Scroll of Warding Whip, Golden Necklace,

Throwing Axe x40

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

13) In the room to the north you'll find two Sahuagin, two Sahuagin

Priestesses, two Sahuagin Baronial Guards, and a Sahuagin Baron. It's

another fight that Insect Plague wins with ease. Even without Insect

Plague, they're just not much of a challenge, despite their Clerical

debuffs and poisoned bolts. Aside from Paralytic Bolts and Bolts of

Biting, the Baron will drop of a Cloak of Protection +1.

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

14) Head through the door to the south-west, where you'll find some of

the Halflings that the Solamnic Knights mentioned. The Halfling Warriors

aren't much of a threat, and each carry a Morning Star, a suit of Chain

Mail Armor, and a Helmet. Ahead you'll find four more Halfling Warriors

standing in front of a land bridge-behind them is another, more powerful

runt named Togan. When you come into view, Togan will retreat, and

beyond the bridge will join up with Kayardi, Entu, and Mogadish. This

can be a rough fight, as you probably won't be able to stop Mogadish

from getting off a Symbol, Stun. The best advice I can give? Lead with a

summon and hope Mogadish targets it with the Symbol, Stun. Have Keldorn

hit the enemies with a Dispel Magic to take down their spell buffs (if

you have him) and use Jaheira to cast Insect Plague. Mages should cast

Chaos and Clerics should try out Greater Command. The more enemies you

can incapacitate the better your chances of survival. You can also

absorb the Symbol, Stun with a Spell Immunity (Conjuration), and a

capable Mage can actually weather the entire group of cannibal Halflings

well enough (with the aid of Stoneskin, Improved Invisibility, and Blur)

to provide the rest of your group with enough cover to get out the spell

assault I've listed above. If you don't have Keldorn use Edwin to debuff

the enemies with Breach after a round or two of Chaos spells. Once

Mogadish and Kayardi are vulnerable go after them, as they're the real

threats. After they're dead, loot them for the following goodies:

Togan: Chain Mail, Helmet, Arrows x40, Flail and Ripper +2.

Entu: Chain Mail, Hands of Takkok (aka: Gauntlets of Ogre Power), Coal

and a Mace.

Mogadish: Chain Mail and a Club.

Ripper +2 will go great on Minsc (or any archer capable of using

Composite Long Bows), as it's easily the best bow we've found yet. The

Hands of Takkok are the real prize, however. The evil party should hand

them over to Viconia, so she can dispense with the Mauler +2 when it

becomes obsolete, while Anomen makes a good choice for the good party

(provided that Jaheira has the Girdle of Hill Giant Strength). Although

these gauntlets were great in the first game, in the sequel they're just

one extra girdle of Giant Strength away from becoming unnecessary. Never

fear, however-even after they stop being a direct boon for anybody, keep

them around. They'll find a way to contribute greatly to boosting a

character's Strength later on in the game.

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

15) Go through the door at (x=400, y=1550) to find a pair of Sword

Spiders and a pair of Ettercaps. There's more to do in this room, but

since you don't have the poor Golem's head, you'll have to continue

exploring.

***ITEMS***

(x=500, y=1450) Golem Building Book, Coal, Emerald, Dart of Wounding x40

***TRAPS***

(x=880, y=1300)

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

16) Through the northern door you'll find another group of Halflings,

including a pair of Halfling Warriors, a Mage named Taibela and another

spellcaster named Necre. This fight isn't nearly as hard as the last

Halfling fight, as Necre and Taibela aren't as well protected. Keldorn

tears down their spell effects, and the rest of my party simply destroys

them. Necre will leave behind the Stiletto of Demarchess +2, for what

it's worth. In this room you'll find three furnaces (x=500, y=500),

(x=700, y=700), and (x=300, y=700). Put a piece of coal into each one-a

Fire Elemental will show up after you light each one up.

***TRAPS***

(x=800, y=650)

(x=1120, y=550)

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

17) Go east to find a gear room occupied by a pair of Stone Golems. Kill

them and grab the Golem Head-we can now return to the Golem room and fix

the Golem (x=300, y=1300). Once the Golem is free it'll declare that

there is an intruder and head to the east. Follow it, where it'll open a

previously locked door (Irenicus' Dungeon much?). Continue following it

east through a rune room and into a room occupied by an Elder Orb. After

the Elder Orb makes a defiant-but-futile-statement, it'll attack the

Golem. Try your best to get the last hit on the Elder Orb for a juicy

experience reward, which is fairly risk-free considering the Elder Orb

won't focus on you with the Golem around. Head through the door at

(x=3000, y=600) to reach the 'Navigator's Room'. Time to pay Valygar's

ancestor a visit.

***ITEMS***

(x=1620, y=500) Golem Head, Coal, Tchazar Gem x10,

Arrows of Piercing x40

(x=2440, y=580) Scroll of Spell Thrust, Diamond x2, Moonbar Gem x3,

Scroll of Breach, Throwing Daggers x40

***REWARD***

(For repairing the Golem)

EXP 23500

Navigator's Room (AR0410)

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

18) Before heading through the door ahead of you, spell buff-at the very

least cast Haste. Lavok is pretty unhappy that you caused the Planar

Sphere to move and ruined his 'escape.' If Valygar is with you he'll

have some words with Lavok, who will mention something about your

intrusion causing the sphere to leap back to his own dimension.

Afterwards a fight ensues. Just get on Lavok early and hit him with a

Breach and Insect Plague to tear down his spell defenses and render him

helpless, then pummel him into submission. After Lavok loses, he'll

mention that some being had possessed him, and asks one boon of you-or

Valygar-that he be allowed to see the sky one last time. In return he'll

tell you how to return home. To get back, you just need to go get

yourself the heart of a powerful demon. Might be pretty hard trapped in

this sphere, but fortunately the sphere warped back to some lower plane

when you entered. You might have stopped Lavok, but you're not out of

the woods yet! Or sphere, rather.

Garden (AR0419)

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

19) First go through the door to the west and exit the area

(x=100, y=550) to find a garden area, occupied by two Spore Colonies and

the Myconids they'll summon.

***ITEMS***

(x=900, y=450) Quarter Staff +1, Sling +2, Bullet +1 x40,

Potion of Extra Healing x10, 150 gold

Lizard Man Room (AR420)

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

20) Head back to the Navigator's Room and go north, exiting the map at

(x=500, y=50) to find a triangular room occupied by four Lizard Men.

Not very epic, but we might as well grab the loot, right?

***ITEMS***

(x=500, y=250) Battle Axe +2, Protector of the Second +2, Ninja-To +1,

Dart +1 x60, Bolt of Lightning x40, 350 gold

Lower Plane (AR0414)

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

21) Okay, enough picking on pansy enemies and grabbing easy loot. Head

back to where you entered the Planar Sphere and head outside

(x=3400, y=3100) to reach... well, no place good. This level is

populated by Fire Mephits, Imps, Maurezhi, Quasits, Salamanders, and

the odd powerful Tanar'ri. The latter are the only real threats,

especially the unique Lea'liyl. Spell-buff to the max before engaging

them, send summons first to provide extra targets, and hope their

'death gaze' doesn't paralyze anybody... Yeah, that's right, they're

like Aec'Letec from the first game, except their Death Gaze doesn't turn

you into a Ghoul and perma-kill characters. Keeping Remove Paralysis

handy comes highly recommended. Lea'liyl is at (x=1920, y=1340), another

Tanar'ri is at (x=1100, y=2050) and the last is at (x=2150, y=1750). The

last is probably the easiest to deal with, as it won't summon

reinforcements, but if you're brave you can test all three, as they each

give good experience. Besides their 'death gaze' they're fond of using

Vampiric Touch and Silence 15' Radius, and when all else fails, they're

fairly strong melee combatants, at least at this point in the game. Kill

one, kill two, or kill them all, but get a sweet, sweet Demon Heart and

head back into the Planar Sphere.

Note from Lee:

Didn't even have to spell buff much here. Double-hasted the party and

rushed the Tanar'ri - they went down pretty easily, and mopping up their

"reinforcements" was a breeze. I had a plethora of Healing Potions, so

getting back to full strength after each was easy. Once they were all

dead, I rested back inside the sphere.

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

22) Now return to the rune room. To activate the runes, touch the

northern one first (x=1500, y=1120), then the southern one

(x=1300, y=1500), then the eastern one (x=1600, y=1370), and finally the

western one (x=1200, y=1220). The door south will open, allowing you to

head to the lower level (x=1700, y=1800).

The Planar Sphere, Lower Level (AR0412)

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

23) Go through the door to the north-east to find Tolgerias and a

companion Cowled Wizard. You know the whole 'screwing them over' thing

that you're doing? Yeah, they're not fans. Naturally, a fight ensues,

and it would be wise of us to be careful, being rather low-leveled and

all. Their strategy is as follows. Besides the requisite spell-buffing

they'll do (Stoneskin to start, True Sight if you try to be sneaky, and

other defensive buffs like Mirror Image if the fight draws out) their

main goal is for Tolgerias to hit you with a Horrid Wilting (nearly

fatal to any character at this level) followed by Power Word: Kill,

which will almost certainly kill any one character who survived the

Horrid Wilting due to the damage they just sustained. Afterwards,

Tolgerias will cast several Power Word: Stun spells, while his Mage

buddy summons critters to take advantage of any characters who might be

stunned. Tolgerias's stunning will, of course, be more effective by the

virtue of the damage done by his Horrid Wilting. It's a simple scheme,

but it can be brutal. An easy way to blunt their offense? Mark their

locations with an invisible or sneaking character, then summon

something near them (making good use of replenishable summon items like

the Black Spider Figurine.) Tolgerias will then be obligated to use his

Horrid Wilting on your summon. Afterwards, Haste up, and rush Tolgerias.

Use Jaheira to cast Insect Plague, then get a Mage to try and take down

his defenses with Breach. If you manage to hit them with Insect Plague

at this point, the fight is probably over, and his subordinate Mage is

much less capable of causing party-destroying mischief. Once they're

dead, loot Tolgerias for a Ring of the Ram, an Angel Skin Ring, and a

Quarterstaff. Not very epic loot for such a potent opponent, eh? Ah

well.

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

24) To the north-east you'll find a 'fire room'. That's right, it's the

elemental part of the planar sphere. Inside is a Greater Fire Elemental,

an Efreeti, two Salamanders, two Fire Mephits, a Magma Mephit, and a

Smoke Mephit. I suggest luring them out if possible-why risk traps and

the bottleneck of a doorway if you don't have to?

***ITEMS***

(x=1900, y=930) Scroll of Globe of Invulnerability,

Scroll of Spirit Armor,

Sheild of the Falling Stars +1, Staff of Fire +2,

Arrows of Fire x40

***TRAPS***

(x=1650, y=940)

(x=2100, y=870)

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

25) Through the door to the north-or rather, the large chunk of ice

that serves as a door-you'll find three Ice Salamanders, three Ice

Mephits, and a Troll. Remember to use fire or acid to finish the Troll

off once you've put it down. Again, luring some of them out is probably

going to make your life a little easier.

***ITEMS***

(x=700, y=550) Scroll of Otiluke's Resilient Sphere, Gift of Peace

***TRAPS***

(x=700, y=760)

(x=550, y=500)

Engine Room (AR0413)

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

26) Now to get to the Engine Room. You can reach the Engine Room via a

door north of the fire room (x=1700, y=300), or north of the ice room

(x=1100, y=50). In the engine room you'll encounter two groups of

Golems-one that appears along the northern end of the western walkway,

and one that appears near the engine in the center of the area. Both

groups consist of a Clay Golem and a pair of Stone Golems. Use the

narrow walkways to ensure you're only attacked by one Golem at once if

possible, and be sure to get all the magical blunt weapons you can on

the Clay Golem. Another Clay Golem guards the treasure stash along

the eastern walkway. Grab the Ring of Danger Sense (which will bring

Imoen and Nalia up to snuff when it comes to detecting traps) and the

largest cash payout we've had yet in this game. Dump your hard-won Demon

Heart in the power core (x=800, y=800) to get a nice experience reward

for your effort.

Note: If you're a higher level, you'll encounter an Iron Golem along

with the three lesser Golems. Yikes. Fortunately the Iron Golem is

just too big to move around much, and will likely block off the lesser

Golems that accompany it. You'll need +3 weapons to hurt an Iron Golem,

but by now you should have a few of the following: Celestial Fury,

Dragon's Bane, Stonefire, Pixie Prick, and/or Blade of Roses... which

doesn't make taking down an Iron Golem easy, but since it can't move

around, hit and run tactics will suffice. This is another event where

my protagonist excels-against a foe that can casually pummel my party

members for 40+ damage a hit, Stoneskin, Improved Invisibility, Blur,

and Mirror Image go a long way.

***ITEMS***

(x=1200, y=350) Ring of Danger Sense, Bloodstone Amulet, Black Opal x3,

Ziose Gem x2, King's Tears, 6666 gold

***TRAPS***

(x=1200, y=350)

***REWARD***

(For powering up the Planar Sphere)

EXP 45500

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

27) Return to Lavok and either choose to let him die here, or take him

with you outside. It is MUCH more rewarding to take him outside, but

either way he'll give you the Planar Sphere when you're done (so long

as you're a Mage and haven't taken another stronghold yet.) Valygar

will talk with you once Lavok dies and ask to remain with you. He's now

yours for the rest of the game. Loot Lavok and grab his Ring of Acuity

before heading off on our next quest.

***REWARD***

(For letting Lavok die on his home plane)

EXP 45500 (each character)

Next up is to recruit and secure Nalia, which will also nab us the

Fighter's Stronghold. Before that, however, I'll cover the Mage

Stronghold quests (messing around with your new Planar Sphere.) Also,

since I've accumulated 34,000 gold over the last several quests, it's

time to go spend some of it. Since the end of my time here in Athkatla

is approaching, I buy what I really need before chasing off after

Irenicus-including Bracers of Defense A.C. 3, the Fortress Shield +3,

and the Ring of Air Control. Sure, I'd like to get my hands on the Robe

of Vecna, the Sensate Amulet, and the Reflection Shield, but I have the

cheaper defensive items, and that'll do for now.

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

| Mage's Stronghold Quest |

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

Sequence of Events: {WLK017}

1) Working With the Enemy

2) Slaying the Solamnic Knights

3) Sanctuary for the Solamnic Knights

4) Sending the Solamnic Knights Home

5) The First Task

6) The Second Task

7) The Third Task

8) Graduation

9) Assault of Argrim's Anti-Magic Fanatics

10) A Bad Day for Hanj...

11) Gossip

12) Imprisoning Argrim

13) Potion Payout

Planar Sphere (AR0411)

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

1) Return to the Planar Sphere, where Reyna of the Solamnic Knights will

ask you to return her and her companions home. After she leaves, a

Cowled Wizard named Teos shows up, ready to offer you a deal. Because of

your seizure of the Planar Sphere (and subsequent smiting of Tolgerias)

the Cowled Wizards have decided to take you seriously. They'll allow you

to operate the sphere, and in return you do some mercenary work in

situations in which they cannot act. He will offer to look into Imoen

for you, but by now you should realize that this is always a dead end.

And of course, you might be working for the Cowled Wizards, but it won't

change how the cowled Wizards treat you in the city (you'll still get in

trouble if you cast spells in the city without a license, for example.)

If you ask him about the Solamnic Knights, he'll tell you to just kill

them and be done with it-or failing that, go ask Ribald at the

Adventurer's Mart or the knights or the Most Noble Order of the Radiant

Heart.

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

2) Well, first things first, we can just kill the Solamnic Knights. They

give 2000 experience each and drop mundane gear, so it's not much of a

solution. For a REAL reward, look into either going with the Most Noble

Order of the Radiant Heart or Ribald instead.

High Hall of the Radiant Heart (AR0903)

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

3) Head over to the Temple District and go to the south-eastern corner

to find the 'High Hall of the Radiant Heart' (x=3300, y=3400). Find

Prelate Wessalen (x=350, y=590) and talk to him about it. He'll offer to

allow them to stay here-not exactly what they wanted, but a bunch of

stupid paladins should be happy enough hanging around with a bunch of

other stupid paladins, right? Go back to the Planar Sphere and tell

Reyna that she can shack up with the Radiant Heart, and she'll resolve

herself to make the best of it. It's a start-45000 experience beats

6000 any day, but we can do better... if you have some money.

***REWARD***

(For getting the Solamnic Knights to join the Radiant Heart)

EXP 45000

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

4) Travel to the Adventurer's Mart and talk to Ribald. He'll say he

knows a wizard who can help get the Solamnic Knights back-for a fee.

9000 gold, in fact. Yes, that's a lot of gold, but this crazy FAQ

writer must have something in mind if I think this is the best way to

resolve the quest. Just have some faith. Or better yet, keep reading

and you'll have knowledge, which is infinitely better than faith. You'll

be told that this Mage whose services you just procured will be at your

Planar Sphere in a day. So head on over to the Planar Sphere and rest

for a while-chances are you'll be bothered by Teos before your Mage will

show up, but that's fine (see Step #5). After a while, Khollynnus Paac

will show up and offer to take them away. Before they go, you'll be

given a Golden Girdle as a gift, as well as an experience reward. 9000

gold sound a little steep for a Golden Girdle? Maybe, but these things

don't grow on trees, and gold is only as useful as what you buy with it.

It's better to ante up the gold now than wish you had a girdle later on,

when you've got plenty of money and nothing to spend it on. It'll

happen.

***REWARD***

EXP 45000

Item Golden Girdle

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

5) About a day after claiming the Planar Sphere and speaking with Teos

the first time, he'll show up again and promptly unload three

apprentices on you-Morul, Larz, and Nara. You know they're disposable

because of their short names. Right Teos? After the introductions are

over you'll be whisked away to the Golem room, where the apprentices

will discuss what their first task-the enchantment of a magical item-

should be. You have the following options:

Dagger of [Character Name] (250 gold)

The Wand of the Apprenti (1000 gold)

Ring of the Princes +1 (2000 gold)

Now, this is pretty much going to be the model for all your apprentice

missions-they'll ask you what they should create, and you'll pay them

to make the item. Some items are more difficult than the others and you

can always follow the cost to determine the difficulty. There's a brute

percentage chance whether each object will be successfully created by

your apprentices (so save before you assign and reload if you don't get

anything out of it!) However, magic is dangerous business-there's a

chance that one or more of your apprentices will die trying to make

these items. And by 'chance' I mean pre-determined outcome. The goal of

this exercise is to get all your apprentices out of their training

alive-at least, you'll get the best experience reward at the end if all

three are still breathing. That said, it's also an opportunity to get

yourself some loot, so we'll need to balance our greed for equipment

with our greed for experience points. Also, keep in mind that if you

lose an apprentice in an earlier step, you'll have no chance of getting

any of the better gear later... and of course, you'll forfeit the

experience at the end. Trying to make the Ring of Protection will

always get Larz killed, so go for something else instead. None of the

items are very powerful, so there's not much point in paying a lot of

money for one or getting anybody killed over it. I suggest going for the

Dagger this time around, as it's the least expensive item.

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

6) After completing the first item, they'll next move on to scrolls.

These are your options:

Scroll of Mislead (250 gold)

Scroll of Horrid Wilting (1000 gold)

Scroll of Meteor Swarm (2500 gold)

The Scroll of Mislead and the Scroll of Horrid Wilting are both doable,

and the latter is one nice spell, indeed. Going for the Scroll of Meteor

Swarm will always result in Nara's demise... although it IS possible to

actually get it. Still, it's not a great spell, so go for a lesser

scroll, instead.

Note from Lee:

While waiting for these stuipd apprentices to complete their work, I go

off and do the Skinner Murders [WLK020] here.

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

7) The final test is a serious enchantment, your apprentices want to

tackle one of the following options:

Robe of the Apprenti (250 gold)

Reaching Ring (3000 gold)

Staff of Power (10000 gold)

There's no way to get everybody out of this alive, unless you tell them

not to even try. If you're willing to get Larz killed (or Nara, if Larz

is already dead, or Morul, if both are already dead) you can score the

Robe of the Apprenti, which gives you an Armor Class of 3... but it's

nothing that Bracers of Defense can't do, and it's certainly not better

than the Robe of Vecna. Going for the Reaching Ring will get at least

both Nara and Larz killed, but again, there's a chance you'll actually

get a Reaching Ring out of this (which gives a bonus 5th, 6th, and 7th

level spell). The Staff of Power, however, is a pipe-dream. This one is

actually kind of tricky... 50000 experience is pretty nice, but then

again, so is the Reaching Ring. If you've got a Mage-heavy party, it

might be worthwhile to go for it. Still, there are plenty of good rings

out there, so it's not like there's any real chance of somebody's finger

getting cold. We'll find another one of these rings, and it's debatable

whether this ring is better than the ring of Acuity (a bonus 5th-level

spell is a good thing, but so are bonus 3rd and 4th level spells...

6th and 7th... not so much). Then again, 50000 experience is child's

play come Throne of Bhaal.

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

8) About a day and a half after the completion of the last task (add on

the normal four days wait if you told them to skip the last craft) Teos

will show up. If you've got any apprentices left they'll have a rather

silly graduation ceremony, and you'll get a reward if all three are

still alive. By now you've gotten a crappy wand or a crappy dagger, and

a Scroll of Mislead or Horrid Wilting. At a cost of 500-2000 gold, it's

not a bad trade just for the items (especially if you scored yourself a

Scroll of Horrid Wilting!) but the experience really makes this worth-

while.

***REWARD***

(For successfully mentoring all three apprentices)

EXP 50000

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

9) About two days after the graduation ceremony you'll be approached by

a Sergeant Natula, who will tell you that Teos needs to see you in the

Planar Sphere immediately. After returning Teos will gate in and ask

you why the hell you asked for him. Uh... Sergeant Natula and a group of

buddies will show up and attack, while Teos bravely flees. None of them

are spell-casters, which means they're all but helpless once you start

dishing out spell-buffs, and as usual a single Insect Plague or Chaos

spell will have this fight well under way. Sergeant Natula will drop a

suit of Full Plate Mail Armor and Alnarow will drop some Potions of

Invisibility, but the rest of what you'll get is junk. At least they're

worth a good bit of experience. After the fighting is over Teos will

return and sheepishly explain his departure. He'll also say that one

Lord Ketlaar Argrim is a fanatic opposed to magic, and will conveniently

have a rune of imprisonment on hand that will trap Argrim for eternity.

How nice. Question him about it and he'll admit that Argrim was

'encouraged' to find you. Time to pay Argrim a visit at the Crooked

Crane.

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

10) When I enter the City Gate District this time, I find a merchant

being hassled by a ne'er do well named Hanj. If you encourage Hanj to

kill the merchant, he'll wuss out and leave, if you let the merchant be

bullied, Hanj will have a good day. If you help the merchant and run

Hanj off he'll offer you a discount. You can only buy from the merchant

if you help him out, and after you're done shopping he'll leave. He

sells Arrows +2, Bullets +2, Potions of Hill Giant Strength, and a

variety of interesting scrolls. If you have a Pick Pockets skill of

180~ or so, you can steal from him pretty much at whim. I am only too

happy to rob him of thousands of gold (and experience points) worth of

wares. A bad day for Hanj is not a bad day for me.

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

|Mage Scrolls| Merchant

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

1st-Find Familiar

---

2nd-Power Word, Sleep

2nd-Ray of Enfeeblement

---

3rd-Minor Spell Deflection

3rd-Protection From Fire

---

5th-Breach

5th-Conjure Lesser Fire Elemental

5th-Lower Resistance

5th-Protection From Normal Weapons

5th-Oracle

---

6th-Chain Lightning

6th-Contingency

6th-Disintegrate

6th-Spell Deflection

Crooked Crane, Downstairs (AR0021)

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

11) Enter the Crooked Crane at (x=220, y=450). Do NOT enter the secret

door you may or may not discover at (x=500, y=150), as a messy death is

all that awaits you there. Once you enter some dink named Rilmi will

babble about Aulava and Tiiro are breaking up. It's really something I

don't care to deal with right now. Head upstairs at (x=100, y=500)

Crooked Crane, Upstairs (AR0022)

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

12) Once you get upstairs you'll see the drama of Aulava and Tiiro play

out. *Sigh* I guess we have no choice. Tell them what you think and

they'll stay together-or not. In the next room you'll find Lord Ketlaar

Argrim (x=300, y=450). He'll claim to recognize you for the magical

abominations that you are. It doesn't matter what you say, a fight

ensues. Equip the 'Rune of Imprisonment' into your quick-item slot, and

use it on Argrim. Your character will get close to him and take their

sweet ass time casting the spell. Once the deed is done and Argrim is

imprisoned, mop up his guards and head back to the Planar Sphere. Report

to Teos and you'll get your reward. Teos will also tell you one

pertinent word regarding Imoen: Spellhold.

***REWARD***

(For killing Argrim)

EXP 7500

***REWARD***

(For imprisoning Argrim)

EXP 7500

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

13) If you successfully imprisoned Argrim, Morul will return and ask if

he can stay in the Planar Sphere. In return he'll brew you potions every

week. It's not quite as nice as cash, but it's something. He'll make

batches of five potions, which he'll randomly give you when they're

ready. The batches are random, but the potions within are not. Here's a

list of the various batches I've encountered:

Potion of Genius

Potion of Invulnerability

Potion of Frost Giant Strength

Potion of Regeneration

Potion of Stone Form

Potion of Master Thievery

Potion of Perception

Tainted Potion of Invulnerability

Potion of Insight

Potion of Extra Healing

Elixir of Health

Potion of Fire Resistance

Oil of Speed

Potion of Genius

Potion of Genius

Potion of Defense

Potion of Cold Resistance

Potion of Agility

Potion of Firebreath

Empty Potion Bottle

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

| de'Arnise Keep |

| (Recruiting and Securing Nalia) |

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

Sequence of Events: {WLK018}

1) Nalia's Plea

2) The Palisade

3) Being a Servant Sucks

4) Deliberating with Daleson

5) Flail Head (Cold)

6) Clearing the Level

7) Lowering the Drawbridge

8) Splitting Trolls

9) Flail Head (Acid)

10) Lady Delcia Caan

11) The Golem Chamber

12) Dog Stew

13) The Flail of the Ages

14) Dog Food and Ultimate Weapons-Check

15) Umber Hulk Melee

16) Feeding Time

17) TorGar the Troll

Copper Coronet (AR0406)

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

1) Now it's time to recruit and secure Nalia-the Imoen clone. Head back

to the Copper Coronet and hear her out this time. She'll complain that

her home is under attack, and these ungrateful common folk won't do

anything to help. And after all she's done for the poor, too! You'd

think that they'd be more grateful that she was giving back her father's

tax money-tax money generated by noble land-owners preying on their

serfs-but still! You can take her with you to the keep, or send her on

ahead and meet up with her there. I almost always send her ahead and

complete the quest without her in my party, but for this playthrough

I'll make an exception and take her along. In my 'good' party she takes

the place of Yoshimo, and with the Ring of Danger Sense, she'll serve

well enough in his place for now. Before you exit the city, you may

wish to get Nalia some fire-based spells if you take her along. She

comes with Burning Hands, Melf's Acid Arrow, and Flame Arrow, but

getting her Fireball might not be a bad idea either. If you have

some money lying around, you might consider heading over to Watcher's

Keep. The Firetooth +4 Crossbow is expensive, but it is incomparably

effective at clearing the de'Arnise Keep. Also note that Bernard in the

Copper Coronet sells all the Arrows of Fire and Arrows of Acid you'll

ever need (400 or so of each.) Although at 20-25 gold pieces per arrow

(750-1000~ per 40) it might be easier on your finances to steal them.

Then again, if you've done the Copper Coronet quests you could just arm

Korgan with Stonefire +3, which does the job of putting down Trolls

just fine.

de'Arnise Keep, Exterior (AR1300)

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

2) When you arrive, Nalia will notice a palisade to the west and assume

the worst. The crucified corpses in front of the keep don't help ease

her mind either, I'm sure. Now she'll tell you what scourge has befallen

the keep: Trolls and 'snake creatures' have attacked. Head over to the

west to find the palisade, since there's no way we're getting in the

front gates. You'll find Captain Arat at (x=670, y=3330), who will tell

you about what happened here in full detail. He confirms the Trolls,

Yuan-ti, and 'tunneling beasts', and tell you that the secret side

entrance is the only way in. He'll also mention that if you get the

drawbridge down he'll lead his men to the attack, which will hopefully

distract some of the enemy. Then he'll give you 20 Arrows of Fire and

send you off on your way. Head north-east to find a secret door at

(x=1300, y=2700).

de'Arnise Keep, Servants Quarters (AR1302)

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

3) Upon entering the keep Nalia will tell you to find Daleson, then

lower the drawbridge. Sure. Continue through some rooms until you find a

secret door at (x=600, y=1400). In the next room you'll find a Troll

abusing a servant, who is promptly mulched when you enter. Oh well,

can't save everybody, right? Kill the Troll and once it is 'dead' it'll

fall down and be 'Near Death'. During this time use fire or acid to

kill it-either a Arrow of Fire, Arrow of Acid, Burning Hands, Melf's

Acid Arrow, Agannazer's Scorcher, Fireball, Flame Strike, and so forth.

I know we've met a Troll or two before by now, but this place is

crawling with them, so knowing how to deal with them is essential.

***ITEMS***

(x=530, y=1550) Potion of Extra Healing x5,

Scroll of Agannazar's Scorcher, Bullet x120, Dart x80,

1 gold

(x=350, y=1550) Potion of Defense, Arrows +2 x20, Heavy Crossbow,

Bolt +2 x20, Bolt of Lightning x20, Light Crossbow +1

(x=850, y=1250) Scroll of Protection from Normal Weapons, Bullet +2 x4,

Throwing Axe x20, Throwing Dagger x60

(x=800, y=1380) Scroll of Identify, Bolt of Lightning x6, Bolt +2 x10,

Bolt x40, Bullet x40, Bullet +1 x10, Dart +1 x20

(x=950, y=1450) Scroll of Simulacrum, Bullet x10, Bullet +2 x2,

Dart +1 x9

(x=1000, y=1400) Bloodstone Gem, 12 gold

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

4) Go through the secret door at (x=700, y=1200) to find Daleson. Well,

that was easy. Watch as Nalia desperately tries to act chummy with the

commoner, then defends her aunt's noble status in a turn. Ahh...

Hypocrisy... They'll mention some flail that Nalia's father never got

reassembled, and talk about the 'cellar', where Lord de'Arnise was

apparently taken.

***ITEMS***

(x=700, y=1140) Composite Long Bow, Long Bow, Long Bow +1, Arrows x120,

Arrows of Acid x12, Arrows of Fire x10, Bolt x120,

Bolt +1 x20, Throwing Axe x40

(x=500, y=1000) Spear, Quarter Staff, Quarter Staff +1, Spear +1,

Halberd, Arrows of Fire x40, Bolts of Biting x40,

Bullet +2 x40, Dart of Wounding x40

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

5) We still have no need to barge into the middle of the level. Go

through two secret doors, one at (x=400, y=950), and the other at

(x=370, y=720). You're now in a forge room, which will come in handy

later. Loot the chest and continue through yet another pair of secret

doors at(x=650, y=400) and (x=720, y=350) to reach a room with some

animal statues inside. Loot one of the lions (x=950, y=200) for a

Flail Head (Cold), as well as a Ring of Earth Control. I put the latter

on Keldorn, since it can be worn with magical armor and Keldorn doesn't

have a shield to boost his Armor Class. As for the Flail Head? Keep it

handy. It's not worth forging yet, but it will be shortly.

***ITEMS***

(x=550, y=400) Scroll of Find Familiar, 37 gold

(x=950, y=200) Ring of Earth Control, Flail Head (Cold), 810 gold

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

6) Now this might seem rather unceremonious, but backtrack and clear out

the entire level... Yeah, I'm being lazy, but this level isn't that

interesting anyways. In the middle of the level you can expect to find

several Trolls, whom can be bottle-necked quite nicely by simply not

going down to them. Make sure to grab the Star Sapphire from the latrine

and head out into the courtyard via one of the two entrances

(x=2000, y=1200)/(x=1600, y=1300).

Note from Lee:

I do this with just my main character, Keldorn, and Yoshimo - I have all

the melee power I need with my character and Keldorn, and Yoshimo brings

up the rear with Arrows of Fire to finish off the Trolls after melee

(and to disable the trap at (x=1420, y=1370)). The rest of the party

stays safely back in Daleson's Room. Moving clockwise from the door at

(x=625, y=1025) I can clear the level cleanly, then reassemble the party

to move on with Step 7.

***ITEMS***

(x=1420, y=1370) Dagger +2, 450 gold

(x=1790, y=680) Dart of Stunning, 1 gold

(x=1765, y=505) Star Sapphire

(x=1320, y=420) Silver Necklace, 1 gold

(x=1250, y=370) Silver Ring

(x=1170, y=320) Arrows x40

(x=1250, y=240) Bolts x40

(x=1420, y=250) Bullets x30

(x=1520, y=520) Scroll of Protection from Normal Weapons,

Scroll of Breach

***TRAPS***

(x=1420, y=1370)

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

7) Once outside kill Rover, Rex, Spot, and Sparky and collect their

delicious Dog Meat. Daleson said that to feed the burrowing creatures in

the cellar he made some dog meat stew, requiring... exactly four dogs.

Convenient, that. There's also an Otyugh around and some trolls as you

make your way up the walls. The wheel that operates the drawbridge is at

(x=2850, y=1850). Activate it to lower the drawbridge and get some

reinforcements-and better yet, some experience. Head back down to the

ground level of the courtyard and kill some Yuan-ti and Trolls that

have appeared to do battle with some de'Arnise Guards-guards armed with

Arrows of Fire, I might add. Go back up the stairs and head through the

door at (x=2450, y=1200) to get to the roof, where you can find more

foes to slay. Up here you'll find a door (x=1770, y=1200) leading to the

upper level of the de'Arise Keep.

***REWARD***

(For lowering the drawbridge)

EXP 29750

de'Arnise Keep, Upper Level (AR1303)

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

8) You'll appear in a room surrounding a Yuan-ti Mage, who also has some

Trolls nearby. If you jump on the Yuan-ti, this fight'll be over in a

pinch. Nalia will tell you to find her aunt's room, as there is a

secret passage (surprise...) to the 'cellar' there. One of the Trolls

here will split into two mini-trolls as you fight it, which is silly.

Grab the Keep Key from the bookshelf (x=1600, y=1380) before exploring

the rest of this level.

***ITEMS***

(x=1600, y=1380) Scroll of Conjure Lesser Earth Elemental, Keep Key,

Bolt +1 x20

(x=1700, y=1550) Scroll of Minor Spell Turning

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

9) Go through a door to the north-east and circle up and around counter-

clockwise. Head into the room beyond the door at (x=1550, y=650),

wherein Nalia will speak and mention the curious lack of bodies lying

around. In this room you'll find a secret door to the south at

(x=1500, y=800) which will lead to another secret door (x=1370, y=1400).

Go through a trapped and locked door (x=1250, y=1350) to find Glaicus.

Nalia claims he's been charmed, and sure enough, if you hit him with

a Dispel Magic he'll come to his senses. He'll implore you to kill the

leader of the Trolls-a brute named TorGal-before mentioning that Lord

de'Arnise was trying to reassemble a magical flail that 'had powers of

flame and acid and the like'... Probably the same device Daleson was

talking about. Lastly, Glaicus will give you the Flail Head (Acid)

before mentioning a secret forge on the lower level. Glaicus then makes

a sorry excuse and runs off. Wuss! Somebody should re-charm him so that

he does his job! Anyways, if you're the more violent type you can

always just kill Glaicus. He's fairly strong, but a Slow spell really

takes the bite out of him. Once he dies, loot him for a suit of Full

Plate Mail, two Potions of Extra Healing, a Flail Head (Acid), a

Two-Handed Sword, and 20 gold.

***ITEMS***

(x=1990, y=1090) 16 gold

(x=2100, y=770) Silver Necklace, Fire Agate Ring, Arrow x80, Bolt x80,

Throwing Axe x50, Throwing Dagger x40

(x=1670, y=770) Dart x60, Bullet x80

(x=1200, y=520) Wand of Frost

(x=1200, y=1370) Scroll of Spell Thrust, Arrows of Acid x20,

Bolt of Lightning x20, 57 gold

(x=1200, y=1400) Andar Gem, Bullet +2 x40, Dart of Stunning x20

***TRAPS***

(x=1200, y=520)

(x=1250, y=1350)

***REWARD***

(For freeing Glaicus)

EXP 22550

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

10) Backtrack to the hallways around the perimeter of the level and

continue counter-clockwise. You can go up some stairs (x=1200, y=300)

to the roof and kill some more Yuan-ti if you wish, but there's no

point to it besides the experience in it. Continue through a room with

a fountain and enter a room (x=570, y=1200) containing Lady Delcia Caan

(you'll need the 'Keep Key' we found in Step #8 to gain entry to her

room). She's worse than the Trolls, but you'll suffer a large reputation

hit if you kill her, so just endure her uselessness. There's a room to

the south (x=1300, y=1700) you can loot, but to continue on you'll need

to search Lady Delcia Caan's room.

***ITEMS***

(x=1400, y=1500) Scroll of Detect Illusion, Sunstone Gem,

Arrows of Piercing x20

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

11) In Lady Delcia Caan's room you'll find a secret door at

(x=850, y=1050). Go through another secret door at (x=900, y=850) to

find a room lined with Golems. At my modest level (about 960,000

experience per character) there were two Flesh Golems, two Stone Golems,

one Clay Golem, and one Iron Golem. This is much more than I wish to be

facing at this time, so we'll have to be... sneaky.

For the sake of convenience, let's list the Golems by their location,

numbering them by where they stand. #1 is the Golem (whatever type it

may be) closest to the secret door, and #6 is the Golem closest to the

statues. The Golems activate (and attack) when you mess with the statues

are the far end of the room-namely, certain Golems get touchy when you

molest certain loot. If you grab Frostreaver +3, Golems #6 and #4 will

attack. If you fondle the Kneecapper +1, Golems #1 and #2 will become

irate. If you 'borrow' the Elven Court Bow +3, Golems #3 and #5 will

attempt to kindly convince you to desist. Since #3 is the Iron Golem,

this is the group to watch out for. Finally, if you just want to have a

closer look at that Flail Head (Fire)... well, the Golems don't give a

crap about the most potent artifact they guard. Lazy Golems! It should

be pretty obvious how we can handle this encounter simply-take one

magical item at a time (saving that bow for last) to provoke the

Golems, and dispatch them piecemeal. Or... you could just manually

attack a Golem without bothering with its loot first. The attacked

Golem will fight back, of course, but you can simply slaughter them one

at a time this way.

In any event, the big threat here is the Iron Golem. I suggest killing

off its buddies, then provoking it. Once done, run back out the door

where the Iron Golem can't reach you. Sure it's not very brave, but

that's not the point here. The Iron Golem requires +3 weapons to hit,

and thankfully I've kept the Dragon Bane +3 Halberd. Keldorn/Dorn equips

it, then attacks the Iron Golem, which simply cannot reach him to

retaliate. It'll take half of forever to kill it, but it'll die

eventually. Failing that, Celestial Fury and Stonefire +3, can be used

to harm it-you'll just have to withdraw injured characters to heal them.

Now, for the loot we've just acquired... The bow is great for Minsc, the

War Hammer should be kept on hand just for occasions when a highly

enchanted weapon is needed (by the way, Trolls count as giants, so slap

it on Anomen for now), and the Frostreaver +3 will do wonders for

Korgan. It was a generous room, indeed. There is another secret door at

(x=1100, y=850) and stairs down at (x=1250, y=900), but before you go

there are a few things you may want to do. Head back to the Servant's

Quarters by heading back down the stairs at (x=2200, y=900) to complete

a few tasks that'll make your life easier.

***ITEMS***

(x=350, y=500) Warhammer +1, +4 vs. Giantkin, Flail Head (Fire)

(x=450, y=450) Elven Court Bow +3

(x=570, y=370) Battle Axe +3, Frostreaver

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

12) Back in the Servants Quarters (AR1302), activate the kitchen

(x=2050, y=700) four times to scrape all the Dog Meat into a cauldron

and make a stew. The game gives away the fact that the burrowing

beasties below are Umber Hulks, but at least now you have something to

distract them... and some experience.

***REWARD***

(For making Dog Meat stew)

EXP 11500

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

13) Now head over to the forge (x=400, y=500) and activate it. You

should have all three Flail Heads in your inventory and ready to go.

Once activated you'll get an experience reward, and the best flail in

the game. It's a +3 weapon that deals an extra point of acid, cold, and

fire damage, and it has a chance to slow creatures when striking. The

only downside is I don't really have a character who has the

Flail/Morningstar proficiency right now. Still, it's a great weapon for

Viconia or Anomen, when they become proficient. Anyways, at least we

have it, and once we can use it well-watch out, game!

***REWARD***

(For reconstructing the Flail of the Ages)

EXP 22350

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

14) Dog food and ultimate weapons-check, now it's time to return to the

upper level (AR1303). Head up the stairs at (x=2300, y=900) to get

there, then head back to where we slaughtered the Golems. Go through a

secret door at (x=1100, y=850), then down the stairs at (x=1250, y=900).

de'Arnise Keep, 'Cellar' (AR1301)

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

15) Loot this room, then head south-east and kill the Trolls in the

next... not-torture chamber. Before going through the next door, I spell

buff my protagonist to the fullest, but I include Chaotic Commands to

his normal defenses. Beyond the door you'll find several Umber Hulks,

who typically like to start out combat with confusion gazes. This can

really break up an attack, and having my main character with Celestial

Fury, Dorn, Korgan or Keldorn out of the fight (or worse, attacking my

own party!) can really make things go bad fast. A fully spell-buffed

Fighter/Mage, however, just waltzes in and endures their attacks. After

the first round of gaze attacks, the rest of my party walks in and puts

the beasts down. A lower-leveled party (like one trying to score loot

early or trying to secure Nalia) might want to try and lure them out one

at a time. If you want a non-violent solution to this issue, however,

see Step #16.

***ITEMS***

(x=880, y=250) Shield Amulet, Scroll of Identify, Arrows x80,

Arrows of Fire x10, Bolts x80, Bullets x80,

Throwing Daggers x30, Darts x100

(x=1080, y=150) Arrows x80, Bolts x80, 12 gold

(x=980, y=500) Dart of Wounding x20, Arrows of Fire x40,

Arrows of Acid x40, 1 gold

(x=1150, y=550) 6 gold

***TRAPS***

(x=880, y=250)

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

16) Remember that dog food we made earlier? If you want to avoid

fighting the Umber Hulks (or if you just want to score some extra

experience) you'll need to be sneaky. Take a sneaking Thief and go

through the door at (x=1550, y=750). To the south-west you'll find two

tunnels. Go through the open door leading to the northern of the two

tunnels, then enter a cell that has been clearly tunneled into. If you

search the tunnel you'll find some 'dog bones'. This is the game going

*hint-hint*. Put the dog stew we brewed earlier here (x=650, y=1100) and

you'll get some experience. None of the other cells are worth exploring,

and you should probably vacate the area before the Umber Hulks arrive.

You can kill them later, if you wish. Regardless of how you handle the

Umber Hulks, however, regroup in the room they once occupied.

***ITEMS***

(x=1750, y=720) Scroll of Infravision, Orc Leather +3

(x=1900, y=750) Bolt of Biting x40, Bolt +2 x40, 9 gold

(x=2070, y=900) Bullet +2 x40, Bullet +1 x40, 1 gold

(x=1900, y=1000) Scroll of Mordenkainen's Sword, Throwing Axe x40,

Dart +1 x60

***REWARD***

(For luring the Umber Hulks)

EXP 18750

***ENHANCED EDITION***

In the original version of the game, you could plant the dog food in

the tunnel after killing the Umber Hulks... which didn't really make

much sense, since... I mean, what was it luring? In the Enhanced Edition

you must plant the dog food before killing the Umber Hulks. At least, if

you want to gain any experience.

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

17) Before you head through the door to the north-east, spell buff to

the max. I know, two straight battles in which I told you all to spell

buff, I must be mad. Once you're ready go through with just one

character (for me this was my Fighter/Mage, who is my one-man problem

solver/tank.) At (x=2500, y=440) you'll find TorGal, the top Troll.

He'll spill some interesting information before attacking, not all of

which will make much sense. He'll come with friends, which can present

a bit of a problem at higher levels, but at my current, modest, level

he had only a pair of Giant Trolls with him. I ran back to the Umber

Hulk room and when the first Troll crossed the threshold I met them,

bottle-necking them at the door. After they're dead, search the room

they were in to find Nalia's dad, who is rather dead. After you make

your way out of the keep you'll get a rather hefty quest reward, in

both experience and gold. This gives my Viconia just enough experience

to hit level 12, and hence, get a proficiency point to spend into

Flails. Better late than never, right?

***ITEMS***

(x=2600, y=350) Scroll of Feeblemind, Bloodstone Gem x5,

Bloodstone Amulet, Moonbar Gem, Water Opal, 2126 gold

***REWARD***

(For clearing the de'Arnise Keep)

EXP 45500 (each character)

Gold 10650

If you're a Fighter, Nalia will pester you about her problems, saying

that she's betrothed to a snooty noble named Isaea Roenall. Now that her

father is dead she's set to marry this noble and fall into a life of

quiet servitude. Of course, she has a scheme-take control of the

de'Arnise Keep and she'll be safe from the unwanted marriage. Sounds

like a win-win, you get control of a fortress, and she doesn't have to

marry an arrogant lordling. The missions pertaining to the de'Arnise

Keep will be discussed in the next Sequence of Events. It will also

include the Nalia-specific quests, since I traveled around with her for

a little while. It seems like a good enough place to include them, and

as far as this FAQ is concerned, I won't bother separating the two.

(Even though the two are indeed separate. Just keep Nalia around while

you do the Fighter's Guild quests to replicate the section below.)

***ENHANCED EDITION***

In the original game, the de'Arnise Keep was the only stronghold that

could be obtained along with another stronghold. Now if you have

another stronghold, you cannot obtain the de'Arnise Keep.

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

| Fighter's Stronghold Quests |

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

Sequence of Events: {WLK019}

1) The Regent of de'Arnise

2) Bandit Problems and Pushy Merchants

3) Philosophical Ponderings

4) Temple of Tempus

5) Lord de'Arnise's Funeral

6) Isaea Roenal's Power Play

7) Lord Roenal's Power Play

8) Barg Blathering

9) Dirth's Dirge

10) The Roenal Estate

11) Initiating Isaea's Investigation

12) Her Lord's Blessing

13) An Easy Mark

14) Financing the Flood

15) Winning the War

De'Arnise Keep (AR1302)

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

1) After accepting to lead the keep you'll be taken to see the Major

Domo. He'll talk to you about day to day functions of the keep, taxes,

and other terribly interesting things. You'll be told that you'll be

making about 500 gold pieces a week, and that every couple of weeks you

should check in. And of course, you'll be summoned when big things need

your attention. One bit of good news, however, is the fact that Lady

Delcia Caan will not be staying. Anyways, check back every time you get

the message 'gold has been placed in your keep'. Chances are you'll have

some task you can perform. Like most strongholds, you can trigger most

quests by simply resting in your keep, but some require you to be

outside. I'll try and let you know, but if you just go around and

adventure like normal and just check back every time you make money,

you'll be fine.

You can also talk to the Major Domo about quickly raising taxes at the

expense of the commoners. This will net you an instant 1000 gold each

time you do it, but it'll piss of the peasantry, and as time goes on

your own staff will begin resigning. Spoiled serfs, this is why you

don't treat them well, they get all indignant and free-willed for later

tyrants! Thanks Lord de'Arnise. Extort money like this nine times, and

your peasants will revolt and you'll lose the de'Arnise Keep-

permanently. Also Nalia isn't too proud of how you ran things, and will

leave your party, too. So let's try and balance our greed in the short

term with our greed in the long term, hmm? Talk to the Major Domo and

select option #4 "Tell me how things fare." and he'll tell you the

general disposition of the peasants, which typically increases the more

benevolent things you do, and drops the more cruel things you do.

Following the experience rewards is usually the best option, but there

are some things you can do that'll make the peasants love or hate you

more regardless (typically involving you spending money to help

somebody for no reward.)

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

2) After about a week the Major Domo will tell you that a merchant

named Tolmas Bendelia is demanding to see you. Apparently his caravan

was waylaid by bandits when passing through the region and he is none

too happy about it. First, actually choose to see him. Doing nothing is

almost always the worst solution. He'll storm in and as a merchant he

naturally wants restitution. If you don't please him he threatens to

never travel through these lands again and to foreclose on every farm

he holds a debt for. To protect against more bandit threats, the Major

Domo says you'll have to hire mercenaries-you've lost too many guards to

the Trolls to clear out the bandits with your own men. It'll cost you

either 500 gold, or 250 for more.. delayed results. As for the merchant

your options seem numerous, but boil down to a few simple things.

Either compensate the merchant for his caravan fully (1000 gold),

partially (500 gold), or not at all. Or you can buy your farmer's debt

off of him (1000 gold). Lastly, you can have him executed for being such

an ingrate. The real experience-earner is the mercenaries, where you

have the option to pay 500 gold for adequate forces (the best option)

250 gold, or nothing. You get bonus experience for having the merchant

executed.

***REWARD***

(For hiring adequate mercenaries)

EXP 15000

***REWARD***

(For having the merchant executed and hiring adequate mercenaries)

EXP 15500

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

3) In time talk to the Major Domo and he'll tell you that Captain

Cernick wishes to see you. He'll tell you that a guard named Lastin has

been caught red-handed stealing from the manor, and Cernick is unsure of

how to deal with him. He's an ineffectual pansy who wants to make you

make all the hard decisions. The Major Domo warns you that people who

oppose your rule are watching, so be a careful judge. Yeah, yeah..

If you ask Cernick about the precedence he'll mention that in the past

one of the servants was stealing tax money-and was executed. Let Lastin

have his say and he'll give you the sob story about his wife getting

sick and him needing medicine to heal her. Medicine he could not ever

afford on his salary. Ah, how many times have I heard this in my

philosophy classes? Stealing is wrong, but stealing to save a life might

be less wrong? Bad Bioware, for throwing elementary philosophical

prime examples at us. If you execute Lastin you'll get no reward, so

it's probably not the right thing to do, right? You can also fire

Lastin, pardon him, or pay for his wife's medicine. Let thy experience

reward be thy guide. Paying for his wife's medicine doesn't get you

anything extra, but it is good for your soul. Eh... but since that

probably doesn't exist, do what you wish.

***REWARD***

(For firing Lastin)

EXP 11500

***REWARD***

(For pardoning Lastin)

EXP 15500

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

4) After more time passes the Major Domo will inform you that a burly

man who claims to be a priest of Tempus wishes to speak with you. Enter

Bolumir, priest of Tempus, who wishes to set himself up here in the

de'Arnise keep. Keldorn will vouch for him, but Anomen seems to feel

differently, and the Major Domo will recall that he was ejected from his

last parish. Your choices here are relatively simple. If you deny him

rudely you'll get nothing, if you deny him.. less rudely, you'll get an

experience reward, and if you allow him to set up kip here you'll get

the best reward. If you want to go see him later, he'll be up in what

used to be the Golem room. You can buy a few things off of him, potions,

priest scrolls, a Helmet of Charm Protection, and Boots of Grounding, if

you still have a need for some boots.

***REWARD***

(For dismissing Bolumir somewhat less rudely)

EXP 11500

***REWARD***

(For allowing Bolumir to set up a temple)

EXP 15500

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

5) Now, if you have Nalia in your party a Messenger will come find her

and give her a message. She's not specific, but it has to do with her

father's funeral. Well, we can't in good conscience leave her to her own

devices or delay this most important of matters. After all, we're just

chasing after a friend who's in grave peril, and for all we know Nalia's

father's grave is in peril! Oh yeah, you just read that. Head over to

the Graveyard district and the Messenger will meet you again, and

whisk you away to a tomb, where he says "they are waiting for you

upstairs." Kay. Head up into the tomb (x=1620, y=750). Upstairs you'll

find a collection of nobles, talk to them all, and have Nalia nearby.

Eventually Isaea will start talking to Nalia and as you can expect, it

doesn't end very well. Afterwards Nalia will fume for a bit before

resolving to leave.

Note that this will not happen in the de'Arnise Keep, so go wander

around Athkatla until the Messenger shows up.

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

6) Shortly thereafter I was met by Isaea Roenal on my way back to the

de'Arnise Keep, who presumes to have Nalia imprisoned for.. well, lack

of judgement, really. He'll use his station as a noble and as a member

of the military to get this to pass. Nalia will be taken away, and we'll

need to recover her-if for no other reason than because of Isaea's

smugness! Afterwards a man named Khellor Ahmson will show up, and

conveniently provide you with a lead. He'll direct you to go to a man

named Barg at the docks. He'll also tell you to check Isaea's personal

records, which are in his home in the Government District, and to bring

anything you find to Corgeig Axehand-Isaea's commander.

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

7) Of course, now that Nalia has been removed from my party I'll

immediately get bothered by a Messenger telling me that Lord Roenal is

waiting for me at the de'Arnise Keep. Wonderful. When I get there he's

about as nice as you'd expect-he demands I give over the estate or else.

If you refuse to see Lord Roenal, or if you refuse to give up the keep

you're in for a fight with him. Well, while we wait for him to get his

'army' here, let's go get Nalia back.

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

8) Head down to the Dock District and talk to Barg (x=2380, y=2500).

Ignore his reference to the Canterbury Tales and he'll readily spill

information about Isaea supporting piracy and slavery, and mention a

man named Dirth over at the Sea's Bounty. You know, with how easily it

is to find dirt on Isaea, the rest of the city must be actively looking

the other way.

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

9) Head down the stairs to the Sea's Bounty (x=2100, y=2150) again,

leaving Jaheira behind so she doesn't come into contact with Baron

Ployer-yet. Talk to Officer Dirth and (x=350, y=620). He's not quite

the same level of moron that Barg was, and will fight you if you throw

out the name Isaea. Kill him and loot him for Isaea's Slavery Document.

Note that this letter mentions the slavers we killed in the Temple

District earlier.

Roenal Estate (AR1009)

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

10) Now go to the Government District and enter the Roenal Estate,

(x=2800, y=150). The house is blissfully empty. Go grab Isaea's

Financial Statements (x=450, y=400) and leave.

***ITEMS***

(x=220, y=550) 38 gold

(x=350, y=470) Black Opal

(x=450, y=400) Isaea's Financial Statements

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

11) Head over to the Council of Six building (x=3200, y=950) and talk

to Corgeig Axehand (x=520, y=730). Show him the evidence you've

collected-the gem smuggling, the piracy, and the slaving. Individually

they are apparently unworthy of investigation, but all together, they

add up to a big problem for Isaea. You'll be told that you'll find out

what the score is in a day. Thankfully the game auto-skips ahead. Isaea

is indignant about the inquiry, but the good guys seem to have won, this

time.

***REWARD***

(For exposing Isaea Roenal)

EXP 7000 (each character)

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

12) Now it's time to return to the de'Arnise Keep and deal with the

elder Roenal. I'll put this whole family in hell yet! But first.. we

have to deal with a problem with a maid named Chanelle. Two men want to

marry her, and as the new lord of the estate you need to give one of

them your blessing. Have them brought in and Chanelle will tell you

what's up. Jessup, a ranger from the local area has been courting

Chanelle for a while, but Malvolio-a land owner from Roenal lands-has

decided he wants her. Malvolio isn't the one Chanelle loves, but he will

pay you 500 gold for her hand. Jessup, on the other hand is rather

broke, and there's the issue of the dowry that Lord de'Arnise promised

to pay that now, of course, is on you. Here we go again with this

status issue again. The experience rewards say be benevolent, and the

fact that I'm not quite a fan of Roenal folks right now really pushes me

in that direction out of spite. Giving them the dowry on top of it

doesn't net you more experience, but it does make the peasants more

happy. After this act of benevolence, the peasants are overjoyed with me

as their leader. Bring it on, Roenal.

***REWARD***

(Give Chanelle to Malvolio and refuse the gift of 500 gold)

EXP 11500

***REWARD***

(Let Chanelle marry Jessup)

EXP 15500

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

13) Next up, a well-dressed couple will ask for an audience with you.

You should know to be wary when they talk and they're identified as

'Moneylender'. They're here to collect a debt of 2000 gold owed to them

by the late de'Arnise. Like the last extortionist, they threaten to call

in debts in the area if you refuse to pay. They profess knowledge of

what happened to the last guy who tried this, and yet they somehow won't

see their own fates mirrored until you order their execution. Once you

do, their facade cracks and they reveal themselves as crooks. An easy

mark, indeed. After they're escorted away, the matter of the very real

debts your people have arises. You can leave them to their fate, pay up

partially (500 gold) or pay up the full debt to protect your people

(1000 gold).

***REWARD***

(For paying off half of the debt your people owe)

EXP 11500

***REWARD***

(For paying off the full debt your people owe)

EXP 15500

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

14) The next thing the Major Domo has to report is damage done to a road

by a flood. *sigh* This sounds expensive. What's the point of owning a

keep if you have to spend all the money you make on it! Peasants will

show up and whine, threaten, and give sob stories. After it's over, the

Major Domo will tell you it'll cost 5,000 gold to rebuild. If you don't

plan to pay, at least pick the second option to pay a portion. It'll

get you some experience, and then you can just opt out. On the other

hand, if you choose to do a partial rebuild, do NOT then choose to pay

the whole thing. You'll get an additional 8500 experience... but it's

still less than the full 15500 you would have had if you just chose to

fully rebuild from the start. You can rebuild in increments of 1000,

up to 5,000 gold (the full cost of the rebuild.)

***REWARD***

(For partially rebuilding)

EXP 4500

***REWARD***

(For partially rebuilding and giving 2,000 gold)

EXP 2500

***REWARD***

(For partially rebuilding and giving 3,000 gold)

EXP 4500

***REWARD***

(For partially rebuilding and giving 4,000 gold)

EXP 6500

***REWARD***

(For partially rebuilding and giving 5,000 gold)

EXP 8500

***REWARD***

(For fully rebuilding, at an expense of 5,000 gold)

EXP 15500

Next it's the dikes, which will cost 2,000 gold to rebuild. This one is

more cut and dry, either pay the 2,000 gold, or pay nothing.

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

15) Finally it's time for the fight with Roenal. Major Domo is panicked,

and apparently we're out numbered and out matched. Follow Captain

Cernick outside-his bright idea is that we kill Roenal quickly so his

army loses spirit and dissolves. Of course he'd suggest something that

didn't involve him doing the work. Head out past the bridge and find

Roenal, who will threaten you before attacking. He's horribly out-

matched, a simple Haste spell and brute force is far too much for him

to handle. He does have a Mage who might cause you a bit of trouble,

but it's just a matter of tearing down his defenses with a True Sight

and Breach. After Roenal dies the battle ends, so you might want to

save him for last in order to get the max experience from his minions.

Once he's dead you'll be whisked back into the keep and praised for

being the awesome fellow that you are. You'll get an experience reward,

and the keep is yours forever more... or until you over-tax it and the

peasants revolt. Head back outside and loot the vanquished. Many of the

troops will have Arrows of Fire, and Roenal's stronger guards will leave

behind Arrows of Fire and Arrows of Ice, as well as Chain Mail +1.

Roenal's Mage will leave behind Bracers of Defense A.C. 8 and a Wand of

Lightning, while Roenal himself drops a suit of Full Plate Mail +1, a

Bastard Sword +1, and 50 gold.

***REWARD***

(For defeating Lord Roenal and holding onto the de'Arnise Keep)

EXP 50000

Anyways, we've secured all the somewhat prominent PCs in the game, and

this leaves us only with Cernd and Mazzy. Since we've already partially

explored Umar Hills, we'll go after Mazzy first. Before any of that,

however, head over to the Bridge District, where we still have some

unfinished business that will tie into the Umar Hills quest.

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

| Skinner Murders |

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

Sequence of Events: {WLK020}

1) The Skinner Murders

2) Mugging at Midnight

3) Rampah's Hide

4) Rose's Odor

5) Bel Dalemark

6) Faraji's Witch

7) Missus Cragmoon

8) Robbing the Robber

9) Silver Horn of Valhalla

10) The Balthis Estate

11) Ankheg Shell House

12) Warehouse

13) Battle Over Bubbles

14) The Man in Red

15) Routing the Ransomers

16) A Good Deed.. or Silver Pantaloons

17) The Murderer Exposed

18) A Skinny Shirt

19) Riverside Escape

20) Collecting the Reward

21) Abduction, Interrupted

22) Wild Mages in the Wild Forest

Before we begin, let me just say that this is going to be a slightly

unorthodox part of the FAQ. By now you should be used to not completing

every quest as we encounter it chronologically, but this is even more

extreme. This section covers much of the ancillary exploration in and

around Umar Hills, but at this point I have no real intention of

completing this quest at all. This part of the FAQ is merely for

recruiting Mazzy, after which I'm more than happy to abandon the Umar

Hills quest. I will not resume and complete the Umar Hills quest until

after recovering Imoen.

Bridge District (AR0500)

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

1) That our Umar Hills explorations starts in the Bridge District of

Athkatla might seem odd, and really it's only marginally related. Doing

this quest now saves us the bother of back-tracking later, and it even

affects some events in Trademeet, so it's worth the bother. If you

remember, Lieutenant Aegisfield recommended we talk to Old Rampah and

Rose, and that's what we should do now.

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

2) Along the way I was assaulted by Muggers, this is a random encounter

which I'll note here mostly because... well, this is when and where it

happened. It's really only notable because one of the Muggers initiated

dialogue with me and demanded I hand over my money. He then had the

nerve to only give me 20 experience when he died.

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

3) Rampah is at (x=2630, y=1200). He will try to get you to buy

something he found, asking for 100 gold. Say you don't have that much

and he'll accept half-40 gold-in return for which you'll get an 'Exotic

Hide'. He'll also refer you to the 'seller that buys'.

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

4) Now head over to Rose (x=2950, y=1970), near the Five Flagons. Money

talks, as usual. If you're nice to her (option #1) she'll ask for 20

gold, if you're rude (option #2) she'll ask for 40. Pay her and she'll

tell you that she distinctly smelled Guril berries when she happened

upon the murder. If you bring her some more, she claims she'll be able

to identify the smell.

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

5) Since Rose and Rampah both suggested it, you might as well talk to

Bel Dalemark (x=2650, y=2050). If you ask about the slayings he'll talk

about the flayings being precise, not like the work of some beast. Show

him the 'Exotic Hide' you bought from Rampah and he'll identify it as

elephant hide. Who would have such a thing, you ask? A tanner. He'll

mention one Rejiek. Ask about Guril berries and he'll mention three

things with a similar odor-Guril berries, 'the bark of the oak', and

solik berries. Of the three, the bark is used to make tannin, which is

used for curing skins. Your merchant will give you a sample of each free

of charge and again suggest talking to Rejiek.

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

6) Return to Rose and get her to smell what the merchant gave you.

She'll identify the smell as tannin. Now we could report the information

to Aegisfield, but let's talk to Faraji (x=1400, y=2800) first. Give him

some coins and ask about the murders and he'll mention that he found the

body of 'old Bilver', and he'll implicate a mean old witch named Missus

Cragmoon.

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

7) Head over to (x=320, y=2670) and talk to the mean cookie-hoarding

witch. She'll admit to being a witch, but otherwise seems pretty

benevolent. What's the point of all this? Nothing much, but once you're

done talking to her talk to her again and she'll sell you some potions.

Namely Potions of Frost Giant Strength, Potions of Stone Giant Strength,

and Potions of Master Thievery. They're pretty easy to steal, if you

don't want to spend any gold. I was fairly successful with a Pick

Pockets score of only 115%. Note that if you tell Aegisfield that Missus

Cragmoon is a witch she'll promptly disappear. Those Cowled Wizards are

nothing if not quick, eh? Later on you'll be attacked by a group of

Adventurers led by one Strachan Fireblade whom has a note from Missus

Cragmoon on him. They're pushovers and they have no exceptional gear.

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

8) If it's night time you'll find a cutpurse at (x=660, y=2500) who

actually sells a variety of good stuff. Namely Arrows +2, Bolts +2,

Potions of Master Thievery, and a variety of scrolls, the notable ones

are listed below. Despite being a Thief himself, it's very easy to steal

from him. Wait until night if possible and time it so you can steal from

both Missus Cragmoon and the cutpurse in order to conserve Potions of

Master Thievery.

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

|Mage Spells| Cutpurse

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

3rd-Detect Illusion

3rd-Hold Undead

3rd-Protection from Cold

3rd-Spell Thrust

---

4th-Enchanted Weapon

4th-Fireshield (Red)

4th-Minor Sequence

4th-Spider Spawn

4th-Teleport Field

---

5th-Spell Immunity

---

6th-Death Fog

6th-Improved Haste

6th-Protection From Magic Weapons

6th-Power Word, Silence

Now, for some entirely unrelated exploration. As you may have noticed,

there are some houses in the north half of this district that we might

as well explore (or at least discuss) since we're canvassing the area.

***ENHANCED EDITION***

In the original game, this cutpurse was kinda buggy-he wouldn't get

appropriately angry if he caught you stealing. Now he does.

Wealthy Home (AR0527)/(AR0528)

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

9) Over at the house at (x=3000, y=770), you can find a fair amount of

loot (and traps) hidden around. It's probably the most wealthy house in

this district that we'll explore for no good reason. The best item you

can find is, of course, the Silver Horn of Valhalla, which is really a

poor summoning item, but it's still nice to have it.

Note: You can upgrade the Silver Horn of Valhalla by visiting the

'Storekeep' (x=1880, y=2070) in Waukeen's Promenade (AR0700). For the

first upgrade you'll need the Silver Horn of Valhalla (of course) a

Diamond and 2000 gold. Pick dialogue options #2, #2, and #1 and in

return you'll get the Bronze Horn of Valhalla, which summons a

7th-level Berserker instead of the Silver Horn's 5th-level Berserker.

To upgrade it again you'll need the Bronze Horn of Valhalaa, a Beljuril

Gem (very rare) and 5000 gold. This second-and final-upgrade will create

the Iron Horn of Valhalla, which summons a 9th-level Berserker. I played

through this game about a dozen times now, and never knew this item

could be upgraded until I saw the other two horns in Infinity Explorer.

A simple Google search later, and I found myself educated by a poster

named 'Keylow' on www.ironworksforum.com. Credit where credit is due.

***ITEMS***

(AR0527)

(x=500, y=250) 87 gold

(x=430, y=170) Wand of Magic Missiles

(x=600, y=200) Agni Mani Necklace

(AR0528)

(x=200, y=320) Moonbar Gem, Fire Agate Gem

(x=300, y=270) Potion of Insulation, Potion of Hill Giant Strength

(x=400, y=350) 4 gold

(x=500, y=250) Silver Horn of Valhalla

(x=450, y=150) 8 gold

(x=630, y=230) Bolt +2 x2, Onyx Ring

***TRAPS***

(AR0527)

(x=350, y=350)

(x=430, y=170)

(AR0528)

(x=300, y=270)

(x=500, y=250)

Balthis Estate (AR0506)

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

10) In the Balthis Estate (x=4300, y=950), you'll be bothered by Pip, a

diminuative butler, a host of Amnish Bodyguards, and the typically

unfriendly Acton Balthis. There's a bit of minor loot in here, but

nothing worth fighting guards over.

Ankheg Shell House (AR0531)

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

11) Over at (x=3730, y=1400) you'll find an apparently quaint home with

some nasty traps in it. The best item in here is an Ankheg Shell, from

which you can make Ankheg Plate Mail. Frankly, however, your fighters

should all have Full Plate Mail or Full Plate Mail +1. It's just not

worth the cost to have it made. Remember to loot at night if you want to

avoid witnesses, guards being called, and all that fun.

***ITEMS***

(x=630, y=200) Ankheg Shell

(x=570, y=200) Turquoise Gem x2, Andar Gem

(x=400, y=200) Healing Potion x3

(x=250, y=300) 1 gold

***TRAPS***

(x=630, y=200)

Warehouse (AR0530)

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

12) Sick of looting unguarded houses? Me too. So enter the building at

(x=4000, y=1500), within which you'll find a group of hostiles. There's

Pitre, the priest, Dracandros, a Mage, Falahar, a Fighter, and

Valeria... she throws darts, and wears heavy armor... so she's a

Fighter, too, just not a very good one. By now, we all know what we're

going to do. Edwin/protagonist hits them with Chaos, and Jaheira targets

Dracandros with Insect Plague. Then I eliminate Dracandros and Pitre,

before dispatching the fighters at my leisure. Their loot is as follows:

Pitre: Plate Mail, a Large Shield, a Mace, a Scroll of Identify and

30 gold.

Falahar: Chain Mail, a Helmet, a Halberd and a Scroll of Identify.

Dracandros: Bracers of Defense A.C. 7 and 43 gold

Valeria: Plate Mail, some Darts, a Bastard Sword and 34 gold.

To say they were poorly equipped is an understatement... but at least

they gave good experience. And now you can loot the building... which is

quite profitable.

***ITEMS***

(x=350, y=550) Medium Shield, Mace, Two Handed Sword

(x=620, y=200) Star Sapphire, Black Opal, Laeral's Tear Necklace,

460 gold

(x=570, y=170) Scroll of Spirit Armor, Scroll of Lightning Bolt,

Scroll of Protection from Electricity, Scroll of Breach

(x=220, y=250) 1 gold

***TRAPS***

(x=620, y=200)

(x=570, y=170)

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

13) As another (yes, another) aside, over at (x=1300, y=2190) you'll

find a lady of the night named Bubbles, who has two lovers by the names

of Carbos and Shank. Surely you must remember your very first victims in

the first game? I'm sure they just have the same names. Anyways, they

argue over their lady, then resolve to fight each other over her.

Eventually one will win, and a disinterested Bubbles will wander off.

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

14) And since we're here, let's knock off one more quest. Over at

(x=1680, y=3520) you'll find a man named Am-Si, who is dressed in a

very, very red outfit. Question him about his tendency to bury people

alive and eventually he'll run off into the house at (x=1420, y=3600).

Leave most of your party outside the house, then send one character in.

House, Downstairs (AR0507)

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

15) Am-Si will talk to a Dwarf named Camitis before they notice you.

Once they do, however, Catimis kills Am-Si and makes a break for it,

along with his buddy Reti. They will, of course, run into the rest of

your party. Attack them and kill them and grab Retis' Senses of the

Cat (aka: Boots of Avoidance). You might remember these from Baldur's

Gate 1, they're an incomparable defensive item for use against missiles.

You might as well stick them on whatever character you'll use to draw

missile fire, either Keldorn or Dorn. They'll probably hand these off

to less well-protected characters later on. Search the house after

you're done killing its inhabitant. Once done, head upstairs at

(x=200, y=400).

***ITEMS***

(x=300, y=280) Turquoise Gem, 3 gold

(x=550, y=150) 1 gold

House, Upstairs (AR0508)

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

16) Up here you'll find Lady Elgea, who demands to be freed. If you want

to be a nice guy you can let her go for some experience. Note if Keldorn

is in your party you have no choice but to free her. Trying to do

otherwise will prompt Keldorn to overrule you-and will get you a lesser

experience reward. Of course, you can always just leave him downstairs

and do as you please. If you're evil, or interested in obtaining the

Big Metal Unit at some point, you'll be better served by ransoming her.

Loot the cabinet at (x=400, y=200) and grab the 'Ransom Note'. Read it

to discover the location of the exchange, which is in front of

everybody's favorite Copper Coronet at nightfall. You'll find Welther

at (x=2030, y=2670), who will cough up the Silver Pantaloons in return

for the location of Lady Elgea. You'll lose two points of reputation for

doing this, but that can be cured with a little donation or two.

***REWARD***

(For freeing Lady Elgea)

EXP 16750

***REWARD***

(For freeing Lady Elgea... eventually)

EXP 8500

***ITEMS***

(x=400, y=200) Ransom Note

(x=400, y=340) 157 gold

(x=300, y=420) Short Sword

Tanner's Shop, Upstairs (AR0501)

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

17) Anyways, it's time to get back to the Skinner Murders. Report your

findings to Aegisfield and he'll run off to go check out the tanner.

Jaheira wisely suggests that since the tanner is our top suspect for a

series of grisly murders we should probably go with Aegisfield. Head

over the building marked 'Tanner Shop' on your map (x=2700, y=2600).

Once inside our friendly neighborhood tanner will tell us that he's

closed, and will play innocent about the murders. Press him a bit and

he confesses before running down the stairs (x=300, y=360). Kill his

hired thugs, then follow him.

***REWARD***

(For discovering the identity of the Skinner Murderer)

EXP 23250

***ITEMS***

(x=550, y=150) Andar Gem, 19 gold

(x=660, y=120) Shandon Gem, Potion of Regeneration

***ENHANCED EDITION***

The Thugs in this area aer new to the Enhanced Edition. Why they were

added, I cannot say-they're not even speed bumps.

Tanner's Stop, Downstairs (AR0502)

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

18) Once downstairs your companions may comment on the corpse-strewn

room. Disarm the traps in the room and search around to find the

Inspector's Body, and the 'Tanner's Letter'. The latter object directs

you to a contact in the Umar Hills. See? I told you there was a

connection. Search one of the beds (x=400, y=300) and you'll find a..

shirt made of human flesh. Wonderful. Once you have all three objects

go down the stairs at (x=550, y=400).

***ITEMS***

(x=700, y=400) Inspector's Body

(x=200, y=400) Potion of Fire Resistance, Moonbar Gem, Black Opal,

130 gold

(x=400, y=200) Scroll of Protection from Electricity, Tanner's Letter

***TRAPS***

(x=500, y=650)

(x=500, y=420)

(x=600, y=430)

(x=200, y=400)

(x=400, y=200)

Tanner's Shop, Riverside Room (AR0503)

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

19) When you reach the next level you'll find that it connects directly

to the river, apparently to facilitate quick escapes by boat. More

threateningly you'll find a trio of Ghasts and a Mage named Vellin Dahn.

A fight soon ensues, and a pair of 'Rune Assassins' and a Bone Golem

will show up, while Vellin Dahn disappears. The Rune Assassins can be

pests, as they are fond of going invisible to score cheap backstabs.

Once they're dead, loot around to obtain the Gesen Bow Shaft. Nice.

We're just about done with this quest, but there's just one more thing

that needs to be done. Time to get rid of Aegisfield's body.

***ITEMS***

(x=500, y=400) Gesen Bow Shaft, Hide Armor

(x=670, y=450) Scroll of Improved Invisibility,

Scroll of Monster Summoning II, Tchazar Gem

(x=700, y=250) 6 gold

***TRAPS***

(x=500, y=400)

(x=670, y=450)

Council of Six Building (AR1002)

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

20) Head over to the Government District and enter the Council of Six

building. Inside, find Chief Inspector Brega (x=1120, y=500) who will

take Aegisfield's body off of you. More importantly, he'll reward you

for solving the crime. Well, that was fun and all, but there's one more

thing we can do in the Bridge District-meddle in the affairs of mages!

Okay, honestly, I have no real desire to pursue this quest now, but

there is no harm in getting it started, since we're not obligated to

follow up on it... and it is in the Bridge District... you know,

completionism and all.

***REWARD***

(For solving the Skinner Murder crimes)

EXP 45000

Reputation +1

Gold 500

Bridge District (AR0500)

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

21) After you've gone through the Bridge District once, talked to

Lieutenant Aegisfield and witnessed some victims, all that crap, you'll

find a little girl named Mereth being harassed by some Red Wizards led

by Lanneth near the northern end of the Bridge District. The abduction

is interrupted by Neera, who whisks the girl away, then teleports

herself, as well. Lanneth chastises her minions and wanders off. Okay.

Alley in Athkatla (OH6010)

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

22) Exit the Bridge District and head... anywhere else to meet Neera in

a random encounter around Athkatla. She'll try to spark your memory, as

is par for the course of all recurring Baldur's Gate characters. Seems

like she's started to fight back in her struggle against the Red

Wizards, helping other Wild Mages find refuge in... the Hidden Refuge.

Why are so many Red Wizards lurking around down here in Athkatla? Who

knows. Probably for the same reason we can't go a game without running

into Drizzt and Elminster-they're icons of the Forgotten Realms, and

Bioware and Overhaul Games are shameless. Anywho, long story short,

ask Neera what you can do to help and she'll ask you to meet her in the

Wild Forest. If you care to pursue Neera's questline, skip ahead to

[WLK047]. If not, well... now it's time to pursue our contact to the

Umar Hills. And do a few other things and grab Mazzy while we're there.

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

| Umar Hills (Part I) |

| (Recruiting Mazzy) |

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

Sequence of Events: {WLK021}

1) His Name Was Darcin Cole

2) The Bla... err... Umar Witch Project

3) Minister Lloyd

4) Daar-Daar-Daar!

5) Jermien's Task

6) Idle Hands in Imnesvale

7) Tales Farmers Tell

8) Things Farmers Hide... In Chickens

9) Making Peace with Madulf

10) Umar Cave

11) Addled Mines in Imnesvale

12) A Golem Gone Awry

13) Marcella's Cabin

14) Anath's Vengeance

15) Wolf Den

16) Anath's Demise

17) Grave Robbing is Bad

18) Mazzy

19) Pala Poisoned

20) A Word with Wallace

21) The Predictable Ending

Umar Hills (AR1100)

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

1) Now if you remember, people have been disappearing... after being

found turned inside out, of course. Some people think it's the wolves,

some people think it's an Ogre and his band, and other think it's Umar

herself. I think you should talk to Fael (x=3500, y=2860) and buy a

copy of 'History of the Zhentarim'. After purchasing it he'll talk to

you and ask you to call him by the name he used before (as pertaining

to the riddle on the Tanner's Letter.) Select the following option:

"Darcin Cole was your name."

And he'll continue to chat with you. He'll say that he'll add the

finishing touches to the human skin (presumably making it into a potent

suit of armor) once you do one simple task. You merely need to retrieve

the blood of a Silver Dragon. Simple, right? Obviously this is an evil

act, but it'll be a while before we have the opportunity to get this

blood, so you need not worry about it at the present. Also, buy some

ale from Min Mining and three Bastard Swords from Elence Fielding. We

MIGHT just need them shortly.

Umar Inn (AR1105)

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

2) Head into the Umar Inn (x=3750, y=2650), which you'll discover is

somewhat crowded, at least at night. This Umar witch nonsense isn't

bad for everyone's business, it seems. Talk to Vincenzo the Innkeep

(x=600, y=600), who has a bit of a story to tell about the Umar witch...

by now we should realize that this is a spoof of some cheesy low-budget

witch film. Fortunately Willet the Stableboy keeps us down to earth.

***ITEMS***

(x=750, y=250) Wand of Fear, 24 gold

(x=620, y=420) 448 gold

(x=160, y=550) Umar Witch Project Journal x10, Antidote x2,

Potion of Extra Healing x2

***TRAPS***

(x=750, y=250)

Minister Lloyd's House (AR1104)

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

3) When you're done messing around at the Inn head outside and into the

house at (x=4970, y=2550) and talk to Minister Lloyd (x=680, y=400).

He'll tell you less stories and more fact, and mention that their

Ranger, Merella, has vanished recently, leaving them all but

defenseless. He'll reiterate everybody's fears, restating the culprits

and mentioning that he hired the 'famous knight' Mazzy Fentan to look

for the source of the problem.

***ITEMS***

(x=910, y=410) 3 gold

(x=170, y=400) 7 gold

(x=250, y=500) 7 gold

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

4) Head outside and find Daar (x=4300, y=2050), who is in love with a

local girl named Colette. Unfortunately Colette's dad is a powerful

wizard named Jermien, and like all good dads, he doesn't want anybody

messing with his daughter. He's not interested in trying to kill the

guy, so it looks like Daar is at an impasse. Head into the house at

(x=4440, y=2050).

Jermien's House (AR1103)

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

5) Jermien will question you when you enter the house, and although he's

gruff he's not outright hostile. Well, except for the whole magic

missile comment. Ask him about his Golem and he'll brighten up and

cheerfully tell you about it. At length he'll ask you if you can find

the blood of some mimic for him, which you might as well accept. You can

talk to Colette to get her side of the story, but she doesn't have much

to say right now. Don't loot the place, as Jermien will go hostile if

you touch his valuables.

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

6) Leave the house and go north, where you'll be accosted by a trio of

over-eager village boys named Dirbert, Valsben, and Neler. They want

you to buy them some Bastard Swords and ale-the start of all great

adventures. Don't be a prude and agree to buy them their contraband.

You'll get 200 gold for the task, which is more than enough. Hey, look

at that! Somehow you just happened to know ahead of time to buy these

items! You must be omniscient or something. For aiding in the

delinquency of the minors you'll get some experience. Huzzah.

***REWARD***

(For aiding idle hands in Imnesvale)

EXP 2000

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

7) To the west you'll find Jeb (x=3770, y=1550), who'll tell you a tale

for 30 gold (although you can argue him down to 20 gold). After paying

he'll tell you that Hendrick's daughter used to be an adventurer, and

that after an encounter with some adventurer's he saw Hendrick trying to

'stuff somethin' down the gullet of one of them chickens he keeps out

back.' South of Jeb you'll find Groos the Herder, Atta, Dale the Herder,

Margie, and Kaatje, all of whom have an opinion about the killings. Of

them, Kaatje actually has the most interesting story-since it's backed

up by an eyewitness account of something wicked at Marella's cabin. The

eyewitness account of a kid, but still...

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

8) To the west you'll find Erlin Hendrick (x=3220, y=1900) and his wife

Enna Hendrick (x=3150, y=1800). Talk to the former, where you'll have

several options. First, you can just strong-arm the Hendrick into giving

up what he hid in the chicken. Second you can buy the chickens off of

him for 10, 50, or 100 gold, depending on how generous you feel. Either

way you'll score a Beljuril gem, which is worth far more than the gold

you spent on it.

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

9) Travel past Jeb to the north over a stream until you find Madulf at

(x=3300, y=720). You can talk to him and provoke a fight, but if you

don't explicitly go out of your way to do so, he'll ask you to bring

terms to the villagers. Madulf wants to stay nearby and perhaps protect

the village against Orcs in the mountains, and trade once every moon.

Well, somehow I don't think these guys are the killers, especially since

they're losing members to whatever stalks out in the forests. Return to

Minister Lloyd and tell him about the deal and he'll agree to go and

talk to Madulf. He'll wander around his cabin, vanish, and if you rest

a few days (outside of his cabin) and return he'll be back. Since it's

obviously not the Ogre that's killing people, Minster Lloyd tells you to

investigate Marella's cabin. All in good time. Rest, then talk to

Minster Lloyd again and he'll have magically gone and met with Madulf,

and will thank you for setting up the negotiations. Return to Madulf and

he'll tell you about a struggle he saw near Meralla's cabin. More

importantly, he'll give you the Shield of the Lost +2, which is a fair

enough shield for this point in the game. Even more-so considering how

little work we had to do to get it.

***REWARD***

(For setting up friendly relations between Madulf and Imnesvale)

EXP 27500

Item Shield of the Lost +2 (from Madulf)

Umar Cave (AR1106)

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

10) West of Madulf you'll find Umar Cave (x=1600, y=1300), wherein

you'll find a perfectly unguarded and totally not suspicious treasure

chest (x=950, y=1050) just lying there for the looting. Don't mind the

corpses lying around it. Send one character forward and try and loot

the chest, whereupon everybody within range (which should be only the

one character) will be subject to the 'chests' mimic glue, which

holds characters regardless of free action. Kill the mimic and loot

it for its juicy Mimic's Blood. Further north into the cave you'll find

a smaller chamber with a cache you can loot.

***ITEMS***

(x=950, y=1050) Mimic's Blood, Diamond, Bullets +1 x40, Darts +1 x40

(x=900, y=300) Greenstone Ring, Flamedance Ring, Short Sword +1,

War Hammer, Bolts +1 x40, Arrows +1 x40,

Throwing Dagger x40, Throwing Axe x40, 42 gold

Note from Lee:

I often had multiple characters 'held' upon opening the chest. The Mimic

is no big deal to kill, just don't be surprised if you only have 1-2

characters to fight it.

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

11) This is more of an aside, but if you return to Umar Cave later, when

there are no quests involved with it, you'll find the three kids you

bought ale for earlier (Dirbert, Valsben, and Neler). They've apparently

encountered a 'Dragon', and in their inebriated state, they have even

less sense in their heads than usual. They'll flee, and if you explore

you'll discover a Mutated Gibberling lurking in the cave... not quite a

Dragon.

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

12) Return to Jermien's house and give him his precious Mimic's Blood.

An overjoyed Jermien will give you a sword for your trouble and merrily

set off to complete and activate his Golem, so as to ensure his

daughter remains unmolested. Unfortunately the Golem goes crazy and

attack Jermien. Step in and save him, and afterwards Jermien decides

that he might not be quite as knowledgeable as he previously thought.

This prompts him not to stand in the way of Daar and Colette anymore,

and after they take off, he will too. This grants you yet another

experience reward and the ability to loot Jermien's house free from

fear of reprisal. The sword you were given, Ilbratha +1, isn't very good

in combat, but the fact that it you can use it to throw on a Mirror

Image means it's worth putting in one of your Fighter's quick-weapon

slots. Before big fights they can use this baby to boost their

defenses, then switch back to a more potent weapon. Minsc, Keldorn,

Dorn, and Korgan are all good choices for this defensive item, although

I tend to favor those poor fools who won't have a shield to protect

them.

***REWARD***

(For giving Jermien the Mimic's Blood)

EXP 19250

Item Ilbratha +1

***REWARD***

(For saving Jermien from his Golem)

EXP 21250

***ITEMS***

(x=150, y=200) Potion of Fire Resistance, Potion of Clarity,

Potion of Genius

(x=550, y=250) Scroll of Power Word Sleep, Scroll of Contingency,

Scroll of Protection from Normal Weapons

(x=500, y=330) Silver Ring, Scroll of Identify

(x=600, y=400) 3 gold

Marella's Cabin (AR1102)

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

13) Now that we've done everything in Imnesvale we can possibly do, it's

time to stop delaying and head over to Marella's cabin (x=600, y=2800).

Make sure to grab Marcella's Journal off the table and then grab 'A Note

from Mazzy Fentan' off the floor in the bedroom. The journal will point

to some shadowy wolf-like creatures and intrusive voices. Spooky. Mazzy

seems to believe it's the wolves too, and both have drawn maps to help

you find this wolf den. Ignore the messy corpse on the bed and leave the

house, exit via the edge of the map and travel to the 'Temple Ruins'

area to the north.

***REWARD***

(For obtaining Marella's Journal)

EXP 22500

***ITEMS***

(x=950, y=370) 1 gold

(x=550, y=600) Marella's Journal

(x=450, y=550) 1 gold

(x=500, y=450) 1 gold, Bolts of Lightning x20

(x=460, y=375) A Note from Mazzy Fentan

(x=500, y=200) 1 gold, Acid Arrows x20

Temple Ruins (AR1404)

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

14) You'll enter on the western end of the map. To the north you'll

find a dead Shadow Thief (x=130, y=430), one of Mazzy's adventuring

partners. Loot his body and grab Lellyn's Journal. Reading it will talk

about the foes you'll be fighting, as well as how to deal with them up

near the temple. As the journal indicated, you'll periodically come

across Shadows, Shade Wolves, and Greater Shade Wolves. By now we can

certainly knock off any mundane explanation for the murders, although

the 'wolves' do seem to be involved, but by now I don't think we can

safely call them 'wolves' anymore. You'll find a cave at (x=600, y=600),

outside of which a werewolf named Anath will proclaim that you won't

steal her vengeance. Okay. Head inside the cave to find out what this

is about.

Wolf Cave (AR1403)

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

15) Anath stands at (x=700, y=470), and considering all the corpses

lying around, she looks awfully guilty. You can pick a fight here, but

since she's not a Shadow or some other form of undead, you should

probably give her the benefit of the doubt. Also she can't be hurt by...

pretty much any weapon you can get your hands on in Shadows of Amn, so

unless you have a boatload of Magic Missiles, you might not want to

tangle with her. Anath blames one 'Shade Lord' for the unnatural and

unholy darkness in this area, as well as for the belligerence of her

pack. She also states that the temple to the east has been perverted,

what was once a temple to Amaunator, a god of the sun, is now the

sanctuary for this Shade Lord. We remember Amaunator, right? We helped

him out during the Unseeing Eye quest! She'll admit to killing a man to

gain Strength enough to fight the Shade Lord, so she's no saint herself,

but since she's the enemy of our enemy, I let her go try and get her

vengeance. She'll tell you to meet her by the temple when you're ready.

Loot the pool and leave.

***ITEMS***

(x=900, y=400) Silver Ring, Gold Necklace, Onyx Ring

(x=345, y=520) Scroll of Shocking Grasp

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

16) Head to the north-east to find the temple, which is just crawling

with shadows. Anath will be there and will tell you that it's a trap,

and will suggest using a mirror (x=4150, y=300) to beat back the undead.

After telling you this helpful information, she'll continue to be

helpful by dropping dead, which saves us the trouble of having to kill

her. Manipulate the mirror until the area near the crystal lights up.

Every wretched Shadow that moves into the light will be destroyed, and

if you move your party into the light the Shadows will gladly chase you

to their doom... I guess they're not very... bright? Ah-hah. I kill

myself... Now that you've secured the entrance to the temple, rest up

and head down the stairs (x=4500, y=200) when you're ready.

Fallen Temple of Amaunator (AR1401)

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

17) Continue down a tunnel and go through a door at (x=1850, y=950) to

find a room full of Shade Wolves and Skeleton Warriors. Massacre them

and continue through another doorway to the north-west. We could grab

Amauna's Bones (x=1850, y=950), but since I have no intention of

completing this quest right now I prefer to leave them alone. They're

less likely to get lost if they stay where they are, and they won't

clutter up my inventory.

***ITEMS***

(x=1850, y=950) Amauna's Bones, Arrows x80, Bolts x80, Darts x40,

Throwing Axes x40

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

18) Through the doorway awaits more Shadows and a Shadow Jailor, who

will proclaim that you will not steal his master's consort. Whatever.

Kill it and loot its body for a 'Shadow Prison Key' with which you

can prove him wrong. Go through the door at (x=1450, y=550) to find

Mazzy (x=1500, y=510). You can gallantly rescue her, or try to leave

her behind (although Keldorn will object to the latter if he's with

you.) It's her goal to defeat the Shade Lord, and if you ask she'll

tell you... well... pretty much everything there is to know about the

situation. Apparently you'll need to pass Amaunator's tests to collect

'Sun Gems' which will open the doors in this temple. This will allow you

to reach the bowels of the temple and reach the corrupted altar of

Amaunator, now more ominously dubbed the 'Shadow Altar'. You also need

three parts parts of a key that opens a door leading the the 'horror'

the Shadow Lord commands-a Shadow Dragon. According to Mazzy, the

Shadow Lord inhabits the body of Meralla and planned to use Mazzy as

his next vessel when the former faltered. In a nutshell you need to

find Sun Gems and parts of a key, sneak past a Shadow Dragon, and

smash a Shadow Altar and kill the Shade Lord. See why we're not doing

this quest now? It's possible that after doing all the quests we've

done that we might indeed be powerful enough to kill the Shadow Dragon,

but it's something I prefer to wait for. Anyways, you can recruit

Mazzy now if you wish, or send her off to her family home in Trademeet

if you don't want her in your party. Either way, we're off to Trademeet

as well. If you carry Mazzy around with you for a while you'll

eventually get a quest involving her, which I'll cover below... you

know, since this part of the Walkthrough is dedicated to recruiting

Mazzy, might as well keep her quest here, too.

***ITEMS***

(x=1360, y=380) Bolts x40, Bullets x80, 1 Gold,

Tombelthan's journal (2nd half)

Note from Lee:

I never - I repeat, never - take Mazzy along. She is arguably the most

useless character in the game, and her family quests are worthless. I

do, however, complete the rest of the temple quest (WLK038) as well as

the Ranger Stronghold quests (WLK039) here. My party is powerful enough

to tackle the Shadow Dragon (thanks to having stole/sold my way to all

the best weapons, etc), although it is far more difficult now than it

would be later. Not recommended for first-time players-you really have

to know how to micro-manage a major battle to think about attempting

this...

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

19) After a bit of traveling (this quest seems to trigger more through

game-time, rather than real-time, which determines banters) Danno

Fairfoot will show up and tell Mazzy that he accidentally poisoned her

sister, Pala, with a love potion he bought from some huckster in

Trademeet. Apparently we're going to Trademeet regardless of what we

wish to do next! Still, full disclosure here, I expect few enough

people to actually play with Mazzy that I have no real discomfort

including her family trouble in Trademeet here, while having the

official exploration of Trademeet just below this. Ignore the goofiness

engulfing Trademeet for now (or better yet, mix this Sequence of Events

with the next) and head over to the Fentan Home (x=2750, y=1000).

Fentan Home (AR2002)

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

20) When you arrive, Vara Fentan, Mazzy's mother, will tell you that

Pala has been poisoned by the old Gnome peddler, Wallace, although why

remains a mystery. You'll find Wallace in Trademeet at (x=2000, y=2820),

and he'll show some surprise at Pala's poisoning. He explains that he

has a new supplier, a priest at the temple of Waukeen named Barl. Mazzy

accepts him at his word, and you gain a bit of experience for merely

finding him.

***REWARD***

(For chatting with Wallace)

EXP 6750

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

21) Now it's time to pay a visit to the Temple of Waukeen

(x=850, y=2000), within which you'll find Overgold Renwellyn

(x=550, y=350). Be cordial and he'll agree to disregard Barl's right to

privacy if it helps discover whether he is evil or not. A quick

investigation of Barl's room will turn up some 'suspicious

paraphernalia' including an alchemy set and a symbol of Talona, the

'Mistress of Poison'. Can't really get much more cut and dry than this,

can it? Barl shows up, and his demeanor is laughably confrontational.

In what is surely some of the more lackluster dialogue in this game,

Barl blusters and admits to the misdeed before attacking. He'll summon

some Poison Mists to help him, but they're nothing that can't just be

chopped down. After he dies, Mazzy hopes for a magical cure for her

sister, and lo', we discover a vial on his body, after which we'll be

whisked back to the Fentan Home. The cure, of course, seems to be

working, and Mazzy will leave your party for a while to stay by her

sister's side. Wait a day and return and all will be well. Why would a

Priest of Talona, 'Mistress of Poison' bother carrying around an

antidote? It's his religious obligation to inflict pain and suffering

upon people, and if anybody uses the 'blackmail' excuse, I'll hit them

with a stick. Nobody attempting to murder somebody with poison would

carry an antidote. This whole quest is just short-sighted and silly,

and does nothing for my disdain of Mazzy, or of Halflings in general.

Stupid Halflings!

***REWARD***

(For exposing and killing Barl)

EXP 25000

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

| Trademeet |

| (Recruiting and Securing Cernd) |

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

Sequence of Events: {WLK022}

1) Assaulted by Animals

2) Genie Monopoly

3) Efreeti Bottle

4) Khan Zahraa's Fugitive

5) Rahee and Salahee and the Family of Rom

6) Tall Tales in the Pleasure Tent

7) Exploding Bhaalspawn, Vyatri's Pub

8) Annoying Neeber

9) Itona's Information

10) The High Merchant's Request

11) Incarcerated Cernd

12) Brotherly Beat-Down

13) Another Day, Another Cult

14) Pauden

15) The Troll Mound

16) Trolls and Shadow Druids

17) Kyland Lind and More Shadow Druids

18) Ogre's Tower

19) Adratha's Cabin

20) Druid-on-Druid

21) Dalok and Even More Shadow Druids

22) Showdown with Faldorn

23) The High Merchant's Reward

24) Khan Zahraa's Reward

25) The Terror of Tiris of Trademeet

26) The Caravan Merchant

27) Treasures of Trademeet

28) The Smithy

29) The Heroes of Trademeet!

30) Family Feud

31) The Tale of Tiris of Trademeet

32) Skin Dancing

33) Picking Sides

34) Trademeet Tomb

35) Delivering the Mantle

36) Cernd's Child

37) Home Sweet Home

38) In Cernd's Absence..

39) Reckoning with Deril

Trademeet (AR2000)

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

1) When you arrive at Trademeet you'll immediately find yourself in the

middle of a battle between wild animals and the townsfolk of Trademeet.

Kill everything that's hostile and after the carnage has ended the

Militia Captain will speak with you, telling you that you should leave.

Offer to help with the animal attacks and you'll be referred to the High

Merchant, Lord Logan Coprith.

Caravan Merchant's Tent (AR2015)

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

2) Of course, there's a lot to see and do here in Trademeet, so let's

start out by exploring the southern end of the map from east to west.

Start by entering the tent at (x=3680, y=3100) and talking to the

Caravan Merchant (x=400, y=370), who will inform you they have nothing

to sell do to the interference of some genies.

***ITEMS***

(x=300, y=300) 1 Gold

(x=450, y=300) Sunstone Gem

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

3) Genies, he says? Just north of his tent you'll find one such creature

named Taquee (x=3420, y=2950) from whom you can steal an Efreeti Bottle.

The Efreeti Bottle is a moderately powerful summoning item-certainly

more potent than the Silver Horn of Valhalla and the Black Spider

Figurine. The Efreeti will only last a turn, and isn't tremendously

sturdy or potent in melee, but it can cast a selection of spells,

including Flame Strike, Magic Missile, Agannazar's Scorcher, Melf's Acid

Arrow, Stinking Cloud, Flame Arrow, Ghost Armor, and Lightning Bolt.

The Dao Djinni Tent (AR2014)

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

4) Head inside the tent (x=3500, y=2900) and talk to Khan Zahraa

(x=420, y=320). You know he's special because he's got legs. He'll say

they've come here from Calimshan hunting a Rakshasa by the name of

Ihtafeer. Since they're proven inept thus far at finding the Rakshasa,

they've decided to blockade all the trade into Trademeet by buying all

incoming goods (using spells to 'convince' the sellers, if necessary)

then jacking up the prices to effectively strangle the good folk of

Trademeet. They hope the people will get sick of it and find their

Rakshasa for them-which under normal circumstances might just work, but

with the animal attacks... it's a bad combination for Trademeet. Offer

to bring him Ihtafeer's head and thus resolve this problem. You can

also purchase some items from the genie. His goods are expensive, but

not mind-bogglingly so, if you need some +2 ammunition, Potions of

Master Thievery, or something of the sort. You cannot steal from him.

If you wanted to resolve this quest the brutish way, you could always

just kill them-but what's the fun in that?

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

|Mage Spells| Khan Zahraa

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

3rd-Non-Detection

---

4th-Improved Invisibility

Rahee and Salahee's Tent (AR2016)

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

5) Over at (x=2600, y=3250) you'll find Raafee's tent, within which

reside Raafee (x=350, y=320) and his wife Salahee (x=520, y=320). They

just complain about the genies. Over to the west you'll find the family

of Rom, consisting of Kveroslava (x=1050, y=3030), Mastav

(x=950, y=3030), Jidek (x=850, y=3050), and Rinin (x=750, y=3030). The

first will tell you your fortunes for 10 gold-something that we know by

now is rough on the fortune teller. Talk to Jidek a couple of times to

involve yourself in some family troubles. Jidek has been struck by

wanderlust, and thinks Athkatla is some wondrous metropolis where the

streets are littered with gold. Either indulge his fantasies, crush

them, play the middle ground, or refuse to get involved. If you tell him

it's not a bad place he'll set off for Athkatla immediately. Pick any

other option and he'll just go for a walk. Oh, and along the way, you'll

find some crates you can loot. Thanks to Lee for that.

***ITEMS***

(x=1470, y=3040) Helmet x7 (lots of variety!), 1 gold

(x=1390, y=3080) Potion of Extra Healing, 3 gold

The Pleasure Tent (AR2017)

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

6) In the tent at (x=320, y=3000) you'll find Wilfred the Red

(x=420, y=280) who claims to have slain a dragon. The Mistress of this

brothel-tent and the last remaining working girl both seem to have

serious doubts about this claim, however. Be a ball-buster and

challenge him to duel and he'll confess the truth. To keep you quiet

he'll pay you off.

***REWARD***

(For getting Wilfred the Red to confess)

EXP 1000

Gold 1000

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

6) After our unexpected and entirely undeserved payday, head into the

western side of Trademeet and talk to the Merchant at (x=1680, y=2820).

He has nothing to sell, but he'll tell you more about the animal

attacks, saying that a druid has been arrested and is being kept in

the High Merchant's manor. He'll also tell you about the genies, and

tell you to talk to Guildmistress Busya about the situation.

***ITEMS***

(x=970, y=2600) Fire Opal Ring

Note from Lee:

This merchant is only here during the day - not at night.

Vyatri's Pub (AR2010)

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

7) Head into Vyatri's Pub (x=2200, y=2350), where you'll find Viekang,

who identifies you as a child of Bhaal. Before anything else can be

forthcoming, however, there's an explosion and Viekang is gone. Okay.

Talk to Vyatri (x=770, y=400) to find out some info about the animal

attacks and the genies-but by now it's nothing you don't already know.

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

8) Now head up to the town center, near the fountain, where you'll be

accosted by Neeber (x=2430, y=1230). Neeber... Noober...? Naw, it can't

be.. Endure his annoying line of questioning and he'll eventually give

you some 'rocks' that other people threw at him.

***REWARD***

(For enduring Neeber's moronic questions)

EXP 1000 (each character)

Item Bullets +2 x5

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

9) Head out the north-eastern gate of town (dispatching some animals

along the way) to find a Thief named Itona (x=3750, y=70). She'll offer

to tell you the location of the Rakshasa, free of charge. Why? Simple,

the Shadow Thieves can't steal from the genies who hold all the wealth

in Trademeet, and to get their hands back into other people's pockets,

the businesses need to be freed of their Djinni monopoly. She'll name an

old woman, Adratha, as your Rakshasa.

Mayor's House (AR2007)

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

10) We've explored Trademeet enough for now. There are still people to

talk to and places to visit, but they're not very interesting at the

moment. Enter the Mayor's House (x=1300, y=2300) and talk to

Guildmistress Busya (x=700, y=500). She alludes to Trademeets problems

without really telling you anything. She will, however, tell you to

talk to her about the Djinni problem after the animal attacks are

halted. Since she seems like the rewardy type, we should probably delay

the rakshasa hunt and focus on the animals. Now go find High Merchant

Logan Coprith (x=1220, y=420). He gets right to the point and asks you

to escort the druid he has in custody to the grove of the local-and now

hostile-druids. That or investigate them yourself, which I greatly

prefer. Head down the stairs at (x=550, y=350).

***ITEMS***

(x=850, y=450) 16 gold

(x=910, y=170) Potion of Extra Healing x2, 1 gold

(x=1010, y=240) 31 gold

(x=1300, y=450) History of Dambrath, History of Luiren,

History of Halruaa, Potion of Invisibility

Mayor's House, Dungeon (AR2009)

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

11) The only thing to do here is talk to Cernd (x=330, y=300) who is

being held 'captive' more for his own safety than anything else. He will

tell you that he was sent from the north to investigate why this grove

has cut ties with the hierarchy. He suspects a change in leadership as

the cause. Take him with you-or not. If you don't have a Druid in your

party you might just want to. Frankly, however, Jaheira is far and away

a better character, so she'll serve in his stead. We've only got one

more thing to do before we go deal with the Druids, and it's

completely unrelated, but I figure I might as well cover it now,

rather than have you bump into it on your own.

Note: If your alignment is evil you'll be approached by a Halfling

named 'Lord Khellon Menold', who will offer you a more permanent

solution to the Druid problem. Although his reasons seem more personal

than practical, he wants you to 'exorcize' the spirit of the Druid

Grove, hence eliminating it once and for all. To do this you need to

poison the 'holy font' in the grove with 'sulfurous poison'.

***ITEMS***

(x=350, y=420) 6 gold

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

12) Near the fountain that dominates the center of Trademeet you'll

find Rasaad (x=1530, y=1360) being confronted by two fellow Sun Soul

Monks. Rasaad'll warn them off-they don't listen-Rasaad goes all Chuck

Norris on them (minus the crazy Jesus/conservative crap) and the two

scuffed Monks end up talking to you after they dust themselves off and

Rasaad walks away. Long story short, these two Monks seem to think their

brother Rasaad has fallen under the sway of a new cult, one which

attempts to reconcile the antagonistic cults of Shar and Selune. Of

course, this pleases nobody. Telling two rivals their goddesses are

just two sides of the same coin? That's just no damn good. The whole

point of religion is to claim to have the bestest invisible friend,

and exclude everybody who made the wrong choice to be born into a

different race or culture. If you can't pretend to be better than

others due to an unmeritous accident of birth and tell everybody else

they're going to hell, what's the point? Anyways... if you played the

first game, you should know this just doesn't sound right-Rasaad is

too white-bread to do anything as interesting as defect to a new cult.

Listen to the monkies talk-if you have Viconia in your party, she-as

a devotee of Shar-might pick a fight. Otherwise they'll babble at

length about the cult.

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

13) After talking to the Monks, wander off any 'ol direction and Rasaad

will show up. Talk to him a bit, and sure enough you'll find out that

his faith is unshakable. If anything he's paranoid that he can't trust

his former brothers due to this new cult's sway. More personally, he

thinks this new cult is led by one Collus Darathon-almost sounds like

some Game of Thrones name. Anyways, Rasaad thinks this Collus Darathon

is, in fact, Alorgoth, the man who caused the death of Rasaad's brother.

Gotta give it to this Alorgoth, he sure picks names that are awfully

villian-y. After some chatter you can offer to have Rasaad join you,

but I'd rather finish Trademeet (and the Druid Grove quests, if

applicable) before dealing with Rasaad. Leave him behind for now-he'll

simply stand around where you left him. You might want to record his

location, which varies depending upon where you went after talking to

Rasaad's beaten buddies... you know, just so you can find him again

after you're done in Trademeet. His questline will be continued in

[WLK048]. Speaking of that, exit Trademeet off any map edge and travel

to the Druid Grove.

Druid Grove (AR1900)

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

14) Fair warning, there are Trolls lurking about. Be sure to have some

way to deal with them. To the north-west you'll find Pauden, who's

really trying to be nice-but firm. Mention Cernd and he'll tell you that

this grove has been usurped by a Shadow Druid named Faldorn. Yep. The

same Faldorn from Baldur's Gate 1. Well, it looks like we've found the

source of our Druid problem.

If you provoke Pauden some Druids (led by Dalok) will overhear and

attack. These Druids will normally be encountered later in the level.

Troll Mound (AR1904)

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

15) Head to the far south-western corner of the map, killing Spiders

and Trolls as you go. Near the Troll Mound I encountered a new sort of

Troll-the Spirit Troll (if you were higher level during the de'Arnise

Keep, you'd have fought them there.) Spirit Trolls require magical

weapons to hit (like Spectral Trolls) and begin battle with an Improved

Invisibility effect on them. They also drain Strength every time they

hit-like a Shadow. The effect is temporary, but annoying. Anyways,

spell-buff and enter the Troll Mound (x=900, y=2500), where you'll find

Trolls, of course. Kill all the Trolls and loot one pile of skulls for

some gold and the Spear of the Unicorn +2, and another for the Dale's

Protector and more gold. I don't have much use for the Spear of the

Unicorn +2, but characters who contribute primarily with ranged attacks

(like Minsc, Imoen, Nalia, Yoshimo, etc.) will be well-served by these.

***ITEMS***

(x=930, y=700) Spear of the Unicorn +2, 46 gold

(x=600, y=880) The Dale's Protector, Scroll of Identify, 420 gold

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

16) Leave the skull that is the Troll-Mound and head north, then east.

You'll happen across a group of adventurers fighting Trolls. You can sit

back and watch, or help the adventurers. After the Trolls are down,

they'll turn on you, being in league with Faldorn as they are and all.

The Fighters have some Arrows +1 and Arrows of Fire, and the Druid has

Leather Armor +1, but it's nothing to get worked up over.

Note from Lee:

On one play-thru the Trolls actually won this fight, killing the good

guys and leaving a single Troll for me to dispose of.

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

17) Over at (x=2850, y=1530) you'll find a group of Druids led by one

Kyland Lind, who is decidedly opposed to your presence here. Since they

are capable of presenting a lot of spell power against me, I decide to

treat them as if they are threats. An Insect Plague, two Silence 15'

Radii, and two Chaos spells make them considerably less threatening.

Kyland Lind might surrender and walk off once he has decided he's

done his duty, but it's no big loss. They don't drop anything, but it's

good experience, nonetheless.

Ogre's Tower (AR1905)

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

18) Continue eastward over some rocks and across a bridge. As soon as

the bridge ends go south. It looks impassable, but you can go there.

Continue on until you find the large door leading to the Ogre's Tower

(x=4800, y=1200). Inside search the hay (x=380, y=200) for Belm +2, a

+2 Scimitar that grants an extra attack per round. Perfect for Jaheira,

who finally finds an excuse to drop that Staff Mace she had been using.

5 attacks/2 rounds is much better than 3 attacks/2 rounds, after all.

***ITEMS***

(x=380, y=200) Silver Ring, Belm +2

Adratha's Cottage (AR1902)

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

19) Head back up to the bridge and continue north-east to find Adratha's

'Cottage'. One hell of a cottage. Maybe it's just the towers throwing me

off? Spell-buff and enter the cottage (x=4400, y=900), inside of which

you'll find 'Adratha' (x=480, y=530), who is, in reality, our wayward

Rakshasa. Talk to Adratha/Ihtafeer and she'll 'smell' the Djinni on you,

which naturally provokes her into attacking. She'll be joined by Saadat

and Jalaal. Just focus on Ihtafeer. She can take a lot of punishment,

but she can't really deal retaliate against my spell-buffed party.

Jalaal and Saadat will amuse themselves with petty magics, and when

Ihtafeer dies... well, their experience rewards really does measure

their relative level of threat. Saadat will drop a Cleric's Staff +3 and

a Long sword, Jalaal will leave behind a Long Sword, and Ihtafeer drops

a Periapt of Proof Against Poison, a Long Sword, and Ihtafeer's Head.

You'll need the latter to prove you've done the Djinni's dirty work.

***ITEMS***

(x=620, y=200) Jade Ring, Arrows of Fire x40, Acid Arrows x40,

Bolts of Biting x40, Bolts of Lightning x40

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

20) Head north over another bridge, which terminates in a bunch of

mushrooms. Nobody should be surprised that several Spore Colonies lie

nearby, ready to spawn Myconids. Continue to the west where you'll

find Cernd waiting (x=2420, y=600), provided that you didn't bring him

with you. Talk to him and tell him you discovered that a Shadow Druid

named Faldorn now runs things here. He'll tell you that only a Druid

can face Faldorn, as it's unlikely she'll leave the grove, within which

she is nearly invulnerable. She is honor-bound, however, to accept the

challenge of another legitimate Druid. You can either take Cernd or

Jaheira with you for the purpose. Note that this will be an unarmed

fight, one which Cernd is actually probably more capable of handling

than Jaheira (what with his werewolf shapeshift and all.) Still,

Jaheira is more than capable. Make sure you have some Druid or another

in your party and continue to the west.

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

21) You'll come across another group of Druids led by Dalok

(x=1100, y=670). This is your last obstacle before encountering

Faldorn. A few spells will soften them up, but I required no special

strategies to defeat them. Dalok will drop The Burning Earth +1 (another

old friend from Baldur's Gate 1), 3 gold, and the Gnasher +2, which is

an interesting weapon Jaheira could use, but I'd just as well keep

Belm +2... besides, if you're into enchanted Clubs there's a superior

one we'll be able to get shortly in Trademeet. Why a Druid was carrying

around a sword he can't use is beyond me. Before I enter the Druid Grove

(x=850, y=250) I have Jaheira prepare an Iron Skins, and a Conjure Fire

Elemental.

Druid Grove (AR1901)

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

22) Explore the grove until you find Faldorn (x=330, y=580). She has

little of interest to say, so challenge her for the grove. After which

your applicable character will be stripped of all their items and placed

into a rather small pit with Faldorn. Jaheira casts Iron Skins and then

conjures herself a Fire Elemental before shapeshifting into a Brown

Bear. You could also cast an Insect Plague, but Faldorn isn't very keen

on using spells. Whittle away Faldorn's 90 or so Hit Points and victory

is yours. Cernd will then talk and say that a Druid named Verthan will

serve as the head of this grove until the time comes when a new Great

Druid can be chosen. If you're a Druid yourself, command of the grove

will be offered to you. If you accept (and why wouldn't you?) Master

Verthan will tell you to rest in the grove when you're ready to 'accept

the joyous burden the Spirit offers'. Either way you'll get the Staff

of Thunder and Lightning +2, and Master Verthan'll tell you to pick up

whatever crap you dropped before the fight with Faldorn. We'll get to

the Druid Grove quests in a bit, but first it's time to wrap things up

in Trademeet.

If you accepted the poison earlier, you need to activate the 'holy font'

at (x=1100, y=300). This will provoke Cernd, Jaheira and Keldorn to

leave your party and attack, as well as all the Druids in the grove. I

can only imagine what Aerie, Mazzy, and Minsc will do in response to

this, but the point remains-don't do this with good party members

present! If you wanted to see what could unite Druids and Shadow

Druids... well, this is it.

Note from Lee:

Battle trick... Strip Jaheira/Cernd/Main Character (depending on who

will fight Faldorn) of all their gear and give it to another character

before issuing the challenge. Once you appear in the battle pit, move

your Druid as close to the edge of the pit as possible, and the carrying

character as close as possible to your Druid. Pause, and you should be

able to re-equip the Druid with everything except armor (can't change

armor in battle), but you'll have all your weapons, magic items, and

other gear for the fight. Not that you really need it - Faldorn is a

pussy - but hey... why not?

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

23) Exit the Druid Grove and head west to exit the area and return to

Trademeet. Waste little time in returning to the Mayor's House, where

Logan Coprith is waiting to reward you. He'll then tell you about

Trademeet's other problem-the Djinni-which unbeknownst to him you've

already resolved. He'll tell you about the Djinni and refer you to

Guildmistress Busya, who is now presumably in a better mood to deal

with you. Indeed, she'll tell you to convince them to leave, or destroy

them if that fails. She'll offer gold and a magical item for your help.

***REWARD***

(For eliminating the Shadow Druid menace)

EXP 18000 (each character)

Gold 2000

If, on the other hand, you poisoned the grove you'll lose a point of

reputation. Babies. To get any reward you need to travel to Vyatri's

Pub and talk to Lord Khellon Menold, who waits outside (x=2080, y=2320).

Your reward from this greedy halfling is significantly less than it

would have been from the High Merchant.

***REWARD***

(For poisoning the Druid Grove)

Gold 1000

Item Shield of Harmony +2

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

24) Head over to the Djinni tent and talk to Khan Zahraa. In return for

Ihtafeer's head he'll give you a Scimitar +2" 'Rashad's Talon', as well

as an experience reward. Didn't we find this thing on top of Durlag's

Tower? How'd it get all the way down here, and in the hands of a Djinni,

no less? If you haven't stolen the Efreeti Bottle from Taquee outside,

it's too late to do so after returning the head to Khan Zahraa. Also be

sure to have purchased everything you want from the Khan before you

complete this quest.

***REWARD***

(For delivering Ihtafeer's head to Khan Zahraa)

EXP 10000

Item Rashad's Talon +2

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

25) Upon leaving the tent you'll be bothered by a lady named Jenia, who

will tell you that her son Tiris is too frightened to leave their home.

This certainly doesn't seem like something worth bothering adventurers

of our caliber over, but we might as well go check it out.

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

26) Before we return to Mistress Busya, I'll discuss the shops in

Trademeet that have now reopened. First we have access to the Caravan

Merchant in the tent south of the Djinni Tent (AR2015). He sells gear

that is identical to the stuff the Cutpurse in the Bridge District of

Athkatla sold-namely a Staff Spear, Potions of Master Thievery, and

some useful spell scrolls. All of this can be had at a five-finger

discount, of course.

Note from Lee:

If you do nothing else, steal the Wand of Fire from him. These are

arguably the best wand-type item in the game, and I pick them up at

every opportunity.

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

27) Next is the merchant we gained so much information from earlier

(x=1680, y=2820). His wares are honestly quite nice:

Blackblood +3

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

A possible upgrade for Jaheira, it's enchantment bonus makes it

considerable, and the +3 acid damage is a bonus. In most fights, I

prefer Belm +2, but it's worth carrying around.

Dwarven Thrower +3

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

This would be a good weapon for Anomen-if he were a dwarf. As it stands,

it's a consideration for Korgan, although he already has Hangard's

Axe +2. As Korgan becomes more proficient with Hammers, however, you'll

appreciate having a +3 ranged weapon. Especially against giants.

Tansheron's Bow +3

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

One of the better weapons this merchant sells, it's a +3 Short Bow

that doesn't require ammo. It'll serve you well as you chase after

Irenicus, and really it's the best Short Bow you're going to find

until you create the Gesen Bow.

Ras +2

------

A +2 Long Sword isn't very special by now, but the cool thing about

Ras is that it can fight on its own for four rounds. Treat it as a

summoned monster rather than a melee weapon and stick it on Dorn or

Keldorn.

Cloak of Displacement

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

You should remember this from the first game, it gives a +4 Armor

Class bonus against missile weapons, and a +2 bonus to saves versus

death, breath, and wands. I used to put this item on my Clerics

(either Viconia or Anomen) but recently I've decided that the Armor

Class bonus versus missile weapons and the saves (especially the

Save vs. Death) will go better on a Mage. Now Edwin/Imoen end up with

this item.

Belt of Inertial Barrier

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

This belt gives a +5 bonus to saves vs. breath weapons, 25% resistance

to missile damage, and 50% resistance to magic damage (not magical

fire or magical ice, but magic like Magic Missiles and Horrid

Wilting). Wizards, with their low Hit Points make natural benefactors

of these bonuses, since they're most likely to be maligned by

missiles, magic, and breath weapons, rather than melee attacks.

Stealing all the loot from him was a breeze with a Pick Pockets of

175%. It's a small investment in potions for literally tens of

thousands of gold worth of loot. Steal from him liberally, and you'll

put yourself ahead for the next few chapters.

The Smithy (AR2001)

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

28) You can't really expect the rest of the merchants in the city to

top the last one. Wallace (x=2000, y=2820) sells a Scroll Case and he

and the Peddler (x=2520, y=2000) both sell a few potions, as well as

mundane gear, but nothing exceptional. Head to the Smithy

(x=1950, y=800) if you want to buy some +2 ammunition and some useful

spell scrolls (listed below). He also has a Robe of the Good Archmagi,

but it's expensive, and inferior to the Robe of Vecna. Unfortunately

you can't rob him, either.

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

|Mage Scrolls| Blacksmith

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

3rd-Detect Illusion

3rd-Hold Undead

3rd-Protection From Cold

3rd-Spell Thurst

---

4th-Enchanted Weapon

4th-Fireshield (Red)

---

5th-Breach

5th-Conjure Lesser Fire Elemental

5th-Lower Resistance

5th-Protection From Normal Weapons

5th-Oracle

---

6th-Mislead

6th-Pierce Magic

6th-Protection From Magic Energy

6th-True Sight

***ITEMS***

(x=500, y=400) 1 gold

(x=600, y=150) Scroll of Protection from Cold

(x=800, y=280) Tchazar Gem, Black Opal

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

29) Return to Guildmistress Busya for another well-deserved reward,

mostly in the shape of loot. The Shield of Harmony +2 can replace any

Large Shield +2 you may yet be carrying, it's resistances are nice, but

it's bonus to Armor Class is only moderate, and soon to be eclipsed.

The gold reward is nice, too, being half the money you needed to raise

in order to find Imoen. Return to the High Merchant and he'll declare

you the Heroes of Trademeet! The reward is... less practical, but still,

how many other people have statues of themselves hanging out by a

fountain? Not you, that's for sure.

***REWARD***

(For peacefully convincing the Djinni to leave)

Gold 7500

Item Shield of Harmony +2

Item Rogue Stone

Item Diamond

Item Jade Ring

Item Pearl

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

30) The High Merchant will give a little speech and you'll get the

real reward for saving Trademeet. Of course, an adventurer's work is

never done. Before the ceremony ends you'll be bothered by Lady Lilith

Lurraxol and Lord Skarmaen Alibakkar, two nobles who claim to be

descendents of the founders of Trademeet. They're diametrically opposed,

it seems, and they both want you to meet them at their mansions. You'll

now get a suitable reward for becoming the Heroes of Trademeet. Before

we involve ourselves in this new quest, let's go check on Tiris, first.

***REWARD***

(For becoming the Heroes of Trademeet)

EXP 25250 (each character)

Gold 10750

Reputation +1

Tiris' Home (AR2006)

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

31) You can find Tiris' home at (x=1300, y=900), where Tiris himself

cowers (x=270, y=170). He'll tell about how he was ambushed by a

skinless man while out with his love Raissa, whom he bravely left

behind when he fled. He'll ask you to try and rescue Raissa, and will

mention the name of the skinless man's accomplice-one Rejiek. It

appears our skinner made his way here from Athkatla. See the connection

between the Bridge District and Trademeet? There's reason to my

madness, sometimes.

***ITEMS***

(x=330, y=170) Dagger, 2 gold

(x=170, y=150) Fire Agate Gem, Silver Ring, Short Sword, Leather Armor

(x=580, y=120) Dagger, Sling, History of Amn, 7 gold

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

32) Head over to the south-western gate, where this ambush apparently

occurred. You'll meet a man outside the gate named Darsidian Moor, who

claims to be hunting a Skin Dancer. He believes the Skin Dancer lairs

north of the eastern gate. Head over to where the large mosaic of

Waukeen is to find Darsidian Moor, who claims to have rescued Raissa

and to have knocked the Skin Dancer's accomplice unconscious. They'll

both beg you to kill the unconscious Rejiek Hidesman. This sure seems

fishy, eh? Talk to Rejiek to discover that this is actually Raissa, and

the other two are your villains. Rejiek grows impatient and decides to

attack. Take them down, they're not very strong, and talk to Raissa.

Raissa will rise and occupy her own skin again. That's right, you read

that. Poor Raissa has been cursed to become a Skin Dancer herself, that

is, unless she gets a Restoration spell cast on her. You can either

cast it yourself or use a scroll to cast it. The latter can be

purchased from the Temple of Waukeen, or purchased/stolen from the

Caravan Merchant (AR2015). At this point in the game I prefer to steal

a Scroll of Restoration and cast it on her. It's much more rewarding

than killing her. Return back to Tiris' house and talk to his parents

to complete the quest.

***REWARD***

(For saving Raissa from her affliction)

EXP 30000

Reputation +1

Alibakkar Estate (AR2011)/Lurraxol Estate (AR2012)

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

33) We now have only one quest left to do, which involves paying a visit

to one of Trademeet's supposed first families. Whichever one you choose

to side with matters not a bit. To show how arbitrary this choice is,

I picked to work for the Lurraxols because their name is cooler. And

because I'd rather please the ladies. Anyhow, they both want you to

recover an item from the tombs in Trademeet called the 'Mantle of

Waukeen, which they think will prove their legitimacy as the first

family of Trademeet. Of course the tombs are haunted, which is why

they're bothering to hire you. Both will offer 1000 gold, and both will

give you the 'Trademeet Tomb Key' to facilitate your infiltration.

***ITEMS*** (AR2011)

(x=400, y=360) Pearl Necklace, 35 gold

(x=850, y=450) 20 gold

(x=920, y=370) Bullets +1 x2

Trademeet Crypt (AR2013)

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

34) Head over to the Trademeet Crypt (x=3200, y=500). After you open the

doors the High Merchant will show up and offer you another deal. To

preserve the peace in Trademeet he wants you to give him the Mantle of

Waukeen, as bloodshed seems inevitable if you give it to either of the

noble families. It's the common video game moral dilemma-money versus

doing a good deed. Regardless of what you do, you need the Mantle,

first. Head inside the tomb and kill the Skeletons and Skeleton

Warriors within, one of which will drop the Mantle of Waukeen.

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

35) Now, if you return it to one of the noble families, the other will

show up and attack. Looks like the High Merchant was right about the

bloodshed thing. You'll be caught in the middle of the fight and will

have to fend off both sides, which inevitably means you need to kill

both the nobles. After they're dead the High Merchant will come in and

comment on the sorry state of affairs. The big draw of killing the

nobles is that Lord Alibakkar will drop a suit of Elven Chain. By now

it's only so useful (and unnecessary if you plan to side with Bodhi

later), but it's still something. You also get more gold and comparable

experience (6000 from just the two nobles). If you give it to the

High Merchant, you'll get an experience reward, a quarter of the gold

the nobles will pay, and a reputation increase (which, depending on

where your reputation is, can equal or exceed the monetary value the

nobles offer). Best of all, we're now done with Trademeet.

The rest of this Sequence of Events covers Cernd's rather uninspired

character quest-more family troubles, surprised? If you're a Druid,

the next Sequence of Events [WLK023] will cover the Druid Grove

quests, if not, or if you don't care to do these quests now, skip to

[WLK048] to help out Rasaad, who has, after all, been patiently waiting

for our business in Trademeet to conclude. Depending on your appetite

for loot we shouldn't have access to yet, you can also consider

exploring the first level of Watcher's Keep [WLK055]. The good party

might want to only grab a few choice items, such as Firetooth +4 for

Keldorn, the Crimson Dart +3, the Quiver of Plenty, and the Golem

Manual. This doesn't require us to make much progress through the area,

and if you don't bother with any of the quests, you can save most of

that juicy experience for when you have Imoen (if you intend to make

her a permanent member of your party, like I do). The evil party, on

the other hand, has no reason to stop short of clearing the entire

first level.

If you're not up for any of these quests... well, it's time to end

Chapter 2. Skip to [WLK024] if you want to side with Bodhi or [WLK025]

if you're siding with Gaelan Bayle and the Shadow Thieves in Chapter 3.

***REWARD***

(For giving the Mantle of Waukeen to the Alibakkars/the Lurraxols)

Gold 1000

***REWARD***

(For giving the Mantle of Waukeen to the High Merchant)

EXP 8000

Gold 250

Reputation +1

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

36) You'll find Cernd wherever you left him, or hanging out near the

Druid Grove (AR1900) (x=2440, y=600). Accept him back into your party

and head back to Waukeen's Promenade, where you'll be bothered by a man

named Igarol. Apparently he was Cernd's neighbor before Cernd left to

become a Druid. What, you think people are born Druids? Of course not!

Becoming a Druid typically involves some family or social strife (like

Jaheira) or a few blows to the head (like Cernd). Igarol is decidedly

unfriendly, and accuses Cernd of abandoning his responsibilities-namely

his pregnant wife. Cernd decides he has to go speak to his wife-Galia-

and see what Igarol is hinting at.

Cernd's Former Home (AR0708)

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

37) Head over to Cernd's Former Home (x=1900, y=2850) to find the

squatter Catis. He's rather abrasive, but he does at least tell you

where you can find out where Cernd's wife is, he'll refer you to

Fennecia, Cernd's old serving girl. Thanks, guv. I'll send it to me

kids. I knows where mine are. Ouch. Burn. Outside Cernd will give

another one of his stupid nature parables. Whatever, you can find

Fennecia's house at (x=1800, y=900).

***ITEMS***

(x=250, y=300) History of the Western Heartlands

(x=450, y=200) Composite Long Bow, Arrows x40

(x=570, y=200) Fire Agate Gem

(x=620, y=220) Dagger, 19 gold

(x=650, y=200) History of Amn, 1 gold

Fennecia's Home (AR0710)

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

38) Inside, Cernd will get more of the same from Fennecia-she'll accuse

him of running out on his wife (like becoming a Druid is a legitimate

excuse!) and tell him to leave. He will, however, discover from

Fennecia that Galia is dead. Since she won't speak while Cernd is

around send him outside and talk to her with another character. She'll

reveal that Galia found comfort with a noble named Deril, who apparently

treated her poorly. A few months ago Galia turns up dead, and Fennecia

suggest that Deril is responsible.

***ITEMS***

(x=600, y=200) Bluestone Necklace

Deril Estate (AR1004)

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

39) Now it's time to go pay this Deril a visit. Head over to the

Government District and enter the Deril Estate (x=3500, y=2650). Inside

you'll be accosted by a Golem named Glut, whom Cernd will handle in a

decidedly aggressive manner. At length Glut runs off to inform Deril of

his 'guests'. A Fireball in the distance should give you the distinct

impression that Deril really doesn't want to be bothered. He'll show up

and wonder who is foolish enough to interrupt his party. After Deril and

Cernd are done talking you'll get some options. Pick options #1 or #4

and you can end up fighting Deril, who is a powerful Mage... although

probably not powerful enough to survive a Breach and a good rush. Pick

option #2 and Deril will hand over Cernd's son. Pick option #3 and

Cernd will fight Deril on his own-and lose. Told you Cernd sucks. Both

Deril and his Lich-friend Lagole Gon will give you 26000 experience,

although left to his own devices Lagole Gon will just ignore you and

hand over the baby after Deril is slain. Still, if you're feeling

frisky you can attempt to take on the Lich, but at this point in the

game I wouldn't recommend it. When Deril dies he'll drop a Jade Ring,

a Quarterstaff, and 30 gold. Lagole Gon drops nothing. Hardly inspiring

loot. After you have Cernd's child he'll depart for the Druid Grove, and

you'll get some quest experience-although Cernd gets the lionshare.

Return to the Druid Grove and Cernd will rejoin your party, if you wish

to have him.

***REWARD***

(For reclaiming Cernd's child)

EXP 50000 (Cernd)

EXP 20000

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

| Druid Grove Quests |

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

Sequence of Events: {WLK023}

1) The Root of the Problem

2) Neutralizing Nilthiri

3) The Founder's Progeny

4) Driving Out Chaos

5) Great Druid

Druid Grove (AR1901)

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

1) To start these quests off return to the Druid Grove and rest there.

When you wake up, a 'Spirit of the Grove' will show up and speak to you.

Accept to become the leader of the grove, restore balance, and all that

good crap and it'll tell you that a new leader of the Troll Mound has

arisen, one Nilthiri the Shamaness, and she needs to be taken out.

You'll be given the club 'The Root of the Problem', heh, and sent off to

go find Nilthiri, who is east of the Troll Mound.

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

2) You'll find the Troll Nilthiri at (x=2320, y=2640), who will threaten

you a bit before attacking. She's somewhat stronger than normal Trolls,

but not so strong that you should lose sleep over it. Kill her and her

Troll consorts and return to the Druid Grove. Or just wait, either way

the Spirit of the Grove will find you and reward you for restoring

balance.

***REWARD***

(For putting down Nilthiri)

EXP 18500 (each character)

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

3) Return to the Druid Grove and rest for a while. After, oh, let's say

a week or so, the Spirit of the Grove will show up to give you your

second quest. It'll punish you for taking on these quests by telling you

a long story about Marek-the founder of the grove. Long story short,

one of Marek's ancestors-and inheritors of his 'spirit'-is in Trademeet,

and it's only a matter of time before the vague forces of chaos pounce

and kill this kid.

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

4) As your journal states, you should travel to Trademeet and search

around outside of town. You'll find him standing out in the open at

(x=2950, y=3330). Talk to the boy and convince him to cast out the

spirits that haunt him so you may do battle with them. After some

prompting, he'll do so, and you'll get to fight 'Chaos'. It can cast a

few Druid spells, but it wasn't strong enough to overcome my Hasted

party. After it dies the Spirit of the Grove will talk to you again,

thanking you for driving out Chaos and promising not to bother you again

until you're ready to challenge for ascension within the Grove (when

you're a 14th level Druid.) Since this requires 1,500,000 experience,

it's not something I'm really even remotely prepared to pursue just

yet.

***REWARD***

(For driving Chaos out of Loren)

EXP 20500 (each character)

Item Golden Lion Figurine

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

5) After quite a while I return with more than enough experience to

challenge for the position of Great Druid. For the sake of continuity

it's included here, but most likely this won't occur until Chapter 6.

Talk to Master Verthan and announce you're challenging for the title of

Great Druid, after which you'll be teleported into the combat pit where

you killed Faldorn. Here you'll get to do battle with a Druid who'll

start out with Barkskin, Ironskin, and other defenses before summoning

some animals and casting offensive spells (including Insect Plague, one

of the few times in the game where we may be subject to our own trump

card). After he falls you'll be proclaimed Great Druid, and you'll get a

hefty gold reward, as well as some experience, a Cleric's Staff +3, and

The Guard's Ring +2.

***REWARD***

(For gaining the title of Great Druid)

EXP 20000

Item Cleric's Staff +3

Item Ring of Protection +2

Gold 10000

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

| Chapter 3 |

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

| Siding with Bodhi |

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

Sequence of Events: {WLK024}

1) Deal With the Devil

2) Mugging Mook

3) Bodhi's Lair

4) The 'Unseemly' Task

5) The 'Heroic' Task

6) Bodhi's Last Task

7) Coo! A Key

8) Breaking into the Basement

9) Freeing Tizzak

10) The Bridge Room

11) The Mock City Room

12) Pressing the Button

13) Haz's Key

14) Aran Linvail's Sanctum

15) Slaying the Shadow Master

16) Sailing to Spellhold

17) Saemon's Escort

Graveyard District (AR0800)

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

1) Head over to the Graveyard District at night to find Bodhi. Or

rather, she'll find you. She'll start out by making light threats and

slandering the Shadow Thieves-the typical business of somebody who can't

be trusted. 15,000 gold and some tasks that involve 'killing and

terrorizing' and you'll have Imoen and Irenicus, she promises. If you

don't accept her offer she'll depart with a threat, if you do side with

her she'll tell you to go find and 'confiscate' a shipment of supplies

coming in. Bodhi will tell you that the Shadow Thieves already know of

your treachery, and that you might as well just regard them as enemies.

That was quick, eh? After talking to Bohdi chapter three officially

begins.

***REWARD***

(For siding with Bodhi)

EXP 36750 (each character)

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

2) Head to the Docks District and go find Mook at (x=1700, y=3630).

She'll call for the help of someone named Arkanis, who will show up to

try and backstab you. It's not a very challenging fight, due to their

lack of spell power and all. Some of the Shadow Thieves will throw

Poisoned Throwing Daggers at you, but they also carry Antidotes to make

up for it. Kill Mook and loot her body to obtain the 'Smuggled

Shipment'. Arkanis Gath will leave behind a Short Sword +2, and the

Rifthome Axe +3, which is a clear upgrade over Hangard's Axe +2. Why

would such an insignificant Thief have such a weapon? Who knows.

Lower Tombs (AR0801)

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

3) Now it's time to return to Bodhi. Go back to the Graveyard District

and enter the tomb at (x=600, y=1000). There are several people to talk

to, but most of them are just nutters, and not really worth the time.

Walking around slightly will dispel any illusions about who you're

dealing with. Let's just say only a certain kind of critter loves tombs

and blood so much-but this is no surprise, of course. You'll find Bodhi

at (x=1400, y=830), who will take the package off your hands. You'll

get a decent experience reward and another quest, or rather, two

different quests-a heroic task, or an unseemly task, as the game puts

it. It's somewhat misleading-the heroic task forces you to kill more

people than the unseemly task, but I suppose it's the 'who' involved and

not the 'how many'. Be sure to search the blood pool at (x=400, y=700)

to claim a Mace of Disruption +1. It won't do us much good right now,

since we're siding WITH the undead, but it could have its uses later...

***REWARD***

(For returning the Shadow Thief package to Bodhi)

EXP 28500 (each character)

Vulova Estate (AR1007)

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

4) If you pick the 'unseemly task' she'll tell you to murder Senior

Armagaran, who has ties to the Shadow Thief guild. She also wants you to

leave a cloak and dagger in the fountain of the house to implicate the

Shadow Thieves. Kinda cliche, but what the hell. Head to the Government

District and enter the Vulova Estate (x=2400, y=120). The man you're

looking for, Senior Armagaran Vulova, is at (x=600, y=600), and he's

guarded by a brute named Laen Torg and a Vulova Wizard. You can kill

him, or allow him to flee. Either way, he'll sic his guards on you. Do

what you will, but leave the Shadow Thief Dagger and Shadow Thief Cloak

in the fountain (x=900, y=500). Note that if you wuss out you get no

experience for this quest.

***REWARD***

(For murdering Senior Armagaran Vulova)

EXP 28500 (each character)

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

5) The heroic task requires you to go save a Thief by the name of

Palern Flynn. Apparently he betrayed the Shadow Thieves and Bodhi wants

him rescued before he comes to harm. Head over to the Docks District and

go to the Shadow Thief Guildhall (x=1000, y=2000), killing whatever

Shadow Thieves you find along the way. Inside you'll be attacked by a

mob of Shadow Thieves, but it's a straight out melee at first. There is

a Shadow Thief Mage lurking around, but they were fairly ineffective at

causing me harm. The Shadow Thief Mage will drop a Mage Robe of Fire

Resistance and some Darts +1, while the rest of the goons will leave

behind fairly mundane gear. Over at (x=550, y=250) you'll find Palern

Flynn. Talk to him and free him and head back to Bodhi.

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

6) No matter what quest you do, when you return to Bodhi she'll dismiss

it. It was more a test of your capabilities and disposition than any

sort of task that really needed doing, apparently. You'll get some quest

experience and your next task: this time she wants you to kill the

Shadow Master, Aran Linvail. Of course, it's not as easy as just walking

in and killing him, you'll need to get a key to reach the basement of

the guildhall. She suggests paying your old associate Gaelan a visit.

Also there's a missing associate of hers named Tizzak who might know how

to access Aran's sanctum.

***REWARD***

(For rescuing Palern Flynn)

EXP 28500 (each character)

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

7) So let's pay Gaelan Bayle a visit. Return to the Slums District and

enter his house (x=3150, y=1200). He's understandably not happy to see

you, and actually seems genuinely upset by your betrayal. Kill him and

loot his body for some goodies, including a suit of Leather Armor +3,

a Cloak of Protection +1, Bolts of Biting x10, Bolts +1 x10, Bolts x20,

two Potions of Extra Healing, the Shadow Thief Cellar Key, a Short

Sword +2, a Light Crossbow +2, and 142 gold. You might as well go up

stairs and kill Arledrian, who'll drop Arrows +1 x10, a Potion of Extra

Healing, and a Short Sword +1, and 7 gold, along with other mundane

loot.

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

8) Return to the Dock District and enter the Shadow Thief guild, this

time to reach the ground floor. Kill whatever Shadow Thieves you find

and go to the north-east, where you'll find a secret door at

(x=1400, y=350) which leads to the Shadow Thief Basement.

Shadow Thief Guild, Basement (AR0329)

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

9) The room you enter into will have several Shadow Thieves within,

two with bows, three with melee weapons. None are a threat. Go to the

door at (x=1350, y=2200) to find Tizzak, who will ask you to kill the

torturer, who apparently has the keys to the door. Head to the south-

east to find Booter, who will attack you. He's not too rough, kill him

and grab his Two-Handed Sword +2 and his Shadow Thief Prison Key. Talk

to Tizzak, who will tell you that Aran's sanctum is behind two magic

doors that cannot be picked or bashed. You'll need to press a button to

get past one, and find a key for the other. The button is behind a

trapped corridor to the north-east, and a wizard named Haz might have

the key.

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

10) Go through the doorway at (x=1100, y=1600) to reach a hallway that

splits north-east/south-west. The south room is occupied by a trio of

Shadow Thieves, including a somewhat powerful wizard. Kill them and

loot the Mage for some gems and gold. To the north-east is a room made

up of wooden bridges. When you get close an armored man named Dedral

will tell his troops to disable the guillotines so he can get through.

Fun. There are enough archers and traps around here to be a chore, what

with the poor party navigation and all. I prefer to take a Thief to

search for traps while a heavily armed characters-Korgan or Keldorn, for

instance, goes with them. They answer ranged attacks with ranged

attacks, and at this Korgan especially excels, what with his new axe and

all. Avoid the first landing to the north-east, as it has a Cloudkill

trap on it that just won't be detected. Go north-east instead. You'll

come across some archers on high ground and a Priest of Mask, which

shouldn't trouble you too much.

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

11) Continue on until you reach a room set up like a mock city. There

are traps right in the middle of the area, so be sure to disarm them

before exploring. When you walk into the room, Dedral and a group of his

lackeys will show up and attack. Dedral's the only dangerous one, but

he doesn't really have good enough support to make the most of it. Loot

Dedral for a suit of Full Plate Mail, a Ring of Lock Picks, and a Scroll

of Summon Djinni. His subordinates only carried mundane gear.

***TRAPS***

(x=2300, y=1250)

(x=2200, y=1420)

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

12) Now you have two ways to go, through a door to the south-east, or

up some stairs to the north-east. Up to the north you'll find a pair of

traps in a hallway before a room clearly designed to test, ah,

Dexterity. Run over the first two rotating spike columns and stop on the

landing beyond long enough to disarm a trap. Continue onto the third

column and press the button (x=3550, y=300) to open one of the magic

doors. Well, that wasn't so bad. Head back to the mock city room and go

south-east.

***TRAPS***

(x=2700, y=920)

(x=2900, y=820)

(x=3300, y=500)

***REWARD***

(For opening one of the magic doors to Aran Linvail's sanctum)

EXP 17500

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

13) Go down a long hallway, disarming a Lightning Bolt trap as you go.

Go through a circular room and through a doorway to the north-east into

another hallway where you'll find a Fireball trap waiting for you.

Disarm it and continue down another hallway to the west. You'll run into

another Priest of Mask and some Shadow Thieves. Kill them and continue

on to Haz (x=3820, y=1170), who isn't nearly as threatening as he thinks

he is. Kill him and take his Key to Aran's Lair.

***TRAPS***

(x=2600, y=1750)

(x=3750, y=1700)

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

14) Now head back to the room in which we entered and go through a

secret door at (x=1600, y=1800). Follow the tunnel to the south-east,

killing the stupid Orcs you find waiting for you. Really, Orcs?

Disable the Flame Strike trap in the tunnel and continue on until you

run afoul of some Shadows and an Air Elemental. You'll eventually come

to a circular room with a bridge spanning it. Spell buff and open the

final door between you and Aran Linvail at (x=4400, y=1950).

***TRAPS***

(x=2350, y=2250)

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

15) Aran Linvail and his squad aren't slouches. Many of them are spell

casters and you're forced to go through a bottleneck (doorway) to

reach them. Send in your strongest Fighters only, and have Mages and

Clerics cast spells like True Sight to cancel out the illusions they'll

bring up, and Chaos to hopefully take a few out of the fight. Jaheira

hitting them with an Insect Plague is, like in all big fights, pretty

important. You can also expect them to summon a Nabassu, so be ready

for it. If you're lucky with your debuffs, you should make it out

intact, but spell battles are touchy. Once they're dead, loot them.

Most of them carry crap, but Aran Linvail will leave behind a suit of

Elven Chain Mail +1, an Amulet of Power Bolts of Biting x10,

Bolts +1 x20, Bolts x20, a Potion of Invisibility, three Potions of

Extra Healing, a Wand of Fear, the Guard's Ring +2 (aka: Ring of

Protection +2), a Short Sword +2, a Light Crossbow +2 and 142 gold.

The Elven Chain is pretty cool, especially for a Thief or Mage multi-

or-dual classed character, but it's not better than the Bracers of

Defense A.C. 3 we bought earlier, and certainly not with Aran's Ring of

Protection +2 equipped. The Amulet of Power is a really great item for

my protagonists, as it offers Magic Resistance (every little bit helps),

Vocalize (essentially immunity to Silence), it decreases the casting

speed by one, and it makes the wearer immune to level drain. The last

perk will come in handy when Vampires become a problem. It'll allow my

protagonist to buff up and meet them in combat without having to worry

about losing levels. Good stuff all around.

***ITEMS***

(x=4500, y=1920) Katana +2, Ring of Djinni Summoning

(x=4750, y=1850) Silver Necklace, 29 gold

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

16) Return to Bodhi. You'll get a pretty hefty quest reward, and Bodhi

will say that the destruction of the Shadow Thieves was more of a test

for you than a political goal for herself. Bodhi will now talk of

Irenicus, saying that he is her brother, and that Irenicus wasn't trying

to torture you and Imoen, he was trying to unlock your potential as a

child of Bhaal. She wants you to recover Irenicus so that he may be of

use to her, and will tell you that he's being held in the 'Residence for

the Magically Deviant'-aka Spellhold. You need merely sail over there

and infiltrate an asylum operated by the Cowled Wizards. Tell Bodhi

you're ready to leave, and again, keep in mind that you won't be

coming back any time soon. You'll get to watch another cutscene about

Irenicus and Imoen before you appear at the docks with Bodhi. She'll

tell you to behave with the crew before you're introduced to Saemon

Havarian, the captain of the ship you're taking. Endure some banter and

you're off to Spellhold.

***REWARD***

(For receiving Bodhi's assistance)

EXP 50000 (each character)

Brynnlaw (AR1600)

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

17) By siding with Bodhi you'll endure a quiet voyage. Once on shore

Bodhi will tell Saemon to give you a tour around town. This he does

insomuch as he leads you to the Vulgar Monkey tavern, where he'll

refer you to somebody named Sanik.

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

| Chapter 3 |

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

| Siding with Gaelan Bayle |

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

Sequence of Events: {WLK025}

1) The Lesser of Two Evils

2) A Den of Thieves

3) Interred Achon

4) The Torture Tutor

5) The Coat Room

6) Thieves' Playground

7) Target Shooting

8) Don't Push the Red Button!

9) Hide-and-go-Tag

10) Ring of Lockpicking

11) Aran's First Mission

12) Meeting Mook

13) Aran's Second Mission

14) Where Evil Dwells...

15) Aran's Last Mission

16) Into the Vampires' Lair

17) Lassal's First Challenge

18) Taking Down Tanova

19) Staking Some Vampires

20) Blood-Pool Presents

21) Lassal's Ambush

22) Lassal's Second Challenge

23) Lassal's Last Stand

24) Battle With Bodhi

25) Aran Linvail's Confession

26) Sailing to Spellhold

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

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

1) Head over to the Slums District and into Gaelan Bayle's house

(AR0311). Talk to Gaelan and accept the new offer for a nice experience

reward and the end of Chapter 2. Gaelan will tell you that the next

step in this enterprise is to meet with Shadowmaster Aran Linvail. Looks

like you get to meet him no matter who you're siding with. It should be

noted that you earn more experience for siding with Gaelan Bayle than

you would have if you sided with Bodhi. Inconsequential in the grand

scheme of things, but interesting nonetheless. In many ways, siding

with Bodhi is the easy way to do this-although I certainly wouldn't go

so far as to say the most rewarding-financially or otherwise. Gaelan

will give you a 'key to the Shadowmaster' and tell you where to find the

Thieves' Guild in the Docks District, as if you didn't already know.

Watch a cutscene of Irenicus' and Imoen's exploits in Spellhold, and

head over to pay a visit to everybody's favorite Shadow Thieves.

***REWARD***

(For siding with Gaelan Bayle)

EXP 45000 (each character)

Item Shadow Thief Cellar Key

Shadow Thief Guild, Basement (AR0307)

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

2) There are several ways to find this guild, one of which is by

entering the main guildhall (AR0305) and exiting at (x=1400, y=350).

You'll enter into a room occupied by Tassa, Cuchul, and Mitsu. This

place has plenty of people to talk to, a few things to loot, and

really, little worthy of our attention... but, for the sake of being a

completionist (and because Lee told me I probably should) I'll cover

all the scripted events you can encounter here. If you just want to

get on with your life, see Steps #10 and #11 (and onward), which contain

the most useful bits of information. We'll use this room as our

orientation device for this area... and that's about the only

interesting thing about it, as its occupants aren't terribly

interesting, nor is the loot anything to get excited over.

***ITEMS***

(x=1100, y=1850) 1 gold

(x=1300, y=1900) 1 gold

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

3) Go through a door at (x=1350, y=2200) to find the dungeon-any good

guild has a dungeon, after all, one of the ironies of working for an

organization of criminals is that if you break the law, you can end up

behind bars. If you cross the law-breakers, you can end up behind bars.

Damned if you do, damned if you don't. Inside are several prisoners, and

Achon (x=1130, y=2550). The prisoners complain about time, but Achon is

more talkative-which is not, to say, more interesting.

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

4) From the main room where we entered the level, head down a tunnel to

the south-east to find the torture chamber, another fixture of both

benign legal organizations and illegitimate criminal organizations

alike. Here you'll find a prisoner undergoing treatment here, and a

Dwarf named Booter trying to show a young apprentice the ropes.

Unfortunately for teachers everywhere, 'Apprentice Torturer Douglas'

just doesn't have the disposition for a little learning, and runs off.

You can talk to both of them, but if you speak to Douglas, he'll have

another bout of squeamishness and disappear.

***ITEMS***

(x=2300, y=2600) Dagger

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

5) Go through a door to the north-west at (x=1100, y=1600), head up a

tunnel, and when you reach a perpendicular tunnel, head south-west to

find another nefarious room. A coat room. But, being in a Thieves'

Guild, it's doubtlessly nefarious. Or at least the coats are. Here you

can find Missy (x=200, y=1570), who is clearly stressed by her job...

Her job of handling the coats. You try and keep track of dozens of coats

in a Thieves' guild-a room full of pockets in a sanctuary to

pick-pockets. These coats are more at-risk than a troop of Tiger Scouts

spending a day in the Vatican!

***ITEMS***

(x=500, y=1650) 90 gold

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

6) Head north-east to find a room full of platforms, bridges, and

guillotine traps. Not conventional traps, mind you, they can't be

disarmed, and won't harm you. These are the flavorful, environmental

traps everybody loves so much. All in all, it's a playground for

Thieves. Keep traveling across the room to the north-east to find a

pair of Thieves hard at play.

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

7) Go through a doorway to find a fake city-scape, although Thief-

playground. When you enter you'll get to see Pelanna instructing a

trainee as he shoots down targets. Afterwards, she'll end up talking to

you, you'll disclose who you are, and she'll tell you where to find

Aran. You can then loot the dead Shadow Thieves for their Bastard

Swords, for what that's worth.

***ITEMS***

(x=1870, y=1270) 9 gold

(x=1280, y-1350) 1 gold

(x=2100, y=1250) 1 gold

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

8) Head up some stairs to the north-east until you find another

Thieves' playground-this time consisting of spiked rollers, platforms,

and bridges. These rollers can harm you if you stand on them too long,

and if you make your way across you'll get to see a trainee victoriously

complete the course-and suffer for his indiscretion. Don't follow his

example, and leave the overly-obvious red button at (x=3550, y=300)

alone.

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

9) Return to the fake city-scape and head through a doorway and down a

tunnel to the south-east. Open a door at (x=3250, y=2150) and you'll

get to see more trainees playing-this time it's a time-honored tradition

of hide-and-go-tag. Follow them through the doorway to the north and

continue until you find a room... er... also to the north.

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

10) Now for a useful encounter, there's a Shadow Thief at

(x=3770, y=1230). Talk to him and he'll suggest overthrowing Aran

Linvail, only to be overheard and promptly attacked by another Shadow

Thief. Kill the traitor, or let the other Shadow Thief do it. Either

way, loot the traitor's corpse for a Ring of Lock Picks.

***ITEMS***

(x=500, y=1650) 90 gold

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

11) To get to Aran Linvail, return to the first room (where we entered)

and go through the secret door (x=1600, y=1800). Head south-east, then

continue to the north-east until you find Aran (x=4600, y=2050). He'll

talk to you and offer you some magical trinkets in exchange for your

gold-and will try and placate you by saying that only a few 'minor

points' need to be addressed before you'll get what you paid for. As

if it wasn't enough that you had to pay them huge sums of gold, but you

now have to work for them. Ah well. Aran will tell you that strange

things are afoot in the Docks District; missing shipments and missing

employees. Since you've already burnt bridges with Bodhi, Aran guesses

that you won't waste your investment with the Shadow Thieves by

betraying him, so you naturally make a trustworthy source of muscle. He

wants you to go down to the docks and meet with somebody named Mook.

He'll also make good on his promise to give you some loot before you go;

The Guard's Ring +2 and the Amulet of Power. Frankly, these items

are almost worth the money we paid the Shadow Thieves, especially with a

Fighter/Mage protagonist. I equip the Amulet of Power on my main

character, as it's about to prove to be useful. If that's not quite

enough, however, you can steal a Light Crossbow +2, Bolts +1 x20, four

Wooden Stakes, Bolts of Lightning x10, and Bolts x10 from Aran (although

it took me an absurdly high Pick Pockets score to do so).

***ITEMS***

(x=4350, y=2000) History of the Fateful Coin, 2 Gold

(x=4350, y=2000) Greenstone Ring, 1 Gold

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

12) Wait until night and head down to the seaside docks to find Mook

(x=1700, y=3630). She'll mention that she's seen a man casing the area.

With you here as backup, however, she'll be able to do a more thorough

investigation. Some time will pass and a Vampire will show up. Mook will

go confront him and after they exchange words Mook will be killed,

leaving you to fight this 'Lassal' by yourself. I send my main character

forward, who is protected by his new Amulet of Power. He'll take some

damage, but he won't get level-drained, which is the real problem

Vampires pose. If you get charmed just dispel it... or cast Chaotic

Commands at the start of the fight. Of course, you should feel

encouraged to have the rest of your party contribute with ranged

weapons whenever fighting creatures like Vampires and Illithids-both of

which are best handled by our protected protagonists. Once Lassal is

beaten he'll flee, and it's time to report to Aran. You can loot Mook's

body for a suit of Studded Leather Armor, a Short Sword, and 12 Gold.

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

13) Once Aran is informed you'll get an experience reward. Aran will

then promptly send you on another quest. This time you need to find two

Shadow Thieves named Jaylos and Caehan who are planning to defect. You

need to head over to the Five Flagons and pretend to be a new recruit

of the enemy guild and hopefully find out where the enemy guild is

located.

***REWARD***

(For reporting to Aran Linvail about the events at the docks)

EXP 28500 (each character)

Five Flagons Inn, Upstairs (AR0511)

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

14) Saunter over to the Bridge District and enter the Five Flagons Inn

(AR0522) and head upstairs (x=600, y=250). Might as well loot the place

while we're here, although the pickings are slim. You'll find Jaylos

at (x=420, y=590) and Caehan at (x=370, y=720). It doesn't matter what

you say, they want a fight. Fortunately Caehan is an idiot and mentions

the name of their contact, one 'Gracen'. They don't put up much of a

fight. Once they're dead, the 'Guild Contact' will show up and initiate

dialogue. It doesn't matter what you say, a fight will ensue. Kill this

Gracen and loot his corpse for a suit of Plate Mail Armor, a Helmet,

a Potion of Extra Healing, two Potions of Invulnerability, a 'Contact's

Note', and a Two Handed Sword +2. Read the note-which is from your old

pal Lassal-to find out that the rival guild is located in the

Graveyard District.

***ITEMS***

(x=150, y=750) 23 Gold

(x=280, y=770) 1 Gold

(x=800, y=360) 1 Gold

(x=750, y=1120) Potion of Insight, Bloodstone Amulet

(x=1300, y=380) 47 gold

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

15) Return to Aran and inform him of your latest exploits. You'll get

another experience reward and your last mission from the Shadow Thieves:

exterminate the rival guild. You had to have seen that coming. Aran will

dispatch a Mage to help open the doors to the Vampire's lair, but the

rest is up to you, of course. He's nice enough to give you five Wooden

Stakes, at least. Hold onto them and head over to the Graveyard

District.

***REWARD***

(For telling Aran Linvail the location of the rival guild)

EXP 28500 (each character)

Lower Tombs (AR0801)

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

16) Return to the Lower Tombs by entering the door at (x=2580, y=880) in

the Graveyard District. This is a place you should be well aware of if

you recruited Edwin and Korgan. Head north of the central web structure

where we found Pai'Na much earlier and find Haz at (x=1730, y=1480), who

is relieved that you showed up. He'll sick his Flesh Golem on the door

and the party will run into Lassal again, who will command some

'Grimwarders' to attack you. These are similar to the Doom Knights and

Skeleton Warriors in the first game, and by now shouldn't be too much of

a bother. Haz, however, might disagree. After the Grimwards are put

down, loot our dead Mage chum for some gold and a Staff Mace.

Note from Lee:

I re-enter the Lower Tombs via the door at (x=900, y=1660). This comes

up at the closest point to our destination, due west of the web dome.

Also, on my last play-thru, Haz didn't get killed, and simply followed

me around thru the rest of this area. Kind of annoying, really...

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

17) Continue through a doorway to the north-west, where Lassal will

challenge you to face him in the inner sanctum. He's obviously trying to

lead you somewhere, and he can wait. You'll encounter a pair of

Fledgling Vampires in this room, which is dominated by a large table.

Fledgeling they may be, but their level drain still annoys me, so here

is my Vampire strategy; I let my main character, who is spell-buffed and

protected against level drain due to his Amulet of Power, do all the

work. Simple, eh? For the evil party, Dorn can also join in the fun,

since he's outright immune to level drain. The rest of my characters

debuff enemies and provide ranged support, although characters like

Keldorn and Minsc use their melee weapon with reach to attack without

opening themselves to reprisals. Another option is to use Negative Plane

Protection on Fighters being sent into combat, but with a duration of

five rounds per casting, it's not really ideal. Putting the Amulet of

Power on Anomen, Jaheira, or Viconia also works, although since they

can't spell-buff as well, they won't be quite as effective on their own.

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

18) Go through a doorway to the north-east where you'll find a Fledgling

Vampire and a Vampire named Tanova. Remember that Vampire strategy? It's

going to need some help with Tanova, as she's a potent spell-caster, as

well as a dastardly undead abomination. Try to lure the Fledging Vampire

away without provoking Tanova to eliminate that little distraction. Once

done, I make sure my protagonist is spell buffed and rush into engage

Tanova. She'll start out the fight with Spell Turning, Protection from

Normal Missiles, Protection from Magical Weapons, and Protection from

Electricity. The third one is the only buff I'm worried about. Have a

Mage hit her with Breach while a Cleric starts casting True Sight to

keep her honest (if you have Keldorn, you can just wait until she uses

some illusion spell or another, as his instantaneous casting time allows

you to be more reactive). All the while my protagonist attacks her most

vigorously, while every other character who can muster a +2 ranged

weapon helps from afar. She's one of the rare Mages in the game who'll

cast Simulacrum, and her Simulacrum is fond of casting Hold Person and

damaging spells. Her Simulacrum doesn't seem to be able to muster

anything above 3rd-level, but since we're distracted with Tanova, it

can still be a nuisance (note that the real Tanova will have a grey name

in the dialogue window, whereas the Simulacrum has a blue name). All in

all, Tanova's not that rough, but it's best to come prepared, because

one bad Saving Throw can give you a headache here.

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

19) Now that we've cleared the way to the north-east... ignore it.

Return to the table room and head down a tunnel to the south-west

(opposite the tunnel where we fought Tanova) and kill the Vampire Gellal

who stands in your way. You'll eventually find a room to the south-west

that contains a Clay Golem guarding some Sarcophagi. By now a lone Clay

Golem shouldn't really be too much of a bother to us (especially if you

completed the Trademeet quests). Dispatch it and stake whatever Vampires

have fled back here (you can tell because your cursor will change to the

"attack" icon when over applicable sarcophagi.)

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

20) Once you've staked whatever Vampires you can, go through the secret

door at (x=450, y=1250). Beyond which I find a Fledgling Vampire, a

Vampire named Durst, and a Greater Ghoul, which are fodder to my

Fighter/Mage. Search the pool of blood at (x=400, y=700) for a Mace of

Disruption +1. Ideally it would be great against undead, but my

protagonist doesn't do Maces, and Anomen/Viconia are susceptible to

level drain, so it just sits in my inventory and looks pretty. I make

sure there's nothing left to stake in the previous room, then I head

through another secret door at (x=700, y=750). This just takes me back

to the main room with the table in the middle. It's time to go after

Lassal (x=1600, y=550).

***REWARD***

(For staking a Vampire)

EXP 9000

Vampire's Sanctuary (AR8003)

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

21) Head down a tunnel to the south-east and dispatch a pair of Greater

Ghouls. Through a door you'll find a room with two Fledgling Vampires

and numerous Grimwarders. You have two conflicting needs here-you need

to kill the Vampires with a protected character to avoid level drain,

but you need to focus as much of your might on the Grimwarders as

possible. The best thing to do is bottleneck them at the door (Vampires

are quicker than Grimwarders, so they'll probably reach you first) with

a protected character, while your spell-casters blast enemies in the

room beyond. Holy Smite works well here with a good-aligned party. Of

course, spell-buffing to the max helps make everything go smoother.

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

22) Once the populated room is... depopulated... you've two ways to go.

First go through a door (x=1120, y=300) to find a room with some loot

in it. At this point in the game, it's nothing to go crazy over,

although the armor was clearly designed for Rangers. Go through the

door at (x=1570, y=300) and Lassal will tell you to find him in the

room of blood and blades. Oh, am I so going to enjoy staking him.

***ITEMS***

(x=930, y=200) 8 gold

(x=1050, y=200) Ashen Scales +2, Katana +2

***TRAPS***

(x=1050, y=200)

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

23) Head back upstairs to the main room. Instead of rushing in and

allowing my party to get mauled by the spikes in the room (which is

north-east past where we fought Tanova) I decide to take a more

conservative tactic. Now, this might be a bit unorthodox, but my plan is

to spell-buff my main character and let him do all the work. I know, we

never do that! Anyways, he goes alone to confront Lassal

(x=3320, y=320). For those of you without the benefit of a Fighter/Mage,

spell-buff a Mage and send them in alone. Instead of duking it out with

Lassal, however, lure him out into the hallway where you fought Tanova.

I promptly and decisively smite Lassal and head back to the sarcophagus

room, where he endures a well-deserved staking.

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

24) Bodhi will appear to the north. I send the rest of my party out into

the hallway so my main character can fight her alone. He's still spell-

buffed from the last fight (Lassal was entirely out-classed), and so is

still in fine condition to go toe-to-toe with her. Her Hit Points won't

last as long as my Stoneskin and Mirror Image will. Once she falls

she'll taunt you a bit before leaving. Of course, let's not be

foolhardy, if she's more than you can handle, by all means attack her

with characters wielding weapons with reach. It's time to return to

Aran Linvail. His rival guild has been subdued, at least for now, and

it's past time we saw some return for all the money we gave him.

***REWARD***

(For defeating Bodhi)

EXP 18750

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

25) Report back to Aran Linvail, where you'll receive a suitably large

experience reward. Even if you don't question him about what Bodhi said,

Aran will come clean. By now it's no surprise that the Shadow Thieves

were the ones who attacked Irenicus' lair under Waukeen's Promenade. In

fact, I wasn't even aware this was supposed to be a secret. Anyways,

the Shadow Thieves are genuinely enemies of Irenicus. Not because of

what he did to you, of course, but because of his connections with

Bodhi, and Bodhi was anything but friendly to the Shadow Thieves. The

gold served a dual-purpose for the Shadow Thieves-first to ensure your

commitment (who would pay that much money if they weren't really after

Irenicus?) and second because that Shadow Thieves genuinely needed the

money. Warring with a guild of Vampires is expensive, it seems...

Irenicus and Imoen both reside within Spellhold. You want to get there

for Imoen, or for whatever power Irenicus thinks he can unlock within

you, and the Shadow Thieves want answers. All in all, after talking to

the Shadow Thieves you feel like you're getting a clearer picture of

what transpired at the beginning of the game; the only remaining

questions (and answers) lie with Irenicus. It's a much more fulfilling

feeling than you get at the end of Bodhi's quests, where you're sure of

only one thing: that she's playing games with you.

***REWARD***

(For receiving the Shadow Thieves' assistance)

EXP 50000 (each character)

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

26) Collect whatever you need for the trip, sell off or stash all

excess gear, and be sure that you have whatever party members you need

with you. You will not be returning any time soon. Once you're ready

talk to Aran Linvail and tell him you're ready to go. You'll be treated

to another Irenicus-Imoen cutscene before you appear at the docks. Aran

Linvail will chat with the less-than-trustworthy captain he's hired to

take you to Spellhold, one Saemon Havarian. You know it's not an ideal

situation when the Shadow Thieves decide they need to include a bit of

'insurance' on the ship to ensure things go smoothly. And frankly, we

should know better by now than to get on a boat. Look at what happened

in Tales of the Sword Coast!

EVIL PARTY STATS: END OF CHAPTER 3

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

Dorn

Blackguard 13

Experience: 1688605

Hit Points: 92

Armor Class: -5

Paralyze/Poison/Death: 3

Rod/Staff/Wand: 5

Petrify/Polymorph: 4

Breath Weapon: 3

Spells: 6

Weapon Proficiencies

Two Handed Sword ++

Halberd ++

Cross Bow ++

Two-Handed Weapon Style ++

Armor: Full Plate Mail +2

Gloves: ...

Helmet: Helm of the Noble +1

Amulet: Amulet of 5% Magic Resistance

Weapon: Ilbratha +1 (THAC0: 6)

Lilarcor (THAC0: 1)

The Guide +2 (THAC0: 1)

Shield: ...

Ring 1: Ring of Human Influence

Ring 2: Ring of Earth Control

Cloak: Nymph Cloak

Boots: Sense of the Cat

Belt: Girdle of Fortitude

Misc 1: ...

Misc 2: ...

Misc 3: ...

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

Korgan

Berserker 14

Experience: 1685402

Hit Points: 130

Armor Class: -11

Paralyze/Poison/Death: -2 (-2)

Rod/Staff/Wand: 0 (-2)

Petrify/Polymorph: 4 (-2)

Breath Weapon: 3 (-2)

Spells: 1 (-2)

Weapon Proficiencies

Axe +++++

War Hammer +

Two-Weapon Style ++

Armor: Full Plate Mail

Gloves: The Brawling Hands

Helmet: Helmet of the Noble +1

Amulet: Periapt of Proof Against Poison

Weapon: Stonefire +3 (THAC0: 0)

Frostreaver +3 (THAC0: 0)

Hangard's Axe +2 (THAC0: -1)

Dwarven Thrower +3 (THAC0: 0)

Shield: Saving Grace +3

Ring 1: The Guard's Ring +2

Ring 2: Ring of Air Control

Cloak: Cloak of the Sewers

Boots: ...

Belt: ...

Misc 1: ...

Misc 2: ...

Misc 3: Iron Horn of Valhalla

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

Jaheira

Fighter 11/Druid 13

Experience: 855332/855332

Hit Points: 88

Armor Class: -8

Paralyze/Poison/Death: 4 (-1)

Rod/Staff/Wand: 8 (-1)

Petrify/Polymorph: 7 (-1)

Breath Weapon: 7 (-1)

Spells: 4 (-6)

Weapon Proficiencies

Scimitar +

Dagger +

Club ++

Quarter Staff +

Sling +

Sword and Shield Style +

Armor: Full Plate Mail

Gloves: Xarranous' Second Sword Arm

Helmet: Helm of the Noble +1

Amulet: Harper Pin

Weapon: Belm +2 (THAC0: 4)

Sling of Seeking +1 (THAC0: 2)

Shield: Fortress Shield +3

Ring 1: Ring of the Princes +1

Ring 2: ...

Cloak: ...

Boots: ...

Belt: Girdle of Hill Giant Strength

Misc 1: ...

Misc 2: ...

Misc 3: ...

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

Viconia

Cleric 15

Experience: 1689553

Hit Points: 72

Armor Class: -8

Paralyze/Poison/Death: 3 (-2)

Rod/Staff/Wand: 7 (-2)

Petrify/Polymorph: 6 (-2)

Breath Weapon: 9 (-2)

Spells: 8 (-2)

Weapon Proficiencies

War Hammer +

Flail +

Mace +

Sling +

Sword and Shield Style +

Armor: Full Plate Mail

Gloves: Hands of Takkok

Helmet: Helm of Balduran

Amulet: Sensate Amulet

Weapon: Flail of Ages +3 (THAC0: 5)

Arla's Dragonbane +3 (THAC0: 2)

Shield: Shield of the Lost +2

Ring 1: ...

Ring 2: ...

Cloak: Cloak of Protection +1

Boots: ...

Belt: Destroyer of the Hills

Misc 1: ...

Misc 2: ...

Misc 3: Black Spider Figurine

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

Protagonist

Fighter 10/Mage 11/Thief 12

Experience: 597361/597361/597361

Hit Points: 101

Armor Class: -3

Paralyze/Poison/Death: 7 (-1)

Rod/Staff/Wand: 6 (-1)

Petrify/Polymorph: 7 (-1)

Breath Weapon: 8 (-1)

Spells: 7 (-1)

Weapon Proficiencies

Long Sword ++

Katana ++

Two Weapon Style +++

Armor: Adventurer's Robe

Gloves: Bracers of Defense A.C. 3

Helmet: Vhailor's Helm

Amulet: Amulet of Power

Weapon: Celestial Fury +3 (THAC0: 4)

Sword of Flame +1 (THAC0: 5)

Shield: Blade of Roses +3 (THAC0: 5)

Ring 1: Ring of the Princes +1

Ring 2: Ring of Acuity

Cloak: ...

Boots: The Paws of the Cheetah

Belt: Elves' Bane

Misc 1: ...

Misc 2: ...

Misc 3: ...

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

Edwin

Conjurer 14

Experience: 1702988

Hit Points: 61

Armor Class: 4

Paralyze/Poison/Death: 7 (-4)

Rod/Staff/Wand: 3 (-4)

Petrify/Polymorph: 7 (-2)

Breath Weapon: 2 (-9)

Spells: 6 (-2)

Weapon Proficiencies

Dagger +

Quarter Staff +

Dart +

Armor: Robe of Vecna

Gloves: ...

Helmet: Pale Green Ioun Stone

Amulet: Edwin's Amulet

Weapon: Cleric's Staff +3 (THAC0: 12)

Boomerang Dagger +2 (THAC0: 13)

Shield: ...

Ring 1: Reaching Ring

Ring 2: Ring of the Princes +1

Cloak: Cloak of Displacement

Boots: ...

Belt: Belt of Inertial Barrier

Misc 1: ...

Misc 2: ...

Misc 3: Efreeti Bottle

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

Jaheira keeps Blackblood +3 in her inventory for instances when she

needs to hit Clay Golems, Trolls, or critters that require +3 or better

weapons. Dorn has The Guide +2, Jaheira has the Sling of Seeker +1,

Korgan has the Dwarvern Thrower +3 and Hangard's Axe +2, Viconia has

Arla's Dragonbane +3, and Edwin has the Boomerang Dagger +2 for ranged

options. Only my protagonist lacks a ranged option, and with her

spell-buffs and Celestial Fury, why would I want to keep her out of

melee combat, anyways? The Ring of Regeneration moves around the party

as needed, it has no stable home.

Jaheira and Viconia's Armor Class will only improve after the Underdark.

In the meantime, Korgan needs all the protection he can get, as he'll

suffer defensively when he drops his shield to dual-wield. Dorn is also

struggling defensively-and he'll continue to do so through the rest of

the game, considering he'll never have the opportunity to strap on a

shield. Before the Enhanced Edition I took Haer'Dalis along with me

instead of Dorn. His high caster level and extra spell power was handy,

but with Dorn in tow, I can honestly say I haven't missed Haer'Dalis

yet. With Edwin, you don't really need a tertiary spell-caster.

GOOD PARTY STATS: END OF CHAPTER 3

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

Keldorn

Inquisitor 12

Experience: 1195065

Armor Class: -6

Paralyze/Poison/Death: 3 (-2)

Rod/Staff/Wand: 5 (-2)

Petrify/Polymorph: 4 (-2)

Breath Weapon: 4 (-2)

Spells: 6 (-2)

Weapon Proficiencies

Long Sword ++

Two Handed Sword ++

Cross Bow ++

Two Handed Weapon Style +

Armor: Firecam Full Plate Armor

Gloves: The Brawling Hands

Helmet: Helm of Glory

Amulet: Amulet of 5% Magic Resistance

Weapon: Hallowed Redeemer (THAC0: 4)

Ras +2 (THAC0: 4)

Firetooth +4 (THAC0: 1)

Shield: ...

Ring 1: Ring of Regeneration

Ring 2: Ring of Earth Control

Cloak: Nymph Cloak

Boots: Boots of Grounding

Belt: Girdle of Hill Giant Strength

Misc 1: ...

Misc 2: ...

Misc 3: ...

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

Jaheira

Fighter 10/Druid 12

Experience: 604797/604797

Armor Class: -7

Paralyze/Poison/Death: 3 (-3)

Rod/Staff/Wand: 7 (-3)

Petrify/Polymorph: 8 (-1)

Breath Weapon: 6 (-3)

Spells: 10 (-1)

Weapon Proficiencies

Scimitar +

Dagger +

Club ++

Quarter Staff +

Sling +

Sword and Shield Style +

Armor: Full Plate Mail +1

Gloves: Gauntlets of Ogre Power

Helmet: Helmet of Defense

Amulet: Periapt of Proof Against Poison

Weapon: Belm +2 (THAC0: 6)

Club +3, Blackblood (THAC0: 4)

Shield: Saving Grace +3

Ring 1: ...

Ring 2: Ring of the Ram

Cloak: Cloak of Displacement

Boots: ...

Belt: Girdle of Piercing

Misc 1: ...

Misc 2: ...

Misc 3: ...

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

Anomen

Cleric 13/Fighter 7 (Inactive)

Experience: 1149047/64000

Armor Class: -6

Paralyze/Poison/Death: 4 (-1)

Rod/Staff/Wand: 8 (-1)

Petrify/Polymorph: 7 (-1)

Breath Weapon: 10 (-1)

Spells: 9 (-1)

Weapon Proficiencies

War Hammer ++

Mace ++

Sling ++

Sword and Shield Style +

Armor: Full Plate Mail +1

Gloves: Gauntlets of Weapon Skill

Helmet: Helm of Balduran

Amulet: Sensate Amulet

Weapon: Mace +2 (THAC0: 5)

Sling +2 (THAC0: 7)

Shield: Fortress Shield +3

Ring 1: ...

Ring 2: Ring of Holiness

Cloak: Cloak of Sewers

Boots: Boots of Avoidance

Belt: Girdle of Bluntness

Misc 1: ...

Misc 2: ...

Misc 3: Silver Horn of Valhalla

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

Protagonist

Fighter 10/Mage 11

Experience: 663534/663534

Armor Class: -4

Weapon Proficiencies

Katana ++

Flail ++

Two Weapon Style +++

Paralyze/Poison/Death: 6 (-2)

Rod/Staff/Wand: 5 (-2)

Petrify/Polymorph: 6 (-3)

Breath Weapon: 7 (-2)

Spells: 6 (-2)

Armor: Adventurer's Robe

Gloves: Bracers of Defense A.C. 3

Helmet: Vhailor's Helm

Amulet: Amulet of Power

Weapon: Celestial Fury (THAC0: 3)

...

Shield: Flail of Ages +3 (THAC0: 6)

Ring 1: Ring of Protection +2

Ring 2: Ring of Acuity

Cloak: ...

Boots: Boots of Speed

Belt: ...

Misc 1: ...

Misc 2: ...

Misc 3: Golem Manual

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

Minsc

Ranger 12

Experience: 1207729

Armor Class: 2

Weapon Proficiencies

Two Handed Sword ++

Halberd ++

Mace ++

Long Bow ++

Two Weapon Style ++

Paralyze/Poison/Death: 3 (-4)

Rod/Staff/Wand: 8 (-1)

Petrify/Polymorph: 2 (-1)

Breath Weapon: 7 (-1)

Spells: 9 (-1)

Armor: Skin of the Ghoul +4

Gloves: Bracers of Archery

Helmet: Helmet of Defense

Amulet: ...

Weapon: Dragon's Bane +3 (THAC0: 3)

Ilbratha (THAC0: 8)

Elven Court Bow +3 (THAC0: 0)

Shield: ...

Ring 1: ...

Ring 2: ...

Cloak: Cloak of Non-Detection

Boots: Boots of Stealth

Belt: ...

Misc 1: Boo

Misc 2: ...

Misc 3: ...

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

Nalia

Mage 13/Thief 4 (Inactive)

Experience: 1190290/5000

Armor Class: -1

Paralyze/Poison/Death: 9 (-2)

Rod/Staff/Wand: 5 (-2)

Petrify/Polymorph: 7 (-2)

Breath Weapon: 4 (-7)

Spells: 6 (-2)

Weapon Proficiencies

Short Sword +

Dagger +

Quarter Staff +

Short Bow +

Dart +

Armor: Robe of Vecna

Gloves: Glove of Pick Pocketing

Helmet: Pale Green Ioun Stone

Amulet: Amulet of Metaspell Influence

Weapon: Cleric's Staff +3 (THAC0: 12)

Tansheron's Bow +3 (THAC0: 10)

Shield: ...

Ring 1: D'Arnisse Signet Ring

Ring 2: Ring of Danger Sense

Cloak: Cloak of the Shield

Boots: Boots of Grounding

Belt: Belt of Inertial Barrier

Misc 1: ...

Misc 2: ...

Misc 3: Efreeti Bottle

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

As we do not have access to Limited Wish like the evil party does,

Jaheira just has to wait until she has a better ranged option. Keldorn

has The Guide +2 for situations in which it'll be safer for him to fight

at a range, and Minsc and Nalia (soon to be Imoen) mostly stick to

ranged weapons, although Misnc will take up his Halberd when he needs

to. My protagonist is much more hardy and dependable in the good party,

and equipped with the Flail of the Ages +3 and Celestial Fury +3, he's

almost as quick of a killer as my other three front-liners combined.

Add to that his defensive spells, and for a short time, he's the single

strongest weapon I have... until his Stoneskin wears off. For this

reason, he takes The Paws of the Cheetah, which help him get from foe to

foe quicker. My good party's superior protagonist makes up for an

otherwise inferior front-line Armor Class.

I usually take Yoshimo with me through the game (and I did in the first

walkthrough around which most of this guide was written) but for the

2nd good-party walkthrough where I recorded the stats at the end of

various chapters, I took Nalia. You know, to make the transition to

Imoen easier? I regretted it every time I had to pick a lock or disarm

a trap. Nalia is simply inadequate to the challenge of handling many of

the tasks a party thief needs to handle. The only good solution was to

try and get to the Planar Sphere earlier than I would like, and obtain

the Ring of Danger Sense. Perhaps I was spoiled by having a

Fighter/Mage/Thief who could handle anything, but honestly, I'll take

Yoshimo if I have to do it again. That way when I get Imoen back, I'll

be able to give her the Ring of Lock Picks and the Ring of Danger

Sense and thus avoid any obnoxious situations where I find my party

Thief inadequate to the task at hand.

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

| Chapter 4 |

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

| Brynnlaw |

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

Sequence of Events: {WLK026}

1) Saemon's Excuse

2) Seeking Out Sanik

3) Things to do in Brynnlaw

4) Infiltrating the Brothel

5) Rescuing Ginia and Ason

6) The Front Door

7) The Back Door

8) Reaching Galvena

9) Killing Galvena

10) Perth the Not-So Adept

11) Getting Incarcerated

12) Within Spellhold, One Way or Another

13) Meeting Mad Mages

14) Under New Management

For the first time since we escaped from Irenicus' Dungeon, all players

regardless of their character's class, alignment, and party composition

now have the same goal. We're looking for somebody named 'Sanik', whom

can be found in the Vulgar Monkey tavern. Quite frankly it's rather

refreshing (from my perspective) to have a singular purpose for this

walkthrough again. Even better, this unity will last for quite a

while. We're not coming back to Brynnlaw in this game, so in this part

of the walkthrough we'll make sure to do everything there is to do

before we head into Spellhold.

Brynnlaw (AR1600)

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

1) All goes well... until you land. Saemon Havarian excuses himself and

Sime expresses her distrust of him. The fact that you can't save because

'monsters are about' should tip you off that something's up. I spell-

buff and send my main character off the boat to the north. Saemon will

talk to you and apologize for what must come, and several enemies will

appear. Three Vampires-Valen, Parisa, and Del, will attack you. All

three of them are not enough to take down my Fighter/Mage. Astute

players should realize a few things from this encounter. First, Bodhi,

while beaten, is not without resources. More worrisome is the fact that

Vampires have lairs, and they wouldn't be able to travel so far from

them as to randomly ambush you here, which means Bodhi's Vampires and

presumably Bodhi have a stronghold here. After the fight talk to Sime

(x=850, y=2420), who will tell you to find somebody named Sanik at the

local tavern. The evil party, of course, doesn't have to deal with this

annoyance, and are escorted to the Vulgar Monkey tavern by Saemon

Havarian.

Vulgar Monkey Tavern (AR1602)

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

2) You'll find the Vulgar Monkey tavern at (x=2000, y=1550), inside of

which you'll find plenty of friendly pirates and Sanik (x=500, y=500).

Before you and Sanik can get down to business, an assassin will appear

courtesy of Lady Galvena and do what assassins do. He'll then foolishly

attack you. Put him down, after which the Innkeeper will pipe in and

give you some information regarding what just occurred. Apparently

Sanik here crossed the local Mistress of Brynnlaw and this was her

response. Unfortunately for her, his 'bride' might be the only person

who knows how to get into Spellhold, which means Lady Galvena just

crossed the wrong person.

Temple of Umberlee (AR1604)/Storekeep (AR1606)/Cayia's Home (AR1603)

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

3) Over at (x=2550, y=1600) you'll find a Temple to Umberlee (AR1604),

from which you can buy a Destroyer of the Hills and a Wand of the

Heavens, as well as other, less interesting items. There's a Shopkeep at

(x=1300, y=1100) (AR1603), who sells some magical weapons and armor, but

nothing you really need by now. And if you rushed here early... well,

it's still probably nothing you need. Finally there's a house at

(x=650, y=1450) (AR1606) which contains some curiously nice loot.

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

|Mage Spells| Storekeep

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

1st-Find Familiar

---

2nd-Power Word, Sleep

2nd-Ray of Enfeeblement

---

3rd-Minor Spell Deflection

3rd-Protection From Fire

---

5th-Breach

5th-Conjure Lesser Fire Elemental

5th-Lower Resistance

5th-Oracle

5th-Protection From Normal Weapons

---

6th-Chain Lightning

6th-Contingency

6th-Disintegrate

6th-Spell Deflection

***ITEMS***

(AR1600)

(x=3325, y=1530) Wand of Paralyzation

(AR1603)

(x=500, y=250) 8 gold

(x=330, y=400) Spear, Spear, Spear, Spear

(x=260, y=460) Bastard Sword, Bastard Sword, Bastard Sword,

Bastard Sword

---

(AR1606)

(x=280, y=380) Zircon Gem

(x=550, y=200) Rogue Stone, 7 gold

(x=400, y=150) Flamedance Ring

***TRAPS*** (AR1606)

(x=400, y=150)

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

4) Well, that was a fun diversion, but now it's time to find a way into

Spellhold. Let's just say it's going to take more than good walking

shoes to get there. Head over to Lady Galvena's Festhall

(x=1050, y=1450). You can just barge in and massacre everybody, but

there are more... subtle ways to get in as well. Talk to the courtesan

outside of Lady Galvena's Festhall (x=1180, y=1530). Of course, to

complicate things there are several ways to gain access to the Festhall.

First, you can pay the courtesan 100 gold (he or she can be bargained

down to 50 gold) to get into her room (AR1609) under the pretenses of

perusing her services. Secondly you can press her to reveal a way to get

in. She'll capitulate for 200 gold (don't threaten her or she'll walk

off), or for your promise that you won't tell anybody what she says.

She'll inform you that you can gain admission to the brothel if you

obtain a medallion from one of Galvena's courtesan masters. She'll

suggest that you look for somebody named Chremy for your medallion.

Another way to start this medallion quest is to ask about Claire and say

that you're planning on killing Galvena. If you're going to barge on in

skip to step #6, if you're going to pay the courtesan to take you to

her room, skip to step #7, and finally, if you want to obtain the

medallion continue with step #5.

Frankly I think the most interesting way to do this is to obtain

Galvena's Medallion from Chremy (freeing Ginia and Ason in the process),

and accompanying the courtesan into her room. From here you can devise

a scheme to poison the guards in (AR1608) and the guard captain

(AR1613). You'll get plenty of quest experience this way, but honestly

its gains over simply storming the place are negligible at best.

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

5) Since we're going to get the medallion, we might as well help Ginia,

too. At (x=570, y=1170) you'll run into a little boy named Ason. Or

rather he'll run into you, and steal 10 gold from you. Question the

little guy about it and he'll seem repentant, but also too afraid to

give you the money back. Of course, if you threaten him he'll cough it

up. Hmm... Head over to courtesan named Ginia (x=3450, y=1700) who'll

tell you her sob story. Apparently she's suffering in the 'employ' of a

man named Chremy, a lieutenant of the pirate who runs this town-one

Desharik. Apparently the Ason we ran afoul of earlier is Ginia's

insurance, Ginia can't flee or disobey without Ason suffering for it.

If you're a nice guy you can offer to help her and Ason escape. You'll

have to pay the smuggler, Calahan (x=1600, y=1750) and deal with Chremy

(x=1820, y=1460). Go to Calahan and pay him 200 gold so he'll smuggle

away both Ginia and Ason for a small experience reward. Now go pay

Chremy a visit. He'll turn hostile if pressed on the Ginia/Ason issue.

Kill him and loot his body for a suit of Studded Leather Armor,

Galvena's Medallion, a Bloodstone Ring, a Bastard Sword, and 112 gold.

Now go report the good news to Ginia to complete the quest and get

another experience reward. Return to the courtesan with the medallion in

your possession and she'll offer to take you to her room (skip to

step #7), or you could just go on your own (continue with step #6).

***REWARD***

(For paying for Calahan's smuggling services)

EXP 2000

***REWARD***

(For saving Ginia and Ason)

EXP 9000

Lady Galvena's Festhall (AR1611)

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

6) Enter the festhall, whereupon you'll be bothered by Front. If you

obtained Galvena's Medallion from Chremy earlier, you can use it to

convince him to let you past. If not, find the secret door at

(x=500, y=150) after he's done talking. Opening the door (which is

locked) will provoke Front to call upon two Guards and attack. Front

spends most of his time spell-buffing, and they're all pretty easy to

take down. Either way you do it, proceed to the next area (AR1608),

(step #8).

Lady Galvena's Festhall, Courtesan's Room (AR1609)

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

7) The simplest way of reaching this area is by paying the courtesan

to take you to her room. Under this approach she'll threaten to call the

guards if you insist on performing any misdeeds, although she can be

pacified by paying her 100 gold or mentioning Claire. On the other hand

if you accompanied the courtesan here after obtaining Galvena's

Medallion from Chremy, she'll tell you about some sleeping draught they

brew here to incapacitate richer clients. She suggests convincing the

cook to put some in the guards' food to get past them without fighting.

Exit at (x=200, y=450) to reach the Hallway area of the Festhall (AR1608).

Lady Galvena's Festhall, Hallway (AR1608), Kitchen (AR1612), and

Galvena's Room (AR1613)

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

8) In this area you'll find a pair of guards milling about. If you

barged on in here they'll summon the guard captain in a futile attempt

to stop you. If you gained admittance to this area by sneaking in

through the Courtesan or by using Galvena's Medallion you can convince

the guards you're a customer, or a new recruit. Still, you need to get

Galvena's Key (see below) from the guard captain, which provokes them,

so it's not really a superior solution to just fighting your way in.

Kill them and loot them, as one carries a Halberd +2. After they're dead

go into the room at (x=350, y=200) (AR1613)-which is pretty swanky, by

the way. Loot the dresser (x=150, y=300) to obtain Galvena's Key, then

go back to (AR1608) and open the door at (x=100, y=100). If you

conspired with the courtesan and obtained the Sleeping Draught enter

the room at (x=550, y=330) (AR1612) and convince the cook, Ellie to

poison the guards. Follow the courtesan out and she'll deliver the

guards their poison, which will promptly render them unconscious. You

can now kill the guards without resistance. By killing them via the

poison, you'll get less experience from the guard captain, all the

guards will have the poisoned ale on them, and instead of a Halberd +2

you'll get a pair of Halberds +1.

***REWARD***

(For convincing Ellie to poison the guards)

EXP 1000

***REWARD***

(For poisoning the guards)

EXP 4000

Lady Galvena's Festhall, Dungeon (AR1610)

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

9) Continue down to the next level and go through a door to the north-

east to find Galvena, Claire, and her pet wizard Vadek. Naturally a

fight ensues. Kill them and loot them, Galvena donates a suit of Leather

Armor +3 and a Flail +2, while her stooge leaves behind a Quarter

Staff +2, a Dart +1, and 25 gold. Find where Claire ran off to and talk

to her. She'll suggest talking to Sanik's captain, one Captain Golin,

who will tell you of two ways to get into the Asylum-convince the pirate

Desharik to commit you to the Asylum, or obtain a ward stone from a

local representative of the Cowled Wizards named Perth the Adept. Of

course, why not do a little of both?

***REWARD***

(For closing Lady Galvena's Festhall-permanently)

EXP 10000

***REWARD***

(For bringing Claire to Captain Golin)

EXP 2000

Perth the Adept's House (AR1605)

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

10) Let's go visit Perth the Adept, who lives in the house at

(x=2950, y=1200). Once you get inside you'll notice he acts somewhat...

mechanically. He'll mumble about the Warden, and then merrily decide to

test your limits... or get violent, rather. Get on top of him quickly,

as he's a very powerful Mage. With Keldorn in tow it's child's-play to

strip his spell defenses and pummel him to death, but evil parties,

(especially low-level evil parties) should tread with some caution.

When he dies he'll reward you with 20000 experience points, and he'll

drop the 'Wardstone for Asylum', as well as the Book of Infinite Spells.

This book can be used to cast one spell, once per day, and unlimited

number of times, and anybody can use it. The catch, however, is that if

you turn the pages of the book so as to (hopefully) access a better

spell, you're stuck with that spell until you turn the pages again.

That means no flipsies-backsies, and as the description warns once you

reach the last page of the book you're stuck with whatever spell was on

that page. The book starts out with the 'Fireball' spell active, which

is a pretty decent spell to be able to cast. Of course, it can be

turned to Spell Turning and True Sight... which are arguably better. For

more information about this book, refer to its entry in [ITM004].

***ITEMS***

(x=650, y=400) Potions of Extra Healing x4

(x=400, y=300) Horn Coral Gem, History of the Drow

(x=170, y=150) Gold Ring, 7 gold

***TRAPS***

(x=170, y=150)

Pirate Lord's Home (AR1601)

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

11) Now it's time to pay Desharik a visit (x=1000, y=650). Talk to the

Pirate Door Guard (x=1120, y=670) outside and either throw Captain

Golin's name out, or pay him 300 gold to gain entrance. Loot the house

before talking to Desharik (x=660, y=550). Don't tell him you're trying

to storm the place, or rescue a friend, and don't try to bribe him, as

he'll have none of it. Saying that you're the child of a god and you

struggle with your nature will convince him if you're insistent.

Dialogue options #1, #1, #4, #2, #1, #1, #1 and #1 are what you'll need

to achieve this outcome... and the character speaking to Desharik must

also have a Charisma score of 16 or greater. Also note that if you have

Minsc in your party... well, let's just say that Minsc has an uncanny

ability to convince people he's nuts. Go figure. If you don't wish to

get incarcerated, you can enter Spellhold manually (see step #12).

***ITEMS***

(x=630, y=200) Potion of Extra Healing

(x=390, y=300) Potion of Extra Healing, 109 gold

(x=180, y=330) Potion of Extra Healing x2, Light Crossbow +1,

Bolts +2 x5, 50 gold

(x=1200, y=400) Potion of Extra Healing, Long Bow +2, Arrows +2, 70 gold

***TRAPS***

(x=170, y=320)

(x=1200, y=400)

***REWARD***

(For convincing Desharik to incarcerate you)

EXP 38500 (each character)

Spellhold, Exterior (AR1500)

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

12) Of the two ways to enter Spellhold, getting incarcerated earns you

an experience reward. You can just walk on in by exiting Brynnlaw at

(x=3500, y=20). Sime awaits near the area transition (x=3480, y=130),

and if you got the Wardstone from Perth the Adept you can update her

on your progress, at which she'll rush off to see if she can obtain

some aid. Once outside of Spellhold cross a bridge to the north. This

bridge would be rather fatal if you didn't have Perth's Wardstone, but

with it you'll cross unmolested. At the far end of the bridge you'll

face a random group of monsters (I've encountered Lizardmen and a

group of incorporeal undead including Shadows, Wraiths, and Shadow

Fiends). Upon Spellhold itself you can find another group of random

foes (again, I've encountered a mixed group of undead similar to the one

mentioned above, as well as a Lesser Air Elemental). Enter the door at

(x=600, y=1050) to finally enter Spellhold. Even with the kills in this

area, the experience pales compared to what you'd receive from

convincing Desharik to incarcerate you.

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

13) If you enter on foot you'll be greeted by a Coordinator, who'll

introduce you to a variety of inmates, including our old friends

Dradeel (from Tales of the Sword Coast, on the Isle of Balduran) and

Tiax, everybody's favorite diminutive megalomaniac. If you're

incarcerated you'll be greeted by Lonk the Sane, who'll free you for

recreation time-and with promises of cookies to come. You'll be free

to talk to a variety of inmates, as follows (their locations will

vary depending on which route you took to enter Spellhold):

Aphril: A girl who can see all things, across the planes and time.

You'd be freaked out too. Talk to her again and she'll allow you to

see what she sees, if just for a moment. She's interesting for two

reasons. First, because of the little rant Edwin will go on if him and

Viconia are in the party, and second, because of the blatant Planescape

references she makes. A walking corpse talking to a pile of skulls?

The Nameless One and Morte.

Dili: Another little girl, this one can 'change faces'. By this she

means polymorph, and as a young natural shape-changer, she seems to

have identity issues. Must be hard to define yourself if you can

simply become someone-or something-else at will... but I won't waste

time musing over how our physical traits influence our mental

development. Talk to Dili repeatedly and she'll change faces as her

whims dictate-randomly a chicken, a wolf, a kitty, a doggy... and you.

Dradeel: Our friend from the Baldur's Gate 1 expansion Tales of the

Sword Coast. He was the companion of Balduran stranded on the island

populated with Werewolves and Wolfweres. It seems like the centuries

of seclusion and Werewolf attacks got to him. He'll rail against

doggies, give you another useless recipe, and try and teleport out.

He's amusing, if not useful.

Naljier Skal: Talks about his 'pretties' a lot, supposedly lost his

sanity when he tried to look too deeply at the nature of existence.

Talk to him a few times and he'll conjure some very real gems for

you, I was even gifted with a Rogue Stone. What a nice fellow!

Tiax: He's still small, angry, and possessed by delusions of

grandeur, everything we loved in the first game. Not enough to take

him with us, but still... Listen to him rant, you know you want to.

Eventually he'll try to mark your forehead for bothering him, and

will end up shrinking his undergarments. Just as well, they probably

don't need to be very big anyhow.

Wanev: The former warden of Spellhold, he'll refer you to the

coordinator, and will babble some authoritative office speak. He'll

eventually devolve into handing you an endless supply of 'memos'.

If you have Yoshimo in your party, remove ALL items from him now; he'll

be "leaving" soon, and you don't want to lose any of the items he's

carrying.

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

14) Eventually the coordinator will reveal himself to be Irenicus.

Yoshimo will be revealed as a traitor within your midst if he's with

you and Bodhi as Irenicus' sibling. Watch a cutscene, rant futilely at

Irenicus, and you'll end up falling unconscious. You'll wake up in a

position you saw Imoen in earlier, trapped in a container with captive

Shadow Thieves lining the room around you. Irenicus will taunt you and

explain how Saemon poisoned you and allowed for him to overcome you so

easily, and how he orchestrated and predicted your arrival here.

Irenicus will explain that Imoen-like you-is a child of Bhaal, and that

he plans to steal your divine soul for himself. As he already stole

Imoen's for Bodhi-his sister-he's somewhat optimistic that you'll

survive the experiment, at least for a while. He also mentions

understanding your anger, as he has experienced the same. I guess it's

a partial explanation for why he needs your soul, and it explains the

descriptions of him early in the game as 'empty' by the Dryads he

captured and by Imoen. It also explains the torture inflicted on Imoen

during her two periods of captivity under Irenicus. Her 'innocent

charm and humor suppressed the darkness', and Irenicus 'had to show

her some very dark shadows indeed' to make her ready for his purposes.

Poor girl. The guild war Bodhi started wasn't for power, or at least not

just for power, but for Shadow Thieves. Why he needed Shadow Thieves

specifically instead of random peasants is curious, but perhaps that can

be explained by the nature of your divine soul. He needed the souls of

killers and thieves to force out of the soul of a child of Bhaal, the

God of Murder? As always with Irenicus, he leaves us with more questions

than answers.

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

| Spellhold |

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

Sequence of Events: {WLK027}

1) To Know Yourself

2) Master the Taint

3) The Hunt Begins

4) Reunited With Imoen

5) The Bag of Holding

6) Goblins and the Placement Puzzle Room

7) Ruhk the Raksasha

8) Portal Lycanthrope

9) Portal Demon

10) Portal Genie

11) Put Your Hand in My Mouth

12) Lesser Tome Monsters

13) Tome Illithids

14) Tome Beholders

15) Kobolds and Crystal Shards

16) Gibberling Room

17) Greeted By Undead

18) A Few New Spells

19) Dace Sontan's Demise

20) Umber Hulk Ambush

21) Deeper Into the Dungeon

22) Trolls and Tokens

23) Minotaurs and Monster Paintings

24) The Room of Orbs

25) The Slayer Awakens

26) Minotaurs and Gauth

27) Activating the Minotaur Statue

28) The Monster Gallery

29) Golem-Guarded Room

30) Turning in Tokens

31) The Test of Sanity

32) Apparitions and Another Riddle

33) Momentary Relapse

34) Judgment

35) Saemon's Warning

36) Lonk the Sane

37) Assaulting Irenicus

38) Back to Brynnlaw

Candlekeep Dream (AR0028)

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

1) After Irenicus' experiment you'll wake up in Candlekeep, being

pestered by Imoen. After she's done talking head up to the keep to find

a Demon (x=2100, y=1660) waiting for you. As you approach it'll talk to

you and demand that you 'give of yourself that you will know yourself'.

You'll have to sacrifice an attribute point to reach your 'core', the

depths of your soul. For most characters (especially Baldur's Gate 1

veterans) I imagine that Intelligence or Wisdom would be the easiest

attributes to part with. If you're a Mage, give up Wisdom, if you're

anything else, sacrifice Intelligence. Once that is done the Demon is

sated, that within the weakness you will find Strength. Head through

the arch at (x=2000, y=1500).

Note: According to Infinity Explorer, there is a dialogue option to be

had with the Demon (PPDEMON) as follows: "I give of my skill, forgetting

some of what I have learned." The result of this option is to reduce

your experience by 50,000... far favorable to losing an attribute point.

Unfortunately, this dialogue option has never come up for me, and since

it has a conditional trigger (unlike the rest of the options) I must

assume that it exists as a safety of sorts... in case the protagonist's

attributes are too low to reduce. Remember, a zero in an attribute is

a game-over, and forcing a game-over here... well, nobody likes

show-stoppers. Also, if, say, you're a class with minimum attribute

requirements, you might get this option instead of breaking your class

requirements.

Candlekeep Dream Library, First Floor (AR0012)

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

2) Explore the level until Imoen finds you. She'll continue to babble

cryptically, mentioning that together you can overcome your instincts,

where alone you would fall. You need to lure 'the creature' here so you

can battle it together. Head back outside and travel around the

south-western side of the keep to find Bhaal (x=1030, y=1770). No matter

what you say, 'Bhaal' will turn hostile and attack you. Run from it and

head back into Candlekeep and return to Imoen's side. Once you, Imoen,

and Bhaal are all on the same screen Imoen will exclaim that she knows

how to make the beast vulnerable. You can now engage and defeat the

beast. It'll complain once it's defeated, and after being hounded by

your nature for the entirety of the first game, it's nice to finally get

to take some action against it, metaphysical though it may be. Imoen

will spaz out again and you'll wake up. Now that you're soulless, you'll

lose all the special abilities you acquired in the last game, although

most of them were fairly obsolete by now anyways. Irenicus will talk

some more and you'll get a quest reward before Irenicus nonchalantly

discards you. His one great failure, however, is underestimating us.

He of all people should know how driven and dangerous somebody who has

been deprived of their immortal soul can be.

***REWARD***

(For mastering your taint)

EXP 48500 (protagonist)

EXP 28500 (each character)

Spellhold Dungeons, Part I (AR1512)

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

3) You'll find yourself in Spellhold's friendly dungeons, with Bodhi on

higher ground. Irenicus may have been smart enough to avoid the

villain's expose, but Bodhi isn't wise enough to avoid the second fatal

flaw of most villains. She's decided that since she's been ordered to

dispose of you she might as well have some fun with you while she's

doing it. Notice how she also gives away much of Irenicus' intentions,

mentioning him obtaining revenge for his banishment. She dangles the

carrot of freedom and revenge in front of you, and informs you that she

will be coming after you to feed. And so the hunt begins...

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

4) After Bodhi leaves Imoen will talk to you and tell you that she

feels 'empty and dying'. In Imoen's opinion it's only a matter of time

before your mortal body dies after being deprived of your immortal

soul. Accept her back into the party or tell her to get lost. Either

way, it's more imperative now than ever before that we hunt down

Irenicus. You can safely ignore Bodhi's threats, however. She won't come

after you no matter how slowly you progress through the dungeon. Also,

you don't have to fear dying for lack of a soul (although the game might

indicate otherwise.) You can take as much time, explore as many places,

and complete as many quests as you wish before finally going after

Irenicus again. I give Imoen Tansheron's Bow, the Belt of Inertial

Barrier, Worn Whispers, Bracers of Archery, the Ring of Danger Sense,

and any other gear I've accumulated for her. Most importantly, I have

Imoen Scribe the scrolls I've gained. She's got 400,000 experience by

now, which, depending on how much you did before coming to Spellhold

could make her ahead of you, or far behind. Either way, she's going to

need spells to be of much use. Of course, her Intelligence can be a

limiting factor, but for this intensive scribing session the investment

of a Potion of Genius comes highly suggested for the dual purpose of

increasing the number of spells she can know per spell level, and for

making her more likely to succeed at scribing (although turning down

the difficulty temporarily works better for the latter.) After I was

done scribing Imoen had 500,783 experience, showing that it can be a

profitable-if time consuming-chore. If you want to want to extend your

experience gains as far as possible, be sure to kick out non-necessary,

non-romantic party members. For me, this means Keldorn, Anomen, and

Minsc. When you're done scribing, have them join back up. If you have

Throne of Bhaal installed, and you have extra scrolls sitting around,

don't be afraid to erase spells and rescribe them for even more

experience.

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

5) Venture to the north-east and go through the doors at

(x=2500, y=1000), beyond which a Clay Golem awaits. By now we know how

to kill them, lead with characters wielding magical bludgeoning weapons

as they're the only ones who can hurt it. Loot the room for a Bag of

Holding, among other things. This is a wonderful item that

indiscriminately stores loot and renders the weight of stored loot

negligible. It is easily the single most useful inventory management

item in the game. Of course, it holds a finite number of items, but

still, until now you've had no good way to store arms and armor you

wanted to keep nearby, if not in your inventory... unless of course you

scored Dragomir's Respite during Hexxat's initial quest. Make sure you

grab the Opal Stone, and return to the room where you confronted Bodhi.

Don't bother traveling up the passage to the north-west, as it contains

a crushing wall-trap that I've never had a character capable of

disarming. It's instant death, and it's beyond our abilities. Just go

around it.

***ITEMS***

(x=2660, y=800) Opal Stone, Rogue Stone, Arrows of Piercing x40,

Arrows +2 x40, Scroll of Prismatic Spray,

Arrows x240, Bolts of Biting x40, Bolts +2 x40,

Bolts x160

(x=2470, y=770) Bag of Holding, Dart of Wounding x40,

Dart of Stunning x40, Darts x80

***TRAPS***

(x=2470, y=770)

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

6) Head up the stairs to the north-west and go through the door at

(x=1350, y=950), where you'll find a group of Goblins (or randomly

Gibberlings) that need to be exterminated. And here we thought we were

beyond such things. Loot the room and especially make sure to grab the

Ruby Stone before leaving. Go through the door at (x=770, y=1050) to

find... a puzzle room! Loot the chest at (x=580, y=1200) to find a whole

bunch of useless junk. The statues that line the room each have a bowl

into which an object can be placed, with the obvious goal being to match

the right object to the riddle each statue gives. Either use your

massive logic to figure the puzzle out, or consult the table below. Or

do the latter and pretend it was the former, nobody will know anyways,

except you, and you're a liar anyhow. Nah, you're alright. The order

listed is clockwise from the door. When the riddle is solved and all the

pieces placed you'll be informed that something is within the chest that

wasn't before. Loot it to claim your prize. The Dusty Rose Ioun Stone

is of limited usefulness, as it gives a bonus to Armor Class, but it

won't protect against critical hits, so it shouldn't grace the head of

a front-line Fighter. It works fine on Edwin or Imoen, however, or

perhaps a secondary fighter like Minsc, or support character like

Haer'Dalis.

Note: It has been brought to my attention that Mages, Thieves, and

Bards cannot normally wear this Ioun Stone. This is, I suspect, a

Shadows of Amn-only issue. With Throne of Bhaal installed, you can

put this Ioun Stone on anybody, as it should be.

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

|Statue Location| Riddle |Object Required|

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

|(x=810, y=1100)|Try to defeat me but try in vain. When|Grinning Skull |

| |I win I end your pain. | |

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

|(x=850, y=1150)|I have two heads but one body. The | Hourglass |

| |more I stand still, the faster I run. | |

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

|(x=740, y=1220)|Always do I tell the truth, yet cannot| Mirror |

| |speak. Look at me and see what really | |

| |is. | |

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

|(x=650, y=1280)|Name me and you shall break me. |The Gagged Man |

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

|(x=600, y=1260)|I will save your life but yet can you |Sword Medallion|

| |die by me. I will settle disputes yet | |

| |not with words. | |

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

|(x=520, y=1200)|To those within the dungeon I am joy. | Sun Medallion |

| |To those fully beneath my gaze, I can | |

| |be Hell. | |

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

|(x=440, y=1150)|I have seen the mountains rise. I have| Sundial |

| |seen the fall of Netheril. You shall | |

| |die but still I march on. | |

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

|(x=400, y=1110)|Here, in this place, you swallow me. | Jar of Water |

| |Yet, were I more, I could swallow you.| |

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

|(x=480, y=1040)|Brothers we are, great burdens we |Worn Out Boots |

| |bear, all day we are bitterly pressed;| |

| |Yet this I will say - we are full all | |

| |the day, and empty when we go to rest.| |

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

|(x=600, y=970) |No beginning. No end. I am a symbol of|Golden Circlet |

| |the world's cycles. | |

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

|(x=660, y=1000)|At night I come without being fetched,|Star Medallion |

| |at day I am gone without being stolen.| |

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

***ITEMS***

(x=1520, y=900) Ruby Stone, Bullets x200, Bullets +1 x40,

Bullets +2 x40, Spear +3, 548 gold

(x=1500, y=820) Composite Longbow, Arrows x40, Arrows +1 x40,

Throwing Axe x60, Throwing Knife x90, 210 gold

***REWARD***

(For solving the statue placement puzzle)

EXP 20000

Item Dusty Rose Ioun Stone

Item Sapphire Stone

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

7) Now leave the placement puzzle room and go through the doors to the

north-west (x=750, y=800), beyond which lies a Raksasha named Ruhk and

some Mephits. Kill them by focusing on Ruhk first, as the Mephits are

really nothing more than distractions by now... or if they're annoying

you too much, a single Death Spell will rid yourself of them. Once they

are all dead, note the portal at (x=200, y=450) which, if you activate

it with the various stones in your possession will summon forth various

critters. Two of them are simply hostile, but are worth some experience,

and one will earn you some... mediocre loot. If you don't want to summon

a particular critter, just drop the corresponding stone on the ground,

but who can turn down free experience? It's also worth preparing for

your foes by putting your best Armor Class in front of the portal, or

a spell-buffed protagonist... just sayin'... My evil protagonist also

gets the drop on each foe by hiding before summoning them, hopefully

scoring a backstab to start each fight out.

Note from Lee:

I go up the hall far enough to goad the Mephits into attacking, then

retreat and bottleneck them at the door. Might have to do this twice to

get them all, but afterwards you can go after the Raksasha with no

distractions.

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

8) With the Opal Stone in your possession you will summon forth a

Greater Wolfwere. It'll require +3 weapons to harm it and it can

regenerate fairly quickly, so make sure you're up to the task before

summoning it. You might have encountered such a critter in one of the

fleshy 'cells' in the Astral Prison. If that's the case, you should be

quite prepared to handle it.

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

9) The Ruby Stone in your inventory will summon forth a Pit Fiend. These

guys can be bad news, especially if you're light on +3 weapons. You just

found a Spear +3, and you should have Celestial Fury +3 and perhaps the

Flail of the Ages +3 (if you recruited Nalia). You should prepare ahead

of time with Remove Fear, since the Pit Fiend has an innate 'Demon Fear'

effect. Other than that, it can unleash a potent Fireball, as well as

attempt to maul you in melee. At this... well, it kinda sucks. It was

really incapable of hitting any of my front-liners regularly (it needed

an attack roll of 17 to hit Korgan, who had an Armor Class of -10).

It also innately has True Sight, so my evil protagonist won't have any

chance to backstab it. If it's giving you trouble, just engage it with

one spell-buffed character, using Resist Fire and Remove Fear to

weather its initial attacks, then bring in the rest of your party.

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

10) Once the Pit Fiend is dead, click on the portal a final time with

the Sapphire Stone in your inventory and you'll summon a Genie, who will

reward you with Doomplate +3. It's not any better than Full Plate

Mail +1, but it's lighter, and red, and that's got to count for

something.

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

11) Now go through the doors at (x=1050, y=700) to reach an octagonal

room with numerous stone faces leering about. Again, clockwise from the

door, click on them and they'll tell you to "Put your hand in my mouth."

Click on them a second time and you'll be teleported in the middle of

the room and you'll be asked a riddle. Consult the following table for

the solutions to this puzzle, although they're pretty easy. After

answering all the riddles you'll get an experience reward and a second

Ring of Regeneration, which floats around the party as needed just as

the first one does. If you continue to the north-east you'll come

across a group of Yuan-Ti led by a Yuan-Ti Mage. Do not bother trying to

loop around to the south, however, as there is a trap in the hallway

that can't be disarmed and instantly kills you. You'll just have to

walk back to the central room, unless you like getting crushed by wall

mechanisms.

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

|Mouth Location | Riddle | Answer |

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

|(x=1030, y=400)|Lighter than what I am made of, more | Ice |

| |of me is hidden than is seen, I am the| |

| |bane of the mariner, a tooth within | |

| |the sea. Speak my name. | |

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

|(x=1100, y=350)|A spirited jig it dances bright, | Fire |

| |banishing all but darkest night. Give | |

| |it food and it will live; give it | |

| |water and it will die. | |

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

|(x=1170, y=300)|The man who invented it, doesn't want | A Coffin |

| |it for himself. The man who bought it,| |

| |doesn't need it for himself. The man | |

| |who needs it, doesn't know it when he | |

| |needs it. | |

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

|(x=1300, y=250)|The life I lead is mere hours or less,| A Candle |

| |I serve all my time by being consumed.| |

| |I am quickest when thin, slowest when | |

| |fat, and wind is the bane of the gift | |

| |that I bring. | |

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

|(x=1400, y=250)|The more that there is, the less that | Darkness |

| |you see. Squint all you wish when | |

| |surrounded by me. | |

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

|(x=1500, y=250)|They come to witness the night without| Stars |

| |being called, a sailor's guide and a | |

| |poet's tears. They are lost to sight | |

| |each day without the hand of a Thief. | |

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

|(x=1480, y=500)|I can have no color, though there may | A Hole |

| |be darkness within. I have no weight | |

| |and hold nothing, and if placed in a | |

| |container it becomes all the lighter. | |

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

|(x=1450, y=550)|Of all your possessions, I am the | A Secret |

| |hardest to guard. If you have me, you | |

| |will want to share me. If you share | |

| |me, you no longer have me. | |

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

|(x=1400, y=600)|Alive as you but without breath, as | Fish |

| |cold in my life as in my death; never | |

| |a thirst though I always drink, | |

| |dressed in mail but never a clink. | |

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

|(x=1350, y=600)|I am free for the taking through all | Breath |

| |of your life, though given but once at| |

| |birth. I am less than nothing in | |

| |weight, but will fell the strongest of| |

| |you if held. | |

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

|(x=1250, y=600)|I have holes throughout, from back to | A Sponge |

| |front and top to bottom to core. More | |

| |nothing than something within, and yet| |

| |I still hold water. | |

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

|(x=1200, y=600)|They follow and lead, but only as you | Shadows |

| |pass. Dress yourself in darkest black,| |

| |and they are darker still. Always they| |

| |flee the light, though without the sun| |

| |there would be none. | |

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

***REWARD***

(For solving the stone face riddle puzzle)

EXP 5000 (each character)

Item Ring of Regeneration

Spellhold Dungeons, Part II (AR1513)

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

12) We're done with this level for now, so head south-east of the room

where we found the Bag of Holding and exit at (x=2700, y=1220). Go

through the doors at (x=2200, y=350) and enter a room which is otherwise

empty except for a tome (x=2350, y=510). If you click on it you can turn

its pages, which will summon monsters, the more times you turn it the

more powerful the monsters become. First you'll fight a Kobold Captain,

which we can kill in our sleep. Second we'll face a Sword Spider. Still

nothing to get your heart rate up. The third enemy will be an Umber

Hulk, so cast Chaotic Commands on a sturdy Fighter and send everybody

else out of the room. Once its gaze is safely wasted you can bring the

whole party to bear against the beast, should you desire.

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

13) Now the easy stuff is over-switch all your characters over to ranged

weapons save the one with Chaotic Commands and keep them at a distance.

Then cast Blur, Mirror Image, and Improved Invisibility (hint: I used my

protagonist for these tasks, as usual), or as many of them as you can

get on that character, anyways. Turn to the next page to summon a Mind

Flayer. These critters are just no damn good. They like to use mind-

affecting effects on you (hence the Chaotic Commands) and they can drain

Intelligence when they hit. If your Intelligence drops to zero they've

sucked out your brain, and you're rather dead. These critters are

another good reason to have a Fighter/Mage. First, defensive buffs like

Mirror Image, Blur, and Improved Invisibility help retard their ability

to hit you, and thus drain your Intelligence. Second a Fighter/Mage

can safely lead a party and draw the attacks of the Mind Flayers while

the rest of the party stays back and uses ranged weapons. Third, as a

Mage the Fighter/Mage will have enough Intelligence to weather a few

hits from a Mind Flayer. My fiance had considerably more trouble

fighting Mind Flayers with her Fighter than I did with my Fighter/Mage,

as I was better defended and had about twice the Intelligence. Still, a

spell-buffed character supported by a party buffed with Haste,

Protection from Evil 10' Radius, and Defensive Harmony should have

little to fear from a lone Mind Flayer. If you suffer any Intelligence

drain, it'll go away over time.

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

14) Before your buffs expire, re-gear your party for melee and bring

them into the room. Click on the tome again to summon a Beholder. If you

did the Unseeing Eye quest then you're well aware of why these critters

are bad, and anything that can kill you with a single spell is

inherently dangerous and unpredictable, but a spell-buffed party should

be able to just muscle it into submission. Of course, if you did the

Unseeing Eye quest earlier, you should have the Shield of Balduran,

which makes the Beholder helpless against its bearer... just hide your

vulnerable characters up by the stairs... and close the door at

(x=2200, y=350) to keep it honest. After the Beholder falls click the

book one more time to obtain your reward. It's taken us a while to get

one back, but we again possess Edventar's Gift (aka: Ring of Free

Action), which is great for Mages and Clerics especially. If anybody

else gets paralyzed, your Cleric can always rescue them, hence it's just

good sense to make your Cleric immune to paralysis.

***REWARD***

(For completing the Tome of Monsters)

Item Ring of Free Action

Item Scroll of Simulacrum

Item Scroll of Summon Fiend

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

15) Now go through the secret door at (x=2020, y=500) and proceed into

a cavern populated with Imps, Quasits, and Kobold Commandos. Dispose of

them and continue into the room to the south, which is crawling with a

variety of Kobolds and dominated by a large crystal in the center of the

room. After all the Kobolds are slain more will show up and apparently

converse with the 'Altar'. These new Kobolds are stronger than normal,

but still Kobolds. Kill them and you'll be rewarded with 'Kurtulmak's

Crystal Shard'. Loot their bodies for a Wooden Stake, which you'll need

shortly, some Short Swords +1, and Arrows of Fire.

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

16) Return to the Tome of Monsters room and head south-east to find a

room with a variety of Gibberlings inside. We've faced Goblins,

Kobolds, and Gibberlings now, as well as a Mind Flayer, a Greater

Wolfwere, a Pit Fiend, and a Beholder. Some of the weakest and strongest

enemies in the game in the same dungeon. Anyways, annihilate them and

loot the room before heading down the hallway to the south-west.

***ITEMS***

(x=2920, y=900) Scroll of Spirit Armor, Bullets +1 x40, Bullets x80,

215 gold

(x=3000, y=1000) Bullets +2 x80, Scroll of Simulacrum,

Dart of Wounding x40

(x=3120, y=1070) Scroll of Monster Summoning III, Bolt of Lightning x40,

Bolt x80, 12 gold

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

17) At the end of this hallway is a door opposite the Gibberling room,

as well as a hallway that branches off to the north-west. Undead lie

down either route. At my level my enemies consisted of a pair of Ghasts

to the north-west accompanied by three Mummies, and beyond the door were

two Skeleton Warriors, a Bone Golem, and a Greater Mummy, which can only

be hurt by +3 or better weapons. I decided to lure both groups down the

hallway to the Gibberling room, where I bottle-necked them in the

hallway. I then proceeded to decimate them with Holy Smites and superior

force. One of the Skeleton Warriors (who insisted on using a bow and

Arrows of Ice despite the fact that it was clearly a sword-wielding

armored behemoth) was kind enough to drop me a Laeral's Tear Necklace.

After they're dead loot the room beyond the door.

***ITEMS***

(x=1950, y=2000) Jasper Gem, Scroll of Resist Fear, Bullets x40,

152 gold

(x=2050, y=2070) Emerald, Cleric's Staff +3, Darts of Wounding x40,

Dart x80, 39 gold

(x=2080, y=2100) Arrow of Biting x30, Bolt of Biting x30, 51 gold

Note from Lee:

I had two Greater Mummies, two Skeleton Warriors, and a Lich (!). This

is one of the disadvantages of doing the later quests early - you get

stronger enemies in the early parts of the game.

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

18) Go through the doorway to the north-west at (x=1750, y=1950), which

contains a fair bit of loot. The Scroll of Finger of Death is a

wonderful one-hit-kill spell that should become Edwin or Imoen's go-to

7th level spell. It's especially great on powerful enemies like Dragons,

especially once they've been softened up with Greater Malisons. In fact,

during such fights that should be the primary focus of your Mages,

aside from debuffing enemies with spells like Breach and keeping up

buffs such as Haste. Power Word Stun can be effective too, as enemies

get no saving throw against it. The only catch is the enemy has to be

reduced to under 90 Hit Points for the spell to work. Typically even

the strongest of foes are susceptible to this if their condition is

'Injured' or worse, which makes it a consideration against strong

enemies.

***ITEMS***

(x=1450, y=1850) Scroll of Finger of Death, Scroll of Power Word Stun,

Dart of Stunning x40, 1 gold

(x=1500, y=1820) Scroll of Ray of Enfeeblement, Arrows of Piercing x40,

Arrows +2 x40, 232 gold

(x=1700, y=1750) Bolt +2 x40, 70 gold

(x=1770, y=1800) Moonbar Gem, Bullet +2 x40, Bullets x80, 1 gold

(x=1800, y=1800) Arrows x40, Arrows +1 x40, Bolts x80, 564 gold

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

19) Head to the south-west, then turn north-west to come to a door

(x=1050, y=2100). Beyond this door you'll find the creator of this

maze, Dace Sontan, whom Bodhi mentioned. He's quite bonkers, like most

people here are, and has delusions that he possesses some measure of

control over his maze still. He'll mention the crystal he left with the

Kobolds before he attacks. I simply fight him one on one with my

protagonist, who is protected from his level drain. After he's fled to

his sarcophagus (x=700, y=1850) I stake it with the Wooden Stake I

found earlier. After he's truly dead and gone his spirit shows up and

thanks you. More importantly, with his hand you now can progress further

through this dungeon.

***REWARD***

(For killing Dace Sontan)

EXP 9000

Item The Hand of Dace

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

20) Now return to the hallway that leads to the Gibberling room and take

the hallway to the north-west which was formerly abundant in undead.

When you reach a room at the end of the tunnel stop and spell buff. You

want to spread around as many Chaotic Commands as you can and be fully

prepared before continuing into an identical room to the north-west.

After you enter a gate will separate the two rooms and three Umber Hulks

will appear in each room, so be sure to get all your party members on

one side or the other. One way to do this is to simply leave most of

your party in the southern room with the Chaotic Commands recipients

standing in front of the unprotected characters. Then take a sneaking or

invisible character into the northern room to trigger the Umber Hulks.

Mop up one trio of Umber Hulks then move on to the second. My evil party

again makes use of Edwin's spell power to win this fight easy-like. I

sneak up through the two Umber Hulk rooms with my Fighter/Mage/Thief

protagonist and pick the locked door leading to the north. Opening one

door opens the other, to the south. With the way now cleared, I summon

up a critter (the Flesh Golem from the Golem Manual being my favorite,

being immune to the confusion-effects of the Umber Hulks) and have them

lure all the Umber Hulks into one area. Thus lured, Edwin walks up and

casts a Death Spell at the edge of their line of sight, and with one

shot dispatches all six of them. Awesome. Once they're all dead you can

exit the level at (x=600, y=620).

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

21) You're now back in the room where you were taunted by Bodhi. From

from here head to the south-west. This leads us to a room with several

Umber Hulks and a Minotaur, the former of which can be annoying. Send in

a character protected by Chaotic Commands to draw their confusion gazes,

then follow with the rest of the party. My evil party just summons

every critter they can bring forth with their items, and while the

Umber Hulks are temporarily distracted, Edwin tries to nail as many of

them as possible with Death Spell. It's a tactic my evil party can

employ that my good party just couldn't, and so I'll abuse it roundly.

After they're dead loot the urn and interact with the giant stone head

(x=700, y=2100). With the Hand of Dace and Kurtulmak's Crystal Shard in

your possession the mouth of the statue will open, granting you access,

as well as a quest reward. Continue through the mouth to the next part

of the Dungeon (x=450, y=1900).

***ITEMS***

(x=900, y=2000) Scroll of Project Image, Dart x10,

Scroll of Delayed Blast Fireball, 3 gold

***REWARD***

(For accessing the deeper depths of the dungeon)

EXP 29500 (each character)

Note from Lee:

I got three Yuan-Ti Mages, two regular Yuan-Ti, and a Greater Yuan-Ti.

An Insect Plague and a Hasted party took them out with little effort...

Spellhold Dungeons, Part III (AR1514)

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

22) Head south-east into a room with two doors on the southern side.

First go through the western door (x=650, y=800) and proceed down the

hallway to the first bend to find a pair of secret doors, one to the

north-west (x=600, y=1000), and one to the south-east (x=800, y=1000).

Go through the southern one and activate a horseshoe shaped wheel

(x=950, y=1020) to open the secret door to the north. Go through the

door we just opened to find some Trolls, including a Spirit Troll. Kill

them and search the room they were guarding to find an urn

(x=170, y=1020) contain two Mythril Tokens, among other loot. We'll be

collecting these tokens throughout the level so we can exchange them for

treasure later.

***ITEMS***

(x=170, y=1020) Mythril Tokens x2, Scroll of Breach, Arrows +2 x40,

432 gold

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

23) Head back out into the hallway and follow it south until you find

another door at (x=660, y=1500). Enter the room beyond to find a quartet

of Minotaurs. Loot the brazier (x=620, y=1570) for two more Mythril

Tokens, then go through the door to the north-east (x=1000, y=1450).

The pool in the middle of the room (x=1150, y=1350) contains two more

Mythril Tokens, a Minotaur Horn, and a Mind Flayer Painting, all of

which should be collected. Also in the room are three statues from which

you can obtain more paintings, which will come in handy. The only

catch is that the statues are all trapped and cannot be disarmed. The

statue at (x=1050, y=1250) will yield the Troll Painting, but will

result in triggering a Disintegrate spell. Use Death Ward or Spell

Immunity: Alteration to avoid its effects... or just make your saving

throw. The second statue at (x=1150, y=1200) holds the Umber Hulk

Painting, but will unleash a Acid Fog spell. The final statue is at

(x=1250, y=1250) and will bestow a Djinni Painting upon you, as well as

a Fireball.

***ITEMS***

(x=620, y=1570) Mythril Tokens x2, Scroll of Sunfire, Bolts +2 x40,

78 gold

(x=1150, y=1350) Mythril Tokens x2, Minotaur Horn, Mind Flayer Painting,

Bolts +1 x40, Bolt of Lightning x40

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

24) Return to the Minotaur room and go through the southern-eastern door

(x=950, y=1650). Dispose of some Trolls along the way and head into a

room with statues adorning the walls. If you get a character to stand

on the black circle in the middle of the room you can activate the orbs

near the statues, which cast different spells, as follows:

(x=1400, y=1590): Slow

(x=1500, y=1520): Cure Medium Wounds

(x=1700, y=1520): Haste

(x=1850, y=1600): Lightning Bolt

If you want free healing or buffs, activate the correct orbs. When you

are done playing with them send your protagonist to the north-east...

alone.

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

25) In the next room you'll encounter Bodhi, who obviously had no real

intention of allowing you any chance of escape. She has decided that

the game is over and it's time for you to die. After a short fight

you will lose control and undergo a transformation into the Slayer, or

as Bodhi puts it "A creature of death and darkest shadow!" And this

coming from a Vampire! Bodhi will take off to tell Irenicus of the

unexpected transformation. Wait until your character returns to normal,

as you will attack anything-friend, foe, or otherwise, while the Slayer.

When you rest again you'll get an explanation of what happened, of how

you became a Slayer, and what lies in store for you unless you get your

soul back. Imoen will tell you that the Slayer is an avatar form of

Bhaal. Coolies.

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

26) Go through the door to the north-west (x=1950, y=1150) to find a

room with Minotaurs and a pool (x=1900, y=1000) that contains four more

Mythril Tokens. To the north-east, in a natural cavern you'll find a

Gauth and more Minotaurs. If you have the Shield of Balduran, the Gauth

is no threat at all, otherwise lead with the character possessing

Edventar's Gift, which will protect you from three of the Gauth's

attacks, including Paralyze, Slow, and Hold Person. Trust me, you don't

want to be paralyzed or held in front of a group of Minotaurs.

***ITEMS***

(x=1900, y=1000) Mythril Tokens x4, Scroll of Chain Lightning,

Bullets +1 x40, Bullets +2 x40, 365 gold

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

27) From the room where you encountered Bodhi head south-east down a

winding passage until you come to a door (x=2250, y=1750), beyond which

is a pack of Minotaurs. Eliminate them and loot the urn (x=2150, y=1770)

for two more Mythril Tokens and another Minotaur Horn. Now that we have

both, return to the room where you fought Bodhi and activate the

Minotaur statue (x=2100, y=1300) to open the door to the north-east.

You'll get an experience reward for opening the way into the next-and

last-area of the Spellhold Dungeons, but before you move on it's time

to cash in those Mythril Tokens we've been finding and use those

monster paintings.

***ITEMS***

(x=2150, y=1770) Mythril Tokens x2, Minotaur Horn,

Scroll of Limited Wish, Arrows +1 x40, Acid Arrows x40,

119 gold

***REWARD***

(For accessing the deepest depths of the dungeon)

EXP 29500 (each character)

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

28) Return to the room just south of where you entered the level and go

through the unmolested doors at (x=900, y=600). Go through another set

of doors beyond the first to discover a room occupied by another group

of Yuan-Ti led by a Yuan-Ti Mage. Slay them and note the four doors

along the north-eastern wall, each of which has a painting of a

creature on it. Now that you've obtained the paintings you can open

these doors and battle the beasts beyond. At (x=1400, y=250) is the

Mind Flayer door, beyond which is a Mind Flayer. At my level it was an

Ulitharid, which is just an upgraded version of a Mind Flayer. Kill it

and it'll drop the Flame of the North +2, a Two Handed Sword with 10%

Magic Resistance and bonus damage against Chaotic Evil enemies. Still,

it's a marginal upgrade over Keldorn's Hallowed Redeemer, at best. At

(x=1500, y=300) is the Troll door, behind which waits a Spirit Troll.

Kill it and claim the Katana Malakar +2 that it drops. It's only a +2

weapon, but its +2 Armor Class bonus against Slashing Weapons makes it

an interesting off-hand weapon. The door at (x=1600, y=400) is the

Umber Hulk door and beyond which is an upgraded Umber Hulk. Finally

there's the Djinni door (x=1700, y=500), beyond which is a Noble Djinni

who possesses a Scroll of Cacofiend. (At a lower level, the Noble Djinni

was merely a Djinni, and it dropped a Potion of Invisibility-scaling

encounters and random loot...)

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

29) Beyond the Umber Hulk door is a tunnel to the south-east. Follow it

and turn north-east until you come to a room with three Clay Golems

inside. What do you suppose the odds are that they'll attack if you loot

around? Pretty good, I'd say, and three Clay Golems can be trouble,

what with their Haste and immunity to anything but magical blunt

weapons. I spell-buff as much as possible and leave my Fighter/Mage in

front as a decoy for the Golems Hopefully they'll waste a lot of their

time attacking him while his defenses hold, and while my characters with

bludgeoning weapons whittle them down. Open the chest at (x=2600, y=340)

and sure enough, it provokes the Clay Golems. Grab the four Mythril

Tokens, the Gesen Bow String, and the Star Sapphire within, then fend

off the Clay Golems. Fortunately they're not as strong as normal Clay

Golems, and my strategy works well to kill them off quickly.

***ITEMS***

(x=2600, y=340) Mythril Tokens x4, Gesen Bow String, Star Sapphire

(x=2280, y=180) Bullet +1 x45, Diamond, Dart +1 x40,

Scroll of Phantom Blade, Arrow of Biting,

Bolt of Biting

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

30) Now return to the south-west and go through a door at

(x=2020, y=500). Kill a Stone Golem and loot this room for five more

Mythril Tokens (bringing our total up to 21). The Scroll of Maze

functions like Otiluke's Resilient Sphere in the fact that it takes an

enemy out of the fight for a while (as determined by their Intelligence)

but is superior because it doesn't allow a saving throw. Ultimately...

I never use it, but that doesn't mean you won't see it once in a while.

The computer is crazy for this spell. It thinks it's a grand tactic...

and it might be, if we fought fairly. But I digress... Continue through

another door at (x=1620, y=800) to reach a room with an odd machine in

the middle (x=1450, y=1000), which is nothing more than a glorified shoe

dispenser. Activate it and you'll get the following options to dispose

of your burdensome tokens:

5 Tokens: The Frost's Embrace

10 Tokens: Talos' Gift

15 Tokens: The Paws of the Cheetah

20 Tokens: Jester's Chain +4

The Jester's Chain +4 isn't great armor, even if you're a Bard. Its

Armor Class is one, which is only one point better than the Melodic

Chain +3, and with Bracers of Armor Class 3 and The Guard's Ring +2

we get the same thing. For everybody else it's not even considerable,

as they're already wearing better. Fighters have better armor and it

doesn't allow Thief skills or Mage spells. Talos' Gift (aka: Boots of

Grounding are fairly useful, since Lightning Bolt and Chain Lightning

attacks do happen. The Frost's Embrace (aka: Boots of the North) aren't

a better alternative, as cold attacks are pretty rare, but since they

only cost 5 tokens you can purchase them and The Paws of the Cheetah,

which are the real deal. Having two characters who can move from spot to

spot quickly is a good thing. Certainly better than resistances that are

only useful once in a while and armor that's already obsolete. Once

you've claimed your items return to the room where you fought Bodhi and

exit at (x=2300, y=1150).

***ITEMS***

(x=2070, y=600) Mythril Tokens x3, Throwing Dagger x80,

Throwing Axe x60

(x=1950, y=500) Mythril Tokens x2, Diamond, Scroll of Maze,

Dart of Wounding x40, Dart x40

Spellhold Dungeons, Part IV (AR1511)

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

31) You'll be pestered by some Goblins and Kobolds when you enter this

level. When they're all dead an Apparition will appear and proclaim that

the tests of madness, sanity, and clarity are underway. If you act

crazy you'll be forced to fight a group of unseemly creatures including

a Greater Otyugh, some Myconids, and some Mephits. If you're good you'll

just have to fight a Spore Colony and whatever Myconids it summons.

Either way, After the fight the Apparition will appear and ask you a

riddle:

"'Twas in the wood that I got it, so I sat me down to seek it. I could

not find it no matter how hard I looked, and so I took it home with me.

What is it?"

Answer: A splinter?

***ITEMS***

(x=600, y=250) Andar Gem

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

32) After answering correctly you'll be whisked away to a rather cozy

looking banquet where four Apparitions sit. Before talking to anything,

loot the table in the middle of the room. The Cloak of Reflection will

go nicely on characters that are frequently targeted by electrical

attacks, usually your front-line Fighters. After you're done looting

talk to one of the Apparitions, who will mumble amongst themselves for

a bit before one poses you yet another riddle.

"It is better than the best of things and worse than the worst of

things. You love it more than life. You fear it more than death. The

rich have need of it, and the poor have it in endless supply."

Answer: Nothing

The Apparition is giddy, but opens the floor for other Apparitions to

ask you a question, an opportunity one will gladly accept.

"It runs as it will, but never does it walk. There is a mouth to see,

but never does it talk. A bed it surely owns, but never does it sleep.

Possesses it a head, but not a one that weeps."

Answer: A river

The third Apparition will now ask its riddle.

"I make you weak at the worst of all times, but in the end I keep you

safe. You'll sweat in my presence even as you grow cold. I dwell with

the weak, rarely the brave, but without me, who could tell the

difference?"

Answer: Fear

And onto the fourth and final Apparition we go.

"It brings back the lost as though never gone, shines laughter or

tears, with light long since shone. A moment to make, a lifetime to

shed, valued when, but lost when you're dead."

Answer: Memory

Note: If you answer any of the riddles incorrectly you'll have to fight

a Sahuagin Baron and a pair of Sahuagin Baronial Guards, which are

hardly even a fight at this point. You won't get teleported to the

'Momentary Relapse' area (AR1506) and thus will not be able to obtain

the Bone Club +2, +3 vs. Undead.

***ITEMS***

(x=500, y=400) Cloak of Reflection, Scroll of Friends

(x=150, y=458) 29 gold

Momentary Relapse (AR1506)

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

33) After you answer the last riddle you'll be whisked away once more,

appearing on a barren landscape. Head over to the north-east and kill

some Trolls, Trolls who oddly enough cast spells. When they're dead grab

the Giant Trolls' Head that one of them drops. Continue to the

north-east to find another Apparition (x=1750, y=600), who will tell you

that this place is a momentary relapse. Whatever. Tell him to wait so

you can mess with the altar (x=1600, y=450). Place the Giant Troll Head

on the altar and you'll get a reaction. Now take the Bone Club +2, +3

vs. Undead from the altar. This isn't a terrible weapon for Jaheira if

you already haven't obtained Blackblood +3 or Belm +2. Once you're

done go talk to the Apparition, who'll take you away to be judged.

Judgment (AR1508)

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

34) The Apparition will admit that you probably weren't intended to

survive the tests. Since you survived, however, you'll get a huge

experience reward. If you were fiesty at the beginning of the test of

sanity (and hence had to fight the Greater Otyugh) you'll have to fight

a Mind Flayer before the Apparition decides you've passed the test-and

you'll receive less experience for doing so. Either way, loot and exit

the level at (x=700, y=200).

***ITEMS***

(x=980, y=380) Waterstar Gem

***REWARD***

(For satisfying the Apparition and passing its tests)

EXP 51250 (each character)

***REWARD***

(For disappointing the Apparition and passing its tests)

EXP 41250 (each character)

Spellhold Asylum, Irenicus' Lab (AR1516)

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

35) When you arrive in this level you'll be greeted by Saemon Havarian.

The same Saemon who brought you here and poisoned you. This time,

however, he claims to be helpful. He'll tell you that Irenicus is,

frankly, beyond your abilities, and that you'd need an army to defeat

him. The good news? Spellhold is crawling with psychotic Mages who

might be inclined to attack Irenicus. He's right, too. If you confront

Irenicus now, he'll simply cast a Wish and kill the party. Wait... you

can't use Wish spells to do that! Any DM worth their salt would try

their damnedest to turn that back around on him... Oh well, looks like

we gotta do what the game wants us to do. Search the level (make sure

to grab Irenicus' Journal!) and head down the stairs at (x=1450, y=200).

***ITEMS***

(x=2150, y=950) Flamedance Ring, Bolts +1 x40, Bolts x160, 334 gold

(x=1720, y=550) Arrows x160, Darts x80, Arrows +1 x40,

Arrows of Dispelling x5, Darts of Wounding x60, 90 gold

(x=1770, y=480) First Journal of Jon Irenicus, Bullets x120, Bolts x120

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

36) Head downstairs and you'll be confronted by Lonk the Sane. You can

convince him to let the inmates go (if you don't threaten him) by

promising to destroy Irenicus. You can also bribe him to give you the

keys (2000 gold will do, 200 is too low, and 10000 just convinces Lonk

that you're crazy.) Or you could just kill him, he's worth 20000

experience points, after all.

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

37) Once you're past Lonk you'll find yourself in a room with the

inmates. You really can't screw this up, just talk them into fighting

Irenicus and Wanev will eventually teleport the lot of you into his

experimentation chamber. Irenicus will admit surprise at your

resourcefulness, before dismissing you as a non-threat just as quickly.

Do not follow your knee-jerk reaction to rush Irenicus, as he's up near

an experimentation chamber and can only be attacked by a handful of

party members. Don't bother spell-buffing either, you'll need to use

enough debuffs on Irenicus that spell-buffing is pretty much a waste of

time. Irenicus will start out by casting 'Spawn Clones', which will

unleash some copies of your party. They're unarmed, however, so just

ignore them. After summoning them, Irenicus will come down the stairs

if you haven't blocked him in. Once he's more open, surround him with

your party and do your best to tear him down quickly. Keep your eye on

Irenicus. He'll put up spell-buffs (Fireshield, Stoneskin, etc.) after

which he'll start going on the offensive with spells like Horrid

Wilting, and Power Word: Kill, the former of which can deal wicked

damage to your entire party, and the latter of which can (and after a

Horrid Wilting, probably will) kill a character outright... kind of

similar to the tactic Tolgerias used in the Planar Sphere, eh? As soon

as he starts spell-buffing, hit him with Dispel Magic, Breach, and True

Sight and keep on him. Your pack of crazies will help out (especially

Wanev) with Symbol spells and even a Wail of the Banshee, which will

probably disable some of the clones, but you shouldn't trust them to

lend much of a hand with Irenicus. If you're lucky you can take him out

before he can really hurt you with his spells. After you've nearly

killed him, Irenicus will curse himself for fighting a pointless battle.

Pointless to Irenicus, anyways. He'll admit defeat and demean you in the

same line before leaving you with some assassins and teleporting away.

Yoshimo will be part of this group if he turned on you earlier. Kill the

murderers and exit the level at (x=1450, y=200). Make sure to grab

Yoshimo's Heart before you go-really, a rather gruesome task if you

think about it... but it's worth a lot of experience later on, so we

might as well.

***REWARD***

(For defeating Irenicus)

EXP 68500 (each character)

Spellhold Asylum (AR1515)

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

38) Now it's time to explore this level! Until, that is, you run into

Saemon Havarian again. This guy is like a bad odor. He'll continue his

unlikely trend of helpfulness, telling you that Irenicus is heading to

his hometown-the elven city of Suldanessellar, and that he expects to

become more powerful than the gods. Seems far-fetched, but it doesn't

really matter what Irenicus hopes to accomplish, so long as you're there

to greet him. To this end Saemon will offer to help you, under the

excuse of self-preservation. Since the only other option is to follow

Irenicus through a magical portal leading to the Underdark, joining

with Saemon seems like a somewhat less suicidal option. He even offers

to throw in a token of goodwill. Saemon's offer is, of course, more than

it seems, but it's ultimately much more rewarding in both experience and

gear to accept his offer, even if the anti-Saemon route is quicker. If

you are just rabidly opposed to Saemon, grab Jon's Key and head back to

(AR1516). Unlock the door at (x=1700, y=1350) and go through the portal

at (x=2000, y=1400). You'll get a cutscene of Irenicus, with Bodhi at

his side, interacting with some Dark Elves, and chapter five starts

soon thereafter in (AR2100). I really don't recommend this course,

however. I like experience, and awesome gear. You do not want to forfeit

one of the best defensive items in the entire game, do you? If you

follow Saemon, which this guide will assume you do, he'll get you past

Irenicus' wards and to the exterior part of Spellhold and tell you to

meet him at the local tavern. Head back into Spellhold (x=600, y=1100)

and loot (AR1515) before heading back to Brynnlaw. The Horn of Silence

is pretty nifty, as it gives a character the ability to cast 'Silence,

15' Radius' three times per day, which is nice for a character who

otherwise has no debuffing ability, like Korgan or Minsc.

***ITEMS***

(x=700, y=700) 212 gold

(x=750, y=1150) Rogue Stone, 1 gold

(x=1750, y=900) First Journal of Jon Irenicus,

Second Journal of Jon Irenicus

(x=1770, y=850) Staff of Thunder and Lightning

(x=1350, y=700) Rogue Stone, Jon's Key

(x=1470, y=590) Horn of Silence

***REWARD***

(For pursuing Irenicus into the Underdark)

EXP 20000 (each character)

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

| To the Underdark |

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

Sequence of Events: {WLK028}

1) Saemon's Plan

2) Stealing the Pirate Horn

3) Free Labor

4) Saemon's New Ship

5) Boarded by Githyanki!

6) Down to the Sahuagin City

7) Proving Your Worth

8) The Heart of the Problem

9) Saving the Sahuagin

10) Sahuagin Spell-Shopping

11) The Drow Quarter

12) The Imps' Game

13) The Spectator's Technicality

14) Slaying Sahuagin

15) Cloak of Mirroring

16) The Sea Zombie Lord

17) The Sealed Door

18) Picking Sides

19) Down to the Underdark

Vulgar Monkey (AR1602)

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

1) Head back to Brynnlaw and enter the Vulgar Monkey (x=2000, y=1550).

You'll find Saemon Havarian waiting at (x=770, y=370). He'll start out

by regretfully telling you that he has no ship with which to get you off

Brynnlaw, and that the only other serviceable ship belongs to the Pirate

Lord Desharik. While it's painful to subject ourselves to more of

Saemon's crap, killing Desharik will at least be some consolation.

Saemon wants you to obtain a signal horn which will open the sea gate

and grant you your egress. During the day the horn is in the care of

Desharik, and at night it can be found with a consort of Desharik named

Cayia.

Cayia's House (AR1606)

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

2) Now, the game gives you the illusion of a choice, but there really

isn't one to be made. Head over to the house at (x=600, y=1500) at

night and head inside. You'll find Cayia inside the house sharing a

bed with a man named Algor. They'll talk-at great length-and reveal the

likely reason for Saemon's present difficulties. Sneak in and loot the

table at (x=550, y=200) to claim the Pirate Horn, or, if you wake them

up they'll flee and you'll have to kill several wussy pirates. Just make

sure you don't kill the lovers, or you'll lose reputation for it.

Sometimes this game can be awfully silly about what hurts your

reputation.

***ENHANCED EDITION***

In the Enhanced Edition I was unable to avoid being caught by Cayia,

who seems to detect you instantly after her conversation with Algor if

you're not sneaking. She must be a light sleeper or something.

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

3) Leave Cayia's house and head to the docks. On the way you might

come across some Pirates looking for some cheap (read: free) labor.

Disappoint them and they'll attack you. Focus on the Pirate Mage and

chop the rest down. They'll drop a bit of gold, and the Pirate Leader

and Pirate Mage will both drop some weak magical gear. Once that minor

diversion is over, you can find Saemon at (x=2950, y=2500). Make sure

you're fully healed and have all your spells, abilities, and items

available before talking to Saemon, as you'll have to fight a few more

times before you get to rest again.

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

4) Saemon will be dodgy, but once he has the horn you'll find yourself

on Desharik's ship. As can be expected, a rather angry Desharik shows up

to stop you, entirely regardless of whether you were caught stealing the

horn or not. After Desharik relieves us of Cayia's company forever,

Saemon encourages you to do all the work fighting Desharik and his

goons. Now, Desharik isn't hostile, but that doesn't mean you shouldn't

kill him anyways, and grab the magical gear he has on him. Once

everybody is dead Saemon will insist that you take a blade as a token of

his goodwill before setting off. Hey, maybe he's not such a bad guy

after all.

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

5) You'll be treated to another narrated bit of text before your mid-

sea encounter. A band of Githyanki will board your ship and make short

work of much of the crew. They're apparently looking for some 'relic of

holies' that they're certain Saemon stole... which of course is none

other than the blade he gave to you. Unfortunately for Saemon, however,

his attempts to frame you are quite wasted, as the Githyanki intend to

kill everyone on board. Since this would naturally prevent you from

stopping Irenicus, a fight ensues. Don't bother beating on the Githyanki

Captain, as he's immortal. If you want to gain some experience from this

debacle, target his subordinates, instead. Before long the ship will be

boarded again, this time by Sahuagin. It appears all this excitement

is just a bit too much for the vessel. As the ship begins to sink,

Saemon uses magic to save his own hide. You, however, are not quite as

fortunate. I just knew there would be a shipwreck somewhere in this

game! We just have no luck with boats.

City-of-Caverns (AR2300)

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

6) Another narration ensues before the game reveals your new location,

a Sahuagin city of some sorts. How nice of them to build a city that's

so hospitable to surface folk! Royal High Priestess Senityili and

Captain Feerlattiys will speak gibberish at you before the former

decides to cast a spell that allows you to understand their stupid

language. Long story short, Senityili thinks you're part of some stupid

shark-prophecy, and wants you to meet with their king, Ixilthetocal.

Naturally, it's more worthwhile to hear them out than it is to be

defiant. After all, you can't get quest rewards if you don't accept-and

therefore don't complete-any quests.

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

7) After you accept to meet their king, you'll be transported before

him. He doesn't seem impressed by your awesomeness, and a meddlesome

'Baron Thelokassyil' and 'High Priestess Tlyysixxous' both advocate for

your destruction. The king is obviously deranged (any shark-man king who

goes 'tee hee hee' obviously isn't right in the head) and decides to

test your power by making you fight an Ettin. You can get the king to

allow you some healing before the fight, but that's as much help as

you're going to get. Just as well, as an Ettin is hardly a fearsome foe

anymore. Kill it, and the king will decide that you are the one the

prophecy spoke of, and Tlyysixxous will be led off to be sacrificed

instead.

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

8) Now the king gets down to business... sort of. He wants you to

destroy some rebels. Senityili argues on the basis that there just

aren't enough Sahuagin left to survive without the rebels. The Baron

wants the rebels killed, and the king agrees, promising you wealth

in return for the heart of the rebel leader, Prince Villynaty. Agree to

do this, and Senityili will ask you to speak to her before going off.

You now have free reign of the city. Save, sleep, whatever, then go back

to Senityili (x=1350, y=180). Also note that any gear that dropped while

on the boat will be near the Sahuagin King. It's also a good idea to

Pick Pocket the Sahuagin King for some early rewards-he'll give up

three 'Magical Ropes', which we'll need to get out of this area, a

Sahuagin Treasury Key (which allows you to loot the treasury at

(x=450, y=650) and score some quest loot early) a Scroll of Protection

From Cold, a Scroll of Chain Lightning and a Scroll of Death Fog. You

don't have to-and if you're using Potions of Master Thievery, probably

shouldn't-steal from the Sahuagin King yet, but you should do so before

you resolve the dispute between him and rebel.

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

9) Senityili will sacrifice her rival to Sekolah before turning to

speak to you. Apparently we, being the stupid land-dweller we are,

need to get a tooth that can open the way to the Prince. More than

that, however, she wants us to side with the Prince instead of siding

with the king, on the grounds that the king is quite obviously nuts.

Why can't the Prince come to us? Well, that would ruin a perfectly good

fetch quest. It's also worth noting that if you refuse to play nice with

the Sahuagin and they all go hostile, that you don't need the stupid

tooth to reach the Prince anyways. Agree to at least meet with the

Prince for now and she'll give you the Rebel's Orb, which will mark you

as a friend of the rebels and allow you to meet with the Prince. You

can, of course, always change your mind later. Still, in the interest

of loot and experience, it's worth dragging this quest out a little

longer, regardless of who you ultimately decide to side with. If you

expose Senityili's plot to the king, he'll kill her, you'll lose the

Rebel's Orb, and get nothing in return.

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

10) There's also a Priestess nearby (x=870, y=300) who will sell you a

variety of potions, ammo, and scrolls. Unfortunately for me, I already

knew all the spells she had to sell save Invisibility 10' Radius... An

unfortunate side-effect of doing so many quests before coming here. This

is, in all honesty, more likely to benefit Imoen more than anybody else,

as Edwin and Nalia should already have a respectable collection of

spells-not to mention your protagonist, if they are Mages. Note that she

sells two versions of Stoneskin, one which costs less than half as much

as the other. Fun.

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

|Mage Scrolls| Priestess of Sekolah

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

1st-Armor

1st-Blindness

1st-Burning Hands

1st-Charm Person

1st-Chill Touch

1st-Chromatic Orb

1st-Color Spray

1st-Friends

1st-Grease

1st-Identify

1st-Infravision

1st-Larloch's Minor Drain

1st-Magic Missile

1st-Reflected Image

1st-Shield

1st-Shocking Grasp

1st-Sleep

1st-Protection From Evil

1st-Protection From Petrification

---

2nd-Agannazar's Scorcher

2nd-Blur

2nd-Detect Evil

2nd-Detect Invisibility

2nd-Ghoul Touch

2nd-Horror

2nd-Invisibility

2nd-Knock

2nd-Know Alignment

2nd-Luck

2nd-Melf's Acid Arrow

2nd-Mirror Image

2nd-Resist Fear

2nd-Stinking Cloud

2nd-Strength

2nd-Vocalize

2nd-Web

---

3rd-Clairvoyance

3rd-Dire Charm

3rd-Dispel Magic

3rd-Fireball

3rd-Flame Arrow

3rd-Ghost Armor

3rd-Haste

3rd-Hold Person

3rd-Invisibility 10' Radius

3rd-Lightning Bolt

3rd-Monster Summoning I

3rd-Non-Detection

3rd-Protection From Normal Missiles

3rd-Skull Trap

3rd-Slow

3rd-Vampiric Touch

---

4th-Confusion

4th-Emotion

4th-Fireshield (Blue)

4th-Greater Malison

4th-Ice Storm

4th-Improved Invisibility

4th-Minor Globe of Invulnerability

4th-Monster Summoning II

4th-Otiluke's Resilient Sphere

4th-Polymorph Other

4th-Polymorph Self

4th-Spirit Armor

4th-Stoneskin

---

5th-Animate Dead

5th-Breach

5th-Cloudkill

5th-Cone of Cold

5th-Domination

5th-Feeblemind

5th-Hold Monster

5th-Monster Summoning III

5th-Protection From Electricity

5th-Shadow Door

---

6th-Pierce Magic

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

11) Head south-west past the court of the king and turn south-east, past

the arena where you fought the Ettin until you come across two Royal

Guards. One of the Sahuagin will speak and inform you that this is

indeed the old home of the 'blackened elves', and that traps abound

beyond. Continue east, then go down some stairs and disarm the first of

the traps you were warned about. Beyond the trap are a pair of Sword

Spiders and Ettercaps, and little further down you'll find a Bone Golem.

Continue south-west past the Bone Golem and turn north-west, disarming

a trap at the entrance of the path to the north-west. Continue

north-west then north-east to find some Imps.

***TRAPS***

(x=1650, y=2750)

(x=750, y=3400)

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

12) The Imps are delighted that you've arrived to play their game,

promising Drow treasure as a reward for completing the game. why do you

need to play their game to get the treasure? Because guarding the

treasure is a 'nasty-nasty' that'll steal your soul if the imps don't

protect you (and they're not lying!) Agree to play the game and the imps

will explain the rules. It's essentially a celebrities of Faerun

accessory matching game, where you have to talk to each of the five

famous folks, get an accessory from them, and put the accessory into

the chest behind the person to whom the accessory belongs. First disarm

the traps lurking around the room, then talk to all the famous people

standing around to get all the items. If you've read any Forgotten

Realms books, or have a passing familiarity with the game world, this

will be much easier for you. Still, it's pathetically easy to guess

what people need-this was certainly one of Bioware's less impressive

riddles. I'll comment needlessly below, and provide you with a table,

should you not care to guess or strain your brain any.

Elminster: I am Elminster... you know me, friend, the oldest sorcerer to

have walked the land. In my heart, I am but an old man... and I require

an item to while away time's sand.

I give to you this curved sword, I am too old to fight. Give it to

another warrior, one whose skin is black as night.

Yes, we all know Elminster, one of the earliest and most visible

characters of the Forgotten Realms. While I'll bet he's nowhere near as

iconic as Drizzt, he did regularly serve as the 'face' character of the

Forgotten Realms of old. Everybody knows Elminster fits the typical

elder wizard role, robed, big white beard, pointy hat, and of course, a

pipe. Alustriel refers to the owner of the pipe as 'a man, instead,

one older even than I.' Perhaps she specifically mentions age because

it's an obvious quality one of the famous people?

---

Khelben: I am Khelben, a wizard of great power... one of the rulers of

the finest city of the north. I need the item that supplies my fondest

name... and an extra leg as I walk forth.

I give you this pendant of silver, for it belongs to another. Place it

around the neck of one who is Sister, but not Mother.

Khelben "Blackstaff" might not be the most influential wizard in the

Realms, but he's definitely in the top ten. He's one of the 'secret'

Lords of Waterdeep, along with Piergeiron, who's not quite so secret.

I don't know who in Waterdeep would be surprised. How many archmages

live in cities and don't bother with politics? Even if you didn't know

the "Blackstaff" part of his name, the 'extra leg' comment leaves us

with one of two possible items... and let's just be glad his name is

"Blackstaff", and not something else.

---

Alustriel: I am Alustriel, a daughter of Mystra, one of Seven. Lady of

the 'Moon, give me my symbol of the sword bequeathed from her home in

heaven.

I give you this pipe of root and magic... it's power is strong, I will

not lie. Bequeath it to a man, instead, one older even than I.

Alustriel is one of the Seven Sisters and the ruler of Silverymoon.

While she gained a great deal of attention in the Drizzt books by

R.A. Salvatore, I wasn't very familiar with her before them. Characters

like Storm and the Simbul received more attention in the books I

read, I suppose. Still, she's one of the strongest of the Seven sisters,

and hence, one of the strongest Mages in the 'Realms. Her hair is

silver, she's the ruler of Silverymoon... you have to be able to guess

what her item is. Even if you can't, somehow, Khelben tells you to

give it to 'one who is Sister, but not Mother'. Any other females here?

No? Well, that was simple.

---

Piergeiron: I am Piergeiron, a paladin of Tyr's faith and the Open Lord

of my northern land. If you will, place a symbol of my rule within my

hand.

I give to you this staff of darkest hue, which has faced many an evil

foe. It is not mine, I tell you now, it belongs to one I know.

The darkest hue? As in black? He's the 'Open Lord', meaning he's the

one admitted 'Lord of Waterdeep', his northern city. The 'one he knows'

is, of course, Khelben, a fellow Lord of Waterdeep. Drizzt gives you a

helmet, which of course belongs to somebody. Perhaps somebody wearing

armor?

---

Drizzt: I am Drizzt, a Drow who left my hated home below to become a

hero true. I require something with which I have vanquished many, one

of two.

I give you a helmet, here... a symbol, so I'm told, of rulership on the

surface land, in a city far North and cold.

Drizzt might be the most famous character in the Forgotten Realms, and

perhaps in all of Dungeons and Dragons. Dragonlance fans, your vote

doesn't count. His item is, of course, the Scimitar, of which he wields

two. If you didn't know that little bit of information, then Elminster's

'one whose skin is black as night' comment should be a dead giveaway.

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

| Famous Person | Item Given | Item Required |

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

| Elminster | Scimitar | Pipe |

| (x=450, y=2920) | | (x=400, y=2950) |

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

| Khelben | Pendant | Staff |

| (x=470, y=2790) | | (x=400, y=2750) |

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

| Alustriel | Pipe | Pendant |

| (x=650, y=2720) | | (x=650, y=2650) |

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

| Piergeiron | Staff | Helmet |

| (x=850, y=2820) | | (x=950, y=2800) |

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

| Drizzt | Helmet | Scimitar |

| (x=820, y=2950) | | (x=900, y=3000) |

o=======================o===============o=======================O

After you've put the right objects in the right chests, the imps will be

upset that the game is over, but they'll keep their end of the bargain.

They'll let loose a Spectre from the chest, who will whine that it can't

reach your life force. The imps laugh at the 'nasty nasty', which dies.

Done with their game, the imps take off, leaving you to loot the chest

(x=600, y=3050), which contains Boots of Etherealness and the Spirit's

Shield +2 (aka: Cloak of Protection +2). In the case of the latter...

I'm sure you can find a home for such a potent defensive item. Wearing

them along with a suit of non-magical Full Plate Mail armor provides

defense equal to the best armors we've found so far... plus a bonus to

Saving Throws. The Boots of Etherealness just take up space in my

inventory, or keep one of my characters' feet warm, temporarily. By now,

most enemies have magical weapons, and we always have Conjure Fire

Elemental for when we want to take advantage of enemies without magic.

***TRAPS***

(x=450, y=2850)

(x=650, y=2850)

(x=700, y=2720)

(x=750, y=2950)

(x=850, y=2800)

(x=850, y=2700)

***REWARD***

(For winning the Imps' game)

EXP 18500 (each character)

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

13) Beyond the imps to the north-east is a Spectator, a Beholder

summoned to guard over the chest belonging to the dead Drow who invaded

the city long ago. The Spectator is a pleasant enough fellow, who

doesn't seem to mind chatting to you in the slightest, although he warns

you not to touch the chest. Pressure him about the chest and you'll win

him over. He's there to guard the chest, not anything inside of it.

Convince him to open the chest for you and then loot it for Sekolah's

Tooth. The Spectator will be upset that he spent 60 years guarding a

tooth, and decide that, since the chest is now empty (and not very

pretty, in any case) he doesn't need to bother sticking around for the

remaining 40 years of his contract. Everybody wins, you get Sekolah's

Tooth and the Spectator gets to go home. To reflect this win-win

situation, the deal is further sweetened by a quest reward, which is

much greater than the reward you'd get from killing the Spectator, by

the way.

***REWARD***

(For obtaining Sekolah's Tooth and freeing the Spectator)

EXP 15000

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

14) Now that we have the tooth, we can go find the prince at our

leisure. North-east of where Senityili is you'll find some hostile

Rebels, and south-east of them near the top of the map you'll find a

group of Sahuagins fighting more Sahuagin Rebels. Some of the Sahuagin

on either side are spell-casters, but they are capable of only minor

spells. south-west of this group of combatants is another, each side

is again led by a Mage. They will summon some friends if the fight

persists too long, but they otherwise busy themselves with Mirror Image,

Chromatic Orb, Flame Arrow, and other lower-level spells. Other

encounters can be found along the eastern side of the map, mostly with

groups of several archers. It's a good way to stock up on Bolts and

crappy trinkets, if nothing else.

Note from Lee:

I equip as many characters as possible with ranged weapons, and take out

all the various enemies without sustaining more than a miniscule amount

of damage. No spells, no melee except for the Sea Zombies and Lacedons

in the pit (Step 16). There, I use two characters with Boots of Speed to

run down, draw them up the stairs a couple at a time, and cut them down

at my leisure. I ended up clearing the entire level this way.

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

15) Near the middle of the map (south-east of Senityili) you'll find an

altar located within a gigantic stone maw. Clever architecture, that.

When you stand in the circular platform in the center of the shrine a

group of Sahuagin will appear and attack you, including a pair of

Rebels with crossbows out in the water where you can't reach them in

melee, and a Priestess who screams 'kill me first!' by starting out

with Blade Barrier, Chant, and Strength of One spells. I tend to gather

my party on the landing between the stairs east of the shrine, while my

protagonist runs in to trigger the enemies to show up. My protagonist

then casts Stoneskin, while Imoen/Edwin cast Haste on the party, who

focus on the nearby Priestess. After she dies-and against an onslaught

like that she has no real choice-the rest of the Sahuagin are easily

mopped up. Just be sure that whatever you do, you don't cast

direct-damage dealing spells on the Priestess. Loot the Priestess for

one of the single most powerful defensive items against spells in the

game-the Cloak of Mirroring. This bad-boy makes you immune to

spell-damage, be it Magic Missile, Fireball, or Horrid Wilting, it

can't touch you. Status affecting spells and death spells still work,

however, but you are now at least immune to being whittled down with

spell damage. While this item is good for anybody... except perhaps

Keldorn and Viconia, who can obtain a very high amount of Magic

Resistance, it should be saved primarily for your vanguard characters.

For me, this means my Fighter/Mage. He already has an impressive arsenal

to protect him from attacks, but now that he's immune to damaging

spells, he can use Spell Immunity to focus on the spell-schools that

enemies can still effectively employ against him-typically Conjuration

(Symbol Spells, Power Words), Necromancy (Finger of Death, Wail of the

Banshee), and Alteration (Disintegrate, Flesh to Stone) and Abjuration

(Imprisonment). When he's fully spell-buffed with Stoneskin, Haste,

Mirror Image, Blur, and Improved Invisibility, there's a very good

chance that he can run in, engage whatever enemy he wishes to engage,

and draw all the fire away from the rest of the party. The Cloak of

Mirroring isn't a game-winner on its own, but with the other defensive

spells at our disposal, it plugs a major hole in a characters' defenses.

Some players may decry the Cloak of Mirroring as the 'Cloak of Cheese'.

So be it. Let them play the game without it. In fact, let them dispose

of all the gear the designers put into the game. Using stuff makes the

game too easy.

***ENHANCED EDITION***

Oh, glorious day! The folks at Overhaul Games didn't change much about

the Enhanced Edition outside of the four new characters and their

quests, but at least they changed the hideous aesthetic effect that

comes with the Cloak of Mirroring. It used to loot like a huge orb of

swirling white energy-you could barely see the character under the

effect! Simply put, it was an eye-sore. Now the Cloak of Mirroring

bestows a constant visual effect onto the character identical to the

Spell Deflection spell. It's obnoxious in its own way, but nowhere near

as bad as it was. For the record, in the original game I played with

mods, one of which made cloak give the same visual effect of the Spell

Turning spell, which was even better, but you can't have everything.

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

16) From the path running through the maw-altar, head south-east until

you cannot proceed in that direction further, then turn south-west.

Shortly you'll find some stairs leading down into a bloody pit, which

is the home to a Sea Zombie Lord, some Sea Zombies, and some

Lacedons/Greater Lacedons, which are essentially aquatic Ghouls. The

Sea Zombie Lord is the real pain, as he has a low THAC0 and can deal

some pretty mean damage, as well as level drain. It's still nothing a

spell-buffed Fighter/Mage with some support can't handle. When the Sea

Zombie Lord dies he'll let out a Cloudkill, to further harass you. He'll

also drop some potions and gold when he dies. Not a very epic reward,

but it's something. A fun way of dealing with this encounter is to

cast a spell like Death Fog or Fire Storm (if you have it) near the

enemies, then cast an invisibility spell to protect the caster from

prosecution. Most of the enemies will sit around in the area of effect

and die, or at least get very injured, while you wait safely above. You

can also use a conjured Fire Elemental as a decoy, since they can't

harm enemies that require magical weapons to hurt, although if you leave

your poor little Fire Elemental alone, the Sea Zombie Lord will likely

level drain it to death eventually.

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

17) From the bloody pit, head north-east until you're at the top of the

level, then go as far south-east as you can-killing Sahuagin Rebels

as you go-before going down some stairs at (x=4600, y=1200). In this

lower section of the city you'll find a pair of smug bastard Sahuagin

who are out of melee range. Have your characters switch to ranged

weapons and shoot them down before continuing to the south-west, where

four more Sahuagin await on the land, and two more stand out of reach.

Kill them and head through a door at (x=3700, y=2300), beyond which a

Sahuagin Chieftain awaits, willing to take you to the prince. You know,

if they had just put this guy one room earlier, they'd have saved us a

lot of trouble... and ammunition, and saved them some Sahuagin. Survival

of the fittest, I suppose.

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

18) Agree to go meet this prince. If you refuse now, they'll assume

you're up to no good and you'll lose your chance. The prince is rather

pragmatic... almost Machiavellian, even. He doesn't care about this

prophecy and saving the Sahuagin nonsense, he just wants the throne,

and to accomplish this, you need to take a fake heart to the king. When

their guard is lowered, the rebels will attack, and together

you'll... something, something... to victory! You get the idea. Do all

the work, put another guy in power, and get some trinkets. That's

politics, above and below the sea.

No more putting it off, now you need to decide whether to side with the

prince, or the king. If you kill the prince and bring his heart to the

king, the king will reward you, not to mention you can loot the prince

for the Wave Blade, the second and final part of the Wave Halberd, and

the Impaler +3.

If you side with the prince you'll be given a 'Fake Rebel's Heart' to

give to the king. The king is initially quite pleased with the fake

trophy, and has a feast prepared to celebrate. Unfortunately, the

Rebels are soon detected, and the king realizes you betrayed him and

attacks. Kill them all and the prince shows up just in time to miss the

action. You'll be thanked, however, and given access to the king's

treasury, as well as rewarded for the quest. The King will also drop the

Impaler +3 and a Magical Rope, and in addition you can rob his treasury

(x=450, y=650), which contains another Magical Rope, a Rod of Lordly

Might, some Sahuagin Scribe's Notes, and a Scroll of Protection from

Elements.

Siding with the prince gets you more experience (2000 more per

character, or 12,000 for a full party), but 2000 less gold, and you

don't get the Gauntlets of Crushing. Frankly, in this case I prefer to

go meet the prince, but side with the king. The Sahuagin rebels around

the prince more than make up for the difference in experience, and the

king gives a better reward. Of course, if you side with the Prince,

you can then kill him afterwards and claim most of the loot you would

have gained from the king, save the Gloves of Crushing. So, the question

becomes whether you'd rather have the Gloves of Crushing and 2000 gold,

or 2000 experience per character and a note and scroll from the

treasury. Since the king runs off after you bring him the Rebel's Heart,

you can't just kill the king and access his treasury... but if you

picked his pockets earlier, you get the best of all possible outcomes.

In any event, the Impaler +3 is pretty damn nice, I just don't have any

character who uses spears to give it to. Minsc could technically use it,

but the Two Handed Swords we have yet to discover will vastly outclass

this spear. The Rod of Lordly Might may be a very small upgrade if

Anomen is still using a Mace +2 (mine was).

Note: If you wait to steal from the king until just before you turn in

the prince's heart, you'll have enough time to use the Potions of

Master Thievery on a upcoming merchant, too. Waste not, want not, right?

A measly Pick Pockets score of 100% was enough to steal from him at

will, which was about three potions for Imoen. Also, if you rob the

king and loot his treasury before you talk to him, it not only saves

you the bother of walking back to his court, but you also get another

Rod of Lordly Might. If the king gives you the Rod of Lordly Might as a

reward before you loot the treasury, it won't be there later.

***ITEMS***

(x=450, y=650) Magical Rope, Rod of Lordly Might,

Sahuagin Scribe's Notes,

Scroll of Protection from the Elements

***REWARD***

(For bringing the prince's heart back to the king)

EXP 58500 (each character)

Gold 2000

Item Rod of Lordly Might

Item Gauntlets of Crushing

Item Magical Rope

***REWARD***

(For siding with the prince and killing the tyrant)

EXP 60500 (each character)

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

19) The political problems of these Sahuagin are now resolved... for

now. In any event, it's time to head back to the Prince's Stronghold and

use our new-found Magical Rope to descend into the Underdark. This is

the area where the folks who took the portal in Spellhold were

teleported to, past the Cloak of Mirroring, The Spirit's Shield +2, and

the Silver Blade, not to mention the 60,000+ experience per character

we've gained by going the long way. It's a costly detour to snub Saemon

Havarian, to be sure. Exit the Sahuagin city-and chapter four-by

clicking the hole at (x=4600, y=2700). Watch a cutscene of Irenicus

dealing with some Drow, and a small movie showing you around.

***REWARD***

(For reaching the Underdark)

EXP 20000 (each character)</pre>

Bạn đang đọc truyện trên: Truyen2U.Pro