BG EE part 6
| (Secure Rasaad) |
o======================================================================o
Sequence of Events: {WLK048}
1) Chasing the Cult
2) Bear Loot
3) Geld's Scam
4) Dangerous Moose
5) Locating the Heretic Temple
6) Conflict Resolution
7) Sun Soul Ambush
8) Herath and the Bridge Guard
9) Rescuing Wilson
10) Recruiting Wilson
11) Fun in the Sun
12) Dark Moon Espionage
13) Collus Appears
14) Looting the Temple
15) Test of the Bright Moon
16) Test of Penance
17) Test of Pain
18) Test of the Blinding Sun
19) Master of Combat
20) Dark Moon Assault
City Gates (AR0020)
o======================================================================o
1) To get Rasaad's questline started, take Rasaad to the City Gates
District of Athkatla (AR0020), where you'll be bothered by a 'Cloaked
Figure' near the gate. This figure will invite Rasaad to a 'meeting of
like minds' in the amphitheater of an abandoned city named Borrokin.
Huh. This infiltration thing isn't that hard, is it? Despite that,
Rasaad will have his religious doubts. Tell him to quit being a wuss
and head on over to the 'Abandoned Amphitheater' area that's doing its
part to clutter the previously barren Baldur's Gate 2 world map.
Abandoned Amphitheater (OH4000)
o======================================================================o
2) From where you appear, continue along a path to the north-east until
you find a fork to the east. If you follow the eastern fork you'll find
a ruined structure occupied by several bears-a Brown, Grizzly, and
Mountain Bear, in fact. They guard some meager loot.
***ITEMS***
(x=2000, y=3440) Bloodstone Amulet
<---------------------------------------------------------------------->
3) Back on the main path, continue north from the fork to find a Ranger
named 'Geld Quickblade' (x=1260, y=2330). He describes himself as a
merchant of sorts, and for today his sale includes safety. No, he's no
simple bandit-he's cleared a safe way through the woods, and it's yours
for 5000 gold. For this price you pretty much get the advice to 'turn
right past him'. If it seems like a rip-off, it'll seem even more of
a scam when you realize only a few traps await you to the left, while
the only danger to the right is Geld himself, if you don't pay him.
He'll be waiting for you at (x=2240, y=1970) along with a pack of a
dozen Dire Wolves (six near him, and six further north along the path,
likely behind your party). At the very least, through, he'll drop his
price to 4500 gold if you balk. What? Still not biting? Good. Geld is
a wuss, and should be killed. His little dogs, too. When he's dead,
loot his body for a pair of Short Swords +1, Studded Leather Armor +1,
a Worn Pamphlet and whatever potions he didn't drink yet (Potions of
Extra Healing and Potions of Invisibility).
***TRAPS***
(x=800, y=1100)
(x=900, y=1050)
(x=1000, y=1000)
(x=1000, y=900)
<---------------------------------------------------------------------->
4) From where Geld fell, continue south-east until you find another fork
in the path. From here if you continue south-east you'll find a
Dangerous Moose along a dead-end path. Once you kill it, another,
equally Dangerous Moose will arrive from the north. Kill the Moose and
return to the fork, following it to the east, then north-east.
<---------------------------------------------------------------------->
5) At (x=3470, y=1430) you'll find an Amphitheater Guard, who'll put
you to the question as soon as you come in sight. If you pick a fight
you'll have to dust off a few relatively weak Monks. If, on the other
hand, you're more peacefully inclined, you can find Fenuku
(x=3780, y=1080), who is kind of a dick, Kelner (x=3880, y=1100) who
is much more polite, and Hammerhelm (x=4070, y=750), the leader of the
bunch. I would write this encounter off as pointless, and bound to end
in violence... but it's actually not. If you stick to dialogue
option #1, as silly as the responses are, you'll get through without
a fight and learn the location of the Heretic Temple. Violent folks
merely need to pick up a 'Note' from Hammerhelm's corpse to gain the
same information.
***REWARD***
(For discovering the location of the Heretic Temple)
EXP 3000 (each character)
<---------------------------------------------------------------------->
6) Now that we know the location of the Heretic Temple, we're all ready
to go, right? Well... not quite. From the amphitheater, head south along
the eastern edge of the map, killing a pair of Wolves along the way.
Eventually you'll reach a small camp where a group of adventurers stand
bickering over the loot from a recent tomb heist. The group is led by
one 'Cless Ironeye'... any relation to Fadell Ironeye, from Neera's
questline? Who knows. They call themselve the 'Vagrant Blades'. Oooh.
You know they're dangerous, with a name like that! Anyways, when you get
a chance to interrupt, you'll get three options-arbitrate their dispute,
try to claim the disputed article for yourself, or let them go on their
merry way. In the former case, if you give the belt to one character,
another will turn hostile and the rest of the group will flee-allowing
you to put down the belligerent. Giving the belt to Jaden will provoke
Aldun (and vice-versa), while Dalton and Hojar Bootcut oppose the choice
of each other. Of course, they've got a bit of interesting loot, so
simply trying to claim the cloak for yourself-and putting the whole
lot of them down when they resist-is easily the most rewarding course
to take. Aldun Forgecaster is a relatively weak Mage, while Cless is a
Shadowdancer, but none of them are particularly dangerous. Their loot
is as follows:
Aldun Forgecaster: Knave's Robe, Ox-Tail Belt, Potion of Extra Healing,
Throwing Dagger x20, Dagger +1, 91 gold.
Cless Ironeye: Brooch of the Vagrant Blades, Studded Leather Armor +1,
Scimitar, Potion of Extra Healing x2, Oil of Speed,
Belt of Minor Invulnerability, Scimitar +1, 76 gold.
Dalton: Splint Mail +1, Helmet, Ring of Duplication, Arrow of
Biting x10, Acid Arrow x10, Potion of Extra Healing, Potion of
Invulnerability, Composite Longbow +1, Bastard Sword, 52 gold.
Hojar Bootcut: Chain Mail Armor +1, Helmet, Medium Shield, Potion of
Invulnerability, Potions of Extra Healing, Hojar's
Fame +1, 34 gold.
Jaden: Bullet +1 x20, Lupine Sling +2, 142 gold.
Now for the loot discussion: The Belt of Minor Invulnerability is a
pretty meager prize for the group to be fighting over. It has a small
chance of auto-casting Minor Globe of Invulnerability each time the
wearer takes a hit, and it can also cast the spell manually once per
day. By now 1st-3rd level spells aren't scaring anybody, so we can
safely disregard this item. Hojar's Fame +1 is a +1 Battle Axe with a
25% chance to deal an extra 1d8 damage. +1 damage is not a high enough
enchantment to bother with, even if the bonus damage is decent. The
Lupine Sling +2 is a +2 Sling with a 15% to disease foes each hit-not
bad, not great. Aldun's Ox-Tail belt gives a respectable +4 bonus to
Armor Class against missile attacks at the expense of a -2 Charisma
Penalty-so long as you don't stick it on the party leader, who cares?
If you're having trouble keeping your pants up, it's better than
nothing. The Ring of Duplication is actually a pretty good defensive
item. Ignoring the +1 Armor Class bonus vs. missile weapons and the
+10% Hide in Shadows, this ring allows you to cast Mirror Image three
times per day, lasting a whopping 18 rounds each casting, making it a
great defensive item for a character who doesn't have Mage spells. Last
and possibly least is the Brooch of the Vagrant Blades, which reflects
Magic Missiles back at the attacker... as in the Magic Missile spell.
You'll see this spell from time to time, but usually only after the
enemy Mage has gone through the rest of its arsenal. I'd keep it around,
but you'll only wear it once in a great while-it's certainly not an
item you'll keep equipped.
***REWARD***
(For deciding ownership of the cloak)
EXP 16000
Wilderness (OH4010)
o======================================================================o
7) Once you're done looting the Vagrant Blades (or your chosen victim
of the bunch) leave the Abandoned Amphitheater area and head north to
the 'Heretic Temple'. Along the way you'll be stopped by several Sun
Soul Monks, who've come to put Rasaad down in retaliation for some
murder he supposedly committed. Stick to dialogue option #1 and you'll
talk your way out of a fight, and Rasaad'll be given the gift of the
Cowl of the Stars (discussed below), but we want better treasure, right?
Murder them and put up with more of Rasaad's doubts, then loot them for
some interesting gear. Aside from Potions of Extra Healing, Ghell Rando
will drop the Cowl of the Stars-a cloak that allows the user to cast
Melf's Minute Meteors once per day. Certainly you can find something
better to do with your time than replicate a mediocre 3rd-level spell,
right? Treya forfeits the Cloak of Unerring Strikes, which gives a
+2 THAC0 bonus with off-hand attacks. This item is pretty appealing for
any two-weapon fighter, but my protagonists will be better served by the
Cloak of Mirroring, and Korgan... well, does he really need the THAC0?
Really? It's a decent item, I just don't have enough two-fisted fighters
to make use of it... or enough cloak slots, however you want to view it.
Finally, there's Sixscar's own weapon, Hawksight +2. It's a +2 Scimitar
that gives its wielder a +1 bonus to Dexterity. Decent for Jaheira, but
there are several superior Daggers, not to mention Belm +2.
***REWARD***
(For surviving the Sun Soul ambush)
EXP 2000 (each character)
Heretic Temple, Exterior (OH4100)
o======================================================================o
8) Attempt to make your way to the Heretic Temple again, and this time
you'll prove successful. Watch another spooky movie-you know the drill,
rotating camera, doors opening of their own volition, the usual. Once
you're in control, Rasaad will ask for a game plan. Give him one. How
you play things, however, is another story. Continue south and you'll
find a Monk named Herath, who failed her initiation into the cult, and
now flees to avoid the ultimate expression of this cult's displeasure.
Let her leave or pick a fight-it doesn't really matter. Continue down
some stairs and smite some Wolves and a Spotted Lion. Over at
(x=1920, y=3100) you'll find the bridge that leads to the Heretic
Temple... or rather, the guard posted there. Pick dialogue option #1
repeatedly to bribe your way across for 200 gold, or just pick a fight
and dispatch him. He's not much trouble, either way.
<---------------------------------------------------------------------->
9) Cross the bridge to the north-east, but avoid the Heretic Guard
(x=2900, y=1980) who keeps the gate to the temple. There are still
things to do outside, and while talking to the guard doesn't complicate
matters much... well, I'd rather just avoid him for now. At the far
side of the bridge turn south-east and go down some rough-cut stone
steps. Here you'll find some converts being goaded into killing some
animals. Eventually peer pressure, and the well-timed release of a
Leopard, decide the matter. A Wolf and a Wild Dog are next to be put
down by the Monks, before they grow bored and wander off. Before messing
with the beastmaster, go talk to the one surviving animal-the Grizzly
Bear (x=3480, y=2920). The bear, being a rather talkative sort, just so
happens to be named Wilson, one of the things you're apparently able to
translate out of the bear's roars, growls, and grunts. Your conversation
will be interrupted by Jolstead (x=3580, y=3050), who'll offer to free
the animal... for 1000 gold. It's much cheaper just to kill him,
however-he'll drop a suit of Leather Armor, twenty Arrows, a Potion of
Extra Healing, a Long Sword, and a Longbow.
<---------------------------------------------------------------------->
10) After killing the beastmaster, the bear took its chance to waddle
off to freedom. Head back to the beginning of the level to find Wilson
(x=430, y=400). Make your way through his dialogue (sticking to dialogue
option #1) and Wilson will eventually offer to join you. Yeah, that's
right, as a normal party member. He can't wear items, obviously, but
he's still pretty capable in melee. He also gets plenty of Hit Points,
regeneration, and his melee prowess continues to increase as he levels
up. Overall, Wilson's a pretty cool bear, but I wouldn't consider him
much of a replacement for any regular party member. If you started
Neera's questline, you can take Wilson back to the Hidden Refuge.
Certainly Zaviak will be thrilled to see his friend again.
<---------------------------------------------------------------------->
11) Continue down some more stairs to the east to find a trio of bound
Monks, undergoing the cult's particular brand of 'training'. Apparently
by lying exposed to the sun for lengthy periods will teach them what
too much time in the light will bring. These punishments seems
awfully anti-Sun Soul, don't they? Anyways, everybody already knows
what too much sun will bring you-sunburn... which is more or less the
point, I guess. You can free the monks (stick to dialogue option #1),
something they're not terribly grateful for, you can choose to put them
out of their misery for some easy experience, or you can just leave
them be. There's not really much point to this, any way you go about it.
You'll gain some Rope for your trouble, if nothing else.
<---------------------------------------------------------------------->
12) Keep going east, then go up some stairs to the north to find a Monk
named Lemzenn (x=4730, y=1780). You can get him to trip over his own
story and reveal himself to be a Dark Moon Monk, but this, and most
every other dialogue option will result in violence. You can also just
get him to run off after slipping up... it doesn't really matter either
way, he's not worth much dead, and nothing alive.
Heretic Temple, Interior (OH4101)
o======================================================================o
13) We're finally ready to head inside. Approach the door guard over at
(x=2900, y=1980) and pick dialogue options #2 and #1 to get Rasaad to
babble theology, which is apparently good enough to gain entrance. Head
inside (x=2900, y=1900) and continue north to trigger the arrival of
Collus Darathon. If you want to remain low-key, you'll have to restrain
Rasaad and resolve to play the role of the eager initiate. If not, a
fight will break out. The direct, violent route is quicker, but it's
much more profitable to play along and take the initiation tests for
this cult. If you must fight, however, your struggles will be
interrupted the Master of Combat, and the quest will continue as normal
(skip ahead to Step #19).
<---------------------------------------------------------------------->
14) Four tests-pain, penance, the blinding sun, and the bright moon.
Okay, let's get them over with. On the elevated ring around the centeral
depression you'll find a variety of doors. Four lead to testing
chambers, two lead to barracks, and another, to the north, presumably
hides Collus Darathon's quarters. Loot the two barracks, one to the
west (x=700, y=1000) and another to the east (x=1870, y=1000) for some
Monk goodies, then deal with the locked and trapped door to the north
(x=1280, y=560). Beyond you'll find a room with a locked and trapped
chest that hides some more goodies for you. Once you're done looting,
move onto the trials.
***ITEMS***
(x=550, y=800) Diamond, Andar Gem, 157 gold
(x=1980, y=810) Potion of Magic Shielding, Potion of Insight
(x=1450, y=380) Star Sapphire, Scroll of Protection From Electricity,
Scroll of Protection From Poison,
Scroll of Protection From Normal Weapons, 143 gold
(x=1050, y=400) Sisters of Light and Darkness, History of Amn,
History of Tethyr
***TRAPS***
(x=1280, y=560)
(x=1450, y=380)
<---------------------------------------------------------------------->
15) Go through the door at (x=820, y=1250) to find a 'Bright Moon Monk'
(x=730, y=1330) and talk to her. Note that you'll pretty much always be
given the option to start a fight with these trial-givers. If you start
a fight, the quest will continue along the violent route as discussed
in Step #19. Since you avoided attacking Collus Darathon directly,
however, I'll assume you're here to do the trials. Tell her you're
ready (dialogue option #2) and you-as in, your protagonist-will be sent
inside the testing chamber alone. Fortunately this one is pretty simple.
Just rush to the light in the center of the room (x=330, y=1570) and
a disembodied voice called 'The Truth' will bother you. Pick dialogue
option #1 four times to get to the secret-telling part it wants, then
either tell it about your heritage, or a much less important secret
(dialogue options #1 or #3, respectively) to satisfy it. Be cheeky,
and it'll summon some Shadows (which continuously spawn in this chamber
anyways) to harass you. In the latter case, victory in the fight will
still fail the quest. Tell your dirty little secret and you'll get to
leave, being furnished with an experience reward, and some swanky Monk
gauntlets. The Gauntlets of Aln Zekk aren't as potent as the Gauntlets
of Crushing, but they're still pretty decent Monk weapons, nonetheless.
***REWARD***
(For passing the test of the Bright Moon)
EXP 10000
Item Gauntlets of Aln Zekk
<---------------------------------------------------------------------->
16) One down, three to go. Now go through the door at (x=880, y=680)
and talk to the 'Pennance Host Monk' beyond at (x=660, y=620). She'll
tell you the nature of the test ahead, and Rasaad will interject from
time to time, pointing out the well-rehearsed pit-falls in cult
indoctrination. Once inside the room, a Heretic Monk will confess a
triviality to a Confessor. Seems like we've been telling these guys
'secrets' since we got here, are they a cult, or an intelligence agency?
Whatever, talk to the confessor and give him somebody else's secret
by picking dialogue options #2, #1, then either #1, #2, #4, or #5. Once
done you'll get another reward, some more chatter from the Penance Host
Monk, and the freedom to move onto the next trial.
***REWARD***
(For passing the test of penance)
EXP 10000
Item Cloak of Atonement
<---------------------------------------------------------------------->
17) Next up is the door at (x=1700, y=700) beyond which waits the Room
of Pain Monk (x=1900, y=620) who'll set you upon the path of pain. All
you need to do is talk to him and agree to drop your gear and submit to
trials in the Room of Pain. Inside the Room of Pain, a 'Room of Pain
Monk' will test your loyalty-with beatings. He'll ask you to confirm
your loyalty to the Twofold Goddess repeatedly, and after each bit of
dialogue his four Monk thugs will beat on you a bit. Just keep selecting
dialogue option #1 to remain defiant and you'll eventually pass the
test. This set me back a total of 38 Hit Points, which should be
survivable for any character. Once you're done you'll get a quest
reward, including the Eyes of the Beholder helmet. A reference to the
old Eye of the Beholder video game series? Whatever, it's a pretty
decent helmet that gives an Armor Class bonus, protects against critical
hits, and it allows the wearer to cast dominate a foe, hold them, or
cause fear three times per day. None of the effects have a save penalty,
but that's still nine debilitations per day granted by this helmet.
***ITEMS***
(x=1730, y=480) Dart of Stunning x20, Dart of Wounding x20,
Asp's Nest x10
(x=1880, y=540) Arrows of Ice x40
(x=1920, y=550) Bastard Sword
(x=2020, y=660) Ninja-To, Ninja-To +1, Wakizashi, Katana
***REWARD***
(For passing the test of pain)
EXP 10000
Item Eyes of the Beholder
<---------------------------------------------------------------------->
18) Only one more trial left. Go through the door at (x=1750, y=1250)
and talk to the 'Blinding Sun Monk' beyond (x=1880, y=1350). In the next
test-a crucial one for those coming from the worship of Selune-you'll
learn the 'dark truth' of the Twofold Goddess. Be brave and take the
challenge. Inside the overly-bright room you'll encounter a trio of odd
Invisible Stalkers. They do relatively little damage, but will inflict
Blindness upon you. Cut them down and collect your quest reward when
you leave, perhaps the best reward from this entire questline-a Gem of
Seeing. This is... actually a pretty funny reward. In the first game a
Halfling by the name of Furret tried to sell you such a gem outside of
Ulcaster. His was, of course, bogus. Now you can finally get your hands
on one. It allows you to cast True Sight once per day, so be sure to
keep it handy-surely you can find a free quick item slot for such an
item.
***REWARD***
(For passing the test of the Blinding Sun)
EXP 10000
Item Gem of Seeing
<---------------------------------------------------------------------->
19) Over at (x=1280, y=920) you'll find the Master of Combat. He'll
appear under two conditions-you pass all the trials, or you start a
fight with the Monks here. Starting a fight bypasses whatever trials
you haven't done, making it the 'quick and messy' approach. It's also
faster, but considering the loot and experience you give up... it was
a good idea to do Steps #14-18. Anywho, however you got to this point,
your banter with the Master of Combat will be interrupted when a Twofold
Sentry shows up and brings dire news-a host of Dark Moon Monks is
approaching, and you need to make a decision-stand and fight against
the Dark Moon Monks, or... well, that's really your only choice.
<---------------------------------------------------------------------->
20) Make your 'choice' and head outside, watch a slaughter, then you and
a few Twofold Monks will move to confront the Sharrans at the bridge.
Seems like there are a whole lot more of your party members on your side
than heretic Monks... Anyways, Collus Darathon will be leading the
Sharrans, and after a bit of chatter, his scheme will become clear.
He created the false heresy to lure in both wavering Sun Soul Monks
(what with all their secrets and all, which he was certainly mining,
if our own initiation gives any indication) as well as disloyal, soft,
Dark Moon Monks. Simple, yet effective plan... I mean, except for the
fact that he had to sell a heresy and create a temple complex to do it.
That couldn't have been cheap... Oh, also Rasaad was right-Collus
Darathon is just Alorgoth in disguise. Perceptive. If Viconia is with
you, she might defect... you know, because of Shar and all? Picking
dialogue option #3 to compliment Alorgoth's scheme seems to prevent
this defection, as Alorgoth simply leaves before such an opportunity
arises for Viconia. Fair enough, now to deal with Alorogoth's minions.
his Monks are more or less melee brutes with few tricks up their
sleeves-they're not high enough level to use Quivering Palm, which is
a good thing. Their non-Monk backup is more diverse, however, including
Assassins (who can poison foes and will gladly chug Potions of
Invisibility to score backstabs), Warriors (archers), Crusaders
(plate-armored melee brutes), Priests and Sorcerers (spell-casters can
always be a pain). I'm not above tossing out debilitative spells to
start-and mostly finish-this fight handily. A pair of Chaos spells, and
an Insect Plague is enough to win this fight outright. Once they're
dead, Rasaad will complain some more, but you'll get enough experience
to make it worth your while. Then there's the looting:
Dark Moon Monk: Potion of Extra Healing
Sharran Assassin: Studded Leather Armor, Potion of Extra Healing x2
Potion of Invisibility x2, Short Sword +1
Sharran Crusader: Full Plate Mail, Helmet, Large Shield +1, Potion of
Extra Healing x3, Red Potion, Bastard Sword +1
Sharran Priest: Splint Mail, Helmet, Medium Shield, Potion of Extra
Healing, Mace
Sharran Sorcerer: Adventurer's Robe, Potion of Extra Healing,
Quarterstaff
Sharran Warrior: Chain Mail Armor, Helmet, Arrow +1 x20, Potion of
Extra Healing, Composite Longbow, Long Sword
Yeah... it's a bunch of junk, but what are you going to do? Anyways,
that's all for Rasaad's quest for now. You can return to the temple and
talk to the surviving Monks. Despite the fact that their prophet turned
out to be a Dark Moon Monk trying to lure them all to their doom, they
don't seem to be willing to drop the cult thing. And that's how
religions are born.
***REWARD***
(For defeating the Sharran assault)
EXP 10000 (each character)
o======================================================================o
| Showdown with Bodhi |
o======================================================================o
Sequence of Events: {WLK049}
1) Calling All Allies
2) Abducted by Bodhi
3) Stealin' Stein
4) Aided by the Order
5) Purifying the Pool
6) Supported by the Shadow Thieves
7) Another Half-Dozen Vampires
8) Spikes and Mist
9) Re-exploring the Lower Tombs
10) Clearing the Way
11) Battle With Bodhi
12) 'Tis Better to Have Loved and Regained...
13) The Road to Irenicus
1) Well, we've done everything there is to do in and around Athkatla.
It's time to go find Bodhi, who needs to be taught a lesson in why it's
foolish to put herself up as a barrier between an angry god-child and
Irenicus. First, however, let's appeal for help around Athkatla. After
all, why do all the work if we have chumps who will share the load with
us? First visit whatever temple you helped, if possible. In my game
High Watcher Oisig was fairly unhelpful, and only referred us to the
Most Noble Order of the Radiant Heart. On that note, Prelate Wessalen is
much more helpful, and promises us the aid of a group led by Sir
William Reirric... err... Reirrac, rather. If you sided with the Shadow
Thieves earlier, they'll be more than happy to help you exterminate
Bodhi for good, so you might as well go pay Aran Linvail a visit, if
he's still alive. He'll commit Arkanis and Yachikio, and other of the
guilds' best assassins to the cause.
Graveyard District (AR0800)
o======================================================================o
2) Now save your game, rest up, and head over to the Graveyard District.
You may want to cast Haste and use Limited Wish to protect yourself
from undead before you go. For story purposes, the game dictates that
it'll be night when you arrive. Bodhi will talk at you, and eventually
decide to teach you a lesson by taking something dear to you. She'll
summon several Vampires and abduct your romantic partner (or at least
she'll try-some allies, like Dorn, are just too much for Bodhi) before
running off. Yeah, that'll stop us, Bodhi-give us more reason to go
after you. We all can see why Irenicus calls the shots, right? After the
Vampires are dead, make sure to pick up the gear your abducted ally
dropped-it won't do us any good to lose all that gear. In the next
steps, be mindful that you won't have your romantic partner, whomever
that was. If I mention a step involving said character... well, you'll
just have to improvise. It does seem, however, that you've most likely
lost one of your front-line, heavily armored healers (since Anomen,
Jaheira, and Viconia all fit that description and are romantic
possibilities). possibly limiting our access to Heal and Sunray
spells... not an ideal situation for the steps up ahead, but we'll make
do (and rest often, if need be.)
<---------------------------------------------------------------------->
3) You know by now, however, that nothing is too pressing, no straits
too dire, that we can't waste a little time on a distraction. Over at
(x=1700, y=1050) you'll find Stein, who is quite obviously up to no
good. Talk to him, and it'll become apparent that he and his crew are
doing a little grave-digging. If you decide to be all moral-like, a
fight will ensue, and Stein will be joined by two of his Mugger buddies.
They're weak, and don't drop anything worth mentioning.
Lower Tombs (AR0808)
o======================================================================o
4) It's pretty obvious where we'll find Bohdi hiding. She's clearly the
predictable, uninventive sort. Enter the building at (x=600, y=950) to
return to her lair again. When you arrive, if you obtained the aid of
the Order of the Most Radiant Heart, William Reirrac will show up along
with Branet Al-Thon, Nerit, and Eric Vanstaaten. Having this many extra
bodies should really help in our fight with the Vampires. Note that
this area was (AR0801) earlier in the game; it has now been replaced by
(AR0808). It should go without saying, but I lean heavily on my
protagonist here. As either my Fighter/Mage/Thief, or Fighter/Mage, I'm
immune to level drain, and fully capable of buffing with Blur, Mirror
Image, Improved Invisibility, Haste, and Stoneskin. Thus prepared, I can
chop down anything that gets in my way-while the rest of my party
hangs back and supports my protagonist with ranged fire. If you have
Keldorn and Minsc in your party, they'll have a little banter here
where Keldorn notes Minsc's hatred of Vampires... and Minsc responds
with his typical 'stomping undead' racket. Fun stuff.
<---------------------------------------------------------------------->
5) Around the first corner I run into Valen, who I promptly smite. From
the secret door to the west a Fledgling vampire attacks, and Del joins
the fray shortly. Even sans Anomen/Jaheira/Viconia, I'm still more than
a match for these critters... My friendly Paladins didn't even have to
get their hands dirty yet! Go through the secret door Valen and Del
came out of to reach the sarcophagus room again. Go north to reach the
room with the blood fountain (where we originally obtained the
un-upgraded Mace of Disruption +1) where I'll find Drizzt and his
friends. Together we smite Salia, Meredath, and another Fledgling
Vampire. I now pour one of Elhan's vials of Elven Holy Water into the
pool at (x=400, y=600) to purify this pool... supposedly to weaken the
remaining Vampires.
<---------------------------------------------------------------------->
6) I now continue to the north-east to reach the central room dominated
by the large table. Inside you'll find a host of Vampires (at least six
full Vampires, two Fledgling Vampires, Hareishan, and Tanova). I lead
with my protagonist, who isn't shy about using Daystar to cast Sunray to
dispose of some of the Vampires. In this room you'll be joined by
Arkanis, Kachiko, Gofus, and Yeanasha, the assassins the Shadow Thieves
promised us.
<---------------------------------------------------------------------->
7) Continue north-east to the spike chamber where we fought Lassal a
lifetime ago. The hallway will be blocked by another half-dozen
Vampires, and a Guard will promise you some pain. My protagonist leads
the way again, this time popping on a Stoneskin to buy him some time
while Anomen/Viconia follows behind and lets loose with his own Sunray.
The Guard will cast some spells, but after the Sunray his Vampire meat-
shield will crumble, allowing us to concentrate fully on him (leading
with my protagonist made it more likely that the Guard would target him
with its spells.)
<---------------------------------------------------------------------->
8) In the spike pit room you'll find several Vampiric Mists... meaning
once again I'll lead with my protagonist (well protected with Stoneskin,
as the spikes in this room can do hellish amounts of damage.) Kill them
and loot the central blood pool (x=2800, y=500) for the Legacy of the
Masters (aka: Gauntlets of Weapon Expertise) and a Wooden Stake... in
case you don't have any of your own. Look at your list of characters and
check their THAC0s, and give these gloves to the front-line Fighter with
multiple attacks who has the lowest. For both my good and evil party,
this was Jaheira. She'll trade off her Xarrnous' Second Sword Arm to my
protagonist... who won't be able to use them until we get rid of the
Bracers of Defense A.C. 3.
Note from Lee:
If you stay close to the outer wall you can navigate this room without
encountering the spikes (and thereby suffer no damage from them). The
mists will come to you, and you can simply move around the outer
perimeter to clear the room.
***ITEMS***
(x=2800, y=500) Legacy of the Masters
<---------------------------------------------------------------------->
9) Before we continue our assault on Bodhi and her henchmen, loot those
chests near the beginning of the level... and everywhere else. This is,
after all, being considered a new area. Head south from the central room
with the large table, past the dead Vampires and Shadow Thieves, over
the web bridges in the huge cavern dominating the level, and to the
east. You'll find some weak Skeleton Warriors to smite, more traps to
disarm, and chests to loot. Now return to the Vampire's den and stake
any Vampires that may have fled into their sarcophagi (x=600, y=1300),
(x=600, y=1500), and (x=300, y=1300). Now it's time to go down to the
Vampire Sanctuary (x=1600, y=550), where Bodhi is doubtlessly skulking
in abject terror... if she's got any sense in that festering head of
hers.
***ITEMS***
(x=700, y=1700) Scroll of Symbol, Death
(x=840, y=1840) Scroll of Finger of Death, Wooden Stake x2, 15 gold
(x=1100, y=3000) Scroll of Enfeeblement, Wooden Stake,
Scroll of Minor Spell Deflection
(x=900, y=3550) Scroll of Ruby Ray of Reversal, Bloodstone Gem,
Wooden Stake x2, Scroll of Protection from Fire, 47 gold
(x=630, y=5230) Scroll of Symbol, Stun
***TRAPS***
(x=1120, y=3100)
(x=900, y=3550)
(x=750, y=3700)
(x=3550, y=1900)
***REWARD***
(For staking some Vampires)
EXP 9000 (for each Vampire staked)
Vampire's Sanctuary (AR8009)
o======================================================================o
10) Again note that this used to be (AR0803), but it's now (AR0809).
Whatever. Only the best of the best of your companions have bothered to
continue with you to this point, including Drizzt, Arkanis, and... Eric
Vanstaaten? Whatever again. That butthole Arkanis will show off his
Thief skills by disarming some traps ahead of us unless we beat him to
the punch. When the gang's all gathered before the doors to the inner
chamber, spell buff like you mean it and head through the doors
(x=1100, y=600).
***TRAPS***
(x=550, y=700)
(x=900, y=800)
<---------------------------------------------------------------------->
11) At the far end of the room you'll find Bodhi. She has used the time
you spent carving your way through her minions to turn your romantic
partner into a Vampire. She will also get indignant when you mention
Elhan, or the elven city in general. It seems we'll need to have a few
words with Elhan when we get back, but despite Bodhi's vague, useless,
and bitter cursing of the elves, it doesn't change the fact that we've
got to kill her to obtain both the Rhynn Lanthorn and Imoen's Soul.
Another instance of Limited Wish to grant us resistance to level drain
might be necessary, but I send Anomen toward the 'bat' that will appear
to the east of the door, while my protagonist charges Bodhi. Protected
as he is, and with a Greater Whirlwind at his disposal, Bodhi can only
do moderate damage to him before she falls. Still, using more of the
Elven Holy Water on any of the five pools in the room should help things
out a bit. Once everything is dead be sure to loot your dead companion
for their body. I give Imoen a Wooden Stake and have her do the honors
of staking Bodhi (x=1700, y=100). It is, after all, her soul that Bodhi
stole. We'll get not one, but two large experience rewards, it's just a
shame that our romantic interest isn't around to gain these rewards.
Make to to keep both Bodhi's Heart and the Rhynn Lanthorn. Imoen will
express relief at her restoration. Well, good for her. Loot the place,
Cutthroat is a Short Sword +4, which is the best we can expect from
Shadows of Amn. If you went to Watcher's Keep you can get the Short
Sword of Mask +4, which is all Mazzy has to look forward to, as far as
Short Swords are concerned. Anyways, who cares about Mazzy, we have a
lover to revive! The books in the trapped chest hint at how this is
done, but you don't need hints, you have a FAQ! (Because you're awesome
like that.)
***ITEMS***
(x=1700, y=150) Cutthroat +4, Scroll of Symbol, Fear,
Scroll of Horrid Wilting
(x=1050, y=200) Dea Vampir Becomos, Conjur Ota Servanta,
The Vampiricus Omnibus: Unabridged
**TRAPS***
(x=1050, y=200)
***REWARD***
(For killing Bodhi)
EXP 55000 (each character)
Item Bodhi's Black Heart
***REWARD***
(For recovering the Rhynn Lanthorn)
EXP 48500 (each character)
Item Rhynn Lanthorn
Restored Temple of Amaunator (AR1401)
o======================================================================o
12) With the corpse of your lover, some awful mock-latin titled books,
and Bodhi's Black Heart, head over to the Temple Ruins. You know, the
Shade Lord, Shadow Dragon, Temple of Amaunator? Yeah, that place. Head
into the dungeon and travel the 'Statue of Amaunator' marked on your map
(x=2620, y=1620). Place your lover's corpse on the statue, along with
Bodhi's Black Heart, and the altar will light up, and your companion
will be revived. That's it for most of Shadows of Amn. Finish up what-
ever quests you've left undone, as you won't get another chance to do
anything once you go after Irenicus. That's right, it's endgame time,
folks. Sell everything off you don't need, buy whatever else is left
that you want. You won't be coming back to Athkatla or its environs
after you speak to Elhan. We could tackle Watcher's Keep now, in part
or in full, but I'd rather wait until Throne of Bhaal starts... We'll
pull a good bit of loot out of there, but we won't be able to upgrade
most of it into a useful form until we get access to Cespenar. Sorry
Cromwell, you're just not up to snuff. I must, however, advocate that
if you didn't visit and purchase Firetooth +4 for Keldorn yet, that you
do so before finishing up Shadows of Amn. Ideally you purchased this
awesome crossbow before tackling the de'Arnise Keep. Also, if you want
to upgrade some gear when you hit Throne of Bhaal, purchase a Scroll of
Invisibility, a Scroll of Improved Haste, and a Scroll of Protection
from Normal Weapons. Anyways, when you're ready to move on...
Underdark Exit (AR2500)
o======================================================================o
13) Return to the Underdark Exit and go find Elhan (x=840, y=1100). If
you press Elhan for information (every response seems to do this, ah...
the illusion of freedom...) he'll refer to Irenicus and Bodhi as 'The
Exiles'. Elhan refuses to tell you more-apparently we're good enough to
save his city, but not good enough to know why Irenicus has gone through
these great lengths to get his revenge, at great personal cost to
ourselves. He tells us to talk to some priestess, who remains in
Suldanessellar. Of course, he can't take too many of his troops away
from the fight with the Drow, so, as usual, this is up to us. You'll get
a huge experience reward when you give the Rhynn Lanthorn to Elhan
before being whisked away to the Forest of Tethir, atop the great tree
that hangs over the eastern edge of the level. Elhan will use the Rhynn
Lanthorn and open up a doorway in the tree, which will lead us to
Suldanessellar-and Chapter 7. We'll get another tremendous experience
reward and Elhan will implore us not to waste time. That's a total of
149,000 experience per character in this Step alone. Since my characters
have about 3,000,000 experience at this point, that's roughly equal to
5% of the total experience we've earned in the entire game until this
point. Crazy. When you're ready, take the plunge and enter the doorway
at (x=4300, y=500).
***REWARD***
(For giving the Rhynn Lanthorn to Elhan)
EXP 74500 (each character)
***REWARD***
(For using the Rhynn Lanthorn and opening the way to Suldanessellar)
EXP 74500 (each character)
o======================================================================o
| Chapter 7 |
o======================================================================o
| Suldanessellar |
o======================================================================o
Sequence of Events: {WLK050}
1) Suldanessellar Under Siege
2) A Good Golem is a Dead Golem
3) House of the Horn
4) More Golem Fun
5) The Priest's House
6) The House of the Talisman
7) Reaving Raamilat
8) Demin's House
9) The Harpist's House
10) Showdown with Nizidramanii'yt
11) House of the Moon
12) Reirra the Healer
13) Beating the Balor
14) Routing Rakshasa
15) Temple of Rillifane
16) Lazy Avatars!
17) The Palace
18) Ellesime's Plea
19) Parasites Lost
20) The Reckoning with Irenicus
Suldanessellar (AR2800)
o======================================================================o
1) You'll be treated to a movie, a narrated Chapter break, and then be
forced to endure some of Elhan's whining. Apparently Irenicus is working
with Rakshasa. Why he's surprised after Bodhi turned into a Vampire and
the two of them sided with Drow is beyond me. He'll tell us to seek out
somebody named Ellesime-another god-child, but related to a benevolent
deity. Rub it in why dontcha? Failing that, we need to look for the
high priestess Demin, who is supposed to tell us about Irenicus and
Bodhi-you know, give us the answers that Elhan could give us, but won't.
Hmm... which should we view as less honest, a religious person, or a
military person? Now that's a tough one. Oh well, at this point I'll
settle for anything.
<---------------------------------------------------------------------->
2) To the north-east is the 'House of the Horn' (x=4650, y=2500). North
of this is an Iron Golem (as is typical, if you're a high level, this
Iron Golem could be an Adamantine Golem) who is just too bulky to make
its way around the building... aww... too bad. Shoot it down to secure
your northern flank. Now get a character with The Paws of the Cheetah
and send them to the small platform north-west of Elhan, then to a
larger dead-end platform to the north. Lure the Adamantite Golem and the
two Stone Golems back to the House of the Horn. Hide your party away
north of the 'House of the Horn', and dispatch the Stone Golems. Sadly,
the Adamantite Golem can't make it past the supports for the stairs, or
the base of the staircase itself. Aww... Still too bad. Shoot it down
too. Sure, my party is well beyond strong enough to smite these Golems
in a fair fight, but why take the damage if you don't have to? Anyways,
now enter the 'House of the Horn'.
House of the Horn (AR2802)
o======================================================================o
3) Inside we'll find more... Golems! Have Anomen/Korgan bravely step
forward and smite the Clay Golem with one righteous smack of Crom Faeyr,
then just cut down the two Stone Golems. My over-eager protagonist
does get a little mauled here, but it's nothing the Ring of Gaxx won't
fix. After the constructs are dead, some elves will talk to you and
tell you that they last saw Demin in the south-western part of the city.
***ITEMS***
(x=240, y=250) Arrows of Ice x40, 1 gold
(x=630, y=250) Cloak of Elvenkind
(x=700, y=300) Stone Horn, Dart of Wounding x20, Dart +1 x20
(x=700, y=350) Bolt of Lightning x40, Throwing Dagger x60,
Throwing Axe x30, 23 gold
<---------------------------------------------------------------------->
4) We might as well go there now, as we don't have any other leads.
First, head to the large platform north-west of where Elhan is, where
you'll find another group of Golems that need to be dispatched... a task
which I'll leave to your imagination. The platform containing 'The
Priest's House' and 'The House of the Talisman' is south-west of here,
but before you go that way, some extraneous exploration. On a smaller
platform south-east you'll find a group of Elves fighting some Trolls.
On top of the construct in the center of this platform you'll find two
Elven children. Direct them to head back to Elhan before continuing to
the south-west.
The Priest's House (AR2810)
o======================================================================o
5) The platform containing 'The Priest's House' and 'The House of the
Talisman' is unoccupied, for a change. Head into 'The Priest's House'
(x=2200, y=2900) and loot it. The Scroll of Time Stop is always nice,
as having extra will allow you to use them up in the big fights waiting
for us in Throne of Bhaal. The Elven Priest Stone gives us a clue to the
puzzle waiting for us in the next house.
***ITEMS***
(x=200, y=250) Elven Priest Stone, Scroll of Time Stop
(x=630, y=250) Sunstone Gem
(x=700, y=300) 2 gold
The House of the Talisman (AR2809)
o======================================================================o
6) Now head over to 'The House of the Talisman' (x=2100, y=3250). Note
the swirly spell effects over to the east, and the numerous dead Elves
around an altar. Activate the container (x=700, y=300) to learn that
it holds five pressure plates, each one adorned with some symbol or
another. That's right, you got to press the plates in the right order.
For this order, consult the Elven Priest Stone we found earlier:
"From Corellan, all began. Rillifane grew
From the branches of Rillifane the Water
flowed,
Granting life to the Tree
Suldanessellar owes all to the Tree."
So, press the pressure plates in this order:
#1) Rune of Corellon Larethian
#2) Symbol of Rillifane
#3) Elven Symbol of Water
#4) Rune that Denotes the Tree of Life
After pressing the first four, the game doesn't jerk you around, and
you automatically press the fifth rune, representing Suldanessellar.
For raiding this container you'll obtain the Talisman of Rillifane.
Score.
***ITEMS***
(x=300, y=250) 8 gold
(x=400, y=200) Scroll of Meteor Swarm
<---------------------------------------------------------------------->
7) Now head across the bridge to the west, where you'll find some more
Elves fighting a losing battle against some Skeleton Warriors. Continue
north-west to the platform housing Demin's House and you'll find a
Nabassu waiting for you, along with a Drow named Raamilat, who tries
to be official about killing you. Ramilaat will begin the fight by spell
buffing, putting up a Fire Shield (Red), a Globe of Invulnerability,
Improved Mantle, Stoneskin, and Mirror Image. Imoen and Keldorn
conspire to rip his defenses down with Dispel Magic and Breach, while
my protagonist goes to work. Note that you can lure away his Nabassu
and take them out piecemeal, but that's sissy fighting. (As sissy as
my Golem strategy? Shut up.) Loot his corpse for a Quarter Staff +1 and
9 gold.
Demin's House (AR2801)
o======================================================================o
8) Once the guardians are dead, head up into Demin's House
(x=770, y=2100). Within are a Rakshasa, a Rajah, and a unique Rakshasa
named Adsaan. This time, I appoint two characters to occupy each of
them. Keldorn/Viconia and my protagonist fight Adsaan, Anomen/Korgan and
Minsc/Dorn attack the Rajah, and Jaheira and Imoen/Edwin focus on
the Rakshasa, to prevent them from casting spells. Once they're dead
talk to Demin (x=400, y=300), who will finally provide us some answers.
Irenicus, the Exile, was cast out from Suldanessellar (indeed, had his
very Elven nature stripped from him) for daring to try and merge with
the Tree of Life. What's surprising about this is, if anything, that
Bodhi was the whispering voice in the background that apparently drove
Irenicus to do this. She'll tell you that, in addition to constructs and
demons, Irenicus also has a Black Dragon at his disposal. Ellisme and
Irenicus are in the palace, and Demin suggests that one task will allow
us to enter the palace and clear out Irenicus' minions. We'll need to
summon some 'spirit defenders' by awakening some Leaflord, but in order
to do this we'll need to retrieve a Talisman of Rillifane (check), a
Golden Cup, and a Moonblade. Once we have those, we'll need to put them
on the altar in the Temple of Rillifane. Before we leave in pursuit of
our next goal, loot the house, but especially be sure to pick up the
Girdle of Stone Giant Strength from Adsaan's corpse. Who do we give it
to? It's a simple process of elimination. In the good party, Jaheira
already has the Girdle of Hill Giant Strength, Anomen has Crom Faeyr, my
protagonist has a natural 19 Strength, Minsc uses a bow most of the time
and has exceptional Strength, in any case... this just leaves Keldorn.
Of course, considering that Keldorn has a better weapon, you can give
him Jaheira's Girdle of Hill Giant Strength, and have her use the Girdle
of Stone Giant Strength. whichever you prefer. For my evil party,
matters are even more simple. Korgan has Crom Faeyr, my protagonist has
19 Strength, which leaves two girdles to split between Jaheira and
Viconia... seeing as how Viconia only gets one attack per round,
however, I'm fine with leaving the Girdle of Hill Giant Strength on her
and giving the Girdle of Stone Giant Strength to Jaheira.
Note: If you're trying to be evil, you CAN pick a fight with Demin and
take a note off her body detailing how to summon the Avatar, although
Jaheira will turn on you if you attack Demin. Therefore, I honestly
haven't taken this path to its conclusion.
***ITEMS***
(x=300, y=250) Arrows +1 x80, Arrows of Biting x40, Bullets +2 x40,
Darts of Stunning x40
(x=400, y=200) Scroll of Absolute Immunity, Bolt +1 x40, Bolt +2 x40,
3 gold
The Harpist's House (AR2811)
o======================================================================o
9) Now head up along the western side of the map to reach the platform
holding 'The Harpist's House'. Nearby you'll find two Iron Golems, a
Sand Golem, and a Stone Golem massacring some Elves. I would be
cautious, but the Elves should provide enough of a distraction for me
to walk up and smite the Iron Golems. One of the Elven Warriors-should
any survive the Golem onslaught-will question your origin, and hopes
that you give Irenicus what he deserves: death and an eternity in the
abyss. Now that's a wish worth granting. The Golem threat being
eliminated, head up into 'The Harpist's House' (x=1050, y=600). Grab the
Stone Harp and leave.
***ITEMS***
(x=200, y=250) Stone Harp
(x=500, y=180) 1 gold
(x=630, y=250) 1 gold
(x=700, y=350) Greenstone Ring
Nizidramanii'yt's Clearing (AR2807)
o======================================================================o
10) Now, who's ready for a good old Dragon fight? We are! Head over to
the bridge north-west of 'The Harpist's House' and spell-buff like you
mean it. If you have Protection from Acid (5th level Mage spell) you may
consider using it, but I'd rather keep Lower Resistance, Breach, and
other spells, instead. We'll just have to weather the Dragon's breath
weapon with grit and determination. Besides, we're not a bunch of
armless droopy-eyed school-children anymore, we've got epic feats and
plenty of Hit Points.
Spell-buff as usual, but save your summoning spells for when you arrive
at the next area (x=50, y=500). When I arrive, I'll summon my critters
and continue south with my summons and my protagonist, who is protected
with the additional benefit of Spell Immunity: Abjuration. When
Nizidramanii'yt comes into sight, it'll complain about having to guard
a cup, when it should be doing something grander than simple guard duty.
Discontent though it may be, it's not angry enough to turn on Irenicus.
Once hostilties start I send my summons forward, while my protagonist
waits further back.
Nizidramanii'yt starts out with Stoneskin, and will probably use Haste
soon thereafter, which will prevent my summons from doing any real
damage... but that's not their job, anyways. I keep up the assault until
it casts Plant Growth (an Entangle-like effect) and Summon Insects, at
which point my protagonist withdraws. The Dragon should be along
shortly, but the point was to avoid fighting it on the ground it
Entangles, and to mitigate the potency of Summon Insects. Also, in the
Enhanced Edition Nizidramanii'yt is much more fond of using Remove Magic
and Dispel Magic-hence my protagonist's Spell Immunity: Abjuration.
Although it has used up alot of its tricks, Nizidramanii'yt is still
quite dangerous-Haste tends to do that. Hitting it with a Remove Magic
of your own might strip the creature's speed, or failing that, a Slow
spell. Both can be somewhat iffy propositions, as Remove Magic uses the
caster's level to challenge the Dragon's, and unless you've got a
23rd-level caster somewhere, you're probably out-gunned. Its saves are
more vulnerable, especially once Slow applies that -4 penalty... but
you've got to get through 45% Magic Resistance, first. My party attacks
when it comes in sight, and Edwin/Imoen constantly pelt it with Breach
spells to remove any defenses it puts up. If it tears down the defenses
of our party members, you'll just have to be ready with secondary
copies of Haste and Remove Fear, as necessary.
When it dies it'll leave behind a Star Sapphire, the Golden Goblet of
Life we need, a Diamond, a Pearl Necklace, a Laeral's Tear Necklace, a
Bloodstone Amulet, Bladesinger Chain +4, and 345 gold. With this armor,
my Fighter/Mage no longer has to rely on Bracers of Defense. Of course,
Bards, Thief/Mages, and other characters also benefit from this, too,
but it's hard to get excited about that...
***ENHANCED EDITION***
Like Firkraag, Nizidramanii'yt is now more aggressive in the Enhanced
Edition, reserving its Druidic magic for the beginning of the fight,
rather than towards the end, like usual. Using summons as disposable
spell-absorbers is now a good idea, and as is the norm for the Enhanced
Edition, keep your Mages casting Breach repeatedly and exclusively to
keep it open to melee attacks. Timing a round of Greater Whirlwind
Attacks immediately after a Breach is also a good idea. Of all the
Dragons in the game, Nizidramanii'yt has probably benefited the most
from the Enhanced Edition, in terms of the threat it now presents.
***VIDEO***
Haeravon Plays: Baldur's Gate 2 Enhanced Edition -
Nizidramanii'yt {VID008}
House of the Moon (AR2808)
o======================================================================o
11) Return to Suldanessellar and head over to the platform holding 'The
Harpist's House'. From there continue south-east to the platform with
'The House of the Moon' on it. Outside you'll find a group of Elven
Battle Mages in a shouting match with some Rakshasa. Eventually
violence begins, and you can step in and help the Elves. When they
die, these particular Rakshasa will drop Scrolls of Mislead, Scrolls of
True Sight, and Scrolls of Death Spell. Once they're dead, head into
'The House of the Moon' (x=1850, y=1450) and witness the last stand of
an Elven Warrior against a Balor. At least one of these Elves did
something useful. Loot his body for a suit of Elven Chain Mail and the
Moonblade we need. You might as well also loot the house while you're
in here. Those Boots of Elvenkind will do more good in our inventory
then they'll do here in Suldanessellar. You might as well grab the
Scroll of Gate, too. Although I think Time Stop is-in almost every
situation a better cast, it's still worth 9000 experience to scribe...
and it'll make your spellbook look all complete-like.
***ITEMS***
(x=400, y=200) Boots of Elvenkind
(x=480, y=200) Scroll of Gate, 1 gold
<---------------------------------------------------------------------->
12) If you head to the north-east from the 'House of the Moon' you'll
encounter an Elven Warrior guarding a gate. Talk to him and gain access
and continue to find another platform (I've typed platform more in the
last hour...) upon which is a statue and a loitering band of Elves,
including Captain Aduo'on, two 'Wounded Elves' (one conscious, one not),
and Reirra. The Captain and the standing Wounded Elf will chat with you,
and Reirra will offer to heal you, as well as tell you about summoning
the Avatar and gaining access to the palace.
<---------------------------------------------------------------------->
13) If you continue north-east and explore outside of the palace, you
may encounter a group of Elves desperately trying to fend off a Balor.
They'll implore you for aid, and really, without you they have no chance
of beating this demon... and it's distracted and worth a fair amount of
experience, so it's worth killing.
<---------------------------------------------------------------------->
14) Now travel south along a bridge running down the eastern end of the
level to reach the platform upon which lies 'The House of the Horn'.
From here, head north-west to reach a platform housing the 'Temple of
Rillifane', outside of which you'll find five Rakshasa, (three Maharajah
and two Rajah). I send my protagonist forward, who will ignore their
spells thanks to the Cloak of Mirroring, and will be able to survive
them in combat. Keldorn, Jaheira, and Imoen move up and attack at a
range to help him out. They're fond of Chain Lightning, but as I said
earlier, I'm immune, and they just don't do enough damage in melee
combat to cause me concern. When they let loose with Cloudkill, I simply
retreat back to the bridge.
Temple of Rillifane (AR2803)
o======================================================================o
15) Now that the door guards are down, head into the Temple of Rillifane
(x=4000, y=1800). Inside you'll find a Rakshasa, a Mage named Suneer, an
Iron Golem, and a Glabrezu. Suneer will talk briefly before attacking,
and really, what is there to be said? One of us will soon be dead,
anyways. My protagonist charges at Suneer, while any character with a
reliable ranged weapon targets him, as well. Keldorn/Viconia rushes the
Rakshasa, while Anomen/Korgan moves against the Glabrezu. With any luck
the Iron Golem will get caught on Suneer. When he puts up his spell
buffs (Stoneskin, Improved Mantle, Mirror Image) which I promplty tear
down with Breach. My goal is, of course, to smite the Mage as fast as
possible, and against such an assault he has little choice but to die.
Now I just have to avoid the Glabrezu's paralysis (and use a Remove
Paralysis spell if it affects anybody), so the demon becomes my next
target. Keldorn's melee prowess and magic resistance keep the Rakshasa
at bay, and when the Glabrezu is dead I focus on the Iron Golem. Who
needs spell buffs? Loot Suneer for a Quarter Staff +1, then place the
Talisman of Rillifane, the Golden Goblet of Life, and the Moonblade on
the altar (x=500, y=500)-the word 'altar' here is used loosely. You'll
get a hefty experience reward and an 'Avatar of Rillifane' appears.
***REWARD***
(For summoning the Avatar of Rillifane)
EXP 65000 (each character)
<---------------------------------------------------------------------->
16) Well, now that we have an avatar of a god here, we can just sit
back and... nah, you guessed it, the stupid thing can't touch Irenicus
due to his stupid magic. Apparently it's using Ellesime as a conduit
through which to draw from the Tree of Life. Once drained completely,
Irenicus hopes to join the elven pantheon as a deity. Not with our
soul, he won't! The Avatar will open up the gates to the palace, and
you'll get to watch a cutscene of the Elven Spirits we helped summon
going to work. Pat yourself on the back once-but only once-for a job
well done. We've still got to kill Irenicus, and musn't waste too much
time with idle patting. Outside of the temple Reirra will show up and
sell you junk we don't need anymore. Distractions, all! To the Palace.
You might be harassed by the odd minion or two along the way, but Elven
Spirits meander about, disintegrating every baddy they touch. If you
talk to Demin again, she'll tell you that you need a Stone Horn and a
Stone Harp to pass through the palace, which we have already collected.
Along the way you'll be thanked by weakling Elves, who are glad you were
able to do what they, themselves, could not. Whatever. Enter the Palace
at (x=3400, y=600).
Palace (AR2804)/(AR2805)
o======================================================================o
17) An Elven palace, and what's the in the first room? A tree, of
course. Investigate the tree (x=1350, y=850) several times to
obtain some Tree of Life Nuts and the Staff of the Woodlands +4. The
edible nuts heal a fair amount of Hit Points, but are otherwise
unexceptional. Go through the door at (x=1220, y=700) and continue until
you reach a room with a fountain. Activate the statue at (x=300, y=550)
to replace the Stone Harp, and the statue at (x=170, y=570) to replace
the Stone Horn. With their powers combined... the waters will stop and
you can now proceed down the stairs to reach whatever is beneath the
palace (x=500, y=500). Before you do, however, you'll get to have a
final chat with your party members. Note, again, that the palace is now
(AR2805).
***REWARD***
(For returning the Stone Harp to its statue)
EXP 3000
***REWARD***
(For returning the Stone Horn to its statue)
EXP 3000
Tree of Life (AR2806)
o======================================================================o
18) When you arrive at the area beneath the palace, you'll be greeted
by Ellesime, queen of Suldanessellar. Or an image of her, rather. The
real Ellesime is trapped by Irenicus at the heart of the tree by
corruptive magics. That's the problem with Irenicus, always corruptive
this, evil that. He should use eco-friendly, clean-burning magic. She'll
tell you that Jon is using some sort of magical-corruption parasites
to steal energy from the Tree of Life, and these must be destroyed so
Ellesime can be freed, and Jon cut off from the tree. While siphoning
energy from the Tree of Life, Jon is all but invincible.
<---------------------------------------------------------------------->
19) Now, to hunt down some parasites. You'll find the first parasite to
the west at (x=1400, y=150). Click on it to provoke it and it'll
summon a pair of Earth Elementals. Kill the guardian elementals, then
click on the parasite to kill it. This is the way we'll deal with all of
the parasites-find one, provoke it, kill two elementals, kill the
parasite. You don't even have to use the acorns, they'll use themselves
when you reach an appropriate spot! Another parasite awaits its demise
at (x=3900, y=2000), and it'll summon a pair of Fire Elementals if
provoked. The final parasite lies at (x=1200, y=1500) and will summon
some Air Elementals. Once you kill the elementals, and the parasite,
you'll be whisked away to greet Irenicus.
<---------------------------------------------------------------------->
20) He's naturally angry that you disrupted his plans, although for
most of the conversation you're forgotten while Irenicus and Ellesime
speak to each other. The only upshot of witnessing this lover's spat is
the last bits of illumination into Irenicus' past. We don't really need
to question what Irenicus was searching for with Imoen, or that clone
we dispatched at the beginning of the game, nor how he tried to
rekindle his dead affections with captives, clones, Dryads, and who
knows what else. The 'shattered one' he may be, but he's using our soul
as glue, and we're both implacable in our need for revenge. A fight
naturally ensues, and despite some tough talking on the part of our
party, my first move is to run back up the north-western branch where
we smote the last parasite. To take on Irenicus without spell-buffs
is not a good idea. Once we're out of sight, we can prepare our anti-
Mage strategy. So long as you have a Mage of some sort, the Cloak of
Mirroring, and plenty of instances of Spell Immunity, this works fine.
Protect your Mage with Spell Immunity: Abjuration, Alteration, and
Conjuration, as well as Death Ward, Chaotic Commands, and Remove Fear.
Put on the Cloak of Mirroring and send them to face Jon-alone. He'll
show off why he's the baddest Mage in the game by unleashing a torrent
of spells at you. Horrid Wilting, followed by numerous Power Word: Kill
spells, Power Word: Stuns, Mazes, all the while being protected by a
variety of defensive spells that make him nearly impossible to harm...
and all for naught, since he can't touch our spell-immune Mage. You'll
know he's running out of answers when he strings together six Cones
of Cold, followed by seven Flame Arrows, terminated by seven Melf's
Acid Arrows. Finally, when he's out of spells he'll start firing off
Magic Missile spells rapid-fire. For all that, Jon doesn't have a
great number of Hit Points.
If you want to be brave and take him on conventionally... well, you
should still run away and spell-buff, but after that, try and return
with one character, who will soak up Jon's Spellstrike and other
dispelling efforts. This should ideally be Keldorn or Viconia, both of
which have enough Magic Resistance on their own to potentially weather
Jon's spells. If they're wearing the Cloak of Mirroring for this
purpose, they can also soak up the Ice Storm/Horrid wilting combo which
paves the way for his Power Word: Kill assault. After this, a general
melee is engaged. Imoen/Edwin devote themselves to tearing down spell
defenses with Breach, while Keldorn or some other caster makes sure to
keep True Sight up, each and every time Irenicus tries to slip away with
Mislead. The battle is fought in stages, thanks to Irenicus'
contingencies, so every time he's left vulnerable you'll be free to do
some damage before he rebuffs. If you survived his Power Word: Kill
onslaught (and by assumption, avoided taking the damage that made it
possible) you'll survive his Power Word: Stun assault... so long as you
have over 90 Hit Points, anyways. With any luck, you'll take him down
before he starts Mazing characters, or failing that, before he starts
throwing out Cones of Cold. Either way, once he dies you'll find
yourself following suit-the battle for your soul isn't over, it has just
begun.
***VIDEO***
Haeravon Plays: Baldur's Gate 2 Enhanced Edition -
Irenicus in Suldanessellar {VID009}
o======================================================================o
| Hell |
o======================================================================o
Sequence of Events: {WLK051}
1) Into the Abyss
2) Challenge #1: Test of Pride
3) Humility (Good)
4) Pride (Evil)
5) Challenge #2: Test of Fear
6) Courage (Good)
7) Bolstered Bravery (Evil)
8) Challenge #3: Test of Selfishness
9) Selfless (Good)
10) Selfish (Evil)
11) Challenge #4: Test of Greed
12) Charity (Good)
13) Greed (Evil)
14) Challenge #5: Test of Wrath
15) Mercy (Good)
16) Murder (Evil)
17) The Final Battle with Irenicus
18) Safety in Suldanessellar
Hell (AR2900)
o======================================================================o
1) Connected to your soul as you were, you couldn't help but follow it
when Jon died. Unfortunately for your traveling companions, they were
forced to come along for the ride. Behold another party speech, Imoen
asks some fairly useful questions, and her musings are the only answers
you'll get for why you're here. There are five paths that await us,
five tests, five challenges... and they probably have something to do
with that five-eyed gate behind us. Every time we complete a challenge,
we'll get a tear of Bhaal. There are two ways to complete each
challenge: the good way, or the evil way (although you'll be usually
tempted to do evil). Each time you complete a challenge you'll get a
Tear of Bhaal, which will open the way for you to continue. The
challenges typically require you to make some sort of sacrifice or
another if you wish to be good, while the evil characters can indulge
their greed and bloodlust as they will. When you obtain a tear, you can
turn it in at the gate, where you'll get some reward or another
depending on what path you took. For the evil character, this is just
more gain, as you can freely choose to do good when it benefits you. If
you want to be a good character (or if you want to remain neutral), you
must perform the good action (or rather, in the case of neutrality, it
should be better said that you must avoid the evil...) at every test, or
have your alignment changed to Evil. Note that this alignment change
only affects the good/evil range, not the lawful/chaotic. Yes, your
alignment WILL change depending on what you do here-this place is
Bhaal's realm, the seat of power for the insidious, corruptive influence
that is part of you-this realm is your inheritence, as it were, and the
struggle with Irenicus is over your very soul. The trials you'll face
here for the Tears of Bhaal will help define your very soul. How could
this not affect such a change?
Test of Pride (AR2902)
o======================================================================o
2) I see no reason why we shouldn't just go clockwise. Head to the
east and go down the stairs at (x=3400, y=1000). When you arrive, a
demon named 'Pride' with a rich chocolatey voice will address you. It
will elaborate a bit on your predicament, which is a welcome change from
those asshole Elves in Suldanessellar, what with their secrets and
everything. This is Bhaal's realm, and your blood-or Bhaal's-holds sway
here. Since Irenicus stole part of your soul, the two of you are
tethered together here, at the brink of oblivion. One of us will leave,
with the full share of the divine soul that was stolen from us, while
the other... well, you remember what happened to Sarevok at the end of
Baldur's Gate 1? Such is the fate of Bhaalspawn who fail.
***ITEMS***
(x=400, y=350) Potion of Invulnerability x2, Potion of Extra Healing x2
<---------------------------------------------------------------------->
3) For this challenge, you are told by Pride that you must vanquish a
powerful foe to obtain your tear, although it's rather elusive when you
ask what kind of creature it is, and why it deserves death. If you
continue to be a pacifist, Pride will note that there's no pride in you,
and depart. Talk to the Dragon at (x=1000, y=600) to obtain your Tear of
Bhaal. When you activate the five-eyed gate you'll receive a +20%
resistance to fire, cold, and electricity. For a character wearing the
Cloak of Mirroring, this is kind of a waste. Ah well. Note that you
can talk your way out of a fight, and then kill the Dragon anyways.
You won't get the Scrolls, the Ring, the Robe, or any of that, but
you'll get the good reward, and the 22,000 experience the Dragon itself is
worth. It's better than nothing, right?
***REWARD***
(For sparing the beast and proving you live without pride)
Upgrade-+20% resistance to fire, cold, and electricity.
<---------------------------------------------------------------------->
4) If you want to be evil, readily agree to smite the creature, and
Pride will gleefully leave you to your bloody business. Ahead is a Green
Dragon, easily the weakest Dragon in the game. Still, be safe, spell-
buff, and rush it. No flashy tactics are required, it'll die easily
enough under a direct melee onslaught. Once it's dead, loot it for a
Tear of Bhaal, a Scroll of Time Stop, a Scroll of Wail of the Banshee,
a Scroll of Sphere of Chaos, Bolts of Lightning x20, Arrows of
Dispelling x20, The Guard's Ring +2, a Robe of the Evil Archmagi,
and 100 gold. The scrolls are nice, but honestly, I could care less
about the experience here. We can always level up other ways... although
the 200,000 experience for the protagonist is equal to roughly
1,200,000 party experience.
***REWARD***
(For indulging your pride and slaying the beast)
EXP 200000 (protagonist)
Test of Fear (AR2901)
o======================================================================o
5) From the main level of hell, head to the south-east and go down some
stairs at (x=3000, y=1900). When you arrive at the next area you'll be
greeted by a demon named Fear, who will offer you two paths-to the south
is an apparently unguarded room which contains the tear you seek, but
you'll be struck by fear when you go into the room. The room to the east
is guarded by two Gauths and three Elder Orbs. Your goal is to make it
past the obstacles and claim the Tear of Bhaal (x=1000, y=800). To this
end, Fear offers you the Cloak of Bravery-an item made from the skin of
innocent Nymphs-which will make you immune to the fear in the room to
the south.
***ITEMS***
(x=560, y=660) Potion of Invulnerability x5, Potion of Extra Healing x4,
Potion of Fire Giant Strength x5
***TRAPS***
(x=560, y=660)
<---------------------------------------------------------------------->
6) The good path is really quite easy. Refuse the Cloak of Bravery and
cast Remove Fear on a character, then send them past the fear field and
claim your tear. Or better yet, take up the Shield of Balduran and
smite the Beholders in the room to the east for the juicy experience
they'll give. The reward, however, is painful this time around. That
Bladesinger Chain +4 will upgrade to make you immune to non-magical
weapons in Throne of Bhaal, and in any case, it's not like being
immune to +1 weapons or weaker is any big deal anymore. Most enemies
from here on will have weapons with which to hurt you... and it's not
like we couldn't just summon a Fire Elemental to gain the same power.
On the other hand, evil characters gain +2 Constitution. This would have
moved my Constitution from 18 to 20, and increased my Hit Points by
nine. It's not a huge boost, but it's still better than the good reward.
***REWARD***
(For relying on your courage, and not giving in to fear)
Upgrade-You have become immune to +1 weapons and less.
<---------------------------------------------------------------------->
7) The evil path is easier still, and more rewarding to boot. Take the
cloak, put it on, walk over and grab your tear. You might as well
kill the Beholders for the experience, too. Then cash your Tear of
Bhaal in for a hefty two-point bonus to your Constitution.
***REWARD***
(For allowing your courage to be bolstered through evil means)
Upgrade-+2 Constitution
Test of Selfishness (AR2904)
o======================================================================o
8) Onward, to the next test (x=2100, y=2200). You'll be greeted by a
demon called Selfish, and as soon as it starts talking about choices,
selfishness, self sacrifice, and so forth, you know as a good character,
you're about to get screwed. You again have two paths to take-the path
to the demon's left (east) is selfish, and the path to the demon's right
(west) is selfless. One of your party members in then whisked away, and
you are left to choose.
***ITEMS***
(x=600, y=1200) Potion of Extra Healing x3, 914 gold
<---------------------------------------------------------------------->
9) The good path here can be painful. You'll need to go through three
doors to the west, and like the demon promised, you'll lose something
at each door. The first door takes away two Hit Points from your
maximum-permanently. The second reduces your Dexterity by one, and the
third lowers your experience points by 75,000. But your companion
remains unharmed, and you will gain your Tear of Bhaal. There used to
be an exploit for this test by which you could avoid suffering any loss
while following the good course, but alas, they've prevented that in the
Enhanced Edition. Goodly folks, you'll just have to suffer. Your reward
for being good is +10% Magic Resistance, which, all things considered,
isn't a bad trade for Dexterity, Hit Points, and Experience...
especially considering the evil reward is pretty much useless.
***REWARD***
(For being selfless and sacrificing yourself for your companion)
Upgrade-+10% magic resistance.
***ENHANCED EDITION***
In the vanilla version of the game, all you had to do was equip some
Paws of the Cheetah on the target of Selfish's 'test' and run them
towards the door. They'd be able to open it before being paralyzed by
Selfish and incur only the last of the three penalties-the experience
loss. This exploit was fixed in the Enhanced Edition-now you lose
control of Selfish's target as soon as they are whisked away.
<---------------------------------------------------------------------->
10) If you go down the evil path, you will be unharmed, but your
companion who was taken away will reappear at the end of the path-Held
and helpless. When you reach the demon, it'll destroy your companion and
give you the Tear of Bhaal. You can then simply raise your companion
and continue on your way. Your reward for misbehaving? A +2 bonus to
Armor Class. This reward might seem decent, but it sucks for one big
reason-this Armor Class bonus doesn't stack with armor. I suppose it
counts as some sort of natural bonus? Whatever the case, if you wear
any sort of armor (even Bracers of Defense) you won't really ever
enjoy this bonus.
***REWARD***
(For being selfish and sacrificing your companion to spare yourself)
Upgrade--2 Armor Class
Test of Greed (AR2903)
o======================================================================o
11) Now head south-west to the next test (x=800, y=1800). Down in this
pit of hell you'll meet the demon named Greed, who warns you of a
powerful foe nearby which is in possession of the Tear of Bhaal. It'll
offer you a weapon, which it claims you need to defeat this foe. The
weapon, 'Blackrazor' is certainly an interesting sword, but since the
demon riddles that you need to determine how to use this weapon, and
since it is, after all, the test of Greed, I wouldn't get too attached
to it. Unless you're evil, of course, then get attached as much as you
please. It's a +3 Longsword that protects the wearer from Charm and
Fear, regenerates one Hit Point every five seconds, and it has a 15%
chance to drain four levels each hit, thus healing you by 20 Hit Points,
Hasting you for 20 seconds, and increasing your Strength by three points
for 20 seconds. As nice as it sounds, we'll find much better shortly, in
Throne of Bhaal.
<---------------------------------------------------------------------->
12) With the particulars of the riddle in mind, head over to the south
west to find an Enslaved Genie (x=370, y=920). Be nice and ask if it
has the Tear of Bhaal, then question the conditions of its enslavement
and it'll give you a riddle:
"Ye who hold the razor's blade
forged of darkest iron
quenched by blood and fear,
know that ye hold the key
to the one who guards
Bhaal's sacred murdered tear."
Keep questioning it and it'll tell you that if you give it the sword,
it'll be free. Also, merely by obtaining the sword you can kill the
Genie and release it, with or without the sword. You'll get some extra
experience for giving the Genie Blackrazor, which is a good action. The
reward for the good action this time outweighs the evil-a +2 bonus to
all saving throws is roughly a +10% chance to make any save. In Throne
of Bhaal, spell assaults don't relent, so having good saving throws is
paramount to survival.
***REWARD***
(For showing charity and giving the Genie the sword Blackrazor)
EXP 20000
Upgrade-+2 to all of your saving throws.
<---------------------------------------------------------------------->
13) The evil path is simple, just kill the Enslaved Genie
(x=370, y=920). Just be wary, the critter is stronger than it looks,
as it'll start out by using a Spell Trigger to pop on some defenses-
most of which can be knocked out by Breach. It also has access to spells
like Meteor Swarm, Gate, Horrid Wilting, and all that fun stuff, so you
may want to treat it more as an enemy Mage, rather than a simple Genie.
Since you only get to keep a sword which will soon be obsolete, and a
measly 11,000 experience for killing the Enslaved Genie, the real
deciding factor here for the evil character should be the reward. In
this case, 15 Hit Points is a little more than 10% of my protagonist's
total. On the other hand, my saves could use a bit of work. I'll gain
more Hit Points, but my saves probably aren't getting any lower...
besides, having 15 extra Hit Points isn't as good as having an extra 10%
chance to save against... everything. Hit Points won't do you much good
if you're confused, afraid, held, or stunned. I can't really see a
situation in which I'd be tempted to take the Hit Points over the
saves.
***REWARD***
(For using the sword Blackrazor to kill the Enslaved Genie)
Upgrade-+15 Hit Points.
Test of Wrath (AR2905)
o======================================================================o
14) Now it's time for the fifth and final test. Head over to the western
edge of the main level of hell (x=600, y=900) to reach the location of
this final challenge. When you arrive, no demon awaits you. Instead,
it's everybody's favorite half-brother, Sarevok. There are only two
options here-mercy, or murder, and it should be fairly obvious which is
good and which is evil.
<---------------------------------------------------------------------->
15) To go the good route, you'll end up fighting Sarevok-but intention
is everything. Turn down a fight with him, and at the end of his
conversation string, say that you pity him. He's very strong, indeed,
but if you're taking the good path then you've presumably taken the good
route every other time. As such, you should be immune to weapons of +1
quality or less. Sarevok simply can't touch you. My protagonist thrashes
Sarevok soundly and turns in the tear for a +1 bonus to Wisdom and
Charisma. I really, really, envy the evil characters out there right
now...
***REWARD***
(For feeling pity for Sarevok)
Upgrade-+1 Wisdom and +1 Charisma
<---------------------------------------------------------------------->
16) The evil path is very lucrative, but Sarevok is no push-over. He's
been beefed up for this fight, but nothing that some spell-buffs
can't handle. If you treat him like a Dragon (sans the fear and
breath weapon) you'll be fine. Just buff up, summon some beasties, and
withdraw injured characters. Of course... if you got the immunity to
weapons of +1 quality or less for your protagonist, Sarevok can't touch
you. That'll teach you to bring a poorly enchanted weapon to a late-game
fight in Shadows of Amn! Turn in the tear you get off of Sarevok for a
+2 bonus to Strength. It's an awesome bonus, indeed.
***REWARD***
(For taking your wrath and anger out on Sarevok)
Upgrade-+2 Strength
***ENHANCED EDITION***
In the original game, this bonus to Strength was calculated AFTER
whatever gear you had on-in effect counting as an item enhancement
bonus rather than as a natural +2 bonus to Strength. This meant that
with Strength boosting items like Girdles of Giant Strength or
Angurvadal +5, the +2 bonus would be added after the Strength increase.
Hence, a character weilding Angurvadal +5 with this bonus would end up
with 24 Strength, instead of 22. In the Enhanced Edition, this bonus
works properly, as a brute +2 bonus to your base Strength score. For a
high-Strength protagonist like my evil Fighter/Mage/Thief, this
essentially renders the Strength bonus of Angurvadal +5 useless, since
she'll reach a natural 22 Strength before Angurvadal +5 can be obtained.
<---------------------------------------------------------------------->
17) Return to the door and save your game, rest, and spell-buff before
activating it again and blinding the fifth and final eye. General spell-
buffs will suffice, but include Chaotic Commands and Remove Fear
wherever possible. The door opens and you're all knocked back to
witness Irenicus' grand entrance. He's unrepentant, and says what really
doesn't need to be said. This fight is for more than just life and
death, its for our very soul. The winner lives and is freed, while the
loser faces an eternity of torment in the abyss.
Irenicus will turn into the Slayer and summon two Balors and two
Glabrezu-and don't be fooled by our past encounters with these
critters, their experience rewards should let us know that they are
much stronger than we're used to them being. I immediately have
Keldorn/Dorn summon a Deva to the left where Jaheira is. She can
withstand the Balor for a bit, thanks to her Iron Skins, but I don't
want to leave her exposed. On the other side, my protagonist summons
his simulacrum, then it, my protagonist, Imoen/Edwin, Minsc/Dorn, and
Anomen/Korgan attack the Glabrezu, while Dorn, Jaheira and the Deva
likewise attack their Glabrezu. With the use of a Greater Whirlwind or
two, and perhaps a Time Stop/Horrid Wilting combo, the demons should
fall fairly quickly. There's always a chance that a Glabrezu will
stun somebody and ruin my plans, but that's just the way things are,
Remove Paralysis can save you if you're lucky (and quick).
After Irenicus' pet demons are destroyed, Keldorn uses True Sight and
dispels Irenicus' Mislead. The next step is simple-my party rushes
Irenicus, and Imoen/Edwin hits him with Breach every time he tries to
throw up a Stoneskin or Protection from Magical Weapons, or other such
mischief. Eventually he'll turn back into Irenicus so he can die in his
true form. One Elven Warrior back in Suldanessellar is going to be
awfully happy about Jon's fate, indeed.
***VIDEO***
Haeravon Plays: Baldur's Gate 2 Enhanced Edition -
Irenicus in Hell {VID010}
<---------------------------------------------------------------------->
18) After defeating Irenicus, you'll wake up in Suldanessellar, in the
care of Ellesime, who reports you've been 'dead' for several days. Some
time passes and your character will partake in a ceremony celebrating
your triumph, although Ellesime can't help but apologize for Jon, and
make a separation between Jonaleth and Irenicus when there probably
really wasn't so much of one. Ah, coping mechanisms. Despite her
promises, the Amulet of Seldarine isn't so great of a reward as to count
as reparations for what Irenicus put you through. Ah well. Next you'll
get to watch a satisfying movie showing Jon fitting in to his new home,
and playing with his neighbors, followed by an overly spooky and
uninformative movie introducing the next chapter in the saga. The Five
are approaching, and the time of the prophecy is at hand. See you in
Throne of Bhaal.
EVIL PARTY STATS: END OF CHAPTER 7
o======================================================================o
Dorn
Blackguard 21
Experience: 3934648
Hit Points: 116
Armor Class: -6
Paralyze/Poison/Death: 1
Rod/Staff/Wand: 3
Petrify/Polymorph: 2
Breath Weapon: 2
Spells: 4
Weapon Proficiencies
Bastard Sword ++
Two Handed Sword ++
Spear +
Halberd ++
Cross Bow ++
Two-Handed Weapon Style ++
Armor: Armor of the Hart +3
Gloves: ...
Helmet: Helm of the Noble +1
Amulet: Kaligun's Amulet of Magic Resistance
Weapon: Silver Sword +3 (THAC0: -7)
Soul Reaver +4 (THAC0: -8)
The Guide +2 (THAC0: -7)
Shield: ...
Ring 1: Ring of Duplication
Ring 2: Ring of Earth Control
Cloak: Nymph Cloak
Boots: Sense of the Cat
Belt: Girdle of Fortitude
Misc 1: ...
Misc 2: ...
Misc 3: Horn of Blasting
<---------------------------------------------------------------------->
Korgan
Berserker 23
Experience: 3818754
Hit Points: 157
Armor Class: -7
Paralyze/Poison/Death: 0
Rod/Staff/Wand: 0
Petrify/Polymorph: 4
Breath Weapon: 4
Spells: 1
Weapon Proficiencies
Axe +++++
War Hammer ++
Two-Weapon Style +++
Armor: Red Dragon Scale
Gloves: The Brawling Hands
Helmet: Eyes of the Beholder
Amulet: Periapt of Proof Against Poison
Weapon: Ilbratha +1 (THAC0: -6)
Frostreaver +3 (THAC0: -12)
Shield: Crom Faeyr +5 (THAC0: -12)
Ring 1: Ring of Regeneration
Ring 2: Ring of Air Control
Cloak: Cloak of the Sewers
Boots: The Paws of the Cheetah
Belt: Destroyer of the Hills
Misc 1: ...
Misc 2: Horn of Silence
Misc 3: Iron Horn of Valhalla
<---------------------------------------------------------------------->
Jaheira
Fighter 15/Druid 14
Experience: 1978899/1978899
Hit Points: 98
Armor Class: -10
Paralyze/Poison/Death: 3 (-1)
Rod/Staff/Wand: 5 (-1)
Petrify/Polymorph: 4 (-1)
Breath Weapon: 3 (-1)
Spells: 1 (-6)
Weapon Proficiencies
Scimitar ++
Dagger ++
Club ++
Quarter Staff +
Sling +
Sword and Shield Style +
Armor: Gorgon Plate +4
Gloves: Legacy of the Masters
Helmet: Helm of Balduran
Amulet: Harper Pin
Weapon: Firetooth +3 (THAC0: -3)
Blackblood +3 (THAC0: -3)
Shield: Sentinel +4
Ring 1: Ring of Regeneration
Ring 2: Ring of Fire Control
Cloak: ...
Boots: The Frost's Embrace
Belt: Girdle of Stone Giant Strength
Misc 1: ...
Misc 2: ...
Misc 3: ...
<---------------------------------------------------------------------->
Viconia
Cleric 25
Experience: 3936592
Hit Points: 87
Armor Class: -8
Paralyze/Poison/Death: -1 (-3)
Rod/Staff/Wand: 3 (-3)
Petrify/Polymorph: 2 (-3)
Breath Weapon: 5 (-3)
Spells: 4 (-3)
Weapon Proficiencies
War Hammer +
Club +
Flail +
Mace +
Quarterstaff +
Sling +
Sword and Shield Style +
Single Weapon Style +
Armor: Ankheg Plate Mail
Gloves: ...
Helmet: The Visage
Amulet: Sensate Amulet
Weapon: Flail of Ages +3 (THAC0: -1)
Sling of Arvoreen +4 (THAC0: -5)
Shield: Shield of the Lost +2
Ring 1: Edventar's Gift
Ring 2: Holy Symbol of Talos
Cloak: The Spirit's Shield +2
Boots: ...
Belt: Girdle of Hill Giant Strength
Misc 1: Collar Bell
Misc 2: ...
Misc 3: Black Spider Figurine
<---------------------------------------------------------------------->
Protagonist
Fighter 13/Mage 13/Thief 16
Experience: 1327893/1327893/1327893
Hit Points: 117
Armor Class: -6
Paralyze/Poison/Death: 1 (-4)
Rod/Staff/Wand: 3 (-4)
Petrify/Polymorph: 2 (-4)
Breath Weapon: 1 (-4)
Spells: 4 (-4)
Weapon Proficiencies
Long Sword ++
Katana ++
Dagger +
Two Weapon Style +++
Armor: Bladesinger Chain +4
Gloves: Xarrnous' Second Sword Arm
Helmet: Vhailor's Helm
Amulet: Amulet of Power
Weapon: Celestial Fury +3 (THAC0: -1)
Daystar +2 (THAC0: -1)
Shield: The Equalizer (THAC0: 3)
Ring 1: Ring of Gaxx
Ring 2: Ring of Acuity
Cloak: Cloak of Mirroring
Boots: The Paws of the Cheetah
Belt: Elves' Bane
Misc 1: Protagonist's Tankard
Misc 2: Gem of Seeing
Misc 3: ...
<---------------------------------------------------------------------->
Edwin
Conjurer 20
Experience: 3884624
Hit Points: 68
Armor Class: -1
Paralyze/Poison/Death: 3 (-7)
Rod/Staff/Wand: -2 (-7)
Petrify/Polymorph: 2 (-5)
Breath Weapon: -3 (-12)
Spells: 1 (-5)
Weapon Proficiencies
Dagger +
Quarter Staff +
Dart +
Sling +
Armor: Robe of Vecna
Gloves: Bracers of Defense A.C. 3
Helmet: Pale Green Ioun Stone
Amulet: Edwin's Amulet
Weapon: Staff of the Magi (THAC0: 12)
Boomerang Dagger +2 (THAC0: 12)
Shield: ...
Ring 1: Reaching Ring
Ring 2: The Guard's Ring +2
Cloak: Cloak of Displacement
Boots: ...
Belt: Belt of Inertial Barrier
Misc 1: Book of Infinite Spells
Misc 2: ...
Misc 3: Efreeti Bottle
<---------------------------------------------------------------------->
The changes made between the end of Chapter 5 and the end of Chapter 7
should have been explained well enough in the 'End of Chapter 5'
section-so I won't bother pointing out most of the new gear we've
obtained. Some notes, however, are still pertinent. The Amulet of
Seldarine we obtained at the end of the game goes on Viconia, furthering
my attempt to pad the Saving Throws of my Cleric. Also... the Sensate
Amulet just isn't very impressive anymore. Later on Viconia will
inherit my Protagonist's Amulet of Power, and will pass on the Amulet of
the Seldarine to Dorn. Dorn hands of Ilbratha +1 to Korgan, who has
more quick weapon slots anyways. In its place, Dorn wears the Ring of
Duplication, a superior defensive item. Thanks, Rasaad's quest!
Speaking of that, Korgan sports a new Helmet-the Eyes of the Beholder.
Is it better than the Helm of the Noble +1? No, but Korgan likes it
better. He told me so. My protagonist, in her shiny new Bladesinger
Chain +4, gives her Bracers of Defense A.C. 3 to Edwin, and puts on
Jaheira's old Xarranous' Second Sword Arm. She also hands off The
Guard's Ring +2 to Edwin. Taa-daa. Finally, note that Viconia has hit
25th level as a Cleric, which gives her the Holy Symbol of Talos-a nice
little ring that is certainly worth wearing. Any odditities in my
protagonist's stats can be ascribed to the effects of the Tears of
Bhaal, as follows:
Test of Pride: +20% resistance to fire, cold, and electricity.
Test of Fear: +2 Constitution
Test of Selfishness: -2 Hit Points
-1 Dexterity
-75,000 EXP
+10% Magic Resistance.
Test of Greed: +2 Saving Throws.
Test of Wrath: +2 Strength.
GOOD PARTY STATS: END OF CHAPTER 7
o======================================================================o
Keldorn
Inquisitor 20
Experience: 3889718
Armor Class: -8
Paralyze/Poison/Death: 0 (-2)
Rod/Staff/Wand: 2 (-2)
Petrify/Polymorph: 1 (-2)
Breath Weapon: 1 (-2)
Spells: 3 (-2)
Weapon Proficiencies
Long Sword ++
Two Handed Sword ++
War Hammer ++
Cross Bow ++
Two Handed Weapon Style ++
Armor: Armor of the Hart +3
Gloves: The Brawling Hands
Helmet: Helm of Glory
Amulet: Amulet of Seldarine
Weapon: Carsomyr +5 (THAC0: -8)
Ras +2 (THAC0: -5)
Firetooth +4 (THAC0: -8)
Shield: ...
Ring 1: Ring of Regeneration
Ring 2: Ring of Earth Control
Cloak: Nymph Cloak
Boots: Boots of Speed
Belt: Girdle of Stone Strength
Misc 1: ...
Misc 2: ...
Misc 3: ...
<---------------------------------------------------------------------->
Jaheira
Fighter 16/Druid 14
Experience: 2198317/2198317
Armor Class: -9
Paralyze/Poison/Death: 1 (-3)
Rod/Staff/Wand: 3 (-3)
Petrify/Polymorph: 4 (-1)
Breath Weapon: 1 (-3)
Spells: 1 (-6)
Weapon Proficiencies
Scimitar ++
Dagger ++
Club ++
Quarter Staff +
Sling +
Sword and Shield Style +
Armor: Gorgon Plate +4
Gloves: Gauntlets of Weapon Expertise
Helmet: Helmet of Defense
Amulet: Harper Pin
Weapon: Boneblade +4 (THAC0: -4)
Fire Tooth +3 (THAC0: -3)
Shield: Sentinel +4
Ring 1: Ring of Regeneration
Ring 2: Ring of the Ram
Cloak: Cloak of Displacement
Boots: Boots of the North
Belt: Girdle of Hill Giant Strength
Misc 1: ...
Misc 2: ...
Misc 3: Black Spider Figurine
<---------------------------------------------------------------------->
Anomen
Cleric 25/Fighter 7 (Inactive)
Experience: 3847759/64000
Armor Class: -7
Paralyze/Poison/Death: 1 (-1)
Rod/Staff/Wand: 5 (-1)
Petrify/Polymorph: 4 (-1)
Breath Weapon: 7 (-1)
Spells: 6 (-1)
Weapon Proficiencies
War Hammer ++
Mace ++
Sling ++
Sword and Shield Style ++
Armor: Red Dragon Scale
Gloves: Gauntlets of Weapon Skill
Helmet: Helm of Balduran
Amulet: Sensate Amulet
Weapon: Crom Faeyr (THAC0: -9)
Sling of Arvoreen +4 (THAC0: -3)
Shield: Fortress Shield +3
Ring 1: Ring of Free Action
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 17/Mage 16
Experience: 2229453/229453
Armor Class: -6
Weapon Proficiencies
Axe ++
Katana ++
Flail ++
Two Weapon Style +++
Paralyze/Poison/Death: -1 (-4)
Rod/Staff/Wand: 1 (-4)
Petrify/Polymorph: 0 (-4)
Breath Weapon: 0 (-4)
Spells: 2 (-4)
Armor: Bladesinger Chain +4
Gloves: Bracers of Defense A.C. 3
Helmet: Vhailor's Helm
Amulet: Amulet of Power
Weapon: Celestial Fury (THAC0: -4)
Daystar +4 (THAC0: 0)
Shield: Flail of Ages +3 (THAC0: -1)
Ring 1: Ring of Gaxx
Ring 2: Ring of Acuity
Cloak: Cloak of Mirroring
Boots: Boots of Speed
Belt: Golden Girdle
Misc 1: ...
Misc 2: ...
Misc 3: Golem Manual
<---------------------------------------------------------------------->
Minsc
Ranger 21
Experience: 3905505
Armor Class: -1
Weapon Proficiencies
Two Handed Sword ++
Halberd ++
Mace ++
Quarter Staff +
Long Bow ++
Two Handed Weapon Style ++
Two Weapon Style ++
Paralyze/Poison/Death: 2 (-1)
Rod/Staff/Wand: 4 (-1)
Petrify/Polymorph: 3 (-1)
Breath Weapon: 3 (-1)
Spells: 5 (-1)
Armor: Shadow Dragon Scale
Gloves: Bracers of Archery
Helmet: Helmet of Defense
Amulet: Kaligun's Amulet of Magic Resistance
Weapon: Silver Sword (THAC0: -6)
Halberd +4: Wave (THAC0: -7)
Mana Bow +4 (THAC0: -9)
Shield: ...
Ring 1: Ring of Fire Resistance
Ring 2: ...
Cloak: Cloak of Elvenkind
Boots: Boots of Stealth
Belt: Girdle of Bluntness
Misc 1: Boo
Misc 2: Horn of Silence
Misc 3: Book of Infinite Spells
<---------------------------------------------------------------------->
Imoen
Mage 19/Thief 7 (Inactive)
Experience: 3498200/40000
Armor Class: -3
Paralyze/Poison/Death: 8 (-2)
Rod/Staff/Wand: 3 (-2)
Petrify/Polymorph: 5 (-2)
Breath Weapon: 2 (-7)
Spells: 4 (-2)
Weapon Proficiencies
Dagger +
Quarter Staff +
Short Bow +
Dart +
Sling +
Two Handed Weapon Style +
Armor: Robe of Vecna
Gloves: Bracers of Defense A.C. 3
Helmet: Pale Green Ioun Stone
Amulet: Amulet of Metaspell Influence
Weapon: Staff of the Magi (THAC0: 12)
Short Bow of Gesen (THAC0: 10)
Shield: ...
Ring 1: Ring of Fire Control
Ring 2: Ring of Wizardry
Cloak: Cloak of Protection +2
Boots: Boots of Grounding
Belt: Belt of Inertial Barrier
Misc 1: ...
Misc 2: ...
Misc 3: Efreeti Bottle
<---------------------------------------------------------------------->
o======================================================================o
| Chapter 8 |
o======================================================================o
| Throne of Bhaal |
o======================================================================o
It's not an easy life, being a child of Bhaal. First, we had our
simple notions of security shattered when Sarevok, our half-brother,
began a crusade of murder along the Sword Coast and drove us from
the security of Candlekeep. After our foster father, Gorion, was
murdered by Sarevok, we became embroiled in the politics of Baldur's
Gate, where the Iron Throne was manipulating the iron trade in order
to set themselves up as a regional power. Sarevok was, in turn,
manipulating the Iron Throne, pursuing a scheme that wouldn't put him
in a good financial position-but instead made himself an Arch Duke of
Baldur's Gate. He used this position to blame Amn for all of Baldur's
Gate's woes, and was on the brink of initiating a full scale war-a
war of sacrifice and murder that would have made him the new God of
Murder... or so Sarevok thought. However, in provoking us Sarevok bit
off more than he could chew.
We ruined his operation in the Nashkel Mine and killed the mine's
overseer, Mulahey. Then we tracked down the bandits that were stalking
the sword coast, led by Tazok, and smote the crude collection of
mercenaries and ne'er-do-wells. Following the paper trails, we uncovered
the Iron Throne's mines in the Cloakwood Forest, which they mined using
slave labor in order to provide a cheap alternative to the iron they
were sabotaging and stealing in the area. We stormed the mines, slew the
overseer, Davaeorn, flooded the mines, and put an end to the Iron
Throne's operations. We then made our way to mighty Baldur's Gate and
began a bout of mercenary work for Scar, where we discovered that the
Iron Throne was sabotaging their merchant competition by killing off
their leadership and replacing them with Dopplegangers. Finally, we
stormed the Iron Throne compound and smote Sarevok's acolytes. With the
information gleaned from the Iron Throne headquarters, we were referred
to Duke Eltan, who sent us to intercept the Iron Throne leaders in-of
all places-Candlekeep.
Back home, we discovered all was not right. We met Sarevok, posing as
'Koveras' and were framed for murdering the leaders of the Iron Throne.
Whatever our actual guilt, we were condemned, and only some charity on
the part of Tethtoril saved us from a messy execution. Only after
fighting our way our of the catacombs underneath Candlekeep and
returning to Baldur's Gate did we discover that Sarevok had screwed us
and the Iron Throne over together. He had Eltan poisoned and had his
puppet, Angelo, named the interim leader of the Flaming Fist mercenaries
who all but controlled Baldur's Gate. He also used the Iron Throne's
stores of iron stockpiled from the Cloakwood Mines to fund his candidacy
for Grand Duke, rescue Baldur's Gate from the iron shortage, and spread
his message of war. We decided to lay low in Ulgoth's Beard, and while
there we discovered the truth of Balduran's demise, escaped an island
of Werewolves, an island of wild magic that acted as a natural trap for
Mages, and plundered Durlag's Tower. Finally we returned to Baldur's
Gate, saved Duke Eltan, foiled an assassination attempt on the other
Grand Dukes at Sarevok's coronation ceremony, and chased Sarevok into
a buried city under Baldur's Gate. Sarevok made his stand in a Shrine
to Bhaal, joined by his cohorts Tazok, Angelo, and Semaj. In the end,
we overcame Sarevok and prevented a war between Amn and Baldur's Gate.
For all of our fame and prestige, we were driven from Baldur's Gate
as suspicions arose about our paternity and our relation to Sarevok
came to light. Retreating to Amn, we were ambushed by the outcast
Elven Mage, Jon Irenicus, who sought a way to restore himself by
stealing our divine soul. Fortunately, one of the components-lots of
living test subjects-and Bodhi's own belligerence drew the attention and
ire of the Shadow Thieves (the source of many of the unfortunate
victims to be used by Irenicus later). They attacked his underground
dungeon and in the confusion, we made good our escape. Shortly after
fighting our way to the surface we witnessed a fight between Irenicus
and the Cowled Wizards, a coven of Mages whose primary public service
for Amn was to police other, unaffiliated Mages. The fight showed us
that we were severely outclassed, despite all our heroics in the north.
For using magic during the fight, Imoen was whisked away to the same
asylum as Irenicus, who was content to let the Cowled Wizards take him
away and used vague promises and Imoen as bait.
Lost in Athkatla, capital city of Amn, we searched for a way to find
Irenicus and Imoen, and ended up working for Gaelan Bayle, who promised
that a scant 20,000 gold would buy us the aid and answers we needed. In
our attempts to earn this money, we smote an ancient Beholder and his
cultists who were searching for artifacts of ultimate destruction that
were best left untouched. We involved ourselves in the politics of the
Shadow Thief guild and slew Mae'Var, a traitor. We saved Trademeet by
killing our old companion Faldorn, who had corrupted a local Druid
Grove, and convinced some Djinni to leave who were strangling the
economy of Trademeet. We traveled to Umar Hills and discovered the
source of a rash of recent murders, smiting a Shadow Dragon in the
process. We also drove out the corrupt ownership of the Copper Coronet
and eliminated a group of slavers in the Slums. We tracked down the
Ranger Valygar for the Cowled Wizards and accompanied him (or at least
his body) into the Planar Sphere, slew the Mage operating the sphere,
and made our way back to Athkatla. We saved Aerie from the demented
machinations of an over-teased Gnome who weaved illusions to make
himself the god of his own little circus tent realm. We entered an
Astral Prison and saved a Tiefling Bard and his troop of misfits from
Sigil, and rescued a fortress under siege by Trolls.
With all that done, we had increased our power and wealth exponentially,
and became embroiled in another political struggle, this time between
the Shadow Thieves and a mysterious new guild of Vampire upstarts. One
way or the other, we secured the aid of a group of murderers and boarded
Saemon Havarian's ship bound for Brynnlaw. Once there, we immediately
began causing a stir in our quest to gain access to Spellhold, and gain
access we did, only to discover that Irenicus had taken over the asylum.
He took us prisoner, performed a nefarious ritual upon us that stripped
us of our divine soul, and left us in the dungeons beneath the asylum
for Bodhi to hunt and kill at her leisure. Down but not out, we made our
way through the dungeon, chased Bodhi away by transforming into the
Slayer-an avatar of Bhaal-and united the insane Mages of the asylum in
an attack on Irenicus, who was driven off in disarray. We then made our
way back to Brynnlaw and obtained the aid of Saemon Havarian, who proved
to be of dubious trustworthiness again when his ship was attacked and
sunk by Githyanki, searching for a Silver Blade he conveniently gave to
us prior to the attack.
We went down with the ship, something the good captain failed to do, and
found ourselves in a Sahuagin city. Again, we got involved in the
politics into which we've been thrust and aided either the insane king,
or the rebel prince who wished to overthrow the corrupt regime. By
supporting one side or the other, we got a magical rope that allowed us
to descend into the underdark, where we freed a trapped Mage and killed
a Balor plaguing some Swirfneblin. We then sacked an Illithid City and a
Beholder Den before we encountered Adalon, a Silver Dragon who disguised
us as Dark Elves so we could infiltrate the Drow city of Ust Natha and
rescue her eggs, which were being held hostage in exchange for Adalon's
good behavior. While the Drow held Adalon at bay and pillaged the
surface, we worked for Solaufein and Phaere in an attempt to earn the
trust of the Drow and gain access to Adalon's eggs. Eventually we
discovered that the Drow planned to sacrifice the eggs to obtain the
favor of a Demon Lord. With the help of Solaufein we used the common
treachery of the Drow against them and disrupted their plans to summon
the Demon Lord, and made off with Adalon's Eggs. In exchange, Adalon
helped us escape, and we fought our way to the surface.
Back under open skies, we discovered that Irenicus has made his way to
Suldanessellar to take his revenge on his people, and that the only way
to follow him and regain our soul was to take the Rhynn Lanthorn from
Bodhi's undead clutches. In the meantime, we smote Firkraag, a Red
Dragon masquerading as a human in the Copper Coronet who decided to take
his revenge on Gorion the only way he still could-by causing trouble for
his child. We entered the Twisted Rune and killed the members therein,
obtaining the Staff of the Magi, crushed an Illithid enclave under
Athkatla, and destroyed Kangaxx the Demi-Lich. After all that, we
gathered what allies we could and destroyed Bodhi, but not until she
abducted our lover and turned them into a Vampire. After reviving them
at the Temple of Amaunator, we returned to Elhan, the elven commander of
Suldanessellar and with the Rhynn Lanthorn we finally were able to
resume our chase of Irenicus.
When we arrived, Suldanessellar was already well under siege. We found
the Priestess Demin, who told us to retrieve a Talisman of Rillifane, a
Golden Goblet of Life, and a Moonblade to open the way to Irenicus. We
killed Irenicus' pet Black Dragon and retrieved what Demin sent us to
find, which allowed us to summon an Avatar of Rillifane and drive off
Irenicus' minions. The way now clear, we made our way to the palace and
exterminated some parasites Irenicus had absorbing the energy from the
Tree of Life, thus freeing Queen Ellesime. She promptly severed
Irenicus' link from the Tree of Life, leaving him vulnerable to attack.
We killed him, and then were dragged down to the Hells to do battle for
our soul. First, however, we were forced to take some tests conjured by
our own perceptions of ourselves to better understand ourselves, and
bring us closer to our soul. Afterwards, we confronted Irenicus in hell
and defeated him again, reclaimed our soul, and banished him to an
eternity of torment in the abyss.
Our troubles seemed to be over with the death of Irenicus, and we
settled into the life of a hero in Suldanessellar. That is, until a
group of mighty Bhaalspawn called 'the Five' began murdering and
pillaging their way down the Sword Coast, apparently searching for
other Bhaalspawn to slay. Everywhere a Bhaalspawn lurked, the army came,
leaving devastation in its wake, and predictably anybody suspected of
being a Bhaalspawn was cast out. Unfortunately, Suldanessellar isn't any
different, and amidst an uproar we've been sent to a sacred grove to
consult the oracles there about our fate-and the upcoming prophecy.
The life of a Bhaalspawn is never easy, and there's always some other
foe that needs to be killed...
Forest of Tethir (AR4000)
o======================================================================o
Sequence of Events: {WLK052}
1) The Time of Prophecy
2) Illasera the Quick (and the Dead)
3) Sermonizing Solar
4) Sarevok Lives
5) Long Lost Companions
6) Cespenar!
7) Asyferlund Elven Chain +5
8) The Trial of Retribution
1) Get ready for a fight and click on any one of the numerous stone
faces lying about to receive a prophecy. If anything the prophecy seems
more ominous to 'The Five' than it does to you. Ah well, I guess we
should be wary of traitors and all that. The game is overly helpful
with floating text and clues, and this is for a reason. Back in the days
before the Enhanced Edition, Shadows and Amn and Throne of Bhaal were
two seperate games. See, back then we had things called 'expansions'
for games-they're kind of like DLC, but actually good. Throne of Bhaal
could be played without Shadows of Amn, being seperate games an all,
and because of this the beginning of Throne of Bhaal had to cater to
new players, with new, relatively under-equipped characters. Yeah,
that's right, the developers made the initial parts of this game
very easy... as sort of a... *sigh* ...a tutorial. Even Irenicus'
Dungeon wasn't this mothering.
<---------------------------------------------------------------------->
2) After more than enough time to spell-buff has passed a lady named
Illasera will show up, and it doesn't take more than one response to
discover that she's hostile. She's come hunting her fellow Bhaalspawn,
in this case, you. It doesn't matter what you say, a fight ensues, and
it seems in this case Illasera has been woefully uninformed about what
she was dealing with. I prefer to think of her as the weakest of the
five, sent as chattel-an obligatory sacrifice-by her much stronger
fellows to test my Strength. It sure beats the truth, that this is the
first fight of Throne of Bhaal and she's a weak encounter sent to carry
on the story. After all, this fight has to be winnable for fresh, new
characters with an under-leveled, under-equipped party. Even though her
Strength was negligible, her loot sure isn't. The Black Reavers will all
drop magical weapons of low quality, while Illasera will leave behind a
suit of Sylvan Chain +2 (like Bladesinger Chain +4, but not as good),
Paws of the Cheetah (I put these on Dorn in the evil party, or Jaheira
in the good party), a Ring of the Princes +1, a Dagger +2, and two
Potions of Extra Healing. A short while after she dies, your main
character will have another fit, and you'll awaken in...
Pocket Plane (AR4500)
o======================================================================o
3) ...the Pocket Plane. I hope you like it, you'll be spending a lot of
time here. When you arrive a Solar will bother you. What's a Solar? An
angel of the highest order. It seems we've finally gained some real
attention. It doesn't really matter what you say, this critter is here
to advance the story, not to allow you to do anything trivial like make
choices. It's here to oversee the unfolding of Alaundo's prophecy, and
it will name this place, this Pocket Plane, as the very same lair of
hell where you fought Irenicus. Although it was altered by your
consciousness at the time, it's still pretty nifty to have your own hunk
of the Abyss as a home base. The Solar is mostly here to be vague and
cryptic, and to comment pointlessly after significant story events in
Throne of Bhaal.
<---------------------------------------------------------------------->
4) After the Solar departs, everybody's favorite half-brother will show
up. That's right, Sarevok is back, and he wants to make a deal with you.
In return for knowledge Sarevok wants the spark of life returned to him;
the merest fraction of your soul to revive himself. You can have Imoen
make the sacrifice instead, but I feel that's just cheap. First, you
don't lose anything, and second... our bond with Sarevok runs deeper
than that. In some respects, I don't think anybody with a voice that
awesome deserves to suffer having part of Imoen's soul. Sarevok tells
me two things that make me lean towards reviving him (we don't really
have a choice, but still, it's easier to do if it doesn't seem forced):
first, he won't be a legitimate Bhaalspawn, since his taint long ago
went back to the source. He won't be a political problem later down the
road, and he'll be stripped of much of the ambition that led him to
become our enemy in the first place. Second, he openly admits that he
wishes to avoid crossing you again, and that he's uncertain of what to
do with life, once granted. Perhaps he can be turned away from evil?
Failing that, he's got phenomenal stats and is a great replacement for
Minsc. He even gives Dorn a run for his money! But, considering that
Dorn is a romantic interest and he's quite possibly been around since
the beginning of Baldur's Gate 1, I'm not terribly fond of replacing him
now.
If you didn't guess, he's the ??????? character listed above in the
FAQ, and I refused to spill the beans earlier on in the guide and hence
reveal a major spoiler. Of course, nothing stops you from reading ahead
and finding out who the mystery character is, but I refuse to be held
accountable for that. Don't dig if you don't want to find dirt. Anyways,
give Sarevok the spark he needs and he'll revive in a very epic
exclamation of resurrection. After that, he keeps his promise and tells
you how to leave the Pocket Plane, and why the Pocket Plane exists at
all. He'll continue to be helpful by opening one of the sealed barriers,
which contains another challenge we'll need to overcome before we can
continue. Also, he points out a 'spirit' that can summon companions we
left behind in Shadows of Amn, and may want again. As if that wasn't
enough, he'll tell us about the struggle between the Bhaalspawn that is
set to culminate in the Tethyrian city of Saradush. Finally, Sarevok
will ask to travel with you-he knows more about the prophecies of
Alaundo than anybody else we have access to, that's for sure.
Personally, I almost always take him with me, as I prefer his combat
abilities to Minsc, Valygar, Haer'Dalis, or anybody else that may be
taking up space in the party. Also, the fact that he's a Baldur's Gate 1
character gives him clout-granted, he was our enemy in that game, but
what's cooler than traveling around with the prequel's end boss?
Nothing, that's what. If you're evil, let his continuous prodding and
glory-seeking inspire you to greater ambitions and Sarevok will be only
too happy to follow in your wake. Be suspicious, greedy, and mean and
keep Sarevok the heartless bastard we know and love. On the other hand,
show him kindness, trust, and set a good example for him and over the
course of the game, his alignment will change to reflect your influence.
There will be some friction at first, but ultimately Sarevok can be
enticed to fit into any party, good, evil, or otherwise.
Note: The gear possessed by Illasera and her Black Reavers can be found
on the ground in the Pocket Plane at (x=1850, y=1240).
Note from Lee:
This is/was a HUGE dilemma for me... I have four high-level melee
characters, each with a strength of at least 19, and two spellcasters
with enough spell power to take on just about anything. If I look at the
overall class combinations that make up my party, I have four fighters,
a cleric, a druid, three mages, and a thief. Quite frankly, giving up
any of them for Sarevok just seems like a waste, so I have him wait in
the Pocket Plane "until I need him"...
<---------------------------------------------------------------------->
5) Interact with the... rocks... at either (x=2300, y=1000) or
(x=1800, y=1000). Long story short, interacting with these is how you
summon long-lost companions from Shadows of Amn. These characters come
rudely equipped, and boosted to about 2,500,000 experience. This allows
you to level them more or less as you please. It also allows you to
accept them back into the party, grab whatever loot they have that you
want, and sell it. Also note that you gain 2000 experience for each
character you summon. It's not much, but it's something. Some quasi-
rare gear also accompanies them. First, each one of them seems to carry
with them five Potions of Extra Healing. Aerie, Cernd, and Edwin all
possess a Cleric's Staff +3, Haer'Dalis and Imoen are sporting suits of
Elven Chain Mail, and several characters have +3 weapons. And, of
course, all of that character specific gear they started the game with-
regardless of what you did with it-is back on them. The real wins are
the Enhanced Edition characters-Rasaad will appear with all the goodies
he originally started with (Glimmering Bands and Moonlight Walkers) as
well as a Gem of Seeing, a Cloak of Atonement, and Gauntlets of Aln
Zekk. It's a very smart move to summon Rasaad and at least grab that
Gem from him. Hexxat is also interesting. Once she joins your party
she'll give you another 'Dragomir's Respite' Bag of Holding, which
seems pretty cool by itself... save for the fact that it's just a
duplicate of the one you already have. It'll appear to have all the same
loot inside it, but if you take an item out of one of the bags, it'll
vanish from the other, as well. So... it really doesn't function as
another Bag of Holding, much less as a duplication exploit, if that's
what you were hoping for. Still interesting, though.
Note: You can get Hexxat to wait for you in the Pocket Plane, but if
you let her into your party and dismiss her later, she'll wander off,
never to be seen again. If you don't recruit her here, she'll show up
later in Throne of Bhaal.
<---------------------------------------------------------------------->
6) Finally, go find the imp flying around to the south-west of where
you talked to Sarevok. Meet Cespenar, Bhaal's former butler, now lured
by the formation of this new Pocket Plane into your service. He'll be
for you what Cromwell was in Shadows of Amn, and the lack of his
services was the main reason we postponed the majority of Watcher's
Keep. After all, what's the point if we gather all those wonderful new
items if we couldn't upgrade them to surpass the gear we already have?
We'll be making more use of Cespenar's services than we did of
Cromwell's, since most of the best loot in Throne of Bhaal is made by
combining items. Fortunately to aid us in storing the many components
we'll need to hold onto, there are several containers around the Pocket
Plane where you can store your loot... because everybody likes storing
loot.
<---------------------------------------------------------------------->
7) Now that we're in Throne of Bhaal and have access to Cespenar, there
are a few things we can make. Namely, with a whopping 40,000 gold and a
Scroll of Protection from Normal Weapons we can upgrade the Bladesinger
Chain +4 into Aslyferund Elven Chain +5. This is as good as it gets for
my Fighter/Mage... or my Fighter/Mage/Thief.. or Haer'Dalis. You can
also make the Improved Cloak of Protection +2 for 20,000 gold, a Scroll
of Improved Haste, and a Scroll of Invisibility, but I don't really have
anyone besides Imoen who could wear it, and she doesn't need the
upgrades... not for that price, anyways. Also, if you went through the
first level of Watcher's Keep back in Shadows of Amn, you may also be
able to upgrade the Quiver of Plenty +1 and the Case of Plenty +1 into
their +2 versions-a costly, but much-needed improvement for any
characters still using ranged weapons (something Minsc will do less and
less as he becomes more well-armed and armored). Last and least, you can
upgrade the Paladin's Bracers and make Blessed Bracers... if you just
have money to throw away at useless loot. A full list of upgradable
items can be found at [ITM007].
<---------------------------------------------------------------------->
8) Once you're sufficiently comfortable with your new Pocket Plane, head
over to the challenge Sarevok helped you unlock. Once you head up the
stairs, you'll be bothered by Gavid, a typical example of what the
Bhaalspawn taint manifests as. Bhaalspawn vary greatly in power, like
any other mortal, and Gavid was a petty commoner who murdered for
sport. After he's done exposing his crimes, he'll die and leave you to
fight off hordes of enemies, apparently your 'retribution'. If you're
good (you chose the good path all five times when acting against
Irenicus in Hell) you'll fight Kobold Commandos and Dopplegangers first.
The second wave will consist of Sahuagin, Gnoll Captains, and Ogre
Mages. So long as you focus on the Ogre Mages here, you'll be fine. The
third wave will pit you against Drow, and here you need to watch out for
the occasional Drow Priestess who will show up and cast spells. The
last figure who will show up is an incredibly weak Jon Irenicus. For
the evil party (or anybody who chose any evil actions in hell), the
first round of foes will be weakling Commoners of every race. The second
round will be goodly surface elves in Elven Chain, including melee and
ranged varieties (but unlike the Drow, no spell-casters). For the third
wave you'll have to fight Knights of the Order which are strictly sword-
and-shield weaklings. The final fight will be against Ellesime, who is
every bit as pathetic as Irenicus for the good party-she might get off
a silence spell before she dies. Overall, the evil party has a better
time with this trial, as they face easier foes, and their enemies drop
Long Swords +1 (I collected twenty of them). Smite your foes and Gavid
will show up again and be cryptic. For completing the first challenge
you'll get a nice bit of experience, but more importantly your
protagonist will gain the ability to enter and leave the Pocket Plane at
their whim. Rest up and head through the doorway at (x=2000, y=1000) to
get on with the game.
***REWARD***
(For overcoming the trial of retribution)
EXP 25000 (each character)
Special Ability: Pocket Plane (protagonist)
o======================================================================o
| Saradush |
o======================================================================o
Sequence of Events: {WLK053}
1) 'Spies' in Saradush
2) Meeting Melissan
3) Dead Dad
4) The Harlot's Plea
5) Bhaalspawn Clout
6) Searching for Sanctuary
7) Temple of Waukeen
8) Arcana Archives
9) The Tankard Tree Tavern
10) Womanizers
11) Petje's Paranoia
12) Miscellaneous Minutiae
13) Crime Doesn't Pay
14) Crime Pays!
15) Mateo's Trial
16) Framed for Treason
17) Countess Santele's Cause
18) Kiser's Tall Tale
19) Killing the Countess
20) Errard: Extermination or Exposure
21) Defending the Walls: Endless Experience
22) Killing Kiser
23) Tunnel Mage
24) Rescuing Ardic
25) Storming Gromnir's Barracks
Saradush (AR5000)
o======================================================================o
1) After leaving the Pocket Plane you'll be treated to a movie showing
us an army besieging the town of Saradush. Fire Giants? That's just not
fair. Anyways, some peasants led by a woman named Mellisan will create
drama outside of the gates leading to the stronghold of one Gromnir
Il-Khan. The dispute is about to turn bloody just as we arrive, and
the soldiers, already riled up, decide that we're spies and attack.
Despite the fact that this is a straight melee, keep in mind that this
IS Throne of Bhaal. The fights where you won't have to use some spells
to escape relatively unscathed are few and far between. Even with a
nice new -7 Armor Class, my protagonist will get chewed up if he gets
involved in a melee-but that's what Stoneskin is for, right?
<---------------------------------------------------------------------->
2) After the fight, you'll get to talk to Melissan, who seems to know a
bit too much about you. As everybody does, these days... Anyways, she
describes herself as a 'guardian' of the Bhaalspawn who seeks to prevent
Bhaal's resurrection. Translation: she's a self-righteous moralist who
thinks she knows what you-and others like you-should be doing with your
lives. She will, however, tell you something useful: the city of
Saradush, ourselves included, are being besieged by the army of one
Yaga Shura, who seeks to exterminate all the Bhaalspawn in the city.
Gromnir was brought here by Melissan to guard over the other Bhaalspawn
(a title Gromnir himself shares), but Melissan has lost control over
the general, to say the least. Long story short, if Saradush is to have
any chance of fending off Yaga Shura, we need to deal with Gromnir. Be
sure to loot the bodies of the dead Il-Khan Soldiers before you go,
many of them have Plate Mail Armor, Potions of Extra Healing, and two
of them carried a Halberd +2. If our first upgrades from Cespenar let
us know anything, it's that upgrading items in Throne of Bhaal is going
to be expensive... Anyways, like most cities, Saradush has people to
talk to, conflicts to resolve, and all that other typical kind of
nonsense. So let's get those encounters out of the way, and perhaps
earn a wee bit of experience and maybe even gain some useful
information. As you explore, beware of the random catapult shots that
will plague you. They can do some pretty bothersome damage (up to
40 points!) and can knock a character unconscious for a short while,
which is more annoying than anything else. If you're taking too much
of a beating, flee to the Pocket Plane and rest up.
***ITEMS***
(x=1970, y=1850) Scroll of Magic Missile, Scroll of Armor
(x=1800, y=1950) 1 gold
(x=1750, y=1950) 16 gold
(x=1220, y=1050) Lynx Eye Gem, 13 gold
(x=720, y=1650) Scroll of Protection from Petrification, 4 gold
(x=700, y=1700) 16 gold
<---------------------------------------------------------------------->
3) Over at (x=2430, y=1430) you'll find a boy whining about his dead
dad. By now you've surely noticed that there's a siege taking place,
and you may have been the victim of a random shot of a catapult's
payload, yourself. Anyways, if you have a Rod of Resurrection you can
attempt to raise the boy's dad... or if you have a Cleric with the
resurrection spell prepared, talk to the boy with said Cleric and they
will cast the spell. For bringing the guy back to life you'll get a
laughable experience reward, and a reputation increase. If you pick
dialogue option #3 when talking to the boy ("Your daddy was right -
I'm here to eat you! RARRR!") the kid will run off and you'll lose a
point of reputation.
***REWARD***
(For resurrecting Tazit's dad)
EXP 1000 (each character)
Reputation +1
<---------------------------------------------------------------------->
4) At (x=1400, y=1480) you'll find a Harlot who doesn't really seem so
comfortable in her role. If you point out her apparent nervousness or
inexperience, she'll admit she was just trying to get your attention so
she could implore you to kill Gromnir, who apparently had her family
murdered. Of course, if you shoot right for a price, she'll actually
go through with the act before she tries to get you to kill Gromnir. Now
that's some commitment! This is, of course, a great way to screw up your
romances (except for Viconia, she seems to think that you scoring with
other girls will only make you realize how much better she is), but
beyond that it mostly just serves to point out the prison as a possible
means of reaching Gromnir.
Note: The global variable that is set if you sleep with the Harlot is
called 'ProScore'. Heh. Oh old Bioware, you always knew how to make
me chuckle...
<---------------------------------------------------------------------->
5) Near the Temple of Waukeen you'll find Oris Nimblefinger whining
about his plight as a Bhaalspawn. More interestingly you'll find a group
of Dwarves and Humans standing between the temple and the docks
exchanging words. You can side with one group or another, and kill the
opposing race for paltry experience, or if you threaten them they'll
recognize you as a Bhaalspawn, and decide that this isn't worth dying
over. Finally, we get the respect we deserve!
***REWARD***
(For breaking up the Human-Dwarven racists)
EXP 1000 (each character)
<---------------------------------------------------------------------->
6) West of the tavern at (x=620, y=1420) you'll find Alexander Ralisar,
a fellow Bhaalspawn of the more timid variety who will tell you about
several topics, including Gromnir and Melissan. North of the tavern
you'll find some more Il-Khan Soldiers harassing some Elves, apparently
trying to secure for themselves some Elven women. If you decide to sit
back and watch the fun, you'll lose a point of reputation, and all the
hard-line do-gooders in your party (Keldorn, Anomen, Jaheira) will
leave and turn hostile. That seems... a little severe.. anyways, if you
throw around the word 'Bhaalspawn' they'll run off and you can talk to
the Elves to discover that they need somewhere to stay. Or of course,
you can just kill the guards by picking a fight. They're nowhere near
as strong as the ones outside of Castle Saradush.
Temple of Waukeen (AR5004)
o======================================================================o
7) Well, let's go check out the Temple of Waukeen (x=1250, y=1900) and
help the Elves at the same time. Two birds, and all that. You'll find
Sister Farielle (x=480, y=520) inside. Merely ask her if the Elves can
seek sanctuary within the temple and she'll welcome them. If you ask
about gaining access to Gromnir, she'll tell you (if the character
speaking to her isn't of evil-alignment) that she sealed up the entrance
to the city jail some years back in order to keep some powerful undead
at bay. Of course, she can't tell you exactly what kind of undead, for
some stupid reason. She suggests taking some Holy Water with you, and
when an NPC makes a blunt suggestion like that, you know you had better
do it. Loot, leave, and tell the Elves they have a place to stay for
another experience reward, and another point of reputation.
***REWARD***
(For convincing Sister Farielle to give you the key to the prison)
EXP 1000 (each character)
Item Key
***REWARD***
(For finding sanctuary for the Elves)
EXP 3000 (each character)
Reputation +1
***ITEMS***
(x=950, y=550) Ziose Gem x2, Scroll of Protection from The Elements
(x=700, y=350) Laeral's Tear Necklace
(x=350, y=350) Water Opal
Arcana Archives (AR5011)
o======================================================================o
8) Head over to Arcana Archives (x=700, y=1300) and talk to the
proprietor, Lazarus Librarus (x=330, y=330) a man of obvious scholastic
quality. Despite his stately name, however, his spellbook has recently
been stolen. Offer to recover it, and in exchange he promises that with
it he can craft the greatest of scrolls, of any spell, as many as you
desire-for a reasonable price, at that. He accuses Hectan, a ne'er-do-
well that frequents the local tavern. Besides the Mage's suspicions,
however, the only clue are some muddy footprints, far too small to be
those of Hectan.
Tankard Tree Tavern (AR5003)
o======================================================================o
9) Now it's time to head into the tavern (x=1050, y=1550), which was, in
my mind, our goal all along. Damn sidetracking! Before we get caught up
in any more trouble, talk to the Bartender and peruse his wares. He'll
sell a collection of +3 arms and ammo, and a variety of magical armor,
as well. Frankly, however, everything we have weapon-wise is superior to
what he's selling, and failing that, we're certain to find better gear
soon enough anyways. Note that this is one of the last places where you
can put a good Pick Pockets score to use. Of course, if you haven't
played Shadows of Amn you won't have the Potions of Master Thievery to
do this, and if you did play Shadows of Amn, you won't have the need to
do this. Also, it's best if we wait until we get Lazarus' spellbook
back to chug any Potions of Master Thievery, so we can use our nefarious
talents to rob him-a far more lucrative mark. The best item he has to
buy/steal are the Paws of the Cheetah. Our fourth pair, they might seem
to be of dubious value, but with them I can speed up every potential
front-line character in the party, allowing every melee Fighter I have
to go from spot to spot (or withdraw from severe adversity) with great
speed. Also of note, the Yamato +4 is a +4 Scimitar/Wakizashi/Ninja-To
that gives a boost to Armor Class.
<---------------------------------------------------------------------->
10) Now it's time to get involved in everybody's business! Near the
door you'll find two Il-Khan Soldiers doing what soldiers do-pestering
the serving wenches. They're at worst annoying, unlike some of the
soldiers we've killed outside. Anyways, you can pay them money to make
them leave (they want 1,000, but will accept 500). It's somewhat more
cash-flow positive to provoke them, however. They're nowhere near as
strong as the first batch of Il-Khan Soldiers you faced, and one drops
a suit of Splint Mail +1, a Large Shield +2, and a Long Sword +3, while
the other drops a suit of Full Plate Mail +1, a Mace +2, and a War
Hammer +3. Afterwards, talk to one of the waitresses, who mentions that
Gromnir's Soldiers are known to run around in the sewers from time to
time-she suspects because there's an entrance to the castle from there.
Why open the main gates when you can force your troops to run through
sewage during a siege situation, right?
<---------------------------------------------------------------------->
11) For an alternative route into the Prison (and hence into Castle
Saradush) talk to Peltje (x=930, y=850), who will tell you that some
Courtesans started to disappear during the siege, only to reappear
later-as Vampires. Apparently Sister Farielle's solution to the undead
problem in the Prison wasn't a very good one, and Peltje will tell you
that you just need to wait until night and hire one of the Courtesans
to gain access to the prison. If you want to take this route, you will
indeed find two courtesans (one of each gender!) on the raised deck in
the north-western part of the tavern. For a mere 20 gold they'll take
you to the Prison, where you'll have to do battle with four Vampires.
For my protagonist, this isn't too much trouble, as he's wearing the
Amulet of Power and is more than a match for a handful of Vampires.
Note that you must approach them with your protagonist, they'll reject
everybody else. It's that tasty, tasty Bhaal-blood, you see. So make
sure you're up to snuff (and protected from level drain!) Of course,
now that I have the key from Sister Farielle (and the pathetic
experience reward that obtaining it granted) I might as well entice some
Vampires to attack me. Hey, more experience. Before I bother with that,
however, I have more stuff to do 'round Saradush... don't worry, I'll
tempt creepy Vampire sex later, as it's my prefered way to access Castle
Saradush... just keep it in mind until Step #1 of the next Sequence of
Events.
<---------------------------------------------------------------------->
12) Over at (x=1080, y=820) you'll find your old pal Viekang. Remember
him? We briefly met him in Trademeet before he vanished in a spectacular
manner. We can continue more useless dialogue with Pyrgam Aleson
(x=800, y=650), the proprietor of this establishment. Just west of
Pyrgam, some Elves and Dwarves will be at odds with one another, but
it's nothing you can bother with. Along the northern end of the tavern
a cat named Tepid will occasionally harass some rats. Wee.
<---------------------------------------------------------------------->
13) We'll find our man Hectan at (x=1070, y=530). His alibi is solid...
too solid, and when somebody knows enough to make sure to have an alibi
that excludes them from a specific crime, we know that they are, in
fact, complicit. Like my reasoning? It's impossible to be innocent!
Besides, he's got a Thief character model, and we all know by now that
means he is up to no good. Head outside and talk to a kid named Squip
(x=950, y=1120), who will do a poor job of hiding his guilt. He wants
you to pay him 1000 gold for the information, but he's more than happy
with five... and if you threaten him, you won't have to pay him a dime.
Return to Hectan, who admits to getting Squip to steal the book after
confronted with the latter's confession. He'll say that he stole the
book only to get the teleportation scroll he believes is within. Despite
what he says about you never getting the book back if you kill him,
that's not the case at all. I find it more fitting to do as he wishes,
however. Return to Lazarus, who will gladly trade the scroll for his
spellbook, but he warns you of Yaga Shura's imprisoning wards and of
the grisly fate that awaits anybody trying to teleport out of the city.
He leaves it up to you whether or not you wish to tell Hectan about it,
however. If you give the scroll to him and warn him, you'll get Lazarus'
book, and Hectan will reason that if teleportation would work, Lazarus
would have saved himself already. If you don't tell him, Hectan tries
to use the scroll to leave the city, and promptly explodes into bits
and pieces. If you don't tell him, you'll lose a point of reputation.
My evil party is perfectly happy watching Hectan splatter... besides,
my reputation is a bit too high anyways.
<---------------------------------------------------------------------->
14) Return the Spellbook to Lazarus, who'll thank you with a quest
reward, and allow you to peruse his wares. Now it's time for our last,
great, stealing spree. Lazarus has every spell in the game in his
inventory, and a few interesting items to boot. Rather than wishing I
had some spell or item later, I decide to steal everything I can to
ensure that Imoen/Edwin, Haer'Dalis, and my protagonistS have all the
spells that can be scribed. I am not going to bother to tell you what
spells are good, which ones to look out for, or any of that spell
information I usually share. I'll reiterate: You should have EVERY
spell Lazarus sells before you leave. If I tell you to string together
a Pierce Magic, a Lower Resistance, and a Greater Malison into a Spell
Trigger, I'm going to just assume you have it, and every other spell
that might need to be cast. Since purchasing all these scrolls is
prohibitively expensive, the only good way to get all the spells you'll
want is to steal them. He's another difficult merchant and requires well
over 160% pick pockets to regularly steal from, but around 200% you can
steal at will. Gamers jumping into Throne of Bhaal without finishing
Shadows of Amn will just have to buy the Potions of Master Thievery from
Lazarus, and use them to relieve him of his stock. Besides the scrolls,
he has a few other items which are worth noting:
o===========o
|Mage Spells| Lazarus Librarus
o===========o---------------------------------------------------------->
1st-Armor
1st-Burning Hands
1st-Blindness
1st-Charm Person
1st-Chill Touch
1st-Chromatic Orb
1st-Color Spray
1st-Detect Evil
1st-Find Familiar
1st-Friends
1st-Grease
1st-Identify
1st-Infravision
1st-Larloch's Minor Drain
1st-Magic Missile
1st-Protection From Evil
1st-Reflected Image
1st-Shield
1st-Shocking Grasp
1st-Spook
---
2nd-Agannazar's Scorcher
2nd-Blur
2nd-Deafness
2nd-Detect Invisibility
2nd-Ghoul Touch
2nd-Glitterdust
2nd-Horror
2nd-Invisibility
2nd-Knock
2nd-Know Alignment
2nd-Luck
2nd-Melf's Acid Arrow
2nd-Mirror Image
2nd-Power Word: Sleep
2nd-Ray of Enfeeblement
2nd-Resist Fear
2nd-Stinking Cloud
2nd-Strength
2nd-Vocalize
2nd-Web
---
3rd-Clairvoyance
3rd-Detect Illusion
3rd-Dire Charm
3rd-Dispel Magic
3rd-Fireball
3rd-Flame Arrow
3rd-Ghost Armor
3rd-Haste
3rd-Hold Person
3rd-Hold Undead
3rd-Invisibility 10' Radius
3rd-Lightning Bolt
3rd-Melf's Minute Meteors
3rd-Minor Spell Deflection
3rd-Monster Summoning I
3rd-Non-Detection
3rd-Protection From Cold
3rd-Protection From Fire
3rd-Protection From Normal Missiles
3rd-Remove Curse
3rd-Remove Magic
3rd-Skull Trap
3rd-Slow
3rd-Spell Thrust
3rd-Vampiric Touch
---
4th-Confusion
4th-Contagion
4th-Emotion: Hopelessness
4th-Enchanted Weapon
4th-Farsight
4th-Fireshield (Blue)
4th-Fireshield (Red)
4th-Greater Malison
4th-Ice Storm
4th-Improved Invisibility
4th-Minor Globe of Invulnerability
4th-Minor Sequencer
4th-Monster Summoning II
4th-Otiluke's Resilient Sphere
4th-Polymorph Other
4th-Polymorph Self
4th-Secret Word
4th-Spider Spawn
4th-Spirit Armor
4th-Stoneskin
4th-Teleport Field
4th-Wizard Eye
---
5th-Animate Dead
5th-Breach
5th-Chaos
5th-Cloudkill
5th-Cone of Cold
5th-Conjure Lesser Air Elemental
5th-Conjure Lesser Fire Elemental
5th-Conjure Lesser Earth Elemental
5th-Domination
5th-Feeblemind
5th-Hold Monster
5th-Lower Resistance
5th-Minor Spell Turning
5th-Monster Summoning III
5th-Oracle
5th-Phantom Blade
5th-Protection From Acid
5th-Protection From Electricity
5th-Protection From Normal Weapons
5th-Shadow Door
5th-Spell Immunity
5th-Spell Shield
5th-Sunfire
---
6th-Carrion Summons
6th-Chain Lightning
6th-Conjure Air Elemental
6th-Conjure Earth Elemental
6th-Conjure Fire Elemental
6th-Contingency
6th-Death Fog
6th-Death Spell
6th-Disintegrate
6th-Flesh to Stone
6th-Globe of Invulnerability
6th-Improved Haste
6th-Invisible Stalker
6th-Mislead
6th-Pierce Magic
6th-Power Word: Silence
6th-Protection From Magic Energy
6th-Protection From Magical Weapons
6th-Spell Deflection
6th-Stone to Flesh
6th-Summon Nishruu
6th-Tenser's Transformation
6th-True Sight
6th-Wyvern Call
---
7th-Cacofiend
7th-Control Undead
7th-Delayed Blast Fireball
7th-Finger of Death
7th-Khelben's Warding Whip
7th-Limited Wish
7th-Mantle
7th-Mass Invisibility
7th-Mordenkainen's Sword
7th-Power Word: Stun
7th-Prismatic Spray
7th-Project Image
7th-Protection From The Elements
7th-Ruby Ray of Reversal
7th-Spell Sequencer
7th-Spell Turning
7th-Sphere of Chaos
7th-Summon Djinni
7th-Summon Efreeti
7th-Summon Hakeashar
---
8th-Abi-Dalzim's Horrid Wilting
8th-Bibgy's Clenched Fist
8th-Improved Mantle
8th-Incendiary Cloud
8th-Maze
8th-Pierce Shield
8th-Power Word: Blind
8th-Protection From Energy
8th-Simulacrum
8th-Spell Trigger
8th-Summon Fiend
8th-Symbol: Death
8th-Symbol: Fear
8th-Symbol: Stun
---
9th-Absolute Immunity
9th-Bigby's Crushing Hand
9th-Black Blade of Disaster
9th-Chain Contingency
9th-Energy Drain
9th-Freedom
9th-Gate
9th-Imprisonment
9th-Meteor Swarm
9th-Power Word: Kill
9th-Shapechange
9th-Spell Trap
9th-Spellstrike
9th-Time Stop
9th-Wail of the Banshee
9th-Wish
Bag of Holding
--------------
Another Bag of Holding? Yes please. The ultimate item in inventory
management... twice over! Just more pampering for that lazy ToB-only
crowd, but while it's an essential item for them, us SoA players can
still benefit.
Potion Case
-----------
In the original game we could have walked over to Watcher's Keep at
any time and picked one of these up, and enjoyed easier potion storage
throughout all of Shadows of Amn. In the Enhanced Edition, this is the
first Potion Case we've seen. Since it does for Potions what Scroll
Cases and Gem Bags do for scrolls and jewelry, you should certainly pick
one up.
The Paws of the Cheetah
-----------------------
The fifth, and final pair of boots in the game. They must have thrown
three of these things into the beginning of Throne of Bhaal just to
make up for players who didn't complete Shadows of Amn. There's really
no need for five pairs, however. One of my characters (Viconia or
Anomen, depending on who I'm playing with) already has a Ring of Free
Action, which negates these boots. And Imoen/Edwin doesn't really need
to move faster. I still steal them, but that's because I'm an item
collector/horder.
Golden Ioun Stone
-----------------
While it's not worth wearing on a long-term basis, it does help Imoen
with scroll-scribing, and increases the maximum number of spells/level
she can scribe.
Robe of the Evil/Good/Neutral Archmagi
--------------------------------------
If you've been through Shadows of Amn, you either already have some of
these, or better yet, you have the Robe of Vecna. Either way, you don't
need them. If, however, you've just started Throne of Bhaal, you might
as well steal some of these, as they're the best Mage Robes you're
going to find. Also, if you have an evil party set-up like mine (you
have an evil Fighter/Mage/Thief and are traveling with Haer'Dalis, with
the implication that your protagonist is wearing the Aslyferund Elven
Chain +5 and Haer'Dalis is still wearing Melodic Chain +3) you might
want to consider getting any one of these robes for Haer'Dalis. As long
as he has the 'Use Any Item' ability, he can wear it, and honestly... if
you elect to get The Warder's Signet +3 later, it'll be better for him
to retire the Melodic Chain and wear a Robe of the Archmagi with the
The Warder's Signet +3 (same Armor Class, better saves, magic
resistance).
Batalista's Passport
--------------------
Another item I grab, even though I don't intend to keep it equipped on
anybody. There will be a few cases where having more Fire Resistance
might be useful. In those cases, this ring is equipped. It spends most
of its time taking up space in my inventory, however.
I also make sure to steal the Yamato +4 and The Paws of the Cheetah from
the Bartender at the Tankard Tree Tavern... just so I have them.
Note: It costs about 540,000 gold to buy every scroll from Lazarus,
plus the Bag of Holding, Golden Ioun Stone, The Paws of the Cheetah and
Batalista's Passport-you know, the good stuff. This amount should, if
anything, help justify my stealing suggestion, as it's just not
practical to raise that much money. Of course, if you played through
Shadows of Amn, you won't really need every scroll to bring all your
Mages up to snuff. Still, to complete the spellbooks of any two Mages
expect to spend at least 100,000 gold... unless you steal. Note also
that the figure given at the begining was for a party with 20
reputation being led by a 21 Charisma Keldorn. Evil parties will pay
more.
***REWARD***
(For returning Lazurus' Spellbook to its rightful owner)
EXP 5000 (each character)
Militia Headquarters (AR5015)
o======================================================================o
15) Now it's time to wrap up one more little quest after our last big
stealing spree. Head over to the Militia Headquarters (x=1750, y=800),
where you'll witness a man named Mateo being tried for treason. Even
though we all know people named 'Mateo' are too shifty to be trusted,
Mateo does profess his innocence. The accusations of Mirnielle Santele
are too much, however, and to the delight of Kiser Jhaeri, Mateo is
taken away. Well, we know there's more to this than meets the eye, I
mean, Kiser had the 'Thief' character model. He's obviously up to no
good. Or maybe he started out as a Thief, but later dual-classed into a
less shifty profession, but was scarred forever due to his initial,
uninformed career-choice, perhaps brought on by economic hardships?
We'll find out. Talk to Captain Samand, and he'll admit that he doesn't
believe that Mateo is the traitor, and despite Mirnielle Santele's
confession there were three suspects: Mateo, Ardic Santele, and Kiser
Jhaeri. Of course, one of those three-Ardic, disappeared, and Mateo was
accused by Ardic's mother. Since there's obviously something going on,
offer to help investigate the case. There's got to be some good loot and
experience involved in a Throne of Bhaal quest, right? Head through the
door that Captain Samand opens at (x=500, y=200).
***ITEMS***
(x=700, y=150) Potion of Superior Healing x2
Militia Headquarters, Dungeon (AR5016)
o======================================================================o
16) Once downstairs talk to the Saradush Jailer (x=450, y=390) and get
him to open the door for you so you can speak to Mateo. Mateo is behind
the door at (x=600, y=300), and pretty much just tells you that you need
to go speak to Countess Santele, herself.
***ITEMS***
(x=350, y=400) Scroll of Identify, Bluestone Necklace
(x=570, y=100) Potion of Superior Healing x5, 47 gold
Countess Santele's House (AR5010)
o======================================================================o
17) So, let's head over to Countess Santele's House (x=1370, y=1370) and
talk to Mirnielle Santele (x=670, y=550). She'll readily admit that
Kiser kidnapped her son, Adric, to force her to testify. Now that she's
testified, however, Kiser has reneged on his deal. Mirnielle now fears
that Kiser has no intention of ever returning Ardic to her. And
honestly, if he's willing to betray the town and let in Yaga Shura's
soldiers, what possible motivation could he have for returning Ardic?
She'll tell you to go talk to Kiser and perhaps see if he won't free
her son. Ah, the hopeful optimism of a desperate mother... Anyways,
we have our avatar-answer, anybody and everybody with the Thief model
is a bad person.
***ITEMS***
(x=400, y=370) 1 gold
(x=170, y=370) Laeral's Tear Necklace
Kiser's Home (AR5008)
o======================================================================o
18) Well, we have no other leads, so head over to Kiser's Home
(x=2100, y=1800). Kiser is standing at (x=700, y=470), and he'll tell
you that a Mage by the name of Errard is the real traitor. Since
Errard can cover his tracks, however, it was naturally the inclination
of Captain Samand to incriminate Kiser. To cover himself until he could
unearth the real evidence against the real traitor, he took Ardic
hostage and forced Countess Sentele to finger Mateo. All to buy time,
you understand. After Kiser's story of fairies, aliens, and wonder
ends he'll suggest that you kill Errard. If you do this, you'll remove
Kiser's need to keep Ardic a hostage, remove a traitor, and punish the
guilty party. And you'll probably cure cancer, too. If you're evil,
Kiser is more forthcoming with his guilt and downright suggests that
you kill Errard to further his schemes of betraying the town-or
alternatively, he'll suggest you kill Countess Sentele to shut her up
for good. I'll cover killing Countess Sentele below (Step #19), and
dealing with Errard and Kiser in the following steps (Steps #20-23).
***ITEMS***
(x=700, y=200) Bullet +1 x5, 10 gold
(x=620, y=120) Scroll of Mislead, Bloodstone Ring, Arrows +1 x5
(x=1100, y=650) 8 gold
(x=1150, y=550) Angel Skin Ring, Skydrop Gem, 35 gold
***TRAPS***
(x=620, y=120)
(x=1150, y=550)
<---------------------------------------------------------------------->
19) If you want to kill Countess Sentele, just be warned that numerous
guards will show up to defend her, and some of your party members
(Jaheira and Keldorn, at least) will turn hostile. Return to Kiser for
an experience reward, a good bit of gold, and the key with which you can
rescue Ardic for a reduced experience reward. On the plus side, the
guards summoned by the Countess all drop suit of Splint Mail +1 and
Two Handed Swords +1 for your selling pleasure. If you're not evil or
you just don't want to kill the Countess, see the following steps,
instead.
***REWARD***
(For disposing of Countess Sentele)
EXP 5000 (each character)
Gold 10000
Item Secret Jail Door Key
<---------------------------------------------------------------------->
20) If you talk to Countess Sentele, she'll tell you that killing
Errard is a distinctly bad idea-far from being a traitor, it seems that
Errard is a good man, and perhaps the only thing keeping Yaga Shura out
of Saradush. Kiser apparently expects us to do his dirty work for him.
Head to the walls over Castle Saradush to find Errard (x=2370, y=700).
If you want to kill him for Kiser, note that he's a fairly strong Mage,
but nothing a Breach and a True Sight can't fix. If you provoke Errard,
all the militia will turn hostile, which can in turn provoke townsfolk,
which... simply put, results in a huge mess. On the other hand if you
talk to Errard about Kiser, the betrayal of Saradush, and all that other
fun stuff, he'll ultimately decide to use his divination magic to find
where Ardic is hidden. We're all surprised when his magic reveals that
Ardic is somewhere in Kiser's house, and that we will have to go rescue
him ourselves.
***REWARD***
(For disposing of Errard)
EXP 5000 (each character)
Gold 2000
Item Secret Jail Door Key
<---------------------------------------------------------------------->
21) This is an aside, but since I noticed this during this point in the
quest with my evil party, I figured I'd point it out here. Along the
battlements north of Errard you'll see the common sight of Militia
Guards merrily firing away at Fire Giants (presumably too far away or
below the walls to be seen). What might not be immediately apparent is
the fact that your characters can-if AI controlled-fire at the Fire
Giants, too. These giants aren't quite as strong as later varieties
you'll be facing, but they don't seem capable of fighting back, and
they give you 8000 experience points per kill. The Fire Giants
infinitely respawn (even though they are never visible), hence providing
your characters with an endless shooting gallery-and source of
experience. Set all your characters with a ranged weapon to have the
'Standard Attack' script, turn AI on, and let your characters grind
while you... do whatever you wish. Take your vulnerable characters
(like Mages) and characters without good ranged options and put them
indoors somewhere, as this will protect them from the odd catapult
shots that might still bother you from time to time. As for the other
characters... give them Rings of Regeneration (you should have two of
them), the Ring of Gaxx, and perhaps the White Ioun Stone, if you need
more than three regeneration items. This should make good any damage
that your ranged attackers might suffer from the odd hostile catapult,
even though they shouldn't pester you too much on top of the wall. This
will go considerably faster if you've set the frame rate to 60 in the
configuration settings (hence, the game runs at double speed. Handy
stuff if you're playing through the game for the millionth time and
you're trying to speed things up.) Doing this I had gained about
1,200,000 experience in a mere fifteen minutes (200,000 per character),
and this would probably go even faster with more/better archers. I can
only imagine the gains that could be made if you let your characters
grind over night or while at work or school. Just be warned that your
characters will occassionally have banters that pause the action.
Kiser's Home, Basement (AR5014)
o======================================================================o
22) Return to Kiser's Home and you'll find that Kiser has wisely
retreated. Head down the stairs at (x=800, y=300) to find Kiser and
two cronies. The former will promise a gruesome demise for both you and
Ardic, but fortunately they don't have the means to back up their
intentions. Just watch our for backstabbing Thieves with too many
Potions of Invisibility and too much inclination to use them. The
majority of your foes will drop suits of Leather Armor +1, Daggers +2,
Short Swords +2, Potions of Extra Healing, and Potions of Invisibility.
Kiser drops a +3 Short Sword, rather than a +2 Short Sword, as well as
the Secret Jail Door Key, and the Shakti Figurine. This item turns a
non-Fighter into a Hasted warrior for four rounds, once per day. It
drops their Armor Class (or rather, sets it) to -5, and allows them to
attack twice per round with a +4 Short Sword as if they were specialized
with the weapon. By now, I'm hard-pressed to think of a character who is
weaker in combat than that already. Certainly Imoen contributes well
enough with the Gesen Bow +4, and Edwin does well enough with the
Crimson Dart +3. Before you go, disarm the trap at (x=1120, y=500).
I honestly don't know what that stupid trap did, much less the gears
behind it, but the game seems to think that it was important.
***ITEMS***
(x=1100, y=420) 2 gold
(x=790, y=260) Potion of Master Thievery, Potion of Perception
(x=650, y=350) King's Tears, Starfall Ore
(x=550, y=600) 17 gold
***TRAPS***
(x=1120, y=500)
<---------------------------------------------------------------------->
23) Continue north-west through the doorway that Kiser was guarding
to encounter a rather high-level Mage. This is just a case of bad
scripting here, as the Mage is loathe to leave the hallways that she's
in. We know from experience that it's a bad idea to bottleneck ourselves
in front of a Mage, so don't. Just run around the corner until she
starts casting something, then run back around the corner. You can
waste a lot of her spells like this, and if you use a character like
Keldorn or Viconia, chances are they won't be affected by the few area
effect spells she'll throw at you. You can-at the very least-waste
her Time Stop sequence this way. When she is obliged to chase you,
lead her into the larger room where you entered and attack her with
your entire party.
<---------------------------------------------------------------------->
24) From where the Mage was, continue to the north-east to find Ardic
Sentele (x=880, y=250), who thanks you briefly and departs... but not
before you get an experience reward for your trouble. Return to
Countess Sentele, and she'll provide another reward. If you killed
Countess Sentele earlier, you can still rescue Ardic without having
to fight anybody in Kiser's basement (or gaining any of the loot or
experience associated with fighting them.) If you tell him you killed
his mom, he'll attack you. If you just tell him she's dead, he'll
rush off to see and you'll get an experience reward. If you just
killed Errard to effect Ardic's release, you'll get an experience
reward, although Ardic isn't too happy about it.
***REWARD***
(For rescuing Ardic Sentele)
EXP 7000 (each character)
***REWARD***
(For reporting to Countess Sentele after rescuing Ardic)
EXP 5000 (each character)
Gold 2000
***REWARD***
(For rescuing Ardic Sentele-after killing his mother or Errard)
EXP 5000 (each character)
Gromnir's Barracks (AR5005)
o======================================================================o
25) Now it's time for one last fight before we go after Gromnir. And
fittingly, we're going to harass some of Gromnir's men. Head over to
Gromnir's Barracks (x=650, y=1800) and head inside. You'll be chastised
by an Orog, and you can either leave, or pick a fight. Well, we didn't
come here for tea. The Orog is joined by other guards, including four
Orcs, four Humans, and an Orog. It's a straight melee fight, which
means, of course, they don't stand a chance. More waves of enemies will
continuously pour in, but they're weak enough that they shouldn't
cause you any real concern. Edwin uses a Horrid Wilting to pretty much
kill off a screen-full of enemies... he's got six of them, he can afford
to have some fun every once in a while. The key, if you're wondering,
opens the grates to the sewers outside, if you wanted to bypass the
Prison.
***ITEMS***
(x=400, y=550) 2 gold
(x=150, y=450) 8 gold
(x=200, y=400) Potion of Extra Healing, 1 gold
(x=300, y=350) 12 gold
(x=220, y=300) 20 gold
(x=370, y=300) 1 gold, Key
(x=450, y=250) Sunstone Gem
(x=520, y=200) Potion of Superior Healing, 100 gold
(x=550, y=100) 15 gold
(x=500, y=100) 6 gold
(x=750, y=250) 8 gold
o======================================================================o
| Gromnir Il-Khan |
o======================================================================o
Sequence of Events: {WLK054}
1) Into the Prison
2) Vampires and Ghosts
3) Putting the Prison Spirit to Rest
4) Phlydian's Last Stand
5) Sneaking Through Castle Saradush
6) Freeing Vinke
7) Freeing More Prisoners
8) Strike First or be First Struck
9) Not so Elite...
10) Shadow Smite
11) Exterminating Yaga Shura Soldiers
12) Fear the Shadows, Face the Reaper
13) Full Circuit
14) Storming Castle Saradush
15) Showdown With Gromnir Il-Khan
16) Another Day, Another Bhaalspawn
17) Finishing Up Saradush
18) Merchant Murder
19) First Fire Giant Fight
20) Accessing the East
Prison (AR5006)
o======================================================================o
1) We're done messing around in Saradush, now and forever, and we have
several ways to proceed. Of them, I prefer to go through the Prison via
the Vampires. My protagonist can easily smite them for their juicy,
juicy experience, and it's really the only way into the Prison/Sewers
that entails anything more interesting than simply walking in. After
the four Vampires that attack are dead I bring the rest of my party
into the Prison.
***ITEMS***
(x=800, y=520) Arrow +3 x5, Bolt +3 x5, 3 gold
(x=750, y=400) Bullets +3 x10
<---------------------------------------------------------------------->
2) Go north-east through a door (x=950, y=450) to find... more doors to
the north-east. Through the southernmost door (x=1170, y=470) you'll
find another Fledgling Vampire, which my protagonist promptly destroys
in a straight fight. Through the middle door (x=1050, y=400) you'll find
a locked secret door (x=1050, y=300). Beyond you'll be bothered by a
'Prison Spirit', who pantomimes his request to you. Acquiesce and loot
the barrel at (x=1330, y=330) and grab the skull.
***ITEMS***
(x=1330, y=330) Angel Skin Ring, Skull
<---------------------------------------------------------------------->
3) My protagonist continues alone through the door at (x=850, y=250)
and smites some more Vampires. I go through another door (x=450, y=450)
and kill some more Vampires and am greeted by the Prison Spirit again,
this time his gestures indicates that some necklace is nearby. Appease
it by looting the bed at (x=500, y=720) and grabbing the Rusted Amulet.
Now go through the door at (x=470, y=600) and you'll get a message
informing you that a defiled grave in the corner contains a skeleton
bereft of its skull. Search the bed at (x=330, y=680) and place the
Skull and the Rusted Necklace on it and the Prison Spirit will show up
again, obviously requesting that you sanctify the grave with Elven Holy
Water, which we purchased earlier at the Temple of Waukeen. If you have
it in your inventory, it will automatically be used and the spirit
will lead you to a locked door (x=920, y=300) which we couldn't open
earlier. It'll open the door for us. Inside we'll find a Vampire and
a cot which contains a Bronze Ioun Stone. I don't have a use for it
just yet, but it'll come in handy, soon enough.
***ITEMS***
(x=500, y=720) Rusted Necklace, 3 gold
(x=950, y=250) Bronze Ioun Stone
<---------------------------------------------------------------------->
4) There's a secret door at (x=550, y=900) in the cell south of the cell
where we found the Rusted Amulet. Go through it (or through the somewhat
less secretive northern route to reach another hallway, where I run into
another Vampire who needs to be smote.) Either pick or knock the door at
(x=330, y=830), or go through the secret door at (x=250, y=800). You
will eventually find a Vampire named Phlydian, who's somewhat stronger
than normal Vampires, who will decide to make a desperate last stand.
She, unlike the rest of the Vampires, knows better than to mess with a
Bhaalspawn, but realizes she has no real choice in the matter. I cut
her down along with whatever Vampires she has nearby. Once done, I head
through the door at (x=100, y=1000). Of course, if you want to keep
Castle Saradush sacred you can always leave the Prison, head back to
Saradush, and make your way through the Sewers now. It doesn't really
matter, since I plan to tackle the Sewers regardless of whether I hit
Castle Saradush first or not. You know, loot, experience, and most
importantly for this FAQ writer-completionism.
***REWARD***
(For penetrating Gromnir's castle)
EXP 3000 (each character)
Castle Saradush, Dungeon (AR5007)
o======================================================================o
5) At (x=1970, y=1000) you'll find a Bhaalspawn named Asmay Jahag, who
will tell you that she's fleeing from Gromnir, who has gone mad with
paranoia. She'll warn you about traps, patrols, and other hazards, but
we're of a different mettle than she is. Yes, it is possible to sneak
through this place without starting a fight. There are, however, small
traps which simply cannot be disarmed, which you'll just have to avoid.
As for the other traps which can be disarmed, you'll have to be quick
with your Staff of the Magi to disarm them, then quickly become
invisible again, and without a Thief/Mage like Imoen, I wouldn't bother.
Still, if you disarm the trap outside the first door, cast Invisibility
10' Radius on your party, and sneak through the level marking the traps,
you can indeed get to the upper levels of the castle without a fight.
But who wants that, really? These guards are some of the stronger ones,
which means magical weapons to sell and good experience rewards to glut
ourselves with.
<---------------------------------------------------------------------->
6) Go through the door at (x=1600, y=1300) and disarm the trap beyond
it at (x=1600, y=1330). At this task, Imoen excels, since she can just
reequip the Staff of the Magi to hide behind her invisibility after
opening doors, disarming traps, and whatnot. My Fighter/Mage/Thief
protagonist also has a bit of fun with this area. It might seem like a
great place to let her go crazy with her hit-and-run backstabs, but
keep in mind that some of these critters have quite a bit of Hit Points.
A mediocre backstab might not be enough to put down the typical Il-Khan
soldier wandering around. Anyways, disarm another trap (x=1250, y=1050)
and go through another door to find a prisoner named Vinke
(x=1300, y=950). If you talk to him (and you might need to be very quick
with your Staff of the Magi to stay hidden if the Orc Fighters are
standing near the door) you'll get a reputation boost. Why is this guy
named, but none of the other prisoners? I don't know. Don't bother going
through the door at (x=1000, y=950), as the guards will always go
hostile if you do. No taking shortcuts if you want to remain hidden.
***REWARD***
(For freeing Vinke)
Reputation +1
***TRAPS***
(x=1600, y=1330)
(x=1250, y=1050)
<---------------------------------------------------------------------->
7) Now head south-east and turn the corner to the south-west and disarm
or avoid the traps at (x=1520, y=1390) and (x=1460, y=1480). Why avoid
them? My Imoen was apparently not up to the challenge of disarming these
traps. Go through the door at (x=1170, y=1570) and talk to a Prisoner
(x=1050, y=1630) to get another point of reputation. Continue to the
north-west and disarm/avoid more traps (x=1140, y=1420), (x=970, y=1400)
and enter the door at (x=1830, y=1330). Avoid the trap inside the cell
at (x=770, y=1460) and talk to the final prisoner (x=750, y=1400) to
gain your final point of reputation.
***REWARD***
(For freeing a Prisoner)
Reputation +1
***REWARD***
(For freeing another Prisoner)
Reputation +1
***TRAPS***
(x=1520, y=1390)
(x=1460, y=1480)
(x=1140, y=1420)
(x=970, y=1400)
(x=770, y=1460)
<---------------------------------------------------------------------->
8) Now that all the prisoners have been freed, this is when I'd head
back, cast my Invisibility 10' Radius, and sneak through the traps to
freedom... if that's what I wanted to do. Which it isn't. Instead I
sneak my invisible party over to the door at (x=700, y=1150) and
surround the Mage. I begin with a prompt, and thoroughly fatal attack
on the Mage, after which it's just a straight melee with the surviving
guards. Most of the Fighters will use Oils of Speed to Haste themselves,
and Thieves will use Potions of Invisibility to score backstabs, but
I've more muscle than they can imagine. As long as I keep True Sight
up and make sure nobody is getting ganged up on, I'm fine, even if
these are some of Gromnir's stronger lackeys. My Fighter/Mage/Thief
protagonist starts things out with a resounding backstab on the Mage,
dealing 80 points of damage and killing her outright. I now loot the
dead guards for their potions, magical arms, and Plate Mail Armor.
***ITEMS***
(x=970, y=1250) Bullets +3 x20, Potion of Extra Healing x3
<---------------------------------------------------------------------->
9) Go into the room to the north-west and dispatch a pair of Elite Orcs
and an Elite Orog. After the enemies we just killed, they don't seem
very elite to me. At least they all carry Battle Axes +1. Continue to
the north-east and kill another pair of Elite Orcs and a pair of Elite
Orogs. Finally, in the last room to the north-east you'll find a trio
of Elite Orcs, and a pair of Elite Orogs. It's sure a lot easier going
through the Sewers, it seems. We can now reach the upper levels of
Castle Saradush by going up the stairs at (x=1600, y=400), but I prefer
to explore the Sewers (x=300, y=550), first. Yeah, I'm listing them in
reverse order, and well later than some people may explore them, but I
already admitted to preferring the Prison route due to the Vampire
ambush we can orchestrate at the beginning. It's my FAQ, we'll do this
my way.
***ITEMS***
(x=520, y=1000) Bolts x160
(x=350, y=900) Fflar's Scabbard, 1 gold
(x=550, y=720) Wand of Lightning
(x=600, y=700) Arrows x160
(x=700, y=700) Acid Arrows x20, Arrows of Ice x20
(x=280, y=610) Bullets +1 x40, Bullets +2 x20
(x=470, y=600) Bullets x160, Darts x120
(x=1250, y=350) 14 gold
(x=1560, y=260) Bolt +2 x20, Bolt of Lightning x40
***TRAPS***
(x=550, y=720)
(x=1560, y=260)
Sewers (AR5013)
o======================================================================o
10) From the stairs leading to Castle Saradush, go through a secret door
at (x=2100, y=500). Immediately beyond the door awaits some Devil
Shades, pesky undead that can level drain, and when they die they turn
into two Shadow Fiends. My protagonist and Anomen (with his Mace of
Disruption +2) step forward to deal with the problem directly while
everybody else switches to a ranged weapon. If the situation is getting
out of hand, I just use Daystar to hit the enemies with a Sunray.
<---------------------------------------------------------------------->
11) To the north-west you'll find a group of Yaga Shura soldiers,
including a Duergar Sapper, an Orc Archer, and an Umber Hulk. The
Orc Archer can use the 'Called Shot' ability from the Archer Kit of
the Ranger Class. The Duergar will drop a War Hammer +2, and the Orc
Archer will drop a Composite Long Bow +1, a multitude of Arrows +1, and
Studded Leather Armor +2. Continue to the south-west and you'll find a
similar group, this time joined by two Elite Orogs. They actually bear
the description 'elite' at least a little better, as they'll drop Plate
Mail Armor, a Battle Axe +2 and some gems and/or jewelry, as well as
some Potions of Extra Healing. To the south is a Yaga-Shura Mage, who
despite his spell-buffs isn't really capable of surviving a Breach
followed by a direct melee assault (or an 84-damage backstab from my
evil protagonist, for that matter). Continue south and exterminate
another Elite Orog, two more Orc Archers, and a Duergar Sapper. If you
hadn't guessed already, this area is another great backstab playground
for my evil Fighter/Mage/Thief protagonist... lots of corners to run
around to facilitate her hit-and-run tactics. In fact, it's so
successful here, that aside from the undead in Step #10, my evil
protagonist clears this entire level by herself... you know, for fun.
<---------------------------------------------------------------------->
12) If you keep going south you'll find another exit back to Saradush,
so go east along the southern edge of the map. When you reach a tunnel
running north-south, kill the Elite Orog, Duergar Sapper, and their
pet Umber Hulk and head south, then east, kill another Umber Hulk, and
then travel north-west to reach the middle of the map. An Orog will
worry about the return of some shadows, and his subservient Duergar will
remind him of the delicate nature of sapping. When they notice you,
they'll attack, but some Shadow Fiends will show up to distract them.
More Shadows and Shadow Fiends will show up the longer the fight runs,
but you shouldn't let that get in the way of the experience you'll get
for killing the Yaga-Shura troops, yourself. If things get too out of
hand, there's always Sunray.
<---------------------------------------------------------------------->
13) We're now exactly north of where we killed our last group of Yaga
Shura troops. To the north-west we'll find an exit from the sewers,
beyond familiar territory. Head to the north-east and dispatch another
group of Yaga-Shura troops, including a Duergar Sapper, an Elite Orog,
and a Yaga-Shura Mage, who again succumbs readily to Breach. If you
continue to the north-east, you'll find another exit to Saradush. We're
done with the Sewers, and while we may not have found anything unique,
we did get some good experience, and loot to sell.
Castle Saradush (AR5001)
o======================================================================o
14) Head back up into the dungeons of Castle Saradush and make your way
to the staircase leading up to the next level. Before I go I cast
another Invisibility 10' Radius. Once upstairs we'll run into a group of
Gromnir's soldiers, including an Il-Khan Battle Mage, an archer, and
three Fighters. The point of the Invisibility was to oblige the
Battle Mage to cast True Sight. While he's casting I immediately attack
him, and since he's in the middle of casting he probably won't live to
get off any defensive spells. That's one down without any trouble, and
since the remaining four have no magic support, there's really not
much to worry about. Sure, they're strong melee Fighters, but we can
always withdraw injured characters. Amusingly enough, only the spear-
wielding warrior has a weapon which can hurt my protagonist. If you
picked the good path in Shadows of Amn, pay the spear-user special
attention after the Mage bites the dust and you can cheaply kill the
remaining three. Spellbuff and heal before you head upstairs
(x=900, y=400).
Castle Saradush, Throne Room (AR5002)
o======================================================================o
15) Once upstairs you'll be treated to a lengthy conversation between
Gromnir and Melissan, who Gromnir now suspects of treachery. After his
rantings are over and Melissan is taken away by his guards he'll turn
his attentions onto you, and he doesn't even bother giving you a chance
to speak. Just as well, branching dialogue just means more work for me.
Gromnir is flanked by two high-powered Mages, Karun the Black and an
Il-Khan Battlemage, both of which are 18th-level Mages. More
reinforcements will appear by the stairs to the north-east, including
Berena Elkan (15th-level Fighter), Eler Had (15th-level Thief) and an
Il-Khan Soldier. Gromnir himself is a 20th-level Fighter. As usual, the
Mages are by far the most dangerous foes here, capable of casting
spells such as Horrid Wilting, Symbol, Stun, Time Stop, and Wail of
the Banshee. Otherwise, Gromnir, Berena Elkan, and Eler Had have a
respectable number of Hit Points, but are otherwise unimpressive foes.
You can take down the opposition with good old-fashioned Shadows of
Amn tactics-charge Gromnir with your warriors and have Jaheira target
him with an Insect Plague, which should spread to the Mages. This is
Throne of Bhaal, however, and I'm more inclined to flex my magical
muscle. I send my protagonist to engage Gromnir Il-Khan, while the
rest of my party (sans Edwin/Imoen) head to the stairs to hold off
Berena Elkan and Eler Had. Edwin/Imoen, for their part, start casting
a Time Stop, and With the Robe of Vecna, I should get off Time Stop
before the enemy Mages get off any offensive spells of their own. Even
though they'll certainly get off some contingencies, they've got one
fatal hole in their defenses-they will not put up any high-end spell
protections which block Horrid Wilting. Imoen casts a Greater Malison
and two Horrid Wiltings, while Edwin just casts three Horrid Wiltings.
This should outright kill the two Mages, and hurt Gromnir a good bit.
If you can catch more enemies in the area, by all means, but remember
the goal is to kill the Mages. After that, it becomes a straight melee.
Keldorn activates True Sight to neutralize Eler Had, who is overly fond
of backstabbing, but really, the fight is over for a well-prepared party
once the two Mages bite the dust.
Note: The characters in this fight have all kinds odd stat anomalies.
Gromnir himself boasts a 19 Strength, Constitution and Dexterity.
I suppose he scored some Tomes during the first game, as well? The
Mages, on the other hand, have surprisingly low stats-they both have an
Intelligence score of 15, I'm not quite sure how they can cast some of
the spells they know... but whatever. Finally, Eler Had and Berena Elkan
both have identical stats-Hit Points, base THAC0, Saving Throws, and
attributes (including an 18/50 Strength and a 19 Constitution). How
this is possible is beyond me.
Note From Lee:
I have Jaheira cast Creeping Doom on one mage while Edwin casts Horrid
Wilting on the other; the rest of the party goes after the fighters by
the stairs. The two spells are all that's needed to clear the platform,
and the fighters die without getting in more than a couple hits.
***REWARD***
(For ending Gromnir Il-Khan's reign of terror in Saradush)
EXP 30000 (each character)
***VIDEO***
Haeravon Plays: Baldur's Gate 2 Enhanced Edition -
Gromnir Il-Khan {VID011}
<---------------------------------------------------------------------->
16) Once Gromnir and his Bhaalspawn servants are dead, Melissan shows
up, predictably too late to stop the slaughter, but well enough in
time to send you on a mission to kill more Bhaalspawn. It seems
perfectly reasonable that we could evacuate all the Bhaalspawn and
Melissan via our Pocket Plane, but Melissan insists that we save the
city of Saradush. To do that, we're going to need to take out Yaga
Shura, a powerful Fire Giant Bhaalspawn who is apparently immune to
all the harm we could bring to him. Perhaps if we visited his
birthplace, the Forest of Mir, we could discover where he developed
this power-and disrupt it. And if that fails, we'll need to go to the
Marching Mountains to find some of his fanatics, who may know the
secret behind Yaga Shura's invulnerability. Melissan leaves you to
your business now, which means, of course, looting. Here's what we'll
find:
Berena Elkan: Plate Mail Armor, Spear +3, Potions of Extra Healing x2
and 10 gold.
Eler Had: Grandmaster's Armor +6, Potions of Invisibility (varies),
Dagger +1, Potions of Extra Healing x2 and 10 gold.
Gromnir Il-Khan: Full Plate Mail +2, Morning Star +3, Roranach's Horn,
Lavender Ioun Stone, Ice Star +4, Rogue Stone, Potion of Extra
Healing x2, Potion of Superior Healing x5 and 1200 gold.
Il-Khan Battle Mage: Adventurer's Robe and a Quarterstaff +2.
Il-Khan Soldier: Studded Leather Armor +2, Composite Long Bow +1 and
Arrows +1 (varies).
Karun the Black: Adventurer's Robe and a Quarterstaff +2.
Alright, the Grandmaster's Armor +6 is pretty nice armor for a Thief,
Ranger, or Druid. It easily beats out the Shadow Dragon Scale, in any
case, and while wearing it you can The Paws of the Cheetah with
something else. The Ice Star +4 is a powerful weapon, but it's weaker
than both Crom Faeyr and the Flail of the Ages, so I never bother using
it. Roranach's Helm could come in handy if we fight lots of enemies that
use blunt weapons, but we have better helmets, and better ways of
resisting damage. The Lavender Ioun Stone easily out-competes the
Dusty Rose Ioun Stone, but for melee characters, I prefer something
that protects against critical hits, especially with the outrageous
damage they can do in Throne of Bhaal. If Anomen can land a critical
for 50 points of damage, there's no reason a Fire Giant can't. A
Helmet of Defense provides this, some elemental resistances, and a
bonus to all saves. All in all, the best of the gear we got here is
only useful in the short-term. Ah well.
<---------------------------------------------------------------------->
17) Before I leave I go sell all the loot I've found during my stay in
Saradush. Merchants aren't exactly easy to find in Throne of Bhaal, if
you haven't noticed, and I'd rather lighten my load than store stuff in
the Pocket Plane. All in all, everything I accumulated sells for about
90,000 gold. Hey, it pays to sell in bulk. While I'm in the tavern I
talk to Viekang again, and tell him I've discovered a way to spark his
power. He teleports off when he gets scared, so the natural solution
would be to cast a Horror spell on him! Prepare one up and give it a
go, and wouldn't you know, Viekang vanishes as explosively as he did in
Trademeet. And best of all, I get some experience for doing it. If you
talk to the Harlot near Countess Sentele's House you'll get another
small experience reward for avenging her parents.
***REWARD***
(For avenging the Harlot's parents)
EXP 1000 (each character)
***REWARD***
(For helping Viekang overcome his bravery)
EXP 2000 (each character)
North Forest (AR6400)
o======================================================================o
18) Return to your Pocket Plane when you're done in Saradush and leave
again. You'll get three options-return from whence you came (which
right now would be Saradush), return to Saradush (duh...), or head to
the Marching Mountains. I know, how about that place we've never been
before? When you arrive at the Marching Mountains you'll find a group
of Merchants being slaughtered by some weak Yaga-Shura Soldiers. Kill
them and the surviving Merchant, Karthis al-Hezzar, will talk to you
after the killing is done and offer to show you his wares. If you're
nice to him when you greet him, you'll improve your reputation, and
he'll give you a small reward. If you demand a reward, you'll get
significantly more money, but no reputation. If you threaten him...
well... he'll turn hostile and run away. Amusingly, he'll have a burst
of speed right after he turns hostile, and he has decent Hit Points,
making him somewhat harder to kill than a normal NPC. He'll leave
behind a suit of Leather Armor, Potions of Superior Healing x2,
an Oil of Speed, a King's Tears Gem, a Moonstone Gem, a Two Handed
Sword, and 6095 gold. If you shop, he's got the typical Throne of Bhaal
collection of magical weapons that puts the entire arsenal of Baldur's
Gate 1 to shame, but aside from the Obsidian Ioun Stone, he really
doesn't have anything unique (although grabbing another Potion Case
comes highly recommended!) As for the Yaga-Shura troops, most drop
mundane arms and armor and some gold. One drops a Two Handed Sword +1
and some Potions of Superior Healing, but that's the best of the bunch.
Still, all that Plate Mail Armor sells.
***REWARD***
(For saving Karthis al-Hezzar and demanding payment)
Gold 4240
***REWARD***
(For saving Karthis al-Hezzar... just because you're nice like that)
Gold 1000
Reputation +1
<---------------------------------------------------------------------->
19) Once you're done playing with merchants, head south and cross the
lake to the east. On the eastern shore we'll find our first Fire
Giants of the game... provided you didn't venture too far into Watcher's
Keep. Anyhow, just because this is our first fight doesn't mean it has
to be a fair one. Instead, keep your group on the rocks leading
across the water, where the Fire Giants are too big to cross. It's the
same strategy as with the Adamantite Golems, go somewhere too small for
them to follow and shoot them to death. After you're done, pick up their
juicy Fire Giant loot.
Note from Lee:
After killing one Fire Giant, the second one said, "No more" and walked
away when he hit Badly Injured status. I tried to chase him, but he just
disappeared. Pussy...
<---------------------------------------------------------------------->
20) Continue to the east and exterminate whatever Yaga-Shura troops you
find. No special tactics are required until you cross the bridges to
the east because no special enemies show their faces until then. At
the end of the bridges is a Yaga-Shura Mage, who is really just a
pushover. North of the Mage are numerous fodder foot-soldiers, and north
still is a house, near which you'll find more footman-fodder, two
Clerics of Talos, and two more Fire Giants. The Clerics aren't really
strong enough to cause much of a problem, and they should be
sufficiently spread out so that you won't have to fight all the enemies
nearby at once. After any spellcasters I see are dead, I focus on the
Fire Giants, who can hit pretty hard, but they don't really have the
Armor Class to be overwhelmingly threatening. The Clerics of Talos will
drop some Potions of Superior Healing, and the Yaga-Shura Officers near
the house will drop Two Handed Swords +1 and some Potions of Superior
Healing. The real loot, however, is dropped by the Fire Giants, who are
fond of dropping Star Sapphires (among other loot). This works out
great, since I'm fond of possessing Star Sapphires. Save all of the
Star Sapphires you find, however, we'll need some later. When you're
done with this area, exit along the eastern edge of the map to access
the Forest of Mir - The Temple area and the Marching Mountains area.
Of course, I have no intention of pursuing Yaga Shura now. It was my
goal to tackle Watcher's Keep as soon as we got access to Cespenar,
and as soon as the story allowed us to return to Watcher's Keep. That
would be now. Don't worry about the story for now, sieges take a long
time, I'm sure Saradush will still be standing when we're done, and
we'll be all the stronger for sacking Watcher's Keep. After all, what
better way is there to prepare for large showdowns with half-siblings
than to pillage some terrible dungeon somewhere? If it was good enough
in Baldur's Gate 1, it's good enough in Baldur's Gate 2, I say. Oh,
and don't try to be cute and attack the Siege Camp of Yaga Shura. The
game isn't messing around with its primary points here. Yaga Shura's
army is immaterial, and will crumble once its leader is gone, but
Yaga Shura himself is impervious to our attacks right now. The only
thing you'll achieve by fighting Yaga Shura now is to get overwhelmed
by hordes of Fire Giants and Yaga Shura Soldiers. It is, however, a
decent way to grind for experience if you have the stomach or the need
for it. Just don't go too far west off the bridge and you won't draw
Yaga Shura into the fight. At this point in the game I had just over
4,000,000 experience, and I saw no real need to bother leveling up.
If I lose a fight, it'll be because I under-prepared, or because of
poor execution, not because I was under-leveled.
o======================================================================o
| Watcher's Keep, Level 1 |
o======================================================================o
Sequence of Events: {WLK055}
1) The Knights of the Vigil
2) Sister Garlena Shopping
3) Into the Keep
4) The Western Library
5) A Sign of Things to Come
6) Main Chamber
7) The Eastern Library
8) The Priest's Room
9) Lighting the Fires
10) The Archivist's Gratitude
11) Grumpy Old Priest
12) Golem Bashing
13) Performing the Ritual
14) Subduing the Statues
15) Crafting with Cespenar I
Watcher's Keep (AR3000)
o======================================================================o
1) Watch the little cutscene describing Watcher's Keep. Whether you're
here during Throne of Bhaal or sometime during Shadows of Amn, a few
things remain the same: Do not explore past the first level until you
have a very strong, well-equipped party. I wouldn't suggest attempting
it with a party who isn't at least near the end of Shadows of Amn. A
new party in Throne of Bhaal should put this quest off until they've
managed to grab some gear from the expansion. Still, if you're just
here to shop and loot the first level a bit... well, anybody can do that
safely.
You'll find the Knights of the Vigil, and more particularly their leader
Odren at (x=1800, y=2200). He'll kindly tell you that they're servants
of Helm sent here to guard against some great evil imprisoned within.
The great evil, he'll say, cannot forever be held by this prison, and
has corrupted the keep to the point that they can no longer make their
way to the ritual chamber to renew the seals on the evil within. Enter a
brave group of heroes willing to clear the way for them-hey, that's us!
Agree to help them and you'll be whisked away to the top of Watcher's
Keep, to work your way down. Before you get busy, talk to Brother Pol
(x=1150, y=500) and he'll give you the Vigil Stone and the Ritual
Scroll, as well as talk your ear off. There are five levels, and each is
sealed, requiring you to perform a specific task before you're able to
open the seal to the next level and continue on. As you breach the lower
levels of the keep, you'll get access to some of the side-doors, which
prevent you from having to wander down through earlier levels to reach
your desired, lower level.
<---------------------------------------------------------------------->
2) Also talk to Sister Garlena (x=980, y=700) to get access to the gear
the Knights of the Vigil have. As for scrolls they have a fair
selection of the low-and-mid level essentials, but after our stay in
Saradush, we're not wanting for spells. Unfortunately you can't rob
them, so you'll have to buy your spells. You should already have most of
these, and if not there's still plenty of chances to get them without
paying. She also sells a Potion Case, which is a wonderful item for
inventory management, as well as a Gem Bag, should you need another.
Aside from scrolls and containers, she also sells a few unique items,
listed below:
o===========o
|Mage Spells| Sister Garlena
o===========o---------------------------------------------------------->
1st-Armor
1st-Blindness
1st-Burning Hands
1st-Charm Person
1st-Chill Touch
1st-Chromatic Orb
1st-Color Spray
1st-Detect Evil
1st-Friends
1st-Grease
1st-Identify
1st-Infravision
1st-Larloch's Minor Drain
1st-Magic Missile
1st-Protection From Evil
1st-Protection From Petrification
1st-Reflected Image
1st-Shield
1st-Shocking Grasp
1st-Sleep
---
2nd-Agannazar's Scorcher
2nd-Blur
2nd-Detect Invisibility
2nd-Ghoul Touch
2nd-Horror
2nd-Invisibility
2nd-Knock
2nd-Know Alignment
2nd-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-Fireshield (Blue)
4th-Greater Malison
4th-Ice Storm
4th-Improved Invulnerability
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-Chaos
5th-Cloudkill
5th-Cone of Cold
5th-Domination
5th-Emotion: Hopelessness
5th-Feeblemind
5th-Hold Monster
5th-Monster Summoning III
5th-Protection From Electricity
5th-Shadow Door
---
6th-Pierce Magic
Firetooth +4
------------
Easily the best Crossbow in the game, and quite possibly the best
ranged weapon, overall. This Crossbow is a +4 specimen that creates
its own +2 Fire Bolts. Used in conjunction with a Case of Plenty it'll
lower the user's THAC0 even further, and ut can also be upgraded to +5
later. There's not a better ranged weapon in the game for Dorn, Keldorn,
or Sarevok.
Short Sword of Mask +4
----------------------
Well, it's the best Short Sword we've found thus far, but that's not
really saying much, is it? As a +4 weapon, it's got the same enchantment
bonus as Cutthroat +4, but it also has a 15% chance to entangle targets
for four rounds. It can also be upgraded later, and all in all, it's
not a bad weapon... for a Short Sword.
Watcher's Keep, First Level (AR3001)
o======================================================================o
3) When you're ready, enter the keep at (x=1000, y=500) and go through
the door at (x=2000, y=1800) to find a room full of loot and occupied
by a wandering Archivist who complains about the cold. Grab the loot,
including the Paladins Bracers, which can be upgraded into Blessed
Bracers for a significant amount of money. They're still not worth
wearing, however.
***ITEMS***
(x=2050, y=1900) Paladin's Bracers, Bullet +1 x40, Bolt +1 x40,
Bolt x80, Arrow x80, Bullet x80, Dart x80, Antidote x6
(x=1900, y=1800) Potion of Extra Healing x4, Wand of Sleep,
Bloodstone Amulet, 250 gold
(x=1880, y=1800) Books, Throwing Dagger x60, Throwing Axe x60
(x=1850, y=1850) Books, 371 gold
***TRAPS***
(x=2050, y=1900)
(x=1900, y=1800)
<---------------------------------------------------------------------->
4) Continue through another door to the south-west (x=1770, y=2000) and
kill a Stone Golem before continuing through yet another door to the
north-west (x=1550, y=2000) and smiting a group of Orogs. After the
fight you'll find yourself in a library. Search the shelves for a
variety of books, the four interesting ones are as follows: Tattered
Parchments, more ritual notes which will describe a procedure we'll
perform shortly; Elminster's Ecologies, a book which details rare
enemies we'll find later in the keep; and a Handwritten Note,
essentially a series of codes we'll use later on in the keep. The Golem
manual is a nifty book which summons a Flesh Golem for 10 rounds. Flesh
Golems are pretty weak by now, but we can upgrade the book into
strategic relevance, later.
***ITEMS***
(x=1600, y=1800) Tattered Parchment,
Elminster's Ecologies: Appendix IIIa
(x=1500, y=1700) Handwritten Note
(x=1300, y=1600) Golem Manual, 8 gold
(x=1200, y=1550) Tattered Parchment, Darts of Wounding x20, 2000 gold
<---------------------------------------------------------------------->
5) Continue through another door at (x=900, y=1550) to enter a room
with a rather ominous statue. Any Dungeons and Dragons veteran worth
their salt knows just by looking what particular critter that is, but
I won't ruin the surprise for you if you don't. Anyways, this room
contains some decent loot, the Crimson Dart +3 is a nice ranged weapon
for Edwin. It sure beats giving him Fire Tooth +3, which should always
stay on Jaheira as her ranged option. Also you'll find your first
infinite ammo case, just too late to be of any use. After all,
Firetooth +4 shoots off its own unlimited supply of '+2 Fire Arrows'.
Make sure to grab the Bell, which just screams 'quest related', and note
that there's another copy of Elminster's Ecologies-they really expect
you to know how to kill those critters listed therein.
***ITEMS***
(x=770, y=1200) Bullet +3 x10, Crimson Dart +3, Iol Gem,
Potion of Superior Healing, Chain Mail Armor +2,
History of the Imprisoned one
(x=600, y=1150) Case of Plenty +1, Elminster's Ecologies: Appendix IIIa
(x=500, y=1220) Bell
***TRAPS***
(x=770, y=1200)
(x=600, y=1150)
<---------------------------------------------------------------------->
6) Go through the door at (x=850, y=1200) and explore the main chamber
of this level, which is lined by statues. Who's guessing they won't
remain inactive forever? You may run into a few Mephits here, smite
them and note the two prominent features in this room. In the middle of
the level at (x=1450, y=1150) you'll find the inactive gate to the
next level. Its inactivity probably has something to do with the statue
at (x=700, y=700) depicting a figure with a book, a bell, and a candle.
One down, two to go, eh? Don't grab the Holy Book just yet, as the two
statues nearby will animate and attack. We'll deal with them shortly,
and there's no harm in leaving the Holy Book alone until we have the
bell and the candle.
***ITEMS***
(x=800, y=800) Holy Book
<---------------------------------------------------------------------->
7) Return to the main chamber and head across to the the first door
after the entrance (x=2000, y=1100). It's time to hit the eastern side
of the map. Through the door you'll face a collection of Shadow Fiends
and Shadows, and if they didn't trouble you in the Sewers under
Saradush, they won't trouble you now. Grab the Wardstone and head
through the door to the south-east (x=2770, y=1200) and loot the room
in the south-eastern corner to score a second Wardstone and another
Tattered Parchment. Go through yet another door to the south-west
(x=2600, y=1400) and destroy a Spellhaunt. More looting awaits you,
including another Handwritten Note and a Key.
***ITEMS***
(x=2250, y=900) Wardstone
(x=2450, y=1050) Potion of Superior Healing
(x=2550, y=1300) Tattered Parchment
(x=2800, y=1220) Wardstone, Potion of Superior Healing,
Scroll of Sphere of Chaos, Small Shield +2
(x=2400, y=1520) Handwritten Note
(x=2600, y=1500) Key, Potion of Extra Healing x4, King's Tears
<---------------------------------------------------------------------->
8) Now return to the room where you killed the Shadows, disarm the trap
(x=2000, y=900) and go through the door to the north-west at
(x=2000, y=750). Note the plaque at (x=1950, y=800) which mentions
'Giltham', who enjoyed curling up near the kitchen fire with a good
book. Disarm the multiple traps in this room and loot it. The Ammo Belt
is just another of various storage devices, the Tinderbox will help us
out later on, and the Scribbled Note mentions using the Tinderbox to
light the kitchen fires.
***ITEMS***
(x=2000, y=600) Tinderbox, Ammo Belt
(x=1900, y=600) Scribbled Note, Potion of Superior Healing x2
(x=1850, y=600) Quiver of Plenty +1, Handwritten Note
(x=1650, y=750) Gold Ring, Old Slippers
***TRAPS***
(x=2000, y=900)
(x=1800, y=750)
(x=2000, y=600)
(x=1850, y=600)
<---------------------------------------------------------------------->
9) If you haven't gathered from the multitude of hints the game has
given, it's time to go to the kitchen. Go back into the main chamber and
go through the door at (x=660, y=900) to reach the room in the
north-western corner of the level. In this room you'll find an Ooze
Mephit, three Green Slimes, and an Ochre Jelly. All you really have to
watch out for is the Ooze Mephit's Stinking Cloud, but this shouldn't be
of too much concern. Reduce them and go into the room, where you can
claim the Candle. Two down. Light the fireplace at (x=300, y=1100) for
some yummy quest experience.
***ITEMS***
(x=700, y=950) Bullets +2 x20, 1 gold
(x=600, y=900) Wand of the Heavens
(x=350, y=1050) Candle, Arrows +3 x20, Bolts +3 x20, Bullets +2 x20,
9 gold
***REWARD***
(For lighting the fires in the kitchen)
EXP 4000 (each character)
<---------------------------------------------------------------------->
10) After lighting the fires, the Archivist will appear and thank you.
He'll tell you about another ghost here, that of an old Priest who has
become forgetful in his old age. He warns you that the Priest has
developed quite a temper, and can be placated with his Old Slippers
(which we already have). He will also tell you that to gain access to
the lower level, we have to complete a ritual, first. Return to the
main chamber and head over to the large double doors at
(x=1400, y=700). These doors can be opened with the key we found in
Step #7.
<---------------------------------------------------------------------->
11) Head inside and ignore the imposing pair of Guardian Golems on
either side of the room. Activate the tomb at (x=1400, y=400) to summon
the Priest. He'll be very cranky, and will attack when you summon
him... unless, of course, you brought his slippers. He's an undead
Cleric, but far from being a bother like a Lich, he doesn't have the
spell defenses to make him truly threatening. He'll summon some
Skeleton Warriors to help him, but the Golems apparently decided they
had better things to do than bother me. Still, it's more rewarding
to give him his slippers. He'll even let you look through his
sarcophagus! Nobody likes having cold feet. Don't dwell on the fact
that, in terms of overall experience, you just gained about twice as
much experience for handing over a pair of Old Slippers as you did for
killing any Dragon thus far encountered.
***REWARD***
(For placating the Priest by giving him his Old Slippers)
EXP 20000 (each character)
<---------------------------------------------------------------------->
12) Once the Priest is dealt with, one way or another, search his
sarcophagus again to take a peek at his ceremonial robe, which will
allow you to see the Holy Ritual - Chapter XII, Verse XIV, as well as
earn you some experience. Well, there is only one thing left to do.
There's a statue that can be looted... some Golems that still haven't
gone hostile yet... we all know what's going to happen. Loot the statue
at (x=1050, y=400) and the Golems... do nothing. Huh. Umm... Oh right,
the Wardstones. Put them on the ground and the Golems will finally turn
hostile. Run to any smaller doorway and shoot them to death. Or if
they're extra dumb, they'll get caught on one another. Either way,
dispose of them for some experience. They're not nearly as strong as
Adamantite Golems, since they lack the damage resistance, but they're
still worth the kill. Stupid, obedient, wardstone-controlled Golems...
***REWARD***
(For searching the sarcophagus and learning the last part of the ritual)
EXP 8000 (each character)
<---------------------------------------------------------------------->
13) Now it's time to perform that ritual. Head up to the large statue
at the end of the main chamber (x=700, y=700) and search the altar
(x=900, y=800). It already contains the Holy Book we need, so place
the other two components (the Bell and the Candle) on the altar. The
two Statues nearby will animate and attack, but they're just melee
enemies... Smite them and loot one for the sword Foebane +3. The
'Guardian' will ask you to complete the ritual. The answers you need to
give are listed below, in order:
Answer #1: Ring the bell
Answer #2: Ring the bell
Answer #3: Light the Candle
Answer #4: Open the Book
Answer #5: Ring the bell
***REWARD***
(For completing the ritual)
EXP 25000 (each character)
Note From Lee:
Watch out for the Insect Plagues from the statues at (x=920, y=1050) and
(x=1200, y=850); having it used against you will demonstrate just how
potent this spell really is. I split the party into three groups, the
strongest of which goes after those statues immediately to prevent them
from casting their spells.
Note: During my first playthrough with the good party (the one around
which I based the original version of this guide) Foebane +3 did not
drop. I had remembered this weapon (useless, though it may be) from
previous playthroughs. Of course, since I didn't receive it, I couldn't
comment on it, and as a rule I refuse to look things up in wikis and
other resources for omissions my guides might have. Fortunately, it
dropped with my evil party. Long story short, sorry for the omission
of this weapon previously, for those of you who followed v1.00 of this
FAQ. I was aware of it, and I did get around to correcting
it-eventually.
<---------------------------------------------------------------------->
14) Once the ritual is complete, the remaining four statues will react
and attack. This includes the Gnoll Statue, the Golem Statue, and
the two Thief Statues, one of which is an archer, and the other of which
attacks in melee. I saw no real need for a special strategy, I let them
come to me and when they did, I had my protagonist cast Stoneskin. He
went to engage the archer, while the rest of my party ganged up on the
others and cut them all down one at at time. The melee Thief Statue will
drop Usuno's Blade +4, which really wants to be Celestial Fury, but
alas, it is not. The Archer Thief will drop an assortment of Arrows +3,
Arrows of Fire, Arrows, a Long Bow +3, and another Suryris' Blade +2.
You can now go through the portal to the next level at (x=1450, y=1150).
<---------------------------------------------------------------------->
15) Before you go, however, there are a few new items Cespenar can
create for us:
Blessed Bracers
---------------
(10000 gold)
(Paladin's Bracers)
First, if we're willing to spend 10000 gold we can upgrade the Paladin's
Bracers into Blessed Bracers. For that price, the bracers gain the
ability to cast Cure Critical Wounds once/day, and cast Resurrection
once/day. First, Cure Critical Wounds a day is nice, but not nearly as
nice as the Armor Class The Brawling Hands give Keldorn, and second...
we all know how I feel about Resurrection. If you don't die, you won't
need it.
Case of Plenty +2
-----------------
(5000 gold)
(Case of Plenty +1)
If you have Firetooth +4, you don't need this... except, however, that
the THAC0 bonuses from the bow stack with the ammunition. That's right,
at the point at which my Keldorn had this upgrade available, his
THAC0 was -9 for Firetooth, and -11 if he was using these arrows.
What's 5000 gold in exchange for a reduced THAC0? Note that this also
applies to the Quiver of Plenty +2. Imoen's THAC0 with the Gesen Bow
was a base of 6, but with the Quiver of Plenty +2, it went down to 4.
Win.
Foebane +5
----------
(5000 gold)
(Foebane +3)
(Fflar's Scabbard)
Finally, I'm able to record this weapon for version 1.01, after it
didn't drop the first time around in my version 1.00 playthrough. This
Bastard Sword is actually pretty damn good... its ability to cast
Larloch's Minor Drain each hit is tantamount to regeneration, stealing
four Hit Points per hit from the target and giving it to the attacker.
Good stuff. Also, this weapon deals extra damage against undead,
shapeshifters, and extra-planar beings... a huge host of creatures that
we'll be fighting a lot of... at least the undead and extra-planar
critters. The +1 bonus to saving throws is just icing on the cake.
Note that while the Larloch's Minor Drain isn't subject to a saving
throw, it is subject to magic resistance. I wouldn't consider this
weapon competition for other great one-handed weapons we'll get later
like the upgraded Flail of the Ages, Crom Faeyr, or the Axe of the
Unyielding... I wouldn't even say it's as good as Angurvadal, Spectral
Brand, or Hindo's Doom, but it's a decent brute-damage weapon, in any
event.
Quiver of Plenty +2
-------------------
(10000 gold)
(Quiver of Plenty +1)
(Rogue Stone)
Although it's expensive, this is pretty much obligatory for Minsc, or
any other dedicated archers who aren't fortunate enough to possess a
bow that creates highly enchanted arrows for them. Even though missile
fire is going extinct in the face of returning weapons and increasingly
devastating melee weapons, the THAC0 boost is nice, overall.
o======================================================================o
| Watcher's Keep, Level 2 |
o======================================================================o
Sequence of Events: {WLK056}
1) The Elemental Level
2) Information Imp
3) Activating the Air Lab
4) Air Library
5) Smashing Spiders
6) Slime Library
7) Sacking the Slime Lab
8) Infecting the Ice Lab
9) Mist Murder
10) Ice Library
11) Freezing Fire Elementals
12) Chromatic Demon
13) Crafting with Cespenar II
Watcher's Keep, Second Level (AR3016)
o======================================================================o
1) As soon as you arrive on this level a 'Chromatic Demon' will
initiate dialogue. It has been trapped in its cage for the last 1000
years, and is understandably upset by this. If you promise to free it,
it'll tell you more about the level, and since it insists it has to
activate the gate for you to continue, we might as well agree. It'll
tell you that four Mages used the powers of the elements to bind it
here, and you need to recover the Mage's four scepters to unlock its
cage. Yep, that's right kids, it's an elemental level. Doesn't it
seem like we did something like this before? Rituals, guardians,
elemental levels... Durlag's Tower? Ah well, go through the teleporter
at (x=1700, y=1450) if you want to open the side route to this level.
The Chromatic Demon may be stuck here, but we're not.
<---------------------------------------------------------------------->
2) Go through the door to the north-west (x=1700, y=1300) and
exterminate a pair of Fire Giants. After they're dead, disarm the traps
lying around the room, then head to the north-east to find an Imp, who
has been waiting around for a very, very, long time. Since you told it
that the masters are dead, it'll tell you a bit about the level-first,
the Chromatic Demon apparently caused the conflict that killed the Mages
who imprisoned it. Second, the four elements used by the oft-competing
Mages are Air, Slime, Cold, and Fire. Slime? Whatever. Each Mage's
creations, pets, and guardians were segregated to their own labs, and
thanks to the Chromatic Demon's insinuations and lies, the Mages
conspired against each other. You'll need to use one Mage's elemental
powers against the creatures of another to kill them. First, however,
we need to get the fans started to power up the level. The Fire
Library Note will let you know that the Chromatic Demon is weak
against fire when it's in its ice incarnation. The Wand of Cursing
might seem like a nifty item, but since all of its effects can be
negated by one save (with no penalty) it's rather obsolete by now. I've
said it before, but why not just use Chaos, instead? Multiple targets,
and they must save at -4.
***ITEMS***
(x=1400, y=1050) Potions of Superior Healing x6, Throwing Axes x50,
8 gold
(x=1200, y=1200) Silver Necklace, 1 gold
(x=1000, y=1050) Silver Necklace, Dart of Wounding x20,
Arrows of Fire x40, Arrows of Ice x40, Acid Arrows x40,
Bolt of Lightning x40
(x=1000, y=950) Throwing Dagger x40
(x=1100, y=880) Antidote x4, Elminster's Ecologies: Appendix IIIa,
Handwritten Note
(x=1260, y=760) Potion of Cloud Giant Strength, Arrows +3 x40,
Potions of Superior Healing x5, Bolts +3 x40,
Bullets +4 x20, Wand of Cursing
(x=1360, y=860) Fire Library Note, Dart of Stunning x20, Dart +1 x20,
Dart of Wounding x20
***TRAPS***
(x=1350, y=1000)
(x=1150, y=950)
(x=1260, y=760)
(x=1360, y=860)
(x=800, y=1400)
<---------------------------------------------------------------------->
3) Go through the door to the north-east at (x=1800, y=650) to reach the
air lab and activate the wheel in the center of the room
(x=2050, y=500). Once the fan starts up, Greater and Lesser Air
Elementals and the Guardian of Air will show up and lightning will shoot
all over the place. If you send Jaheira in to do this alone, she'll be
protected from damage due to her Harper Pin... at least from the
electricity. Run back to the fire library and gang up on the Elementals
and the Guardian with your full party. Kill them and grab the Air
Scepter from the remains of the Guardian of Air. Return to the air lab
with Jaheira and have her activate the wheel again to turn the fan
setting up to high-which should also get rid of the annoying lightning.
<---------------------------------------------------------------------->
4) Now close the door separating the fire library and the air lab,
leave the fire library and head back to the central room. Go through
the door to the north-east (x=2400, y=1300) to enter the air library.
Kill the Golems guarding the Air Library (for me it was two Clay Golems,
a Stone Golem, and an Iron Golem-most of which Anomen/Korgan merrily
smote with a single swipe of Crom Faeyr), then open the dorr to the
north-west. The whole point of this is to get the air flowing from the
air lab, through the air library, and down into the slime lab. Grab the
Air Library Note and it'll mention two things worth noting-first, that
the Chromatic Demon's slime incarnation is vulnerable to lightning.
Second, that we need to open the south-western door to the slime lab to
blow the poison mist out of the room and leave the creatures in the
slime lab vulnerable. So open the door connecting the air library and
the slime lab (x=3400, y=1400) and retreat-feel free to kill whatever
Poison Mists and Green Slimes venture out of the lab after you, but do
not head into the lab yourself. If you insist on heading into the slime
lab, you'll find that the enemies have very high damage resistance, and
Green Slimes constantly respawn. Head back to the central room.
Note: You may also encounter two Ice Golems, two Iron Golems, and a
Sand Golem-a pretty rough fight.
***ITEMS***
(x=2600, y=1000) Silver Ring, Bullets +3 x20, Bullets +2 x40,
Bolts of Lightning x40
(x=3000, y=900) Air Library Note
(x=3100, y=950) Dart +1 x40, Bullets +1 x40, Sunstone Bullets x20,
Antidote x3, Bolts of Lightning x40, 1 gold
(x=3100, y=1000) Elminster's Ecologies: Appendix IIIa, Handwritten Note
***TRAPS***
(x=2650, y=1150)
(x=2800, y=1050)
<---------------------------------------------------------------------->
5) From the central room, head through the door to the south-east
(x=2400, y=1800) to reach the slime library. Don't go in too far, as
traps abound, instead creep forward to see what greets you. In this case
it's a handful of Mutated Spiders, a pair of Vortex Spiders, and a pair
of Sword Spiders. Don't let their size fool you, the Mutated Spider's
poison is lethal, and they hold up fairly well in melee combat, too. My
protagonist, however, is immune to poison thanks to the Ring of Gaxx,
and is once again my response. Any damage he might sustain can be
negated by Stoneskin, or more lazily, regenerated after the fight due
to the Ring of Gaxx. Vortex Spiders can create a 'Vortex Web' that
inflicts Slow upon a character, but overall, they're not that
threatening. Is there anything that can kill my protagonist? Yes. But
I've made it very hard for most things to kill him. Since we know where
the enemies are ahead of time, Edwin simply tosses out a Horrid Wilting
to speed things up.
Note: The creatures in this lab do not appear until you approach one of
the doors leading to the slime lab. Since we did this in Step #5, you
should have friends waiting for you in the slime library. In fact, most
of the library encounters seem to work like this-so if the library is
apparently empty when you first visit, check back after visiting
adjacent labs. Also note that instead of the encounter listed above, you
could instead have to face six Mutated Spiders.
<---------------------------------------------------------------------->
6) Once the spiders are dead, I begin slowly searching the room for
traps, as is mandatory in dungeons like this. After we've disarmed the
traps, loot and read your pilfered Slime Library Note. It'll tell us
that the Chromatic Demon is weak against acid and poison in its air
incarnation, and that we can kill whatever lurks in the ice lab by
blowing the poison mist from the slime lab through the slime library
and into the ice lab.
***ITEMS***
(x=2550, y=2100) Elminster's Ecologies: Appendix IIIa,
Arrows of Piercing x40
(x=2900, y=1900) Key, Antidote, 73 gold
(x=3000, y=2200) Bolt of Biting x40, Acid Arrows x80, Antidote x2,
38 gold
(x=3200, y=2100) Slime Library Note, Potion of Extra Healing x5
***TRAPS***
(x=2650, y=2100)
(x=2800, y=2100)
(x=2900, y=2100)
(x=2700, y=2300)
<---------------------------------------------------------------------->
7) I keep everybody but my protagonist in the central room and open
the door to the slime lab at (x=3400, y=1700), which can be opened with
the key we found in the slime library. The poisonous gases in the slime
lab should blow harmlessly past my protagonist and begin to foul up the
slime library, leaving the slime lab free of toxins and safe for my
party to plunder. They head up to attack the slime lab through the air
library, and once they begin fighting in the slime lab, my protagonist
joins them from the south. The Giant Snake is the 'boss' of the lab, and
will drop the Slime Scepter when it dies. It can also stun if it hits,
so make it your priority in combat. Be sure to loot the central slime
pit (x=3600, y=1600) for the Flail Head (Poison) yet another part of
the wondrous Flail of the Ages, which has long needed-and now received-
an upgrade. Note that this pit in the middle of the room can deal damage
to you if you stand too close (you'll know this is happening if the
Melf's Acid Arrow symbol is on a character and they are... you know,
dying.) My protagonist, wearing the Cloak of Mirroring, is immune to
this effect and can safely approach-and loot-the acid pool.
***ITEMS***
(x=3600, y=1600) Flail Head (Poison), Antidote x5
<---------------------------------------------------------------------->
8) My protagonist heads back into the slime library, which is now
filled with the poison mist from the slime lab. I head through quickly
so I don't suffer much damage and open the door to the ice lab at
(x=2350, y=2500). Once the door is open and the mist is in the lab,
I bring forth any character with a highly-enchanted ranged weapon.
Since the Ice Mists and the Ice Golem won't leave their lab, I just
shoot them to death. If you don't send in the poison mist, the Ice
Golem and Ice Mists are just outright immune to damage. Note that even
with the poison mist, the Ice Golem is still immune to anything less
than a +3 weapon. Also note that despite the benefits granted by the
various unlimited ammo items, they do make otherwise powerful weapons,
like the Gesen Bow, count as +2 when they normally count as +4. Adjust
as necessary. Grab the Ice Scepter from the remains of the Ice Golem,
as well as a Horn. If you choose to do battle inside the ice lab
(not recommended) you'll take damage from the poison mist, and you'll be
slowed-apparently from the cold.
<---------------------------------------------------------------------->
9) To reach the ice library, I close the door separating the slime
lab from the slime library so I can safely walk through the ice lab.
I send my protagonist through the door (x=1800, y=2500) alone, as he'll
encounter some mists in the ice library. A pair of Vampiric Wraiths,
a Wandering Horror, and a Poison Mist are my greeting party, and since
the Vampiric Wraiths like to go invisible when they're hurt and chase
after Imoen/Edwin, I close the door behind me and cast True Sight. THEY
can't open doors, those lazy incorporeal bastards.
<---------------------------------------------------------------------->
10) Once they're dead, I disarm the traps in the room and loot as
normal. The Wand of Spell Striking is a handy Mage-killer, since it
blasts the enemy with Breach and Pierce Magic at the same time. Sure,
we can Spell Trigger better defense-breaching spell assaults, but it's
handy in a pinch. Also grab the second horn. I wonder if it goes on
something, something unadorned, that could use two horns on it. A
helmet, perhaps? Finally, the Ice Library Note gives us the obvious
advice that the Chromatic Demon in its natural, or 'fire incarnation'
can be harmed by cold. It'll also tell you that to kill the Fire Giant
in the fire lab, you need to lure the Fire Elementals in the lab into
the ice lab, and kill them there.
***ITEMS***
(x=1300, y=2350) Arrows of Ice x40, Arrows of Fire x40, 6 gold
(x=1600, y=2150) Handwritten Note
(x=1350, y=1950) Wand of Spell Striking, Star Sapphire
(x=1300, y=2050) Zircon Gem, Bolt of Lightning x40, Bolt +2 x40,
Elminster's Ecologies: Appendix IIIa
(x=1000, y=2100) Horn, Lynx Eye Gem, Arrows of Dispelling x5,
Arrows +2 x40, 1 gold
***TRAPS***
(x=1400, y=2250)
(x=1350, y=1950)
(x=1100, y=2100)
<---------------------------------------------------------------------->
11) Well, let's put that plan into motion. Open the door at
(x=700, y=1800) and wait for a Greater Fire Elemental to spawn. Avoid
the Fire Giant and lure the Elemental into the ice lab. This isn't
difficult, because the Fire Giant won't wander too far form the lab.
Once they enter the ice lab they'll freeze, you'll gain 22,000
experience, and you can then shatter them with a single blow. Once
four Elementals have bit the dust you'll be able to tackle the Fire
Giant. Since he won't leave the fire lab for long, you can kill it with
ranged weapons (or do hit-and-run backstabs). When it dies, loot its
body for the Fire Scepter, the Helm of the Rock-hey, that's where the
Horns go!-and 100 gold.
***ITEMS***
(x=500, y=1600) Potion of Fire Resistance x3
<---------------------------------------------------------------------->
12) Now it's time to free the Chromatic Demon. But first, let's prepare,
just in case it decides to-against all odds-turn hostile on us. I know,
why would a trapped demon ever turn on its rescuers? But still, better
safe than sorry. The Chromatic Demon randomly shifts its form, which
opens it up to various types of damage, and makes it immune to
everything else. Instead of preparing spells for every form, I instead
focus on one form. I prepare as many fire spells as I can and wait for
it to turn into its ice incarnation. Why fire? Fire has some of the
best, direct damage, single target spells, like Flame Arrow and Flame
Strike. Also, Keldorn and Jaheira readily do damage with Fire Tooth +3
and Firetooth +4, and Aura of Flaming Death and Fire Shield (Red) allow
us to deal damage defensively! Naturally, I'll have to focus all the
magic I can on the Chromatic Demon in order to take it down quickly, as
if it shifts form... well, trouble may ensue. Before I free the critter,
I prepare multiple cases of fire-damage spells, then chain up the
spells via Spell Trigger and Spell Sequencer (which can each instantly
shoot off three Flame Arrows). I wait until the Chromatic Demon turns
into the ice incarnation and quickly activate the cage (x=2100, y=1400).
When he comes out, he'll decide to take his anger out on us. Truly, I
am astonished. Anyways, as soon as the fight starts Imoen/Edwin begins
casting Time Stop, while my protagonist lets loose his Spell Trigger.
During the Time Stop sequence, Imoen/Edwin fires off a Spell Trigger,
Spell Sequencer, and Minor Spell Sequencer all in one go (alternatively,
Edwin has the luxury of simply casting three Incendiary Clouds in one
Time Stop sequence-a very effective technique, especially if he's got
somebody to serve as bait. Korgan in Red Dragon Scale armor with a
Ring of Fire Resistance, for example, or Viconia with such a ring and
Aura of Flaming Death active). This should be more than enough to kill
the Chromatic Demon. Loot the dead demon for the Circlet of Netheril,
the Portal Key, and Ixil's Spike, a rather weak 'Dagger' that is part
of a very powerful weapon. We can now access the portal at
(x=2400, y=1400).
***REWARD***
(For unleashing the Chromatic Demon from its prison)
EXP 20000 (each character)
***VIDEO***
Haeravon Plays: Baldur's Gate 2 Enhanced Edition -
Chromatic Demon {VID012}
<---------------------------------------------------------------------->
13) First, however, I need to pay Cespenar a visit. He can create a
few new toys for us, including:
Circlet of Netheril
-------------------
(5000 gold)
(Circlet of Netheril)
(Bronze Ioun Stone)
What Mage wouldn't be better off with ten more Hit Points and a bonus
7th and 8th level spell? Well, I'll keep Vhailor's Helm, but
Imoen/Edwin, or any other helmet-shy Mage will surely benefit from
the Circlet of Netheril.
Flail of the Ages +4
--------------------
(5000 gold)
(Flail Head (Poison))
(Flail of the Ages +3)
Not the greatest upgrade in the world-the Flail of the Ages was already
an awesome weapon with a +3 modifier, though, and having an extra bonus
to hit, two extra points of damage, and a lower speed factor is
certainly worth the 5000 gold. Besides, you need to upgrade this step
to make the next-and final-upgrade to the weapon.
Helm of the Rock
----------------
(5000 gold)
(Helm of the Rock)
(Horn)
(Horn)
Eh... so it gets the ability to cast Aura of Command three times per
day. It still doesn't say that it protects my skull from critical
hits. Frankly, I want to kill enemies, not scare them, and a -2 save
still doesn't beat Chaos.
o======================================================================o
| Watcher's Keep, Level 3 |
o======================================================================o
Sequence of Events: {WLK057}
1) Yakman
2) Yakman's Abode
3) Unraveling the Maze
4) Making the Best of a Baatezu Situation
5) Tiefling Attack
6) Goodnight Ladies, Ladies Goodnight
7) More Demonknights
8) The Purifier
9) Quasits Gone Wild
10) Glabrezu, Red and Blue
11) Terrorizing Tahazzar
12) Ka'rushing Ka'rushur
13) Destroying the Demon Wraith
14) Aesgareth's Game
15) The Half-Demon in the Details
16) Sigil Smackdown!
17) Crafting with Cespenar, III
18) The Deck of Many Things
Watcher Keep, Third Level (AR3003)
o======================================================================o
1) As soon as you enter the level head south... or rather, south
according to the compass on the floor in front of you, which we'll use
to orient ourselves for this level (even though it's actually
south-east). At (x=920, y=700) you'll find Yakman, who will deduce that
you are demons wearing illusions, and run to the south. Head after him
to find a portal (x=1350, y=1100).
Yakman's Abode (AR3011)
o======================================================================o
2) The portal will take you to another part of the level (or rather, to
a different map altogether). Grab the Bard's Gloves off the ground
(x=620, y=630) and loot the looney Elf's makeshift shelter to obtain
his Journal and the Scepter of Radiance. One makes navigating the maze
easier, and the other makes escaping this level possible. Talk to
crazy Yakman, and if you are talking to him with an Elf (Viconia or
Aerie, for example) or a character with a Charisma greater than 15
(Keldorn for example) he'll tell you that the level is populated with
Demons, Demons that often are more interested in killing each other than
in killing interlopers. He'll also tell you that he broke the way out,
and you need to fix the portal he broke with a rod (the Scepter of
Radiance) but unfortunately the rod is broken, too. It's missing three
gems, which we'll undoubtedly have to wrest from the hands of the
denizens of this dungeon. If you have not spoken to him with an Elf or
a high-Charisma character, you will have to cast Heal on him (thus
restoring his sanity) before you can talk to him. Since you gain a bit
of experience for it, every party should cast heal on Yakman. Once
you're done dealing with Yakman/Tamolin, you're ready to mess with the
portals nearby. If you head through the portal to the north, you'll be
returned back to the beginning of the area. On the other hand, if you go
through the portal to the south (x=900, y=700) you'll be transported
outside of Watcher's Keep. That's right, Yakman was camping right near
the exit portal the whole time... if only he had the Vigil Stone with
which he could have effected his egress...
***ITEMS***
(x=850, y=350) Madman's Journal, Diamond, Dart of Stunning x5,
Studded Leather Armor +1, Long sword,
Scepter of Radiance, 42 gold
***TRAPS***
(x=850, y=350)
***REWARD***
(For restoring Tamorlin's sanity)
EXP 5000 (each character)
<---------------------------------------------------------------------->
3) Now, one of the great things about writing a FAQ (from the FAQ
writer's perspective) is how much more you learn about the game.
Something about writing things down, trying to make it legible and
easy to understand, and to test every possibility just seems to add to
one's knowledge. Funny thing, that. Difficult battles, complex-seeming
character relationships, and in-game mazes and puzzles are of particular
interest to me. The more detail a writer can provide, the more confident
you can be that said writer actually understands the game (and this
makes following the writer's advice easier to stomach). So, instead of
just providing you with a step-by-step walkthrough of this dungeon, I
feel compelled to provide a map, to show you how it works. And yeah,
you guessed it, creating this unwieldy beast did much to improve my
understanding of this part of the game.
o===============================================o
| Key |
o===============================================o
(AR3000) Outside Watcher's Keep
(AR3003) Compass Room
(AR3004) Baatezu Room
(AR3005) Tieflings
(AR3006) Succubus and Alu-Fiends
(AR3007) Cambion and Demonknights
(AR3008) Cornuguns vs. Balor
(AR3009) Quasits Playing with Wild Magic
(AR3010) Glabrezu Summoners
(AR3011) Yakman's Abode
(AR3012) Tahazzar and Company
(AR3013) Ka'rashur and Company
(AR3014) Demon Wraith and Slave Wraiths
(AR3015) Aesgareth's Enclave
[DEAD] Dead Magic Zone-All Spell Fail
[NORM] Magic Functions Normally
[WILD] Wild Magic Zone
o========o o========o o========o
|(AR3003)| |(AR3012)|<---|(AR3004)|
| [NORM] | | [NORM] | | [DEAD] |
o========o o========o o========o
^ ^
o========o | o========o | o========o
|(AR3008)| | |(AR3016)| | |(AR3008)|
| [DEAD] | | | | | | [DEAD] |
o========o | o========o | o========o
^ | ^| | ^
| | |v | |
o========o o========o o========o o========o o========o
|(AR3004)|<---|(AR3009)|<---|(AR3003)|<---|(AR3008)| |(AR3012)|
| [DEAD] |--->| [WILD] | | [NORM] |--->| [DEAD] |--->| [NORM] |
o========o o========o o========o o========o o========o
^| ^| | |
|v |v v v
o========o o========o o========o o========o
|(AR3006)| |(AR3011)| |(AR3006)| |(AR3004)|
| [NORM] | | [NORM] | | [NORM] |--->| [DEAD] |
o========o o========o o========o o========o
^| ^| |
|| |v V
|| o========o o========o o========o
|| |(AR3000)| |(AR3008)|<---|(AR3006)|
|| | | | [DEAD] | | [NORM] |
|| o========o o========o o========o
|| o========o
|| |(AR3015)|
|| o========o
|| ^
|| o========o
|| |(AR3014)|
|| o========o
|| ^|
|v |V
o========o o========o o========o o========o
|(AR3013)| |(AR3007)|<---|AR(3007)| |(AR3003)|
| [NORM] | | [NORM] |--->| [NORM] | | [NORM] |
o========o o========o o========o o========o
| ^| ^
v || |
o========o o========o || o========o
|(AR3010)| |(AR3013)| || |(AR3010)|
| [NORM] |--->| [NORM] | || | [NORM] |
o========o o========o || o========o
|v V
o========o o========o o========o o========o o========o
|(AR3009)| |(AR3005)| |(AR3003)|<---|(AR3005)|<---|(AR3010)|
| [WILD] |--->| [WILD] | | [NORM] | | [WILD] |--->| [NORM] |
o========o o========o o========o o========o o========o
Helping Ka'rashur Route:
(AR3003) --> (AR3011) --> (AR3003) --> (AR3008) --> (AR3006) -->
(AR3013) --> (AR3008) --> (AR3012) --> (AR3004) --> (AR3009) -->
(AR3006) --> (AR3013) --> (AR3010) --> (AR3005) --> (AR3007) -->
(AR3014) --> (AR3015)
Helping Tahazzar Route:
(AR3003) --> (AR3011) --> (AR3003) --> (AR3008) --> (AR3012) -->
(AR3004) --> (AR3009) --> (AR3006) --> (AR3013) --> (AR3006) -->
(AR3004) --> (AR3012) --> (AR3004) --> (AR3006) --> (AR3013) -->
(AR3010) --> (AR3005) --> (AR3007) --> (AR3014) --> (AR3015)
Good Party Round-the-Maze Route:
(AR3003) --> (AR3011) --> (AR3003) --> (AR3008) --> (AR3012) -->
(AR3004) --> (AR3009) --> (AR3006) --> (AR3013) --> (AR3010) -->
(AR3005) --> (AR3007) --> (AR3014) --> (AR3015)
Of course, I'm not just writing this to provide confusing, probably
useless maps, I'm supposed to tell you-in a specified sequence of
events-how to go about exploring each level. I know, I know. Before we
go wandering off, however, some notes about this level. Each portal
takes you to a new area, but each area has its own rules governing
magic. Some areas are magic dead zones (the blue rooms), where you'll
suffer a 100% spell casting failure rate. Others are wild magic zones
(red rooms), where magic becomes... unpredictable. For either one, you
should consider the area a no-magic zone, since wild magic is at least
as harmful as just not casting anything at all, and potentially much
worse. What route you want to take will depend on your alignment. This
maze houses two powerful groups of hellions, a group of Tanar'ri led by
Tahazzar (AR3012), and a group of Baatezu led by Ka'rashur (AR3013).
If you are evil or neutral, and you pick dialogue option #3 when dealing
with either one of them, they'll go ask you to kill the other one. Once
you've spoken to one, the other will 'smell' the other on you and
attack. There's a decent reward for neutral or evil parties if you bring
the heart of one back to the other, and note, it's your protagonist's
alignment which matters, not anyone else's. The reward is the same
either way, so what's your motivation for picking one over the other?
Baatezu are lawful, and Tanar'ri are chaotic. That's about it. The best
thing to do is to side with one or the other, get the reward, and then
exterminate the group you sided with, too. They are, after all, evil
creatures, regardless of whether they're chaotic or lawful. If you have
a good protagonist, you'll just have to fight them when you meet them.
It doesn't always pay to be good, it seems. Which you want to side
with, if either, will affect your route through this place, as listed
above. Since, however, this is your game and I don't feel like writing
three different routes, I will detail each area in order by its
(AR####), and let you pick your own route through the maze. With my
suggestions and map, above, this shouldn't be too much trouble for you.
Baatezu Room (AR3004) [WILD MAGIC]
o======================================================================o
4) This room kinda just sucks. It's got wild magic, meaning any
spellbuffs you have on will disappear as soon as you enter, and
recasting them is perilous, at best. Inside are two Cornugons who are
going to cause trouble with their fear, a Pit Fiend, and two Velithuu,
who have ranged attacks and like to prey on characters running around
in fear. This is one of the few fights where I just rely on luck and
some Greater Whirlwinds to simply out-muscle the opposition. There are
traps in front of the portals in this room, but the trap near the
portal you'll appear at (x=500, y=450) just slows you for a few
seconds, so it's not really worth worrying about.
***TRAPS***
(x=500, y=450)
(x=1100, y=470)
(x=1100, y=850)
(x=500, y=850)
Tieflings (AR3005) [WILD MAGIC]
o======================================================================o
5) Another supposedly wild magic room, although the Tiefling spellcaster
inside will seem to have little trouble getting off her spells. The
other Tieflings have the right idea, two of them are Fighters who will
use Whirlwind Attack, and another is a Thief who will use Assassinate.
I send in my protagonist to distract the three melee Tieflings, while
every character with a ranged option attacks the Mage. Hopefully I can
stay away from the enemies with my protagonist and provoke them into
using-and wasting-their abilities. If push comes to shove, however, I
respond with overwhelming Greater Whirlwind attacks of my own, and by
now my protagonist, Keldorn, Korgan, Minsc/Sarevok, and Jaheira can
all contribute. They'll also have a dog, Aranthis, with them, but I'll
be damned if I could see what it did other than bark and get in the way.
It sure didn't put up much of a fight. Both of the Tiefling Fighters
dropped a pair of Battle Axes +2, a Potion of Fire Giant Strength, some
Potions of Superior Healing, a suit of Plate Mail Armor, and 48 gold.
The Tiefling Thief dropped a suit of Leather Armor +3, a Dagger +2, a
Short Sword +2, two Potions of Superior Healing, and 242 gold. Aranthis
dropped a Dagger +1... makes me wonder where he kept it... and the Mage
left behind a Bloodstone Amulet, a Wand of Spell Striking, a Cleric's
Staff +3, and 110 gold.
Succubus and Alu-Fiend Room (AR3006) [NORMAL MAGIC]
o======================================================================o
6) You can reach this room from (AR3004), (AR3008), (AR3009), or
(AR3013). Either way is fine, although I usually come through (AR3008).
Inside this room is a Succubus, who will offer to take you through the
maze safely in exchange for a kiss. Succubus kisses inflict level drain,
but if she sets her eyes on my protagonist, I can safely reach (AR3015)
this way. But that's for sissies, and bypasses a lot of good loot, as
well. Instead, I refuse and start a fight. The biggest threat here is
that the Succubus and her Alu-Fiends will try to charm party members.
Think Sirines, from Baldur's Gate 1. My party is led by my protagonist,
who is immune to charm effects thanks to the Equalizer, and Keldorn,
who has a 60% resistance to magic, so I feel fairly safe. If you kept
any of the abundant Helms of Charm Protection, you can strap those on,
as well. My protagonist heads in and attacks the Succubus, while the
rest of the party helps out with ranged weapons. Keldorn uses True Sight
to keep them honest, and, with their primary means of attack removed
they go down fairly easily, although if they're dealing too much damage
to my protagonist, I may have to use Stoneskin. The Alu-Fiends will drop
Potions of Extra Healing and Oils of Speed when they die, and they will
all drop some minor loot, besides.
Cambion and Demon Knights (AR3007) [NORMAL MAGIC]
o======================================================================o
7) As soon as I enter this room, I move Anomen/Viconia to the front line
(if I have the Mace of Disruption +2) or just my protagonist. A Cambion
occupies this level, but he's the least of our concerns, as four Demon
Knights will gate in to help him. My front line presents a level-drain
proof shield for the rest of my party, who equips whatever ranged
weapons they have and fires at the Demon Knights. To start the fight, my
protagonist heads forward to present himself as the sole target of the
inevitable round of Remove Magic, Symbol: Fear, and Power Word spells,
which can be countered with Spell Immunity: Abjuration and Spell
Immunity: Conjuration, respectively. If they fail to remove my defenses
and inflict fear upon my protagonist, I'm gold. From then on I just use
Anomen/Viconia and my protagonist to chop them down as quickly as
possible, with the rest of my party providing ranged support. The
Cambion, for his part, is of no real concern. He always seemed more
interested in hiding than fighting, and only crawled out to face me once
Keldorn had thrown up a True Sight. Of course, with a well-built
protagonist I was able to just spam Greater Whirlwind attacks and kill
two Demon Knights a round. The best defense, and all that rot... Each
Demon Knight will drop a Two Handed Sword +1, while the Cambion will
leave behind a suit of Chain Mail Armor, a Bastard Sword +1, and some
gold.
Balor/Cornugon Room (AR3008) [DEAD MAGIC]
o======================================================================o
8) This room can be reached by going east from the Compass Room
(AR3003). It can also be reached by (AR3004), (AR3006), and (AR3012).
This room contains a Balor and three Cornugons. The three Cornugons will
team up on the Balor, but that experience would better aid us, don't you
think? Attack the Balor quickly and cut it down, then turn on the
Cornugons. They can cause you to bleed, produce a fear effect, and will
certainly try to lower your magic resistance. Don't bother casting any
spells, however, as this is a dead magic room-all spell casting has a
100% chance of failure. Now, notice the huge rock in the middle of
the room (x=600, y=500)? If you activate it, you'll get the following
message:
"WITH MY LAST BREATH I PLACE MY GREATEST PRIZE
FOREVER BEYOND THE REACH OF ALL THE EVIL AROUND ME."
This barrier is as good as solid to a neutral or evil character, but
activate it with a good character-say, Keldorn-and you'll obtain a
very nice Bastard Sword, the Purifier +4. It gives 20% magic resistance,
and deals four additional damage to chaotic evil creatures. It's
definitely trying to be a one-handed Carsomyr, but it just doesn't
quite stack up. Both Carsomyr and the Purifier can be upgraded with an
item we'll get later... and something tells me that Carsomyr is going to
win when I have to decide which weapon to upgrade.
Quasits in Wild Magic Room (AR3009) [WILD MAGIC]
o======================================================================o
9) In this room you'll find a number of Quasits that seem to think
throwing around spells in a wild magic room is a good idea. Honestly,
I just turn the AI on and let my party mop them up. They'll get off
some spells, and some really weird crap can happen. They've summoned a
pack of hostile squirrels before, and turned my protagonist into a
wolf for a few rounds, one even summoned up a cache of gems, which I
obtained when it died. Most of the things they'll do are low-level
effects, and chances are they'll hurt themselves as much as they'll
harass you, but you might see spells such as Flesh to Stone, so... well,
just hope you don't get hit by anything too rough.
Glabrezu Summoners (AR3010) [NORMAL MAGIC]
o======================================================================o
10) Only two enemies initially present themselves: a pair of Glabrezu.
The red one summons Greater Fire Elementals, and the blue one summons
Ice Salamanders. Both will also use an area-of-effect elemental spell,
the red one uses Incendiary Cloud, while the blue one uses a... cold
version? If you hide out near the northern or western portals, you will
only have to fight the Salamanders, giving you time to spell-buff before
attacking the Glabrezu. Elemental protection and basic combat buffs
come recommended. Once ready, jump on the red Glabrezu and chop it down,
then focus on the blue one, and finally mop up whatever opposition is
left. They will both only summon several minions before they cast
Stoneskin, a Fireshield (red for the red one, blue for the blue one)
and attack. You can get a little bit of grinding done here, if you want
to let them summon their minions.
***ENHANCED EDITION***
I really don't remember the Glabrezu using their area-of-effect spells
in the vanilla edition, but maybe my memory is going?
Tahazzar's Chamber (AR3012) [NORMAL MAGIC]
o======================================================================o
11) In this chamber you'll find Tahazzar (x=700, y=650), a powerful
Baatezu who will ask for Ka'rashur's Heart if you're evil or neutral
and you pick dialogue option #3. If you're good, or if you've spoken to
Ka'rushur previously you'll be attacked at the end of your conversation.
Tahazzar is joined by three Glabrezu, three Quasits, a Succubus, a
Yochlol, which looks like a Dark Elf, for some reason (I smell lazy
developers...) and a pair of invisible Maurezhi. I prefer to side with
Tahazzar if at all possible, as he is only approachable through two
wild magic zones, meaning you won't get a chance to spell-buff before
you come here.
If I'm forced to fight, however, I cast Stoneskin on my protagonist,
Remove Fear on the party via Anomen/Viconia, and Haste via Edwin/Imoen.
Keldorn uses True Sight to keep the Yochlol and various other demons
from disrupting my attack strategy with invisibility. My protagonist
immediately runs forward after hostilities start, straight at the
Yochlol, which can level drain. With any luck, I'll draw the attention
of two of the Glabrezu and perhaps Tahazzar himself. Keldorn, Imoen,
Jaheira, and Minsc all concentrate fire on the Succubus to prevent her
from charming anybody, and Anomen confronts the Glabrezu opposite the
Yochlol. When the Succubus dies, I have Minsc focus on one of the
Maurhezi, while Imoen and Jaheira tackle another. Keldorn equips
Carsomyr and heads straight at Tahazzar, and as more characters finish
off their targets, they focus on Tahazzar. The real annoying part is
after all the heavy hitters are dead, when you have to clear out the
Quasits, who for some reason are on hyper invisibility. They'll blink
in and out, staying around just for a second before disappearing. I let
the AI handle them at this point, since they're more annoying than
threatening. If you side with Tahazzar, you can simply head to your
Pocket Plane after giving him Ka'rushur's Heart, spell buff, return,
and attack on your own terms. Much easier. This is, of course, the
tactic my evil party adopts, since they have the luxury of siding with
one of them... otherwise the strategy remains mostly the same, just
substitute Keldorn for Korgan, Imoen for Edwin, Minsc for Haer'Dalis or
Sarevok, and Anomen for Viconia... standard operating procedure. Also,
starting out with a backstab certainly can't hurt things. If you kill
Tahazzar he'll drop his heart and a Scepter Gem, and if you give him
Ka'rahur's Heart, he'll just hand over the Scepter Gem... and the
Thieves' Hood.
***ITEMS***
(x=650, y=300) Arrows +3 x10, Potion of Superior Healing x2,
Throwing Dagger x2, 1920 gold
***TRAPS***
(x=650, y=300)
***REWARD***
(For bringing Ka'rushur's Heart to Tahazzar)
EXP 20000 (each character)
Item Specter Gem
Item Thieves' Hood
***VIDEO***
Haeravon Plays: Baldur's Gate 2 Enhanced Edition -
Tahazzar {VID013}
Ka'rushur's Chamber (AR3013) [NORMAL MAGIC]
o======================================================================o
12) Ah, now this is the hellion I prefer to fight. If you've spoken to
Tahazzar already, or if you're good, you'll be attacked at the end of
the conversation. If you're neutral or evil and haven't spoken to
Tahazzar, however, Ka'rushur will talk with you. Pick dialogue option
#3 to offer to get him Tahazzar's Heart. Since you can approach him
through (AR3006), however, you can spell-buff before fighting him and
his minions, whereas with Tahazzar you cannot. I cast the typical
spell-buffs before entering, especially Remove Fear, as the Cornuguns
will cause me grief if I don't. After that, this fight is largely
melee in nature. There's no Yochlol, no invisible Maurezhi, and the
Erinyes doesn't worry me as much as the Succubus did. If you attack,
the Baatezu will be joined by a trio of Bone Fiends and a Velithuu.
This gives them a lot of melee power, but my protagonist presents a
convenient target, and if he's been well spell-buffed, they won't rip
down his defenses until their numbers have been significantly reduced,
if at all. Ka'rushur will leave behind his heart, and a Scepter Gem,
while the Erinyes will drop a Long Sword +1.
***ITEMS***
(x=970, y=370) Potion of Superior Healing, Laeral's Tear Necklace,
Star Sapphire, Arrows +3 x10, Throwing Axes x5,
Studded Leather Armor +2, 450 gold
***TRAPS***
(x=970, y=370)
***REWARD***
(For bringing Tahazzar's Heart to Ka'rashur)
EXP 20000 (each character)
Item Specter Gem
Item Thieves' Hood
***VIDEO***
Haeravon Plays: Baldur's Gate 2 Enhanced Edition -
Ka'rushur {VID014}
Demon Wraith and Slave Wraith Room (AR3014) [NORMAL MAGIC]
o======================================================================o
13) Before this pain in the ass fight, I cast a Remove Fear and use
Limited Wish to bestow protection from undead while in the relative
safety of the Cambion and Demonknight Room (AR3007). Once I enter this
room I'll be confronted by a Demon Wraith, who will summon up five Slave
Wraiths, which can drain levels. The Demon Wraith will make things
difficult by unleashing a Time Stop sequence, followed by Symbol: Stun
and Symbol: Fear. On top of that, the room is trapped, and crossing it
before disarming the traps is likely to end in trouble. Lastly, the
Demon Wraith itself is 90% resistant to physical damage, has 75% magic
resistance, is immune to all normal elements (although it's merely 90%
immune to magical elemental damage, however), and isn't hurt by anything
less than a +4 weapon. Even at this point in the game, that excludes
many of my characters from even bothering to attack it... What, then, to
do?
Imoen/Edwin immediately begins casting Time Stop, and my protagonist
begins casting Pierce Magic. With the Robe of Vecna, Imoen/Edwin will
finish first. I immediately have my Mage cast Pierce Magic to remove its
Spell Turning and lower its magic resistance, then I hit it with Lower
Resistance to all but eradicate its magic resistance. This double-shot
of Pierce Magic ensures that when the Time Stop sequence ends, the Demon
Wraith is defenseless for my next spell assault. If I have any time left
before the Time Stop ends, I'll have Imoen scan for traps and attempt to
disarm the one surrounding the portal (x=500, y=530). When the Time
Stop ends, I immediately have my Mages start up their second assault-
preprepared Spell Triggers and Spell Sequencers linking three Magic
Missiles apiece. That's right, the Demon Wraith has the Sarevok
weakness. The missiles do full damage, and after a Spell Trigger and
Spell Sequencer from each of my Mages (or about a dozen Magic Missile
spells) the Demon Wraith falls. Often the Magic Missiles will knock
the Demon Wraith out of its casting, and once you've removed its
defenses and blasted it with some Magic Missiles, the only thing that
can go wrong is if it finishes its Time Stop and manages to incapacitate
your Mages. Even then, as long as you can free them quickly with a
Dispel Magic or Remove Paralysis, you're still in the game. If it gets
off a Mislead, just take it down with True Sight and continue the Magic
Missile assault. I've tried this strategy several times, and although
the timing can be tricky, it does work, and it works well. No level
drains, no damage, nothing. It's as painless of a method as I've devised
for killing this creature. Once it dies, all its Slave Wraiths go with
it, earning you 5000 experience for each one. We're now free to disarm
the traps at our leisure and grab all the loot off the ground.
***ITEMS***
(x=500, y=400) Plate Mail +1, Scroll of Mantle
(x=570, y=480) Bolt +2 x20, Potion of Superior Healing x2,
Wand of Spell Striking, Bloodstone Ring
(x=730, y=430) Journal, Rogue Stone, 1 gold
(x=760, y=530) Spear +1, Potion of Agility
(x=1000, y=460) Plate Mail Armor, Agni Mani Necklace, 47 gold
(x=340, y=640) Bastard Sword +1, White Dragon Scales
***TRAPS***
(x=500, y=530)
(x=600, y=500)
(x=600, y=630)
(x=620, y=800)
(x=900, y=630)
***VIDEO***
Haeravon Plays: Baldur's Gate 2 Enhanced Edition -
Demon Wraith {VID015}
&noredirect=1
Aesgareth's Enclave (AR3015)
o======================================================================o
14) You've all but made it through the maze by now, but when you
arrive, a Cambion from Curst named Aesgareth is waiting for you. All in
all, he's a nice enough guy who enjoys gambling. He just won a Deck
of Many Things from his uncle, and wants to play a few hands against
us for the device that exits this place... or other things. He, on the
other hand, has various items we can try and win. Some very, very nice
items, at that. Save your game and speak to him again. The rules are
simple, we each draw a card, and whomever survives the effects of the
card and ends up with the highest card, wins the round. The following
tables list what we can wager, and what we can win.
o===============o=======================================o
| Our Wager | Effect |
o===============o=======================================o
| |If you lose, Aesgareth will ask for the|
| |Scepter of Radiance. You can refuse to |
| |pay up and provoke a fight, or give it |
| The Way Out |to him. He and his companions will |
| |leave, and he will (true to his word) |
| |leave the Scepter of Radiance with you |
| |when you're done, as well as the |
| |Scepter Gem you need. What a nice guy! |
|---------------|---------------------------------------|
| |If you lose, Aesgareth will cast |
| |'Energy Drain', which will take away |
| Experience |10000 experience from the character who|
| |played him. This effect will be blocked|
| |by the Cloak of Mirroring. |
|---------------|---------------------------------------|
| |If you lose, Aesgareth will cast |
| |'Vitality Drain', which will |
| Vitality |permanently drop the player's Hit |
| |Points by 10% (rounded up). This effect|
| |will also be blocked by the Cloak of |
| |Mirroring, however. |
o===============o=======================================o
| His Wager | Effect |
o===============o=======================================o
| |An absolutely fantastic Scimitar-at |
| least once it's upgraded. It's the best |
|Spectral Brand |weapon in the game for Jaheira, and if |
| |you love her half as much as I do, |
| |you'll get it for her. |
|---------------|---------------------------------------|
| |Pretty self-explanatory, there are only|
|Scroll of Wish |two such scrolls you can get in the |
| |game-either buy one from Lazarus, or |
| | win this one. |
|---------------|---------------------------------------|
| |You'll need this to continue through |
| |Watcher's Keep. If you win this from |
| Scepter Gem |Aesgareth, he decides to be a poor |
| |sport and attack you... but he'll give |
| |you the Scepter Gem anyways. He will |
| |only wager this against the way out. |
o===============o=======================================o
Now, to make things simpler for us. Aesgareth will only play three
games against us (win or lose), and on the third play he will insist we
play for the way out. There are two items we want, and we have two games
in which to win them. The Scroll of Wish is nice, but not necessary, but
you should absolutely try to win the Spectral Brand. Of course, there's
no reason we can't win both. If you lose, reload. Because of an inquiry
by the magnificent Lee Kadel, I looked into how this little game works
using the wonderful Infinity Explorer program. Since I bothered to
discover how it works, I feel compelled to explain it, for you curious
people out there-and to show off that I do, indeed, strive to understand
this game. For you impatient folks... here's the quick version:
1st Draw: Bet your vitality or experience against the Scroll of Wish.
You have a 25% chance to win this round-you must draw the 'STRIFE' card,
and he must draw 'TRIUMPH'.
2nd Draw: Bet your vitality or experience against the Spectral
Brand. You have a 50% chance to win this round-if you draw the
'STRENGTH' card, you will win.
3rd Draw: You must bet the way out against Aesgareth's Scepter Gem.
You have no chance of winning this round. Seriously, he will always
draw the 'WHEEL' card and beat you. Either gracefully conceed defeat,
or fight him over it. The latter is the better option, because you
then gain the Deck of Many things for yourself.
Impatient people, you are done. If you were cursed or otherwise
adversely affected by something you drew, Remove Curse or Heal should
fix you right up. Go to Step #16 for details about the fight. Curious
folks, go to Step #15.
<---------------------------------------------------------------------->
15) This game is actually pretty simple when you get a good peek at it.
There are only eleven different cards that can be drawn during the
game-you can draw six, Aesgareth can draw five. You will always get one
of two cards (randomly determined) each draw, save the third draw,
where Aesgareth only has one possible draw. Therefore, the number of
games you've played is the greatest (read: only) factor in determining
what cards you and Aesgareth can draw, and hence, your odds of success.
All cards are rated by a simple global variable on a scale of one to
six, to determine whether your card wins, or Aesgareth's card wins, as
follows: 'SetGlobal("CambionDraw","GLOBAL",1)'. This variable means,
simply, that Aesgareth's card has a value of one. On the other hand,
the player uses: 'SetGlobal("PlayerDraw","GLOBAL",1)'. Again, this just
means the player has a card with a value of one. In the case of a tie,
the game always rewards the draw to Aesgareth. On the tables below are
all the possible outcomes per round.
o======================================================o
| 1st Round |
o===============o=======o===============o=======o======o
| Your Draw | Value | His Draw | Value |Result|
o===============o=======o===============o=======o======o
| Plague | 1 | Triumph | 1 | LOSS |
|---------------|-------|---------------|-------|------|
| Plague | 1 | Construct | 4 | LOSS |
|---------------|-------|---------------|-------|------|
| Strife | 3 | Triumph | 1 | WIN |
|---------------|-------|---------------|-------|------|
| Strife | 3 | Construct | 4 | LOSS |
o===============o=======o===============o=======o======o
As you can see, on the first round we only have a 25% chance to win
against Aesgareth. Only the 'STRIFE' > 'TRIUMPH' combo will win.
o======================================================o
| 2nd Round |
o===============o=======o===============o=======o======o
| Your Draw | Value | His Draw | Value |Result|
o===============o=======o===============o=======o======o
| Guile | 2 | Defiance | 2 | LOSS |
|---------------|-------|---------------|-------|------|
| Guile | 2 | Empress | 3 | LOSS |
|---------------|-------|---------------|-------|------|
| Strength | 6 | Defiance | 2 | WIN |
|---------------|-------|---------------|-------|------|
| Strength | 6 | Empress | 3 | WIN |
o===============o=======o===============o=======o======o
Here we have an honest 50% chance to win, as you'd expect from a
game of chance. If you draw the 'STRENGTH' card, you win.
o======================================================o
| 3rd Round |
o===============o=======o===============o=======o======o
| Your Draw | Value | His Draw | Value |Result|
o===============o=======o===============o=======o======o
|High Priestess | 4 | Wheel | 5 | LOSS |
|---------------|-------|---------------|-------|------|
| Emperor | 5 | Wheel | 5 | LOSS |
o===============o=======o===============o=======o======o
On the third and final draw, Aesgareth will always draw 'WHEEL'. In the
global variables, you tend to see lines like the following...:
Global("CambionDraw","GLOBAL",1)
GlobalLT("PlayerDraw","GLOBAL",2)
...Which determines who wins and who loses. In other words, the example
given above triggers a line of dialogue when your draw (value > 2) is
compared to Aesgareth's draw (value = 1). This is the
'PLAGUE' < 'TRIUMPH' hand, and it results in a loss (and the
consequences thereof.) However, on the third draw, when Aesgareth
invariably draws 'WHEEL', the global variable is as follows:
Global("CambionDraw","GLOBAL",5)
Doesn't even need to check what you have. If he gets a card with a
value of 5, the 'WHEEL' card, he wins. Period.
So, the roundup is simple. You have two items you want, and two
chances to play for them. Aesgareth always insists on playing for the
way out on the third hand, and he always draws 'WHEEL' on the third
hand, and wins. You can bet the way out for his gem on draw one or
two, and win, but he will be a poor sport and attack. So, the solution
is simple; bet for the Scroll of Wish and the Spectral Brand on the
first two draws. You have a 25% chance to win the first draw, and a
50% chance to win the second. Save/load until you've emptied his
pockets, then play him, lose, and refuse to pay up. This starts a
fight, of course, but getting his two goodies and killing him is the
most rewarding way to go through this encounter, since it not only
nets you the Scroll of Wish and the Spectral Brand, but you can also
claim the Deck of Many Things for yourself, which will yield further
rewards. If, during the game you suffer a negative effect from a card
you drew, use Remove Curse to get rid of it.
<---------------------------------------------------------------------->
16) After playing him twice (and winning!), prepare for a fight after
the third game, which again, you will always lose. Surround the Tiefling
at (x=770, y=620) with Fighters (Korgan, Keldorn, Anomen, Viconia,
Jaheira, Sarevok, Minsc, etc), as Mages always tend to be the greatest
threats. I spell-buff my protagonist with Stoneskin, Mirror Image,
Blur, and of course, hit the whole party with Haste and Protection from
Evil 10' Radius. I then confidently play Aesgareth again, lose, and
refuse to pay up. When the fighting starts, the surrounded Tiefling Mage
dies almost immeidately, after which I focused on the Cleric Tiefling,
(the one in armor with a shield), then I indiscriminantly all of
Aesgareth's minions. Save Aesgereth for last, as his minions will flee
if Aesgareth dies. The Tiefling Mage will drop a Cleric's Staff +3, a
Jade Ring, a Potion of Healing, and a Robe of the Good Archmagi. The
Fighter Tieflings will drop Long Swords +1, the Thief Tiefling coughs
up a Dagger +2, Studded Leather Armor +2, a Long Sword +3, some Potions
of Extra Healing, some Potions of Invisibility, and 47 gold. The archer
Tiefling will leave behind a suit of Chain Mail +3, Arrows +3 x20~,
Arrows +2 x20~, a Helmet, two Potions of Superior Healing, two Potions
of Extra Healing, a Potion of Fire Giant Strength, an Oil of Speed, a
Composite Long Bow +2, a Scroll of Mordenkainen's Sword, and 80 gold.
The Cleric Tiefling bequeaths a suit of Full Plate Mail +1, a Helmet,
Pellan's Shield +2 (a Large Shield +2 with lower weight and Strength
requirements), a Flail +2, Bullets +3 x20~, a Sling +1, some Potions of
Superior Healing, and 94 gold. Finally, Aesgareth himself will drop us a
suit of Chain Mail +3, a Two Handed Sword +2, a Scepter Gem, a Scroll of
Pierce Shield, 9 gold, and the Deck of Many Things, which is what we
were after all along. Feel bad about killing him? Well, if it makes you
feel better, he would have attacked you if you had won his Scepter Gem
from him, so don't feel too bad about it. Now all that's left to do is
head through the portal at (x=1950, y=600).
***REWARD***
(For escaping the maze)
EXP 10000 (each character)
***REWARD***
(For winning the Scroll of Wish from Aesgareth)
EXP 25000 (each character)
***REWARD***
(For winning the Spectral Brand from Aesgareth)
EXP 25000 (each character)
***REWARD***
(For playing for the way out)
EXP 20000 (each character)
***REWARD**
(For reassembling the Scepter of Radiance)
EXP 25000 (each character)
<---------------------------------------------------------------------->
17) But first, let's see what Cespenar can make for us after this
last level:
Thieves' Hood
-------------
(10000 gold)
(Thieves' Hood)
(Ring of Invisibility)
(Antidote)
An interesting helmet, it makes the wearer immune to backstabs and
poison, and allows them to cast True Sight three times a day. It's
an anti-Thief Thief helm! I would consider having Imoen use it, but
she's better off wearing the Circlet of Netheril, and my
Fighter/Mage/Thief protagonist is still better off with Vhailor's
Helm. I'd rather have a constant bonus to critical hits than protection
from backstabs-which are prevented quite handily by Stoneskin, in any
event. I mean, so are critical hits, but everything can land a critical
hit-only a few foes will attempt to backstab you.
White Dragon Scale
------------------
(5000 gold)
(White Dragon Scales)
Easily the best armor in the game that allows its wearer to sneak, with
that Armor Class, it's practically Fighter armor! Thieves and Rangers
can't ask for better, and they can safely retire that Shadow Dragon
Scale. Why did the Scales from the weakest Dragon type make the
strongest armor? Your guess is as good as mine. Whenever I take Sarevok
with me, I put him in this armor so as not to shake up any established
equipment load-outs... and since him and Minsc compete for the same
spot in my party, it also makes sense that they both end up with this
armor. Simplicity itself.
Wondrous Gloves
---------------
(5000 gold)
(Bard's Gloves)
(Diamond)
(Emerald)
(Rogue Stone)
(Star Sapphire)
If you're a Bard... shame on you! No really, if you're a Bard, you're
going to love these gloves. They give +1 THAC0, +1 Armor Class, and
a bonus 2nd, 3rd, and 4th level spell. This just about makes them the
best things you can wear on your hands in the entire game... if you're
Bard, at least. Of course, with the 'Use Any Item' ability, my
Fighter/Mage/Thief protagonist can use these, too-and anybody can see
how she would stand to benefit from the bonuses these gloves provide...
<---------------------------------------------------------------------->
18) Of course, we found something else in that level, didn't we? That's
right, the Deck of Many Things. No sense in letting it rot in our
packs, we might as well use it to squeeze the best possible rewards from
it that we can. I have my mind set on two things: magical items that I
can't get anywhere else, and permanent character upgrades. The other two
useful things I could gain from the Deck of Many Things are money and
experience. I don't need the latter (since I have over 100,000 gold
still) and I can grind for the latter. In fact, at almost 5,000,000
experience per character, I'm not worried about hitting my eventual
goal of 6,000,000 experience (for the whopping upgrades Jaheira will
receive). There's still plenty of game left. I'm not going to get too
deep into the details of how the Deck of Many Things works here, if you
want to see my best attempt at dissecting the inner workings of this
item, see [ITM005]. We'll get three draws from the deck, and each time
we draw we can get one of six cards. Obviously we want the best draws
overall, so save before you draw and reload until you get what you
want. Here's what I do:
First Draw:
First I have a Mage cast Spell Immunity: Abjuration and draw from the
deck until they get the 'DONJON' card. This wastes the first draw, but
we need to sacrifice the crappy cards of the first draw to get better
cards in the second and third draw.
Second Draw:
Now we have two options, we can upgrade one attribute of a character by
having them draw from the Deck until they get the 'STAR' card.
Unfortunately, you can't choose what attribute gets upgraded, and it's
not random, so you can't fish for it, either. It's based upon your
class, Fighters will get Strength, Mages will get Intelligence, and
so forth. The only useful thing I can imagine doing with this is to
get a character with 18 Strength and use the deck to raise them up to
19, and hence negate any need they might have for Giant Strength. If
you're not sold on that, you can try and get the 'KEY' card, instead,
which will give you the Warder's Signet +3 (aka Ring of Protection +3).
This is useful for any Mage, who won't be wearing armor and hence will
be the only characters that really need to wear this. The bonus to Armor
Class and saving throws sure beats The Spirit's Shield +2, in any case.
An interesting move to make is to have Haer'Dalis wear Robes of the
Archmagi (I say Robes of the Neutral Archmagi, but any will do. You can
steal them from Lazarus in Saradush, and they are wearable by Haer'Dalis
thanks to the 'Use Any Item' high level ability) along with The Warder's
Signet +3. The ultimate Armor Class bonus will be the same as if he were
wearing his Melodic Chain, but his saves will be much better (four
points better per save, in fact), not to mention the 5% magic
resistance. If you have a Fighter/Mage/Thief and therefore are wearing
the Aslyferund Elven Chain +5, it's the best Haer'Dalis can hope for.
Third Draw:
There are two real choices here, too. We can try to get the 'THRONE'
card, which will score us 1,000,000 experience points. It's a pretty
hefty slice of experience, but we can get experience anywhere. On
the other hand, if we get the 'MOON' card, the character who drew will
get +10 Hit Points. Can you think of any downside? I can't either.
There's no character who has enough Hit Points that they can't
benefit from more.
I'll be honest here, I'm very prone to babying my protagonist here.
I know, there's no sequel to this game where they can take their
stats to, but when push come to shove, I prefer to give the permanent
upgrades to my protagonist. Anyways, make your three draws and put
the Deck of Many Things away... or use it a fourth time to have it
vanish, either way.
o======================================================================o
| Watcher's Keep, Level 4 |
o======================================================================o
Sequence of Events: {WLK058}
1) Carston, Lord of the Level!
2) First Illithid Rod
3) Moribund Apprentice
4) Second Illithid Rod
5) Red Oil and Vampiric Illithids
6) Flint and Tinder
7) Killing Githyanki
8) Purple Oil and Angurvadal
9) The Demi-Lich
10) Saladrex
11) Blue Oil and Magic Golems
12) More Mimics
13) Lighting the Braziers
14) Rock and Garock
15) "Freeing" Carston
16) The Machine of Lum the Mad
17) Crafting With Cespenar, IV
Watcher's Keep, Fourth Level (AR3017)
o======================================================================o
1) When you arrive on this level you'll witness a group of Githyanki
fighting a group of Mind Flayers, all the while a Mage in some device
cackles. Eventually, however, the Mage grows bored and disrupts the
fight by sending out a demon to chase off the belligerents. When they're
gone, you'll be introduced to Carston-Lord of the Level! He proclaims
that he's immortal so long as he stays in the Machine of Lum the Mad.
After he declares his immortality and scoffs at your juvenile
insinuations that he's trapped, you'll get to make three innocuous-
seeming responses. If you pick options #1 or #2 he'll summon up four
Mind Flayers to attack you, but if you mention his apprentices, he'll
hit you with a Chain Lightning. You can pester him further, but he finds
pretty much every question boring and will simply hit you with a 'Minor
Lightning Bolt' for your impertinence. Make sure to grab some of the
mundane weapons from the container at (x=3350, y=1550). You'll need them
before we're done with this level. Note that you can exit Watcher's Keep
and open the side passage to this level by heading through the portal at
(x=2400, y=1700). Note that you may encounter some Devil Shades and
Shadow Fiends near this portal, or if you're more fortunate, it'll just
be Yuan-Ti.
***ITEMS***
(x=3400, y=1600) Potion of Fire Giant Strength, Potion of Insight,
Elminster's Ecologies: Appendix IIIa,
Arrows of Piercing x40
(x=3350, y=1550) Bolt +1 x40, Arrows +1 x80, Full Plate Mail +1,
Bastard Sword, Long Sword, Short Sword, Scimitar,
Katana, Ninja-To, Wakizashi, Two Handed Sword, Dagger,
Battle Axe, Spear, Halberd, Quarter Staff, Club,
Flail, Mace, Morning Star, War Hammer, Arrows x80,
Bolts x80, Sling, Darts x40
(x=3250, y=1500) Zircon Gem, Bolt +1 x40, Bolt +2 x40, Antidote x10
(x=3200, y=1500) Elminster's Ecologies: Appendix IIIa,
Rainbow Obsidian Necklace, Bolts of Lightning x40
***TRAPS***
(x=3400, y=1600)
Illithid Stronghold (AR3021)
o======================================================================o
2) We still have places to explore in this area, but it makes more
sense sequentially to explore the areas to the north and south, first.
You'll see. I exit the level via the northern passage (x=2400, y=1400)
first. Before you go, you might want to prepare some Death Spells and
make sure you have Chaotic Commands ready. If you thought we were
done fighting large enclaves of Illithids just because Shadows of Amn
ended, you were wrong. I send my protagonist down to the south-east,
with the rest of my party following at a safe distance with missile
weapons equipped. The game might have changed, but our tactics have
not. My protagonist, with a better Armor Class and deadlier offensive
capabilities is more capable of slaughtering Mind Flayers. As in the
Underdark, he leads protected by Chaotic Commands, as his high
Intelligence and Mirror Image spells enable him to withstand otherwise
crippling Mind Flayer assaults. In this first room we'll find a Mind
Flayer and four Umber Hulks, which should be a warmup, more than
anything else. Edwin softens the enemies up with a Death Spell, and my
evil protagonist mops up-this is going to be yet another level where
she abuses her ability to perform hit-and-run backstabs, protected only
by Chaotic Commands and perhaps a Death Spell courtesy of Edwin whenever
several Umber Hulks await. Go through the door to the west
(x=1450, y=500), trounce a trio of Umber Hulks, then loot the room to
claim your first Illithid Rod.
***ITEMS***
(x=800, y=660) Iol Gem, Illithid Rod, Wand of Cursing
<---------------------------------------------------------------------->
3) Go through the door to the south at (x=1700, y=700) and you'll
encounter another group similar to the one we just dispatched. My
protagonist blocks the door, the rest of the party shoots everything
down. Loot around and head through two doors (x=2020, y=1050),
(x=2150, y=900) to reach a room wherein you'll find an Apprentice
(x=2020, y=730) who has seen better days. He was, of course, an
apprentice of Carston, before Carston decided to fiddle with that
Machine of Lum the Mad. Subsequently Carston was trapped, and his
panic meddling led him to blindly mess with the machine, the effects of
which killed most of his apprentices and populated the dungeon with the
Illithids we now face, and their Githyanki foes to the south. The
apprentice will also give two relevant bits of information-that machine
opens the way to the next level, and he knows how to breach it. He won't
talk, however, due to his hatred for Carston, and dies before telling us
anything overly useful. We'll gain some experience for being witnesses.
***ITEMS***
(x=1950, y=1000) Potions of Extra Healing x5, Gold Ring, 23 gold
(x=1600, y=900) Potions of Extra Healing x5, Andar Gem, Gold Necklace,
Handwritten Note
(x=1400, y=800) Potions of Superior Healing x5, Bloodstone Amulet,
Arrows +3 x40
(x=2050, y=700) Wand of Magic Missiles, Potions of Superior Healing x2,
73 gold
***TRAPS***
(x=1400, y=800)
***REWARD***
(For talking to the apprentice)
EXP 1000 (each character)
<---------------------------------------------------------------------->
4) From the operating room there are two paths to take, down a tunnel to
the south, or to the west. I go south first, disarming a trap just past
the doorway leading from the operating room (x=1700, y=1450). Go through
a door at the end of the tunnel (x=1550, y=1700) to provoke three Mind
Flayers, an Ulitharid, and two Umber Hulks. I provoke them with my
protagonist and run back up to the doorway leading to the operating
room, where my protagonist blocks the enemies off, and the rest of my
party shoots them down. Pick up the Illithid Rod that the Ulitharid
will drop, and the two pieces of the rod will fuse together. We can
now explore the western side of the area.
***ITEMS***
(x=1400, y=1880) Potion of Insight, Bullet +4 x10, Bullet +3 x40,
Arrows +3 x40
***TRAPS***
(x=1400, y=1880)
<---------------------------------------------------------------------->
5) Now repeat the process down the western tunnel. You'll find the
trap in this tunnel just beyond the halfway point (x=1000, y=1000). Now
that we have the complete Illithid Rod we can open the door at
(x=850, y=1050). Loot the blood pool at (x=500, y=1000) to obtain the
Red Oil. Once you grab it, the two sarcophagi in the room will open and
a pair of Vampiric Illithids will appear and attack. My protagonist,
moderately spell-buffed, smites them with a Greater Whirlwind.
***ITEMS***
(x=500, y=1000)
***TRAPS***
(x=1000, y=1000)
Githyanki Encampment (AR3022)
o======================================================================o
6) Return to the level where Carston and the device are and exit the
level to the south at (x=3900, y=2700). When you arrive you'll be
harassed by a group of Gith including an Anti-Paladin, a Knight, and a
Warrior. Maybe it was just bad rolls, but man, did these guys get
tougher? Their experience rewards say no. Remember, however, that
Githyanki use a more extensive arsenal of spells than Illithids.
Chaotic Commands on the protagonist is not enough to weather every
fight. When all your foes are dead, be sure to loot the Anti-Paladin
for a new treat-The Unholy Reaver: Ir'revrykal +5. This weapon tries to
be the Blackguard version of Carsomyr, and it actually comes pretty
close. It's a +5 Two-handed Sword that deals an extra five damage to
good foes (there will be few enough of them ahead of us in Throne of
Bhaal). It also has a 50% chance to Dispel the target each hit, and it
grants its user immunity to charm. As good as Carsomyr? Not unless you
throw 50% Magic Resistance on it. Better than what Dorn is currently
using? If you're following the guide-certainly. Grab the Flint and
Tinder, which is what we need to continue quest-wise. We had the special
colored oil, but we still needed flint and tinder to light a bunch of
braziers. Sure, we can cast Incendiary Cloud, Fire Storm, Meteor Warm,
and all other sorts of fiery death, we can even summon the Elemental
Prince of fire, but we still need flint and tinder to light some damned
braziers.
Note: If you killed both Ur-Gothoz and Azothet back in Shadows of Amn,
Dorn will not be able to use Ir'revrykal +5. It's kind of a shame to
waste a weapon that was clearly placed in the game for Dorn, but on the
other hand, it's not like it bestows massive Magic Resistance like
Carsomyr, nor is it anywhere near as potent as the Ravager +6. That
being the case, it's a temporary weapon at best.
Note: Also worth noting, in the vanilla version of Baldur's Gate 2
there already was an 'Unholy Reaver' weapon in the game's files. Going
by the simple item name 'REAVER'. THe Anti-Paladin always had-and always
used this weapon, although it wasn't quite what Ir'revrykal +5 became.
All Overhaul Games did is add a few properties to the weapon, and made
it droppable-they even used the same inventory icon and item description
art. Why would Bioware create weapon art for an item nobody would see
unless they messed around with Infinity Explorer or console commands?
Maybe they KNEW there would be an Enhanced Edition, and that one of
the new characters would be a Blackguard? They could see the future!
Too bad they didn't use that foresight to see how poorly people would
react to the ending of Mass Effect 3. In all seriousness, though, it
was probably just one of the the dozens of cut items in the game. Or
perhaps they did it just for fun-lots of monster attacks have icons
that most players will never see.
***ITEMS***
(x=1150, y=330) Wand of the Heavens, Adventurer's Robe, 47 gold
(x=900, y=530) Potion of Invisibility, Dart +1 x20,
Dart of Stunning x20, Potions of Superior Healing x2
(x=900, y=550) Flint and Tinder
***TRAPS***
(x=900, y=530)
<---------------------------------------------------------------------->
7) Head through the door to the-south-east (x=1500, y=800) and smite an
outmatched group of Githyanki comprised of three Warriors, two Knights,
and an Anti-Paladin. Loot, leave, and continue through the door to the
south-west (x=900, y=800) and exterminate another group of Githyanki,
this time consisting of two Warriors, a Gish (spellcaster), and an
Anti-Paladin.
***ITEMS***
(x=1500, y=990) Potions of Extra Healing x5, Arrows +3 x40
(x=1850, y=800) Sunstone Gem, Fire Agate Gem, 57 gold
(x=400, y=850) Bullet +3 x40, Tchazar Gem, 6 gold
(x=400, y=950) Bolt +3 x40, Wand of Spell Striking, Bloodstone Gem,
Handwritten Note
<---------------------------------------------------------------------->
8) Go through the door to the south-east (x=900, y=1200) where another
group of Githyanki await. Four Warriors, a Knight, two Gish, and two
Anti-Paladins await their demise. Some spell-buffs might be called for
here, and pay special attention to the Gish, lest they get off some
debuffs and make this troublesome. Once they're dead, go kill their
Captain to the south. He'll make as if he wants to talk, but dismisses
your answer, whatever it is. Looks like they were making some kind of
ship, out of some... very large Dragon bones. The Githyanki have all
been dropping us rather ordinary Githyanki loot-Plate Mail Armor,
Two Handed Swords, Potions of Extra Healing and Potions of Invisibility
(when they haven't drank them all fighting us), but the Captain has
something special for us. Loot him for a suit of Plate Mail Armor,
some Potions of Extra Healing, the Diary of Carton's Apprentice (which
tells us how to break the glass around Carston, even if it doesn't tell
us where to procure the Crystal Mallet we'll need to do it), and the
Long Sword Angurvadal +4. It's a +4 weapon that deals some fire damage
and increases the users Strength to 22 for 60 seconds. It's not ready
to be used yet, but it's nice just having it. Be sure to grab the
Purple Oil (x=1550, y=1700), as we'll need it for questy-times. It's
not like we could have mixed the Red Oil and the Blue Oil to make
Purple Oil, is it? Make sure to grab Montolio's Clasp, as it's another
component we'll use later... and yet another Drizzt reference.
***ITEMS***
(x=1550, y=1700) Purple Oil
(x=1400, y=1550) Bullet x5, Montolio's Clasp
Demi-Liches' Chamber (AR3027)
o======================================================================o
9) Did I just say that Angurvadal wasn't ready for use? I did, I meant
it wasn't ready for FULL TIME use. I strap that sword on my protagonist,
cast Spell Immunity: Abjuration, and Death Ward on him, and send him
into the area exit at (x=700, y=2000). In this area awaits a Demi-Lich,
and we know what mischief they like to cause. Death Ward protects us
from its Demi-Lich Howl, and Spell Immunity: Abjuration prevents
Imprisonment. Angurvadal in my off-hand allows me the hurt the damn
thing a little more quickly. Daystar does most of the work, of course.
My protagonist, thus protected, merely walks in and cuts the Demi-Lich
down. Loot it for some rewards far exceeding the difficulty of the
fight we just won, including the Dagger of the Star +4, a Silver
Necklace, and 20023 gold. The Dagger of the Star is the best Thief
weapon in the entire game, and it's relatively easy to upgrade, too.
If you have five Star Sapphires, 10000 gold, and you really, really
like to backstab things, go head back to the Pocket Plane and upgrade
it. We'll just... pretend you waited until the end of this level to do
it.
***ITEMS***
(x=440, y=400) Ziose Gem x2, Skydrop Gem, Laeral's Tear Necklace,
Scroll of Stone to Flesh, Potion of Fortitude
Saladrex's Lair (AR3018)
o======================================================================o
10) Head back into the Githyanki Encampment and go through the door at
(x=1850, y=1950). Exit the area at (x=1900, y=2000) to reach an area
that looks exactly like Adalon's Lair. Instead of Adalon, however, it's
the home of a Red Dragon named Saladrex. Unlike Firkraag, this Dragon
isn't so bad. He's arrogant, sure, but if you were a giant, fire-
breathing, flying agent of destruction, you'd be arrogant, too. He'll
tell you his story, why he doesn't care to leave, and even bothers
answering some questions, provided you play the suck-up. Of course,
we didn't come here to suck up to a Dragon, did we? No, if it's a
Dragon, and it's got a horde, no matter how talkative, we kill it.
Saladrex is rougher than Firkraag, however. For one, he's more
aggressive with his breath weapon, he'll always start out with a
Remove Magic (after all, removing our party's buffs hurts us a lot more
than putting up a Stoneskin). Also, unlike Adalon we can't just run
up the stairs and hide if we're getting trounced, his breath weapon
takes the form of a Fireball-type effect, and he can hit you with it
pretty much anywhere on the level. Lastly, if you cast too many spells
near him (for example, you try to spell-buff) he'll turn hostile and
attack. So let's buff up by the stairs and rush Saladrex with everything
our Throne of Bhaal party has. The typical spell-buffs prevail, and
in addition I pop on Aura of Flaming Death for extra fire resistance,
and my Mages all use Spell Immunity: Abjuration to block Remove Magic.
As soon as the fight starts, Imoen/Edwin immediately casts Time Stop
and hit Saladrex with a prepared Spell Trigger of Pierce Magic,
Lower Resistances, and Greater Malison, in that order. Typically I'd
throw in a Breach instead of Greater Malison, but Saladrex doesn't
like to buff himself much. Afterward, Imoen/Edwin can try to go for the
kill with Finger of Death, and Minsc's/Dorn/Sarevok's Silver Sword still
is a threat. Edwin, for his part, immediately launches a second Time
Stop Sequence and tries to hit Saladrex with as many Fingers of Death as
he can... and he's got a lot of them. Still, if Saladrex survives, my
warriors (including my Simulacrum) unleash Greater Whirlwinds and
promptly chop Saladrex down. Alas, is nothing a match for our fully
prepared party? Let's hope not. When Saladrex dies he'll drop a Rogue
Stone, a Tchazar Gem, a Gold Ring, and Angel Skin Ring, 1573 gold,
and the Staff of the Ram +4. So far that's the best Long Sword, the
best Dagger, an Unholy Avenger and the best Quarter Staff we've found
down in this Githyanki Encampment. I'm willing to say that this was far
more rewarding than the Illithid place.
***ENHANCED EDITION***
Saladrex might be more potent due to the Enhanced Edition, but simply
having Edwin/Imoen sit back and pelt him with Breach spells constantly
is enough to secure victory. The new potency of Dragons has finally
been countered by the greatly superior Throne of Bhaal gear we have...
not to mention the fact that all my fighters can now pop out several
Greater Whirlwind Attacks at will.
***VIDEO***
Haeravon Plays: Baldur's Gate 2 Enhanced Edition -
Saladrex {VID016}
<---------------------------------------------------------------------->
11) Return to the level with the Machine of Lum the Mad. Go through the
large doors over at (x=3600, y=1600). To the north you'll find Mutated
Spiders (or alternatively, some Yuan-Ti and a Troll), and to the south
you'll find some Shadows and Shadow Fiends. Dispatch them, loot, and
continue through the door at (x=4100, y=1300). Beyond these doors await
a pair of Magic Golems, who can only be harmed by mundane weapons, as we
read in Elminster's Ecologies, Appendix IIIa. They attack at a range,
and deal a pretty hefty amount of damage when they hit. My protagonist
equips a Katana and a Long Sword to deal with this problem... he hasn't
been so equipped since we started poking around Irenicus' Dungeon. Grab
the Blue Oil from the pool in the middle of the room (x=4500, y=1100).
***ITEMS***
(x=4200, y=1570) Elminster's Ecologies: Appendix IIIa, Bullets +1 x80,
Bullets +2 x40
(x=3500, y=1200) Sunstone Bullets +1 x20, Bullets +4 x20, Zircon Gem
(x=3550, y=1150) Arrows of Biting x30, Skydrop Gem, 1 gold
(x=4500, y=1100) Blue Oil
(x=3850, y=950) Arrows of Ice x40, Gold Ring
(x=4000, y=800) Wand of Magic Missiles, Bullets +4 x10, 17 gold
(x=4050, y=800) Silver Ring, Flamedance Ring, Bolts of Biting x40
***TRAPS***
(x=3500, y=1200)
(x=4000, y=800)
<---------------------------------------------------------------------->
12) Return to where the Machine of Lum the Mad is and go west through
the doors at (x=2600, y=2300). To the south will be a half dozen Mustard
Jellies, and to the north will be some Killer Mimics. As long as you
take the latter foes seriously enough to attack with your entire party,
you'll be fine. If you want to be absolutely safe, attack them at range
so you can avoid getting close enough to be paralyzed. Through the door
at (x=2100, y=2700) are some Shadows and some braziers. We've got three
types of oil and some Flint and Tinder, how about we give this a go?
***ITEMS***
(x=2850, y=2600) Potion of Healing x10, Potion of Extra Healing x5,
Potion of Superior Healing x5
(x=2400, y=2250) 987 gold
(x=2250, y=2150) Arrows +3 x30, Bullets +3 x30
(x=2150, y=2100) Wand of Spell Striking, Globe of Invulnerability,
Potions of Superior Healing x4
(x=1950, y=2300) Chain Mail +1, Bolts +3 x30, 1 gold
<---------------------------------------------------------------------->
13) Now, how to go about solving this massively complicated puzzle?
In the first rooms on either side of the level (the room north-east of
the brazier room and south-west of the room where we fought the Magic
Golems) you'll find three triangular objects. In the north-east,
they're blue, purple, and red, and in the south-west they're red, red,
and purple. Light the braziers to match this arrangement Once the
braziers are all lit you'll get an experience reward and the door to
the north-east will open, allowing you to continue through another door
(x=1200, y=2400).
(x=1400, y=2700): RED (x=1650, y=2500): BLUE
(x=1500, y=2770): RED (x=1750, y=2600): PURPLE
(x=1600, y=2850): PURPLE (x=1900, y=2650): RED
***REWARD***
(For lighting all the braziers correctly)
EXP 10000 (each character)
<---------------------------------------------------------------------->
14) In this large room you'll find two Minotaurs named Rock and Garock.
Their speaking roles in Throne of Bhaal are short and to the point, and
a fight ensues. They're both fairly strong melee combatants. Garock will
use Power Attack and Dimension Door if he gets into too much trouble,
while Rock will use Greater Whirlwind Attack. I respond in kind, and
present an Iron Skinned Jaheira as a target. Imoen casts Greater
Malison and my protagonist casts Slow to greatly diminish their combat
effectiveness. They'll be joined by some Ice Salamanders, but these
are just sideshows. Ignore them and focus on taking out the brothers,
one at a time. Despite their abilities, melee competence, allies, and
reliance on potions, these two Minotaurs are heavily out-matched. When
they die, loot Garock for a Potion of Superior Healing and a Battle
Axe +3. Rock leaves behind another Potion of Superior Healing, a
Battle Axe +3, and the Axe of the Unyielding +3. While it's still a
decent axe even in this form, it hasn't really come into its own yet.
Korgan replaces his old friend, the Frostreaver +3, with the Axe of the
Unyielding +3. My good party puts the Axe of the Unyielding in storage
until it can be upgraded.
***ITEMS***
(x=800, y=2000) Crystal Mallet, Bullets +3 x20, Bolts +3 x20,
Arrows +3 x20
(x=900, y=1900) Tchazar Gem, Gold Necklace, Silver Ring,
Scroll of Summon Efreet, Clay Golem Page, 1000 gold
***TRAPS***
(x=800, y=2000)
<---------------------------------------------------------------------->
15) With the Crystal Mallet in hand, head over to Carston and activate
the glass (x=3300, y=2000). Strike the glass with the Crystal Mallet
six times and it'll dissolve, leaving a whining, sniveling Carston
groveling at your feet. You can kill him and take his journal, or let
him go and he'll give it to you. Since you get slightly more experience
for letting him go, I decide to to that. Carston's Journal merely tells
us how to use the machine to open the portal, but there's so much more
we can do with this machine...
Triangular Button, Red Wheel, Medium Lever
***REWARD***
(For sparing Carston)
EXP 10000
Item Carston's Journal
<---------------------------------------------------------------------->
16) Now it's time to play with the Machine of Lum the Mad. As this level
has made abundantly clear, randomly messing around with the machine can
be rather dangerous. However, those tattered notes we've been finding
all over the place are, in fact, recipes for this machine. The character
inputting a particular recipe will be the one who benefits from the
upgrades (or suffers the consequences of an incorrect input.) There are
various upgrades you can get here, so check your party stats and
compare the bonuses your party members will gain. Having a character go
from 18 Strength to 19 is obviously the best way to upgrade that
particular stat, while going from 17 to 18 Dexterity is more useful
than going from 18 to 19. Non-warriors don't need a Constitution higher
than 16, non-Mages don't need Intelligence, party leaders should get
Charisma (although it's rather moot at this point in the game) and
Clerics, Druids, and Wish-using Mages are good choices for Wisdom. Or
just be lazy and give everything to your protagonist. It's not the
most efficient way of doing things, but we all know they're the most
important. Given my standard protagonists (Fighter/Mage for the good
party and Fighter/Mage/Thief for the evil party) and my standard party
composition, here's what I suggest for each party:
Good Party: I gave all the upgrades save Dexterity and Wisdom to my
protagonist. Charisma doesn't really matter anymore, and neither does
Intelligence. When Imoen needed more Intelligence, I just used Potions
of Genius and the Golden Ioun Stone. Those days, however, are past. On
the other hand, raising my Strength to 20 makes me feel better about
using the Axe of the Unyielding and the Flail of Ages instead of
Angurvadal. His Dexterity-raised to 19 in the first game, and dropped
back down to 18 in Hell, isn't going to give any more Armor Class by
raising it back to 19, so I give the point to either Sarevok or Minsc,
whomever is still around. My protagonist's Constitution, sitting at 19,
takes a boost here to 20. This does nothing on its own, but paired with
the extra boost from the Axe of the Unyielding scores him another ten
Hit Points.
Evil Party: Korgan has 25 Strength from Crom Faeyr, and when we obtain
the Girdle of Fire Giant Strength we'll be able to set up our other
characters to have 23 Strength, 21 Strength, and 19 Strength... Strength
scores that will make whatever upgrade you take here inconsequential.
So, even though my protagonist has 21 Strength already I give her this
upgrade, too. It won't do me any good if I'm using Angurvadal, but if
I go with Hindo's Doom instead, it'll be worthwhile. Also, since the
Charisma and Intelligence upgrades don't matter anymore, they go to my
protagonist as well, in a bout of selfish favoritism. As for Dexterity,
we have options. We'll obtain very good armor that will increase
Dexterity by one-if you put it on Jaheira as-is, she'll get an Armor
Class bonus of two (and hence won't need this upgrade). If you raise
Viconia's Dexterity here, she'll also gain a two-point bonus to Armor
Class from the Dexterity-boosting armor... but I prefer to consolidate
her magic resistance by giving her another suit of armor. This leaves
Sarevok or Dorn as the next best options. Jaheira gets the Constitution
upgrade, since it'll actually improve her Hit Points (and she needs the
Hit Points more than Dorn/Sarevok, in any event). Viconia gets the
Wisdom upgrade, as it'll give her a bonus 1st-and-4th level spell, which
is better than giving Jaheira another 2nd level spell.
o===============================o======================================o
| Code | Effect |
o===============================o======================================o
|Blue, Green, Long | +5% Magic Resistance. |
|-------------------------------|--------------------------------------|
|Circle, Blue, Long | Intelligence increased by one. |
|-------------------------------|--------------------------------------|
|Circle, Red, Long | Constitution increased by one. |
|-------------------------------|--------------------------------------|
|Circle, Square, Triangle | Wisdom increased by one. |
|-------------------------------|--------------------------------------|
|Red, Green, Short | Charisma increased by one. |
|-------------------------------|--------------------------------------|
|Square, Blue, Short | Dexterity increased by one. |
|-------------------------------|--------------------------------------|
|Square, Short, Medium | Strength increased by one. |
|-------------------------------|--------------------------------------|
|Triangle, Green, Medium |Party obtains the Mace, Storm Star +3.|
|-------------------------------|--------------------------------------|
|Triangle, Red, Medium | Opens portal to next level. |
o===============================o======================================o
Note: You can only activate these sequences once, afterwards the input
will count as an incorrect sequence.
Of course, what happens if you put in something wrong, or you mess
around trying to find random inputs? Typically something bad, but once
in a while, you'll get rewarded. Below are a list of 'incorrect' input
results. It doesn't matter what you actually do, as long as it's an
incorrect sequence (not one of the ones listed above) you'll get one of
the follow results:
The Party gains a Potion of Superior Healing.
User gains 100,000 experience.
User is Imprisoned.
User is Level Drained 15 levels.
User is Petrified.
User is Poisoned.
User is engulfed in flames (50 damage).
User is struck by a Lightning Bolt (75 damage).
User's Dexterity is permanently lowered by one.
User's Intelligence is permanently lowered by one.
Note: You can get these penalties/rewards multiple times. If you want
to be incredibly cheap, this is a way to grind for experience. Just
continuously activate the machine, input random codes, and if you get
the experience, save. If not, reload.
***REWARD***
(For activating the portal leading deeper into Watcher's Keep)
EXP 25000 (each character)
<---------------------------------------------------------------------->
17) When you're done toying around with the machine, input 'Triangle,
Red, Medium' to activate the portal to the next level (x=2900, y=1400),
and earn yourself some experience. Now we can continue on, but first,
let's see what Cespenar has for us:
Clay Golem Manual
-----------------
(5000 gold)
(Clay Golem Page)
(Golem Manual)
The Clay Golem is in every way preferable to the Flesh Golem, being
immune to everything but bludgeoning weapons. It's a little late in the
game now to be taking advantage of enemies this way, and a Clay Golem
isn't a fearsome enough combatant that'll last long enough to do any
serious damage, but it's a fairly hardy summon nonetheless. At least
there's a chance in some fights, against enemies who are ill-equipped to
harm a Clay Golem, that the Golem won't be destroyed in short order.
You've probably noticed that your Flesh Golem just wasn't up to snuff.
Dagger of the Star +5
---------------------
(5000 gold)
(Dagger of the Star +4)
(Star Sapphire x5)
This dagger is absolutely devastating for any character with a
backstab multiplier. Its damage (1d4+5) tends towards the insignificant,
it doesn't cause any status effects, and only has the somewhat paltry
ability to cause 1d8 fire and 1d8 electrical damage 5% of the time, but
all this is out-shadowed by the 15% chance to cause the wielder to go
invisible. Position your Thief behind an enemy and have them use this
weapon as their main-hand weapon and you've got a decent chance each
round that they'll score a backstab. That damage sure takes on a
different aspect when it's subjected to a x5 multiplier, and a
Fighter/Thief or Fighter/Mage/Thief imported from the previous title
with a modest, say, 19 Strength who is specialized in Daggers will
easily be doing 1d4+14 damage, or about 75-90 damage on a backstab.
This allows you to topple most normal enemies with glorious ease, and
although some enemies are immune to backstabs, it's still a good
equipment load-out for most fights. Just equip a good off-hand weapon to
go with it, particularly one that gives you more defense (like Hindo's
Doom) or more stopping power (an upgraded Angurvadal, for example, will
raise your Strength to 22 and make the Dagger of the Star +5 that much
more destructive.) Keep in mind that this weapon requires a bit of
micro-management. The game will not tell you when you've gone invisible,
and you'll have to manually position yourself behind an enemy to perform
a backstab (if you're not already behind them, that is). Just keep an
eye on your protagonist, and if they turn transparent, pause the game
and move them to take advantage of their newfound invisibility.
Staff of the Ram +6
-------------------
(5000 gold)
(Roranach's Horn)
(Staff of the Ram +4)
Ah, the first +6 weapon that comes available to us in this game... at
least the way I play it. If you're into staves, this is by far the best
melee staff in the game, to the delight of Druids everywhere. I
personally prefer the Spectral Brand for Jaheira, and the Ravager for
two-handed weapons in general, but if you're a Druid who has been
missing a shield, this is just for you. It has a 15% chance to stun,
knock enemies back, and it always deals a whopping base of 1d6 +12
crushing, +1d4 piercing damage. It's a good weapon by any definition.
Storm Star +5
-------------
(5000 gold)
(Starfall Ore)
(Storm Star +3)
Storm Star +3 was kind of meh, but Storm Star +5 is a genuinely decent
weapon in Throne of Bhaal. Still, I find it far out-classed by the Flail
of the Ages, as the Storm Star is pretty much just a brute damage
weapon. On that note, I still find Crom Faeyr's Strength-boost more
appealing as far as brute damage goes. I really don't have a use for
this weapon. If, however, for some reason you find both the Flail of the
Ages and Crom Faeyr tied up and you have a sad Cleric, Storm Star might
be the answer.
o======================================================================o
| Watcher's Keep, Level 5 |
o======================================================================o
Sequence of Events: {WLK059}
1) Seals, Keys, and Wheels
2) Messing With More Machines
3) Guardians of the Mind
4) Test of the Heart
5) Test of Perseverance
6) Test of Courage
7) Test of Wisdom
8) A Game of Coins
9) Guardians of the Heart
10) Spirit Warrior's Maze
11) Through the Maze
12) Guardians of the Spirit
13) Crafting With Cespenar, V
14) The Imprisoned One
15) Defeating Demogorgon
Watcher's Keep, Fifth Level (AR3019)
o======================================================================o
1) Once you've used the Machine of Lum the Mad, feel free to go on to
the next level via the portal at (x=2900, y=1400). You'll find yourself
in a large, triangular chamber with three doors. In the middle of the
room is the symbol of Helm which can be activated, surrounded by
three pedestals which contain the seals we need to break. We need to
find a key for each pedestal, however, and once all three are unlocked
we can turn a wheel to open the final seal. Three doors, three keys, we
can all see how this level is going to play out. If you want to leave
and open the last side-door to Watcher's Keep, you'll find your portal
at (x=1850, y=1500).
<---------------------------------------------------------------------->
2) I feel compelled to start by going through the door at
(x=1250, y=1600). Immediately upon opening the door you'll be attacked
by a swarm of Mutated Spiders, which my protagonist (and the party
with ranged weapons) can handle with ease. Beyond we'll find a machine
of sorts, surrounded by four pedestals, in turn surrounded by four
colored tubes. Activate the machine (x=650, y=1500) to get the details.
You need to activate the machine, obtain some colored globes which need
to be placed in one of the color containers. The globes contain liquid,
which can be consumed as a potion, and have varying effects. If you use
a globe as a potion, however, you'll have to reactivate the machine to
get another, and face a stronger enemy for it. Eventually you'll get an
orb that cannot be consumed, which should be the one we place into the
tube. Of course, the correct and proper thing to do is get as many orbs
as possible, smite the increasingly powerful monsters, and make off with
as much loot and experience as we can. Each time you obtain an orb
you'll gain 1000 experience for each character, and since you can get
four of each color, that's 16,000 experience for everybody in the party,
on top of whatever the monsters give you. Put the four dud globes into
their tubes and you'll get a quest reward and the 'Mind Key'. All in
all, everybody walks away with 26,000 experience, and the party gains an
additional 455,496 experience to split amongst themselves from the
monsters we killed. That's a little over 100,000 experience per
character. Not bad, I say.
Most of the monsters aren't too troubling. To claim the blue globe
you'll need to smite a Mage. Keldorn hits her with Dispel Magic and
Imoen uses Breach and she dies without much further effort. If you set
your party around where she appears, the chances are good you can just
cut her down before she gets off any bothersome spells. For the Mutated
Spiders, I just send my party north of the machine (between the red and
purple tubes) and have my protagonist stand to the side (between the red
and green tubes) and summon the critters. My protagonist checks them in
melee and my party fires away. This tactic also works to safely dispose
of the Umber Hulks, Devil Shades, and the Vampires. For the Beholders,
another strategy is called for. I move all my party into the large
triangular room where we entered save Keldorn/Viconia, Jaheira, and my
protagonist. With their magic resistance, the Shield of Balduran, and
the Cloak of Mirroring they stand a chance of doing what needs to be
done. As soon as the Beholders are summoned, I send all three to attack
the Elder Orb, as it will cast Imprisonment after a while. Once it goes
down, everybody save Jaheira flees the room, and Jaheira methodically
cuts down the Hive Mother and Death Tyrant. She can still take some
damage from the spells of the Hive Mother, but it should be nothing
more than a Ring of Regeneration and/or some healing spells can't fix.
For the Liches, I again send everybody out into the triangular room
save my protagonist. He applies the typical anti-Lich strategy,
Spell Immunity: Abjuration, Conjuration, Alteration and Death Ward.
Once the Liches appear, he hacks away until they die, using Daystar on
them as necessary. The Elemental Lich will doubtlessly summon a Pit
Fiend, but by now my protagonist is more than strong enough to dispose
of such a creature effortlessly.
o===============o=======================o=======================o
| Globe | Enemies Summoned | Potion Effect |
o===============o=======================o=======================o
|Red Globe #1 |Hobgoblin Elite, | Fireball, centered on |
| |Hobgoblin Shaman, | target. |
| |Hobgoblin Warrior, | |
| |Hobgoblin Wizard | |
| |(196 EXP) | |
|---------------|-----------------------|-----------------------|
|Red Globe #2 |Kuo-Toa Captain x2 | Heals user. |
| |Kuo-Toa Priest | |
| |Kuo-Toa Wizard | |
| |(12000 EXP) | |
|---------------|-----------------------|-----------------------|
|Red Globe #3 |Giant Troll x2 | Temporarily increases |
| |Spectral Troll | party's saving throws |
| |Spirit Troll | by one. |
| |(18300 EXP) | |
|---------------|-----------------------|-----------------------|
|Red Globe #4 |Greater Wolfwere x4 | N/A |
| |(60000 EXP) | |
|---------------|-----------------------|-----------------------|
|Blue Globe #1 |Mage |Cone of Cold, centered |
| |(11000 EXP) | on target. |
|---------------|-----------------------|-----------------------|
|Blue Globe #2 |Mage | Fatigues user. |
| |(14000 EXP) | |
|---------------|-----------------------|-----------------------|
|Blue Globe #3 |Mage | N/A |
| |(20000 EXP) | |
|---------------|-----------------------|-----------------------|
|Blue Globe #4 |Mage |Protection from Normal |
| |(6000 EXP) | Missiles on user. |
|---------------|-----------------------|-----------------------|
|Green Globe #1 |Mutated Spiders x4 | N/A |
| |(36000 EXP) | |
|---------------|-----------------------|-----------------------|
|Green Globe #2 |Umber Hulks x3 | Melf's Acid Arrows on |
| |(12000 EXP) | target. |
|---------------|-----------------------|-----------------------|
|Green Globe #3 |Greater Earth | ????? |
| |Elementals x3 | |
| |(30000 EXP) | |
|---------------|-----------------------|-----------------------|
|Green Globe #4 |Death Tyrant, | Summons a Shambling |
| |Hive Mother, | Mound to serve the |
| |Elder Orb | party. |
| |(78000 EXP) | |
|---------------|-----------------------|-----------------------|
|Purple Globe #1|Skeleton Warriors x4 | Strength increased |
| |(16000 EXP) | temporarily. |
|---------------|-----------------------|-----------------------|
|Purple Globe #2|Devil Shade x4 |Invisibility on target.|
| |(48000 EXP) | |
|---------------|-----------------------|-----------------------|
|Purple Globe #3|Vampire x4 | N/A |
| |(50000 EXP) | |
|---------------|-----------------------|-----------------------|
|Purple Globe #4|Lich, Elemental Lich | Mass Cure on target. |
| |(44000 EXP) | |
o===============o=======================o=======================o
***REWARD***
(For obtaining a globe)
EXP 1000 (each character)
***REWARD***
(For obtaining the Mind Key)
EXP 10000 (each character)
<---------------------------------------------------------------------->
3) Now go use the Mind Key on the pedestal at (x=2400, y=1750) to gain
some experience. The game ominously warns you about some guardians, so
be sure to spell-buff before you activate the pedestal a second time.
Five 'Ferrumach Rilmani' will appear, along with one 'Aurumach Rilmani'.
I situate my party north-west of the seals (near the portal), and summon
a Deva, an Elemental Prince, a Simulacrum (via the Helm of Vhailor) and
two Golems (via the Golem Manual-which both my protagonist and their
Simulacrum can use). Then I hit us all with Protection from Evil 10'
Radius and Haste (having cast other, not quite so time-sensitive
personal spell-buffs like Stoneskin, Iron Skins, Blur, Armor of Faith,
etc., before summoning anything). When we hit the seal, our foes will
appear, and our first order of business is to quickly and decisively
kill the Aurumach Rilmani, as he's a powerful Mage. If he gets off his
Time Stop sequence, he can easily cause trouble with repeated bouts of
Cone of Cold, Prismatic Spray, and Symbol spells... Or he might just
beat you to death with his staff (which, after peeking with Infinity
Explorer turns out is a Staff of the Ram +4, which he doesn't drop. With
this, and his base Strength score of 20, he can be quite a bruiser in
melee). After he falls-and with my party and their summons in an
advantageous position to pounce on him, he'll fall quite quickly-the
Ferrumach Rilmani can cast some annoying spells, like Dispel Magic,
Remove Magic, Silence 15' Radius, Ice Storm, and Blur, but they are
otherwise not nearly as worrisome as the Aurumach Rilmani. Loot the dead
Aurumach Rilmani for the Club of Detonation +3. For the same reason I
didn't use Harbinger earlier, I won't use this. Who needs Fireballs
going off in the middle of melee combat? I don't.
***REWARD***
(For using the Mind Key on the pedestal)
EXP 20000
***VIDEO***
Haeravon Plays: Baldur's Gate 2 Enhanced Edition -
Mind Key {VID017}
<---------------------------------------------------------------------->
4) One seal down, two to go. Now you must head south through the door
at (x=2500, y=2500). Beyond you'll find a Helmite Ghost, which will
tell you that you need to be worthy in heart, spirit, and mind before
you can obtain the key. Apparently this ghost is tasked to test your
perseverance, courage, and Wisdom. And our patience, doubtlessly.
Since we've been doing this level from west to east, let's give this
particular trial the same order. Go through the door at (x=2300, y=3000)
and exit the area at (x=2300, y=3100).
Test of Perseverance (AR3025)
o======================================================================o
5) In this area you'll find a host of Orcs, including wussy Orc Archers,
beefed up Orcs, and Orc Mages, who can cause you trouble through sheer
numbers. Start out with True Sight, as their plans are to cast Shadow
Door, put up some defensive buffs like Mirror Image, then reappear to
launch Fireballs and Lightning Bolts. I Haste the party and have
Keldorn use True Sight, giving the Mages priority death when they show
up. After killing enough of the critters, the Helmite Ghost will show up
and reward you. Loot the pool at the far end of the room to obtain
Ixil's Nail +4, with which we can create the strongest Spear in the
game. The Orcs themselves will drops various amounts of gold, gems,
jewelry, as well as the odd potion and scroll. Return to the previous
level when you're done looting.
***ITEMS***
(x=900, y=400) Potions of Extra Healing x5, Arrows +3 x40, Bolts +3 x40,
Bullets +3 x40, Bluestone Necklace, Ixil's Nail +4,
1 gold.
***REWARD***
(For passing the test of perseverance)
EXP 21000 (each character)
Test of Courage (AR3024)
o======================================================================o
6) Now go through the door at (x=2600, y=3000) and exit to the next
area at (x=2700, y=3100). Just by looking at this place, you should be
able to tell what's coming next. It's another Adalonish chamber, and
what better to test your courage against than a Dragon? Spell-buff up,
summon some allies, and cast Remove Fear before confronting the Dragon.
This particular specimen will taunt you before attacking, mentioning
the 'Warrior's Skull', which we'll need to proceed later. This Dragon
doesn't focus on buffs, save True Sight. Other than that, it uses its
Wing Buffet an awful lot, and will cast Summon Insects, like
Nizidramanii'yt did. All in all, it's not too much trouble for a
powerful, well-prepared party to cut down. My protagonist even managed
to kill this Dragon "by himself". He spell-buffed, used the Vhailor's
Helm to create a Simulacrum, and then both him and the Simulacrum
used the Clay Golem manual to create a Clay Golem. They then attacked
the Dragon. The Golems provided enough of a distraction for the
protagonist and his Simulacrum to get off multiple Greater Whirlwind
Attacks (even though some where wasted because of its Wing Buffet.) When
it dies, loot it for the Warrior's Skull, Hindo's Doom +3, a decent
off-hand weapon once it's upgraded, a Gold Ring, a Bloodstone Ring, and
1500 gold. The Helmite Ghost will show up again and give you another
reward.
***REWARD***
(For passing the test of courage)
EXP 21000 (each character)
***VIDEO***
Haeravon Plays: Baldur's Gate 2 Enhanced Edition -
Test of Courage {VID018}
Test of Wisdom (AR3026)
o======================================================================o
7) One more test to go. Head back to the previous area and go through
the door at (x=2900, y=2900) and exit the level at (x=3000, y=3000). I
like it when the numbers match, don't you? Inside this area you'll be
pestered by an Imp, who wants to challenge you to a game of riddles.
And no, you don't have any choice in the matter. The riddle and its
answer are as follows:
"I have as many brothers as sisters, but my brothers have twice the
number of sisters as brothers. How many children do my parents have?"
Answer: Seven
***REWARD***
(For answering the Imp's riddle)
EXP 10000 (each character)
<---------------------------------------------------------------------->
8) The Imp now wants to play a game of coins. There are 11 coins, and
you and the Imp will alternate taking one, two, or three coins at a
time. Whoever takes the last coin loses. The way to win this is to
avoid leaving the Imp with four coins or less to pick from, as it can
then pick three or lower, and leave you with one. Therefore endeavor to
get the Imp down to five coins, without getting down to five yourself.
If you pick three at the beginning, it will pick three, and you'll
be screwed. If you pick one, however, the Imp will pick one, leaving
nine coins. Whatever you pick next, the Imp will pick the correct
amount to leave you with five. You must pick two coins on the first
round, then whatever the Imp picks will put it in the situation of
leaving you within striking distance of five. Left with five coins left,
the Imp will have to pick one, two, or three, which leaves you to take
the remaining coins save one, and thus win the game. After being
defeated the Imp will leave to avoid your gloating, and you'll get an
experience reward from both the Imp and the Helmite Ghost. Loot the
place and leave.
***ITEMS***
(x=500, y=250) Sunstone Bullet +1 x20, Acid Arrows x20,
Bolt of Lightning x20, Potion of Superior Healing x4
(x=440, y=150) 81 gold
(x=600, y=200) Scroll of Identify, Ziose Gem, Bullets +4 x10
***TRAPS***
(x=600, y=200)
***REWARD***
(For beating the Imp at a game of coins)
EXP 10000 (each character)
***REWARD***
(For passing the test of Wisdom)
EXP 21000 (each character)
<---------------------------------------------------------------------->
9) Return to the previous area the Helmite Ghost will reward you yet
again and pass off the Heart Key. Insert the key into the pedestal
(x=2150, y=1800) in the main room for even more experience. The
guardians for this seal are no joke, they include a Succubus named
Nalmissra, a Marilith named Y'tossi, a Hive Mother, Xei Win Toh, a
Drow Cleric named Ameralis Zauviir, and an archer named The Huntress.
The key to this fight, as every large fight, is preparation. Spell-buffs
are mandatory, but good positioning will go a long way, as well. Jaheira
stands just to the west of the lowest pedestal and equips the Shield of
Balduran-she'll go toe-to-toe with the Hive Mother. Keldorn, my
protagonist, and Imoen all go north of the symbol of Helm in the middle
of the room so they can pounce upon Nalmissra, then tackle Y'tossi.
Anomen/Viconia and Minsc wait a little ways east of Jaheira, along with
whatever summons (Deva, Clay Golems, and an Elemental Prince) we can
bring up to hold off the other three. When the seal is activated, the
Hive Mother, Nalmissra, and Y'Tossi will all throw up defenses,
including Stoneskin, Protection from Magical Weapons, and Improved
Mantle. Y'tossi uses True Sight, which makes illusions useless as
spell defense. Imoen responds by hitting Nalmissra with Breach, and
Keldorn and my protagonist hack away. Imoen could use a Time Stop, but
most of these monsters have very high spell resistance, and it's just
not practical for her to bother trying to rip the defenses of one of
them down to open them up to spell assault, nor is it particularly
fruitful to hit them with multiple Horrid Wiltings and Comet and hope
for the best. My Mages will serve best by tearing down enemy defenses.
By the time Nalmissra falls, Y'tossi's protections should have worn off,
or or at least be nearing the end of their duration. If not, Imoen
always has another Breach. My summons, Anomen, and Minsc all focus on
Xei Win Toh, and when she falls they move on to Ameralis Zauviir.
Y'tossi and the Drow die at nearly the same time, and my party moves
on to the survivors-the Hive Mother in the west, and The Huntress in the
east.
After they fall, it's time to loot. Nalrissa will drop a Scroll of Wish
and a Diamond, Y'tossi coughs up Gauntlets of Extraordinary
Specialization, a Rogue Stone, and 73 gold, Xei Win Toh gives us a
Star Sapphire and a King's Tear, Ameralis Zauviir relinquishes a
Ziose Gem, a Scroll of Stone to Flesh, and 1230 gold, while the Huntress
leaves behind Taralash +4, a Skydrop Gem, a Diamond, and a Black Opal.
The Gloves of Extraordinary Specialization are wonderful for any
warrior, but a few things affect its destination. First, Keldorn/Korgan
are out because they need The Brawling Hands. I also rule out my evil
protagonist because she can wear the Wondrous Gloves, which aren't as
good, but my party is better overall by putting the Wondrous Gloves on
her, and letting these go somewhere else. For my evil party, I tend to
put them on Dorn, for the simple reason that with the Ravager +6 an
extra attack per round means an extra shot at scoring a vorpal hit. For
the same reason these go on my good protagonist, who wields the Axe
of the Unyielding and hence, can score vorpal hits. Taralash is a bit
easier to dismiss-it's increased movement speed isn't better than the
Mana Bow's magic resistance, so it is of no immediate use to me.
***REWARD***
(For obtaining the Heart Key)
EXP 10000 (each character)
***REWARD***
(For using the Heart Key on the pedestal)
EXP 20000
***VIDEO***
Haeravon Plays: Baldur's Gate 2 Enhanced Edition -
Heart Key {VID019}
Spirit Warrior's Maze (AR3023)
o======================================================================o
10) Two seals down, the door at (x=2900, y=1300) beckons. As soon as you
open the door a nest of Shadow Fiends and Devil Shades will attack.
With the Warrior's Skull in hand, activate the altar (x=3300, y=1050).
Part of you will be whisked away and a portion of your consciousness
will be spent to control the body of the 'Spirit Warrior'. It's our
job to navigate this maze using the Spirit Warrior. If the Spirit
Warrior dies, you die, so let's try to keep him alive, eh? He's got
about 50 Hit Points, so keep an eye on how he's doing. You know the
drill, another maze, another map, oriented by the compass rose on the
floor:
o===============o o===============o o===============o
| | | | | Gibberling |
| Mummy |-------| Blue Potion |-------| |
o=======10======o o=======11======o o=======12======o
o===============o o===============o o===============o
| Ghost | | | | Poisoned Desk |
| Magical Helm |-------| Empty |-------| Bracers |
o=======7=======o o=======8=======o o=======9=======o
o===============o o===============o o===============o
| Poisoned | | | | war Dog |
| Fountain |-------| Gibberling |-------| Blue Potion |
| | | Scroll | | Iron Key |
o=======4=======o o=======5=======o o=======6=======o
o===============o o===============o o===============o
| | | | | Skeleton |
| Maze Start |-------| Goblin |-------| Wand of Magic |
| | | | | Missiles |
o=======1=======o o=======2=======o o=======3=======o
This maze is nothing like the one we encountered earlier in Watcher's
Keep. Our only goal is to guide our little Spirit Warrior through the
maze and complete an infantile dungeon. Along the way we'll earn some
experience, kill some monsters, and gather some loot-all the things
that adventurers should do. It's like an old text-based adventure game,
you tell your Spirit Warrior what to do and he does it until the task
is complete. You'll reach a room and you'll get the option to search it,
continue going another direction to reach another room, loot an obvious
object within, or attack a monster. As you acquire loot, you may also
be given the chance to use it before fighting. For the most part, your
Spirit Warrior will be more than a match for most enemies in the maze,
and you'll be healed at several points. Unless you're incredibly
unlucky, you should be fine.
Note: The only way to find the area number (AR####) for this place is
via Infinity Explorer... or similar programs. Anyways, as a fun side
note, the Mini-map for this location is a staff photograph of the Throne
of Bhaal team. Ah, those silly kids...
<---------------------------------------------------------------------->
11) From room #1 go east and kill a Goblin in room #2. Then continue
east to find room #3, which contains a chest. When you mess with the
chest a Skeleton will animate. Kill it and loot the chest for a Wand
of Magic Missiles. Head north to room #6 and kill a War Dog, then
search the room to obtain a Blue Potion (Cure Medium Wounds, 14 Hit
Points), which you'll use immediately, and an Iron Key. Go west to
reach room #5 and search it to obtain the Gibberling Scroll before
continuing to the west and into room #6. This room contains a fountain,
but if you use it you'll take 5 damage. Go north into room #7 to
encounter a Ghost, which is by far the strongest monster you've fought
with the Spirit Warrior. Kill it, and loot the room for a Magical
Helmet. Continue east into room #8, which is empty, and into room #9.
Search the room and loot the desk for a pair of Bracers that improve
your combat skills. You'll take a bit of damage from some poison on the
desk, but never fear, we'll make good on it before we get to the end.
Now go north to room #12, where you'll find a Gibberling, which is
stronger than you might think. Use the Gibberling Scroll on it to scare
it off without a fight. Now continue west to reach room #11, which
contains a chest which can be opened with the Iron Key we found earlier.
Inside is another Blue Potion (Cure Serious Wounds, 17 Hit Points) which
will be used automatically-a good thing, since the final room is up
next, through the 'ominous archway' to the west. Finally you've reached
room #10, the last room, which contains the exit to the maze and a
Mummy. Use up that Wand of Magic Missile and kill the Mummy to complete
the maze. After completing this microcosm of an adventure you'll be
return to your body, gain the Spirit Key, and another quest reward. That
was an easy 47,000 experience points per character.
***REWARD***
(For obtaining the Wand of Magic Missiles)
EXP 4000 (each character)
***REWARD***
(For obtaining the Blue Potion and the Iron Key)
EXP 4000 (each character)
***REWARD***
(For obtaining the Gibberling Scroll)
EXP 4000 (each character)
***REWARD***
(For obtaining the Magical Helmet)
EXP 4000 (each character)
***REWARD***
(For obtaining the Bracers)
EXP 4000 (each character)
***REWARD***
(For using the Gibberling Scroll to scare off the Gibberling)
EXP 3000 (each character)
***REWARD***
(For obtaining the second Blue Potion)
EXP 3000 (each character)
***REWARD***
(For obtaining the Spirit Key)
EXP 21000 (each character)
<---------------------------------------------------------------------->
12) Use the final key in the final pedestal (x=2300, y=1950) for the
predictable experience reward. This time your guardian will be a Lich
named Azamantes and some Flaming Skulls. The Flaming Skulls, as their
name implies, like using fire attacks, including Fireball, Burning
Hands, Aganazzar's Scorcher, and Incendiary Cloud. They're also
protected by Fire Shield (Red) and explode into a Skull Trap when they
die. The Lich is typical save for the fact that he has a fear effect
that necessitates the use of Remove Fear. He's otherwise fond of Maze,
Finger of Death and fire-spells like Meteor Swarm and Summon Efreeti. I
meet them only with my protagonist, who beefs himself up with Spell
Immunities and has Remove Fear and Death Ward cast upon him. He's now
safely protected from Azamantes, and the Flaming Skulls can do nothing
to penetrate his Cloak of Mirroring. I cut down the Flaming Skulls,
since they're more mobile and would just love to hit my party with
Incendiary Cloud and other fire-based attacks. After that, I pummel
Azamantes until he drops. When he dies he'll leave behind the Erinne
Sling +4, and the Serpent Staff. The Erinne Sling isn't really any
better than the Sling of Arvoreen... at least not until Cespenar
upgrades it, but it does produce 5 Bullets +4 a day, which allows Slings
to effectively be used in Throne of Bhaal. As long as you're willing to
rest a lot, use the Sling, and build up your stash of Bullets +4. The
Serpent Staff, on the other hand is useless as a weapon. A +2 weapon
with only a 5% chance to poison an enemy with no save penalty? Wasn't
the Dagger of Venom in Baldur's Gate 1 about as powerful? Still, hang
on to it, it's part of another, much more powerful weapon. Now we're
ready to confront the 'Imprisoned One'. Activate the wheel at
(x=2300, y=1700) and a portal will open (x=2300, y=1800).
***REWARD***
(For using the Spirit Key on the pedestal)
EXP 20000 (each character)
<---------------------------------------------------------------------->
13) Cespenar should again be consulted to upgrade the gear we've found
in the last level. Every little bit will help in the upcoming fight:
Club of Detonation +5
---------------------
(5000 gold)
(Club of Detonation +3)
(Ring of Fire Resistance)
Well, if you really like Clubs... then you're just out of luck. The 30%
chance to deal 15 extra fire damage is nice, but it's not enough to
cancel out the 5% chance to unleash a dangerous Fireball. Not by a long
shot. The good news is, if you're a Druid, you already have the Staff of
the Ram +6 or Ixil's Spike +6, and if you're a Fighter/Druid, you can
just use Spectral Brand and a shield, which is much better.
Erinne Sling +5
---------------
(5000 gold)
(Erinne Sling +4)
For 5000 gold you'll upgrade a +4 weapon into a +5. It's now the best
Sling in the game by a point. If only all upgrades were this easy...
Viconia/Anomen gladly accept an... upgraded sling they'll probably never
use.
Ixil's Spike +6
---------------
(5000 gold)
(Ixil's Nail +4)
(Ixil's Spike +2)
Ixil's Spike is the best spear in the game, which makes it one of the
best weapons a single-classed Druid can get their hands on. It gives you
Free Action while equipped, and has a chance to pin an enemy for three
rounds (and inflict an additional 1d6 +5 damage each round they are
pinned). Of course, the Staff of the Ram can stun enemies with no save,
and it deals its damage whether the enemy saves or not. It's close, but
I'd go with Staff of the Ram +6.
The Imprisoned One's Chamber (AR3020)
o======================================================================o
14) Go through the portal to reach the lair of the Imprisoned One. It
will tell you that your are being deceived by the Knights of the Vigil,
and that you will be sealed within this prison if you use the Ritual
Scroll. If you believe it, the Imprisoned One will ask you to help it
out and tell the Knights of the Vigil that you killed it. Naturally
they'll go investigate, and the being can take its revenge on them. If
you use the Ritual Scroll you'll find out that the Imprisoned One was
not bluffing - the portals aren't active anymore. It'll try and deal
with you once more, offering you the same deal it offered before. It
has gained power enough over the eons to effect your escape, but not
its own. If you lure the Knights of the Vigil to go investigate, a
Ghostly Apparition will appear atop Watcher's Keep and give you Helm's
Scroll, which will seal Demogorgon-the Imprisoned One-in Watcher's
Keep, along with Odren and the Knights of the Vigil. Of course, nothing
prevents you from screwing over the Imprisoned One and leaving it
trapped in Watcher's Keep, at which point you can spare the Knights of
the Vigil for some experience and a point of reputation or demand a
reward from them for some gold and a lesser experience reward. After
demanding compensation from the Knights of the Vigil, you can then
either spare them for a point of reputation, or kill them. If you
return to claim your promised reward from Demogorgon, you'll naturally
be attacked by the Prince of Demons. It was Odren's ritual, and once he
dies, the wards locking Demogorgon away have failed, and the only thing
preventing him from rampaging across the world is your party.
Killing Demogorgon is far more rewarding than skipping out on him, as
it provides us with a 100,000 point experience reward for each
character, the largest single reward in the game. And I know I didn't
travel through five levels of Watcher's Keep to avoid a fight at the
end. The best path, as far as I'm concerned, is to use the Ritual
Scroll for the 80,000 experience, then challenge Demogorgon to a fight
and kill him. Now you can leave the portals (since the Imprisoned One is
gone, there's no reason to keep the prison active, eh?) and confront the
Knights of the Vigil, who are beyond surprised that you killed
Demogorgon and escaped their trap. You'll either get the 10,000 for
sparing them, or the 7,000 for demanding a reward as well as 10,000
gold and a reputation boost for letting them leave. If you were
screwing Demogorgon over, that would be all you got, but since we
killed him, we get an extra 50,000 experience. That's a quest reward of
237,000-240,000 for each character, with additional experience varying
depending on what demons you killed while fighting Demogorgon.
Note: If Demogorgon is proving to be too much of a hassle, feel free
to skip engaging him for now and continue on to [WLK064], [WLK065], and
perhaps [WLK066]. Doing these three Sequences is arguably easier than
killing Demogorgon, and you'll get the Axe of the Unyielding +5,
Carsomyr +6, the Spectral Blade +5, and the Ravager +6 (among other
things), which will make killing Demogorgon easier... although I've
never had any serious trouble killing Demogorgon now.
***REWARD***
(For using the Ritual Scroll)
EXP 80000
***REWARD***
(For accepting Helm's Scroll from the Ghostly Apparition)
EXP 25000 (each character)
***REWARD***
(For using Helm's Scroll and sealing Demogorgon in Watcher' Keep)
EXP 80000 (each character)
***REWARD***
(For escaping Demogorgon and sparing the Knights of the Vigil)
EXP 10000 (each character)
Reputation +1
***REWARD***
(For demanding a reward from the Knights of the Vigil)
EXP 7000 (each character)
Gold 10000
Reputation +1 (If you spare the Knights of the Vigil after the reward)
***REWARD***
(For defeating Demogorgon)
EXP 100000 (each character)
***REWARD***
(For killing Demogorgon and sparing the Knights of the Vigil)
EXP 50000 (each character)
Reputation +1
<---------------------------------------------------------------------->
15) Now for the actual fight with Demogorgon. One of the perks of doing
things my way is after you use the Ritual Scroll, Demogorgon will wait
for you to talk to him again. This allows you to spell buff to the
max before talking to him. Do so, and include as many instances of
Chaotic Commands to protect as many of your characters as possible from
Demogorgon's Insanity Gaze, which can inflict a character with
Confusion and Feeblemind. Demogorgon is also fond of using Implosion,
which can do some serious damage to a single character. Another thing
you're almost certain to encounter is the rotting effect you'll suffer
(in the form of a disease) that Demogorgon inflicts by striking you.
This can be cured with a Heal spell, and it can be most fatal in the
heat of battle with Demogorgon and his demons continuing to deal extra
damage as the disease also adds up. Demogorgon's also immune to Time
Stop, so don't bother casting it. He'll summon a pair of Mariliths to
start the fight, and if they go down, he'll gate in several Glabrezu
at a time, which use Remove Magic, Dispel Magic, Confusion, and can
cast Power Word: Stun on you-which is in every way worse than the
Mariliths, who are content to use Stoneskin and Protection from Magical
Weapons before attacking. Focus on Demogorgon, you'll have the freedom
to summon all the allies possible-namely a Deva, Elemental Prince, a
Simulacrum, and two Clay Golems and place them near Demogorgon.
Hopefully they'll draw some of Demogorgon's attacks and the attention of
his demons. Once the fight starts, Imoen/Edwin immediately uses Breach
on Demogorgon, and my Fighters start up with Greater Whirlwinds. If he
gets up any more buffs, tear them down with Breach or Wands of Spell
Striking and continue to keep up the pressure. Demogorgon is tough, so
keep an eye on everybody's Hit Points. If he and some of his demons
decide to focus on a character, you can see 80-100 Hit Points vanish in
a single round. Watch out for the disease symbol, and if somebody is
afflicted, take them to the side and heal them with another character.
Two or three rounds of constant Greater Whirlwind pressure should
defeat Demogorgon, after which the mop-up of his minions begins.
***VIDEO***
Haeravon Plays: Baldur's Gate 2 Enhanced Edition -
Demogorgon {VID020}
Once every demon is dead, I head through the portal at (x=500, y=300)
and confront the Knights of the Vigil. I then demand a reward, claim
the experience and gold from them, then I let them go for additional
experience and a reputation increase. If you just can't spare the
Knights of the Vigil, they'll drop three suits of Plate Mail +1, a
Quarter Staff +2, three Maces +2, a Bastard Sword +2, a Flail +2, and
two Potions of Extra Healing. They might seem somewhat tough, but like
Gromnir's minions, they have a severe weakness. Imoen/Edwin can dispatch
most-if not all of them-with a Time Stop sequence consisting of a pair
of Horrid Wiltings and a Comet. Still, the loot and experience they give
isn't worth the 7,000 experience for each character, the 10,000 gold,
and the boost to reputation-not to mention the 50,000 experience for
each character that follows.
We're now done with Watcher's Keep and are now ready to return to deal
with Yaga Shura. We've gained well over a million experience as well as
some great items, particularly Angurvadal, the Axe of the Unyielding,
the Dagger of the Star, the Flail of Ages +4, Hindo's Doom, the
Spectral Brand, and the White Dragon Scale Armor. Most of these weapons
will reach their ultimate forms while we're dealing with Yaga Shura and
beyond. If you've been playing with Dorn, his Throne of Bhaal questline
might begin now, since we've spent so much time in Watcher's Keep and
are about to begin wandering across the World Map, and all. After the
initial encounter of his questline you can delay it indefinitely, and
in all honesty, it will be easier to deal with after Yaga Shura. For
that reason, and because all the other Enhanced Edition character quests
start post-Yaga Shura, they'll be located there. Still, if you get
attacked by a squad of Crusaders and an angry Planetar, skip ahead to
[WLK062] to see what's going on.
o======================================================================o
| Yaga Shura |
o======================================================================o
Sequence of Events: {WLK060}
1) The Master Wraith
2) Skeleton Defenders
3) Heartless Nyalee
4) Fire Giant Grinding
5) Chinchilla and Company
6) Door Guards
7) Hammer Wardstone
8) Skull Wardstone
9) Activating the Spheres
10) Blood Wardstone
11) Flame Wardstone
12) Yaga-Shura's Heart
13) Yaga-Shura's Concubine
14) Imix, Prince of Fire
15) Nyalee's Change of Heart
16) Crafting With Cespenar, VI
17) Showdown With Yaga-Shura
18) Meeting Mother
19) Melissan's Next Mission
20) Putting Down a Possible Past
21) The Tethyrian Affair
Forest of Mir (AR5202)
o======================================================================o
1) Now it's time to head to the Forest of Mir, which is about as
pleasant of a place as it sounds. Before you advance cast Mass
Invisibility so it affects your whole party-save your protagonist. When
done, head north-west to encounter... Gorion? 'Gorion' will accuse you
of leaving death and destruction in your wake, and generally say mean
things (doing a bit of damage to you at certain points to punctuate his
assertions). It'll also pick on your romantic interest, whomever that
may be and summon either Aerie's mom (for Aerie), Khalid (for Jaheira),
Valas (for Viconia) or Moira (for Anomen). Eventually the creature
masquerading as Gorion will lose the battle of wills with you and will
summon a host of level draining assholes and attack. His minions include
a trio of Devil Shades, two Swamp Horrors, a pair of Vampiric Wraiths,
and the Master Wraith, itself... of which everything save the Swamp
Horrors can level drain. My party save my protagonist immediately
withdraws to a safe distance where Imoen/Edwin cast Limited Wish and
give the party protection from negative energy. If anything looks like
it's trying to slip past my protagonist to engage my unprotected party,
my protagonist will engage them-but hopefully our invisibility will keep
them safe. My protagonist uses Daystar to cast Sunray, while Imoen/Edwin
can help out (after protecting the party) with a Time Stop/Comet
sequence. Still, my protagonist has always been more than a match for
all these monsters, and by using Mass Invisibility before the fight,
I've been able to prevent level drain every time (even though I'm
certain the Master Wraith can see through it, and probably some of the
mists, as well, the Devil Shades apparently can't, and they're in the
best position to harass the party, whereas everything else typically
views the protagonist as the primary target). Once everything is settled
down, continue to the north-west.
***REWARD***
(For resisting the Master Wraith)
EXP 5000 (each character)
<---------------------------------------------------------------------->
2) In the chamber beyond the Master Wraith you'll find a collection of
over-powered Skeletons, including some stronger-than-normal Skeleton
Warriors, a Skeleton Priest, a Skeleton Mage, and a Skeleton Assassin.
I don't bother charging in at them, instead I turn around and let them
come to me, just outside the building. The biggest problems in this
fight are the Skeleton Warriors, which can do significant damage even
to a character with a -8 Armor Class. The faster I take them down, the
freer I'll be to take on the Cleric and Mage. The Assassin will be a
pain in the ass in the typical ways-using potions, going invisible,
backstabbing for x4 damage, and using poison. Once they're dead, loot
the Skeleton Warriors for Two Handed Swords +2, and the Skeleton
Assassin for a Dagger +2, a Short Sword +2, and Leather Armor +1. Grab
the Nymph's Tear before you head up the stairs.
***ITEMS***
(x=750, y=1250) Bullets +3 x40
(x=1450, y=500) Nymph's Tear, Scroll of Protection from Poison,
Scroll of Flesh to Stone
<---------------------------------------------------------------------->
3) Upstairs you'll find Nyalee (x=550, y=620), the Witch of the Glade.
She identifies you-as did others before her-as the spawn of the dead
master. Too bad Bhaal's cult didn't die with him. Nyalee will reveal
that she stole Yaga Shura as a babe, realizing what he was. After
raising him and teaching him, however, he left her here 'to rot'. She
taught him how to remove his heart, and so long as he keeps it afire he
is immortal. We need to quench Yaga Shura's heart to remove his
invulnerability-an act Nyalee knows how to perform, if we bring her Yaga
Shura's Heart. To use the powers that will allow her to do this,
however, we need to also get Nyalee's heart back, which Yaga Shura
apparently stole to prevent her from removing his invulnerability. So,
off to the Marching Mountains we go, to search for a pair of hearts.
Marching Mountains (AR5200)
o======================================================================o
4) This area is mainly populated by two types of enemies-Fire Giants,
which we're fairly familiar with by now, and Burning Men, which are
new. Because of the fear effect of the latter, you must keep Remove
Fear on your party at all times, lest characters become afraid, run
amok, and get cut down by Fire Giants. Burning Men also like to use a
'Cinder Shower' attack which deals a fair amount of damage, and can
blind party members. Over to the east you'll find a Fire Giant carrying
a Long Sword, a Katana, a Scimitar, a Club, a Two Handed Sword, a Spear,
and a Halberd. To the north are two Burning Men. North of where you
entered are two groups of two Fire Giants, which carry more appropriate
gear, including Full Plate Mail, a variety of Gems, and some Potions of
Extra Healing and a Potion of Superior Healing, which they won't
hesitate to chug if they're hurt. Note that this is an exceptional place
to grind, and whenever I felt the need to boost my experience, I
typically did so here. Fire Giants will spawn in pairs frequently, and
they'll each give a respectable 16,000 experience when they die... over
2,500 experience per character per kill. Sure, that means most
characters will have to kill over 100 giants per level, but a major
draw of grinding here is that Fire Giants also typically drop potions,
Full Plate Mail, as well as a King's Tears and an Emerald. It's a great
way to fatten your purse as you boost your experience. At this point,
however, I was nearing 6,000,000 experience and had over 100,000 gold
still, so I felt no real compulsion to grind. If you want to farm
Bullets +4 via the Erinne Sling, this is another good place to do that,
considering the wealth and experience involved with resting here. If
you get other, less desirable encounters while resting, just reload.
<---------------------------------------------------------------------->
5) If you head north, then east, you'll find a group of Bhaalspawn... a
most unusual group of Bhaalspawn. They're led by a Bhaalspawn Chicken
named Chinchilla (x=950, y=600), and consist of a Kobold named
Merlinious, a Goblin named Tibbit, and a Xvart named Toop the Brave.
We've seen Elven, Dwarven, Gnome, Human, Half-Orc, and Fire Giant
Bhaalspawn (and even stranger things lie ahead), so why not Goblins,
xvarts, Kobolds, and... uh... Chickens? Bhaal really would screw
anything! I head forward with my protagonist first, as Chinchilla starts
out the fight with Confusion. Try to kill as many as you can, as they'll
flee when too many of them fall... and Chinchilla and Toop the Brave are
FAST.
Yaga Shura's Stronghold, Level 1 (AR5201)
o======================================================================o
6) Head into the cavern at (x=2200, y=300), wherein you'll immediately
be greeted by a door-guard of six Fire Giants, some of which are Elite
Fire Giants. I quickly have my protagonist throw on a Stoneskin, and
Imoen/Edwin casts Haste, followed by a Time Stop sequence where they
string together as many Horrid Wilting spells as possible. I'm also
not afraid to let loose with some Whirlwind Attacks, considering how
many Fire Giants are assaulting me, and how quickly one or two of them
can chop down one of my warriors-much less six. Once they're dead do a
scan for traps in the area, and avoid standing on vats of fire, it's not
healthy. Now that we're in the thick of fire monsters, it might be a
good idea for Minsc/Sarevok/Dorn to equip the Wave.
***TRAPS***
(x=1270, y=2800)
(x=1260, y=2200)
(x=1600, y=1520)
<---------------------------------------------------------------------->
7) Continue up the stairs to the north-east, searching for traps as you
go, until you find a 'strange device' at (x=1950, y=1150). Ignore it for
now, and instead go up the stairs to the north-west. Disarm the traps
and loot a container at (x=1200, y=700) to obtain the Hammer Wardstone,
Bolts +2 x40, the Girdle of Fire Giant Strength, and another Elminster's
Ecologies: Appendix IIIa, in case you didn't get enough in Watcher's
Keep or otherwise forgot how to kill Fire Trolls. The Girdle of Fire
Giant Strength is the greatest Strength-boosting girdle in the game.
Who gets it? The Fighter who has the lowest THAC0, all things
considered. For my good party, this was Keldorn, who had a -10 THAC0
with Carsomyr after the Girdle boosted his Strength to 22. Jaheira also
had a -10 THAC0 with Spectral Brand with the Girdle of Stone Giant
Strength. Fair's fair. On my evil party this had to go somewhere, so
Jaheira gets it pretty much by default. It could benefit Dorn, as their
THAC0s are getting awfully close, but with his Constitution (and natural
19 Strength) I think Dorn's more potent with the Girdle of Fortitude
equipped-which has been giving him an extra 40 Hit Points when used
before big fights, which will certainly benefit him more than one point
of THAC0 and three points of damage. The Girdle of Stone Giant Strength
goes to Sarevok (if you have him) or Viconia (if you don't). Finally, if
you have Haer'Dalis, he now obtains Viconia's Girdle of Hill Giant
Strength. Otherwise, it finally gets retired.
***ITEMS***
(x=1200, y=700) Hammer Wardstone, Girdle of Fire Giant Strength,
Bolt +2 x40, Elminster's Ecologies: Appendix IIIa
***TRAPS***
(x=1200, y=850)
(x=1350, y=750)
<---------------------------------------------------------------------->
8) Now go across the room and up the stairs to the south-east. Another
large group of Fire Giants guard this container, so prepare accordingly.
Once they're dead you'll get to loot the next container, which contains
the necessary Skull Wardstone. Make sure you have a character wielding
mundane weapons before you loot, however, as the guardians that show up
this time are an Adamatine Golem, a Magic Golem, and a Clay Golem.
My protagonist goes after the Magic Golem with mundane weapons, while
the Clay Golem is quickly smote by Anomen/Korgan, courtesy of Crom
Faeyr. The rest of the party tackles the Adamantine Golem.
(x=2700, y=1450) Skull Wardstone, Darts of Wounding x30,
Elminster's Ecologies: Appendix IIIa
<---------------------------------------------------------------------->
9) Return to the beginning of the area and explore the two side rooms
we ignored earlier. There are two spheres which we can now activate
with the Skull Wardstone (x=1700, y=2620) and the Hammer Wardstone
(x=450, y=2000), which open up the rooms on the flight of stairs just
above.
***REWARD***
(For activating the sphere by using the Hammer Wardstone)
EXP 5000 (each character)
***REWARD***
(For activating the sphere by using the Skull Wardstone)
EXP 5000 (each character)
<---------------------------------------------------------------------->
10) Head upstairs and explore the room to the south-east, which is now
devoid of its barrier. Inside you'll find a Flaming Skull, a Burning
Man, two Fell Cats, and three Fire Salamanders. The only new foes here
are the Fell Cats, which are nothing more than melee fodder. They do
have one interesting property, however-they can see invisible creatures,
so don't bother trying to backstab when they're around. Make sure your
Remove Fear is up and smite them. Loot the container in the middle of
the room (x=2150, y=2300) to gain the Blood Wardstone and summon up a
pair of Bone Fiend and an Erinyes, which can be easily dispatched.
Psion's Blade +5 is a nice Two Handed Sword that makes the wielder
immune to confusion and psionic attacks... it would have made dealing
with Mind Flayers much easier. Alas, most of those fights are behind us
now, and I'd prefer Carsomyr... even the Silver Sword, over this weapon,
+5 or not.
***ITEMS***
(x=2150, y=2300) Blood Wardstone, Potion of Insight, Psion's Blade +5
<---------------------------------------------------------------------->
11) Now head across the hallway to confront a similar collection of
fire-based guardians in the other room. Once they're dead loot the
container (x=600, y=1550) for the Flame Wardstone. The Guardians you'll
have to face this time are two Burning Men and a Greater Fire Elemental.
Go upstairs again the fiddle around with the 'strange device' at
(x=1950, y=1150). Now that we have the wardstones we can activate it
and gain access to the next level (x=2400, y=600).
***ITEMS***
(x=600, y=1550) Flame Wardstone, Potions of Superior Healing x2,
Arrows of Fire x20
Yaga Shura's Stronghold, Level 2 (AR5204)
o======================================================================o
12) Head up the stairs when you arrive and you'll meet a pair of Fire
Giants. I prefer to meet them on the stairs, as they can only reach me
one at a time. Granted, I can't do much better, but I'm comfortable
enough putting two of my front-liners against a Fire Giant, especially
if the rest of my party provides some ranged support. To the south-east
or north-west you'll find a fire-lined channel leading into the large
room to the north-east, within which you'll find Fell Cats, a small army
of Fire Giants, and Berenn, a Fire Giant Priest who can cast some fairly
high-level spells, like Finger of Death, although he also will cast
Flame Strike, Conjure Fire Elemental, and Hold Person. They suffer from
a traditional Fire Giant weakness, however. They can't fit through the
doors! I run in with my protagonist-lure out the Fell Cats, which are
much faster than the Fire Giants, slay them-then return to lure the Fire
Giants to the door, where my party shoots them down at a range.
Alternatively, my Fighter/Mage/Thief protagonist can easily just perform
hit-and-run backstabs and kill everything within by simple virtue of
their inability to pursue her... although it'll take a while, and
they'll use up all their healing potions if you don't fortify your
backstabs, say, with a bout of Greater Whirlwind. I cast Death Ward on
my protagonist, and he lures out Berenn the same way. Finger of Death is
ineffective, and offensive spells don't work. If he manages to hold
anybody, he can't make it through the door to capitalize. I just have
to watch out for the critters he'll summon. When he dies, he'll drop a
Laeral's Tear Necklace, three Potions of Superior Healing, a Potion of
Insight, a Rogue Stone, an Emerald, a Pearl, and best of all, Baalor's
Claw. Once that's done, I go loot. There are a pair of Potions of Fire
Giant Strength lying around and three containers to loot. Most
importantly, grab Yaga-Shura's Heart (x=2100, y=1100).
***ITEMS***
(x=2500, y=1800) Diamond, Star Sapphire, Horn Coral Gem,
Greenstone Ring, Bloodstone Ring
(x=1750, y=1450) Scroll of Summon Fiend, Potion of Insight,
Silver Necklace
(x=1000, y=1050) Tiger Cowrie Shell Necklace, King's Tears,
Scroll of Mantle, 1 gold
***TRAPS***
(x=1300, y=1900)
(x=1700, y=1570)
(x=1550, y=1200)
(x=2900, y=1500)
(x=2200, y=1220)
(x=1900, y=1100)
***REWARD***
(For obtaining Yaga-Shura's Heart)
EXP 20000 (each character)
<---------------------------------------------------------------------->
13) Go through the huge doors to the north-east at (x=2900, y=1300) to
find a 'Slave Woman' (x=3170, y=2000), who demands that you free her.
Do so and she'll decide to even the score by telling you what she knows.
She's Yaga Shura's concubine and she came here to join Yaga Shura's
looting and pillaging (despite her less-than-ideal reasons for coming
to work for Yaga-Shura, she's apparently doesn't have an evil
alignment). Unfortunately for her, Yaga Shura had something else in
mind. I don't even want to think about the logistics of that... maybe
she's really tall? She'll also mention Nyalee, as well as talk about a
golden box Yaga Shura keeps under his bed. Yaga-Shura's heart apparently
has something in common with my old sneakers!
***REWARD***
(For freeing Ehlastra, Yaga Shura's concubine)
EXP 15000 (each character)
<---------------------------------------------------------------------->
14) Continue to the north-west and loot the wall for the Stone Golem
Page, which will... well, downgrade our Golem Manual. Loot Yaga-Shura's
Bed for a Beating Heart (Nyalee's wayward organ), his journal, and a Bag
of Plenty, which is by now thoroughly obsolete considering we can make
our own supply of Bullets +4. I continue past Yaga-Shura's bed
tentatively to the north-west, where some Burning Men and Imix, the
Prince of Fire awaits. I prefer to lure them to me using my protagonist,
as the ground they occupy is trapped. With Remove Fear and the Cloak of
Mirroring, my protagonist is immune to their first strikes. Once they
engage, I lead them back to my party, where they can safely be smote.
Imix will be kind enough to drop us the Amulet of the Master Harper
which finally replaces Imoen's laughably outdated Amulet of Metaspell
Influence. Her deficient Find/Remove Traps score is now a slightly less
pathetic 135, and her Armor Class drops down to a -4 (-5 if you obtained
The Warder's Signet +3 earlier, which can replace the Ring of Danger
Sense for most situations.) It's also worth considering as a replacement
for the Amulet of Power for a Fighter/Mage/Thief protagonist, what with
Angurvadal's protection from level drain. This would then allow you to
replace Viconia's Sensate Amulet with the Amulet of Power, and Kaligun's
Amulet of Magic Resistance with the Amulet of the Seldarine. Let's face
it, the Charisma, Hit Points, and Protection from Evil on the Sensate
Amulet isn't really all that impressive anymore. Thus, Viconia gets
faster casting speed and immunity to level drain, while my evil
protagonist's Armor Class drops to an enviable -11. Imix will also drop
the Ravager +4, which we'll be able to upgrade shortly into the best
two-handed weapon in the game.
Note: Once you take the hearts back to Nyalee, you will not be able to
travel to Saradush again. Make sure you've concluded all your business
there before continuing with the next Step.
***ITEMS***
(x=3050, y=850) Scroll of Protection from Fire, Ruby Ring,
Two Handed Sword +2, Stone Golem Page, 3047 gold
(x=2500, y=700) Beating Heart, Yaga-Shura's Journal, Bag of Plenty +1
***TRAPS***
(x=3050, y=850)
(x=2500, y=700)
(x=2000, y=520)
(x=1750, y=350)
(x=1650, y=550)
(x=1550, y=400)
<---------------------------------------------------------------------->
15) Now it's time to return to the Forest of Mir, where we can get
Nyalee to remove Yaga-Shura's invulnerability. Talk to her with both
hearts in your possession and she'll extinguish Yaga-Shura's heart.
Afterwards, however, she'll find herself stricken by pangs of
sentimentality by the reunion of her heart. Realizing the obvious, that
you intend to hurt her son, she'll change her tune and attack,
summoning up a pair of Shambling Mounds, a pair of Nymphs, and a Vortex
Spider to help her out. Shambling Mounds can be rough, as they're
immune to non-slashing weapons, can Entangle foes, and do pretty mean
damage in combat. Nymphs will, of course, harass you with Charm spells.
Imoen/Edwin make this fight a laugh by launch a Time Stop sequence
loaded with Horrid Wilting spells. After the spell assault I mop up and
loot Nyalee for a Druid's Ring, a Cleric's Staff +3, a Ziose Gem, and a
Tchazar Gem.
<---------------------------------------------------------------------->
16) We can finally go after Yaga-Shura himself, and few beings have
deserved a good smite more than him. First, however, it would be in our
best interests to return to the Pocket Plane and have Cespenar craft a
few things for us:
Axe of the Unyielding +5
------------------------
(5000 gold)
(Axe of the Unyielding +3)
(Baalor's Claw)
The best axe in the game, and candidate for the best one-handed weapon
in the game. It gives a one-point bonus to Armor Class, regenerates
one Hit Point per round (down from three HP/round in the vanilla game),
and increases the wielder's Constitution by one. Best of all, it's a +5
vorpal weapon, which forces an enemy to Save vs. Death at a -4 or die
(by decapitation) 10% of the time. If this sounds pretty great... well,
it is, but in the vanilla game it was even better, as there was no save
against this effect. For some reason the Ravager +6 was spared the
addition of a Saving Throw against its vorpal property, making it the
king of vorpal weapons in Baldur's Gate 2. Still, a -4 save penalty
ensures that this weapon's vorpal property will kill often enough to
make it a great main weapon, and my protagonist will get three attacks
a round with it... three chances to force such a save each round. This
is of course, all the more lethal with Greater Whirlwind Attack. On the
other hand, it's hard to argue with Flail of Ages' slow power and sheer
damage. In my mind, however, going for the kill is better than going for
slow. Of course, my Fighter/Mage protagonist sees no reason not to just
use both. In the evil party, Korgan pairs the Axe of the Unyielding with
Crom Faeyr and becomes the baddest Dwarf that ever existed on any video
game ever... except for a Korgan wielding the Axe of the Unyielding in
the vanilla version of Baldur's Gate 2, that is...
Bag of Plenty +2
----------------
(10000 gold)
(Bag of Plenty +1)
(King's Tears)
It's a little late in the game for this, and really, we've had access
to Everard's Sling for so long that this was never really necessary,
especially not now that we have access to unlimited Bullets +4 via the
Erinne Sling.
Ravager +6
----------
(5000 gold)
(Ravager +4)
(Serpent Staff)
What better to accompany one of the best one-handed weapons in the game
than one of the best two-handed weapons in the game? And the only other
new vorpal weapon, to boot. It's a vorpal holiday! Ignore the poison
damage, the Cloak of Fear, and all that other crap, this is a +6 weapon
that kills the target instantly 10% of the time. For Dorn, Minsc,
Sarevok, or any other character using a two-handed weapon save Carsomyr,
it doesn't get better than this. Dorn, Minsc and Sarevok are now set for
the rest of the game.
Stone Golem Manual
------------------
(10000 gold)
(Clay Golem Manual)
(Stone Golem Page)
Honestly, I liked my Clay Golem Manual, and I consider Clay Golems with
their Haste ability and their immunity to non-blunt non-magical weapons
superior to the Stone Golem. I don't bother upgrading this yet, instead
I wait until another page comes along so that I'm actually getting an
upgrade.
***ENHANCED EDITION***
As noted in the description of the Axe of the Unyielding, the Enhanced
Edition has not been kind to it. In the vanilla game, it allowed no
Saving Throw to avoid its vorpal effect, and regenerated three Hit
Points per round once fully upgraded. Perhaps considering its great
defensive properties, Overhaul Games considered the Axe of the
Unyielding didn't deserve such great offensive power? Personally, I
think Bioware had a better grasp of game balance than Overhaul Games
does, and they should have left well enough alone.
Siege Camp (AR5203)
o======================================================================o
17) When you arrive at the siege camp you'll be treated to some
narration predictably letting you know that Saradush has been sacked.
Maybe we shouldn't have harvested so many Bullets +4? Nah, don't worry,
it wasn't timed. Head south-west across a bridge where some Yaga-Shura
Soldiers will be shooting down some fleeing Peasants. It seems to be a
popular past-time for them. As you cross the bridge you'll be informed
that you've got the attention of Yaga-Shura's army, and that you need
to cut off the head of the army if you want to stand any chance of
survival. Translation-kill Yaga-Shura, as his soldiers are endless.
Defensive spells like Stoneskin and Ironskin are invaluable here, as
are buffs like Haste and Protection from Evil 10' Radius. Endurance
fights call for long-lasting buffs that can be thrown up quickly and
negate damage or increase your prowess. Cut your way through your foes
to the south-west to find Yaga-Shura, who still seems to think he's
untouchable. Don't expend too much energy on him now, cut him up a bit
and he'll run off. Survive until he returns shortly with a Lieutenant
Cleric, a Lieutenant Fighter, a Lieutenant Mage, and a Lieutenant Thief
in tow. Naturally soldiers will also keep spawning all the while.
Imoen/Edwin begin with a Time Stop sequence, during which they'll use
two Horrid Wiltings and a Comet to devastate the opposition. My
protagonist also uses his recently-earned Time Stop (which will follow
shortly after the Mage's) to unleash several Greater Whirlwind Attacks
and go after Yaga-Shura, himself. Keldorn uses True Sight to prevent
any mischief, and the rest of my party attacks. Yaga-Shura will not
survive this onslaught, and when he dies we're whisked away to the
Pocket Plane, to be bothered by our Solar.
Pocket Plane (AR4500)
o======================================================================o
18) This time you'll be educated about your past. The Solar will reveal
your origins by showing you the apparition of your mother, who was a
disciple of Bhaal. Gorion shows up and elaborates on what fate was
supposed to befall you, if your mother had her way-you were to be
sacrificed so that your essence would go towards bringing Bhaal back.
Fortunately for us, Gorion's Harper meddling inspired him to attack the
temple and intervene. He killed our mother and saved us, but others
were not so lucky. Sarevok was there too, and used the chaos to flee.
Had fortune smiled on him and Gorion grabbed Sarevok instead of us,
our fates could well have been reversed. Food for thought, to be sure.
Another chamber will be unlocked in our Pocket Plane, which we'll
explore later.
***REWARD***
(For enduring the Solar's revelations)
EXP 10000 (each character)
<---------------------------------------------------------------------->
19) Once the Solar is done telling you useless information you'll
reappear back on the field, where Melissan just so happens to show up.
She's got just the best timing, doesn't she? She'll talk about how
Yaga-Shura slew all the Bhaalspawn in Saradush, 'right where we want
them' according to Yaga-Shura's journal. Anyways, with her uncanny
prescience she just so happens to know that a Tethyran army is on its
way to deal with the Bhaalspawn menace, making you a wanted person.
Your only hope, she says, is to deal with Yaga-Shura's surviving allies,
Sendai and Abazigal, who together might be a match for you, but singly
are defeatable. wait... Illasera, Yaga-Shura, Sendai, and Abazigal...
that's only four out of five. Oh well, I'm sure we'll find the missing
fifth member sooner or later. She'll suggest that you head to
Amkethran, a city in Tethyr that is within striking distance of both
Sendai and Abazigal, and where one of her allies, a monk named
Balthazar can be found.
If you've been romancing Viconia, she'll remark on the carnage strewn
all around you with lusty glee, quite pleased that you're powerful
enough to cause such destruction-as well as inspire others to cause it
in search of you. If you agree, you'll be treated to what is arguably
one of the most gratifying evil companion dialogues in the game, but if
you rebuke her gently you can start the conversion process to turn
Viconia's alignment.
Either way, loot around. Yaga-Shura's lieutenants dropped a variety of
sellable-if not useful-loot. The big man himself leaves behind
Shuruppak's Plate, three Potions of Extra Healing, the Shield of the
Order +4, and the Runehammer +4. Shuruppak's Plate is one of the best
suits of armor in the game, with a base Armor Class of -2. It also
bestows +20% fire resistance and increases the wearer's Dexterity by
one. So who gets it? Easy, a character who will gain extra Armor Class
from the Dexterity boost. This means either Jaheira, Dorn, Korgan, or
Sarevok. In the good party, Jaheira gets the armor pretty much by
default, while in the evil party I give the armor to Dorn, instead. This
will lower his Armor Class by another point (to -8), which is pretty
much the best you can expect for a front-liner who doesn't use a shield.
Speaking of shields, the Shield of the Order should go on either Anomen
or Jaheira, sentimentally Anomen, since it is a Shield of the Order,
after all. Also, his saves suck more. Also again, the Shield of the
Order is red, which matches Anomen's Red Dragon Scale, and
Sentinel +4 is green, which matches with Jaheira's... Druid-ness.
Aesthetics are important too, people. In the evil party, it's a
no-brainer. Viconia has worse saves than Jaheira, so Viconia gets the
Shield of the Order. Finally, we have the Runehammer +4. Although it's
not fully upgraded yet, it's still worth using, as it adequately
replaces the Mace of Disruption +2. I put it on Korgan in the evil
party, so he can finally contribute to fights involving level draining
enemies. In the good party, Anomen keeps it on hand when the need
arises.
***ITEMS***
(x=2350, y=1550) Arrows of Fire x40, Sunstone Bullets +1 x40,
Bolts of Lightning x40, Arrows x80, Bolts x80,
Darts +1 x40, Bullets x40
(x=640, y=1640) Scroll of Burning Hands, Scroll of Agannazar's Scorcher,
Scroll of Flame Arrow, Scroll of Fireball
***REWARD***
(For crushing Yaga-Shura)
EXP 40000 (each character)
<---------------------------------------------------------------------->
20) Now seems like a good time to head back to the Pocket Plane and
finish off that new area we just unlocked. In a desert oasis you'll
encounter yourself as you might have been had you and Sarevok shared
different fates. It's a repeat of the final battle of Baldur's Gate 1,
except your evil clone takes the place of Sarevok. Joining him are
Tamoko, Angelo, and Semaj, all of which have been beefed up for this
encounter. Especially Tamoko, despite what her experience says. Anybody
who can hit an Armor Class of -10 with a roll of seven and deal 20+
damage per hit is not a push-over. She single-handedly out-fought
Jaheira, but my protagonist scored vorpal hits on his alter-ego, Angelo,
and Tamoko to seal the easy victory. When they're defeated the oasis
will turn into a more fitting abyssal landscape and the entire party
will gain some experience.
Note: If you're evil (you picked any of the evil paths in hell at the
end of Shadows of Amn) the natural state of this room will be... well,
hellish. Dark stone, lava pits, that old thing (and remember, fire is
hot, so don't stand in it). If you're good (you picked all of the good
paths in hell at the end of Shadows of Amn) the natural state of this
room will be of an oasis. Whatever the case, it'll appear as its
opposite during your fight with your Sarevok-self.
***REWARD***
(For defeating what might have been)
EXP 30000 (protagonist)
EXP 25000 (each character, save the protagonist)
Oasis (AR6300)
o======================================================================o
21) Once that's done, rest up, level up, prepare spells, and whatever
else you need to do before heading off to the Oasis. Once there you'll
be confronted by Jamis Tombelthen. Tombelthen... Tombelthen...? The
surname of the noble that bothered us during the Ranger quests? If
you're a Ranger, anyways. This one is apparently more successful, as he
is the general of the Tethyrian army in front of you. Whatever you say
leads to a fight, and he's joined by a host of Tethyrian soldiers of
various classes and equipment load-outs. The first fight here is the
most bothersome, since afterwards you have more room to maneuver. That
being the case, I don't hold back. Imoen/Edwin unleashes a Time Stop
sequence consisting of three Horrid Wilting spells, which eliminates
all the enemies save a pair of archers to the south.
Jamis Tombelthen drops us a suit of Full Plate Mail +2, The
Answerer +4, a Note, a Gold Amulet, a Potion of Fire Giant Strength,
and a Long Sword +3. The Tethyrian army sure comes well-equipped, eh?
Captains will drop Potions of Extra Healing x2, suits of Full Plate
Mail, and a Bastard Sword +3. Pikemen will drop Potions of Extra
Healing x2, Full Plate Mail, and a Spear +2. The Battlemage will drop a
Bounty Notice-we're worth 100,000 gold in Tethyr, it seems. Finally, a
bounty worthy of our power! Archers will drop Studded Leather Armor +2,
a Composite Long Bow +3, and up to 40 Arrows +1. Once you've killed the
initial group of soldiers you can travel north-east, killing the
remainders of the 'army' at your leisure. Of all the loot we've gained
here, most of it is only worth selling. The sole exception is The
Answerer +4, which is a fairly potent Long Sword. For an end-game
weapon, its enchantement bonus isn't quite as good as we'd like,
but +4 is acceptable, if not ideal. The special effects of this weapon
more than make up for it, however-every hit with this blade will drop a
foe's Armor Class by 2, and Magic Resistance by 15%. For my good
protagonist, it's not quite enough to replace either the Axe of the
Unyielding or the Flail of Ages-the former has great defensive
properties even against foes immune to its vorpal property, and the
Flail of Ages is a good debilitator in its own right-not counting the
defensive bonuses it'll gain when fully upgraded. For the evil
protagonist, however, it's worth considering. Some foes are immune to
backstabs, and with the incredibly common usage of True Sight... well,
you get the idea-sometimes the Dagger of the Star just won't be very
useful. The Answerer, however, will work where the Dagger of the Star
won't, and even scoring a paltry, say, three hits on a target with The
Answerer (one good round of combat will do) will impose a crippling -6
Armor Class penalty and reduce their Magic Resistance by 45%, which
will make strong foes considerably more vulnerable. I decide to keep
Daystar in my inventory for when undead show up, but The Answerer takes
its place in my quick weapon slot next to the Dagger of the Star, for
use in select situations.
Anyways, When you're done killing and looting, exit the map at
(x=3000, y=400). Bid farewell to Chapter 8 and make your way to
Amkethran.
***ITEMS***
(x=750, y=820) Horn Coral Gem, 75 gold
(x=1200, y=700) Bounty Notice, Scroll of Summon Djinni, 44 gold
(x=1600, y=350) Bounty Notice, Kings Tears, Tiger Cowrie Shell Necklace,
2032 gold
***ENHANCED EDITION***
Either the Answerer +4 was nerfed for the Enhanced Edition or, more
likely, we're just privy to more information now. The reduced Armor
Class and Magic Resistance this weapon imposes on enemies only lasts
four rounds. That might seem like too little time to bother with, but
in Throne of Bhaal, four rounds can be a long time, indeed. Plus, it's
really only to be used as a boss-buster weapon, as anything that can
be backstabbed should draw the Dagger of the Star +5. Four rounds is
enough time to get off twelve attacks (if used as a main-hand weapon,
ignoring possible Greater Whirlwind Attacks), and if even three of those
strike, that's a worthy bit of debilitation.
o======================================================================o
| Chapter 9 |
o======================================================================o
| Amkethran |
o======================================================================o
Sequence of Events: {WLK061}
1) Meeting With Balthazar
2) Mercenary Firing Range
3) Saemon Strikes Again!
4) When Tempers Flare...
5) Steal From the Rich, Payback's a...
6) Zekee's Tavern
7) Mechanical Bird Pay-Off
8) Hexxat's Final Request
9) Carras' Stock
10) Kerrick's Smithy
11) Marlowe's Plea
12) Vongoethe's Revelation
13) Sealing the Deal
14) Turning the Tables
15) Crafting With Cespenar, VII
Amkethran (AR5500)
o======================================================================o
1) Head north and and eventually you'll come across a Monk, who will
take you to meet Balthazar, Melissan's contact here and the leader of
the monastic order-and the city of Amkethran itself. He'll give you the
locations of the enclaves and tell you not to step on his toes. Melissan
has already come and gone, it seems. It's not the friendliest welcome
we've had, but it's sure not the most hostile, either.
<---------------------------------------------------------------------->
2) south-east of the gates to the monastery you'll find a Mercenary
Captain overseeing a duel between two Mercenaries. Further south-east
still you'll find one Captain Erelon (x=1880, y=2230) summoning an
infinite supply of monsters (randomly, a Minotaur or an Umber Hulk, both
worth a paltry 1000 EXP) for a group of Mercenaries to shoot down. If
you wish, you could grind these things as long as you wish, just let the
AI do all the work and go find something else to do. If you pester
Captain Erelon too much, he'll declare you the new targets for the
session. Kill him and his buddies-the other mercenaries don't seem to
mind. All of these mercenaries we just killed will drop Chain Mail +3,
Arrows +2, a Long Sword +1, and a Long Bow +1. Captain Erelon himself
will drop a suit of Elven Chain +1, a Two Handed Sword +2, and the
Darkfire Bow +4.
<---------------------------------------------------------------------->
3) Continue to the east to find Saemon Havarian (x=2600, y=1900), of all
people. He's in trouble again, apparently running a smuggling operation
here in Amkethran that has earned the ire of some of the mercenaries in
town. When you come near, Saemon will shift the blame unto you and leave
you to clean up his mess. These mercenaries drop Chain Mail +3, a Long
Sword +1, a Medium Shield +2, and a pair of Potions of Extra Healing.
Temple of Waukeen (AR5503)
o======================================================================o
4) South of where you cleaned up Saemon's mess you'll find a Priest of
Waukeen (x=2960, y=2420) arguing with one of Balthazar's Monks.
Apparently the Priest thinks keeping this village alive is more
important than Balthazar's blatant army-building. Words turn to
violence, and you can either step in and attack the Monk, or leave the
Priest to his fate. I find it more profitable to attack the Monk and
save the Priest. A Mage will show up and stop the fight, plucking the
Monk from certain demise and warning us not to interfere with
Balthazar's business. Yeah, like he's gonna stop us. Him and what army?
Oh... right. Anyways, the Priest will thank you, and give you a quest
reward, including the Oaken Ring. If you give him 1000 gold to feed the
needy of Amkethran you'll get a better reward. If you sit back and let
the Monk kill the Priest, you can just grab the Oaken Ring from the
Priest's body. You can now go explore the Temple of Waukeen
(x=2600, y=2450), such as it is, where you'll find a priest named Chyil
(x=300, y=220). He'll tell you that Sendai is a Drow, and that he
believe Balthazar is raising his army to deal with Sendai and Abazigal.
He also believe Melissan is responsible for the Monk decision to build
this army. He'll also provide typical temple services-identifying,
healing, donations, as well as buying/selling crap. The best of what
he sells includes another Potion Case and Scroll Case.
***ITEMS***
(x=220, y=150) Waterstar Gem x5
(x=360, y=150) Water Opal x2
(x=520, y=260) Pearl
***REWARD***
(For saving the Priest)
EXP 2000 (each character)
Item Oaken Ring
***REWARD***
(For saving the Priest and giving 1000 gold to help the starving people)
EXP 3000 (each character)
Item Oaken Ring
Reputation +1
<---------------------------------------------------------------------->
5) Now head north past where you met Saemon to find a girl named Asana
Hasaad (x=2330, y=1250), daughter of Omar Haraad, the mayor. She was
caught stealing money from the mercenaries to buy food for the poor
folk of Amkethran. Yeah, yeah, we get it, lots of people starving.
Here's an idea-don't live in the damned desert! Anyways, if you turn
down the pleas of her father and let Asana get executed you'll lose a
point of reputation, and unless you're an evil party at the brink, this
is never a good idea. If you want to avoid a fight, you can pay off the
girl's debt-originally 2000 gold, but the blood price to buy them off
is increased to 4000 by the greedy mercenaries, plus 1000 gold for the
'inconvenience', however you can talk them down to 3000. Or you can
just kill them, which is cash-flow positive. Saving the girl is
definitely more rewarding than letting her die, in any case.
***REWARD***
(For saving Asana)
EXP 5000 (each character)
Gold 100
Item Montolio's Cloak
Reputation +1
Zekee's Tavern, The Zephir (AR5501)
o======================================================================o
6) north-west from here you'll find a 'Boy' (x=1900, y=1000) who will
tell you about a 'stranger man' with a sick daughter and some restless
undead in the cavern beyond. A cavern which Balthazar has sealed and
only magic can induce entry. He'll tell you that the man can be found in
Zekee's tavern (x=2750, y=1370). Sure enough, once inside the tavern a
man named Marlowe will show up, spew some intrigue, and tell you to
meet him at his house for more information. While we're here, we might
as well talk to the various workers, wenches, and warriors who frequent
this joint. Zakee Rafeha himself has some interesting things to say.
Balthazar is another Bhaalspawn, it seems, who was brought here by
Melissan, who is apparently the same kind of protector for Bhaalspawn
that Elminster is for Harpers... except that Melissan has a decidedly
worse record at keeping her charges safe. Sendai is confirmed as a Dark
Elven assassin, and he links the words 'Abazigal' and 'Dragon', although
he doesn't know much else about him. Marlowe is apparently a stranger
whose daughter fell ill, an illness being blamed on some undead in the
caverns where the folk of Amkethran inter their deceased. You can also
shop here, although the only somewhat interesting item he sells is the
Silver Ioun Stone. Most importantly, make sure you sell off everything
you've been gathering since Watcher's Keep. You're going to need money
shortly, and being underfunded could cost you to miss out on some
good gear.
***ITEMS***
(x=500, y=220) Scroll of True Sight
<---------------------------------------------------------------------->
7) Speaking of making money... if you have the Mechanical Bird
Neera gave you at the end of her Shadows of Amn questline (and Neera
is in your party) you'll see a 'Strange Collector' standing at
(x=550, y=330). If you approach, he'll initiate dialogue, marvelling
at your wonderful bird. He's a collector, see, and you know how
collectors are about stuff... anyways, he's willing to pay you a
whopping 100,000 gold for your bird. If you sell it, Neera will
express regret-that you sold the gift she gave you, for one, and that
she didn't make more of those birds. No kidding. If you refuse to
sell, you'll make Neera happy and your protagonist will gain 100,000
experience points. Either way, if you held onto that Mechanical Bird,
you stand to gain big-time.
***REWARD***
(For selling Neera's Mechanical Bird)
Gold 100,000
---or---
***REWARD***
(For refusing to sell Neera's Mechanical Bird)
EXP 100,000 (protagonist only)
<---------------------------------------------------------------------->
8) By far the most interesting character in this tavern is Hexxat
(x=270, y=270), who will be here provided you didn't summon her earlier
in the Pocket Plane. If you talk to her, the end result of the
conversation will be either her joining your party, or leaving the game
forever... and if she joins your party, it's likely her quest will start
up again, so be ready to get busy if you talk to Hexxat. Her Throne of
Bhaal questline is covered in [WLK063].
Smuggler's Den (AR5504)
o======================================================================o
9) We'll deal with Marlowe's problem in a moment, but first, let's go
explore that cavern on the lower level. Zekee mentioned that the
smugglers claimed to have stolen into Balthazar's Monastery, and such
information might come in handy later. Inside the cavern we'll find a
group of Monks bullying an honest smuggler named Carras, one of
Esamon's-Saemon Havarian's-associates. You can pick a fight with the
Monks or let them go about their business of shutting the smugglers
down. It's much more rewarding to kill the Monks, however, for their
juicy experience, what little loot they drop, and the pleasure of
buying items from Carras. Although he promised me a discount, I saw no
such drop in prices. Oh well. Make sure you have plenty of money, and
make sure you buy everything you want, as Carras and his smugglers will
be gone shortly. This is the last big shopping spree of the game (unless
you do Neera's Throne of Bhaal quest), and here's what's interesting:
o===========O
|Mage Spells| Carras
o===========o---------------------------------------------------------->
3rd-Non-Detection
---
4th-Improved Invisibility
Enkindu's Full Plate +3
-----------------------
Another suit of armor with a base Armor Class of -2. It also makes the
wearer immune to backstab and offers a 5% boost to Magic Resistance.
Perfect for our spell-tanks, Keldorn or Viconia.
Gargoyle Boots
--------------
Useless except for their protection from backstabs. We'll be dealing
with plenty of Thieves shortly (or rather, Fighter/Thieves), so
protecting a character from backstabs is more important than, say
avoiding missiles. Sure, we'll be dealing with archers too, but
archers don't score quadruple damage. I put these on Viconia/Anomen,
characters likely to see combat and also characters who-by using
the Ring of Free Action-weren't using Boots of Speed anyways.
Glasses of Identification
-------------------------
It never hurts to have another pair, right?
K'lorgarath +4
--------------
A returning +4 axe that has a chance to knock an enemy down and deal
2d6 extra damage each hit? Yes please. It's the best ranged weapon for
Korgan or any other axe-wielding characters in the game. Of course,
he can't use it while dual-wielding, but he can keep it in his inventory
for when the need arises. Which will probably be never, but still...
What else are you going to spend your money on?
Note that you cannot steal from this merchant, so don't get hopeful.
If you've got a great reputation and a character with a high Charisma,
you might only need about 25,000 gold to get what you want. Carras also
sells gems of various quality, which are required to upgrade some items.
If you needed five Star Sapphires for the Dagger of the Star +5, Carras
sells them.
***ITEMS***
(x=770, y=370) Rainbow Obsidian Necklace
(x=880, y=350) Rainbow Obsidian Necklace, Greenstone Ring, 1 gold
(x=970, y=350) Scroll of Mantle, Potions of Extra Healing x3
(x=1100, y=400) Potions of Superior Healing x3
***TRAPS***
(x=770, y=370)
(x=1100, y=400)
Kerrick's Smithy (AR5502)
o======================================================================o
10) Now go into the house at (x=3200, y=1420). There's some loot to be
had here, but if you steal from the townsfolk you'll lose a point of
reputation and they'll turn hostile (unless you come by at night, when
they are sleeping). It's just a few gold anyways, nothing we really need
anymore. Head up the ladder (x=350, y=100) to reach the roof and
continue across ladders to reach a ladder down into the building at
(x=3050, y=850). Inside you'll find Lazarus Librarus, who will still
sell you scrolls and Mage-crap (although his stock will not have
recovered from earlier) and Kerrick the Smith, who seeks to unlock the
power of undergarments. There's not much we can do here now, so return
to the surface.
Marlowe's Home (AR5507)
o======================================================================o
11) Enter Marlowe's Home at (=x3650, y=450) and Marlowe will talk to you.
If for some reason you decide to pick a fight with Marlowe, his daughter
will die for no reason and he'll turn hostile. I can't imagine why you
would do this, however. I guess Bioware was just appealing to the
mindlessly violent crowd? Anyways, hear out his tale and he'll tell you
that a Lich named Vongoethe took his daughter's soul, being a pure,
young, virgin and all that. Is it just me, or in fantasy settings is a
lady's soul interchangeable with the status of her hymen? Oh wait, it's
like that in the real world, too. Anyways, he bribed the guard down by
the cavern to let Marlowe-or anybody Marlowe wishes-in, so off we go.
***ITEMS***
(x=200, y=200) Silver Necklace, Bluestone Necklace
(x=450, y=200) Potion of Superior Healing
Graveyard (AR5509)
o======================================================================o
12) Go talk to the Monk over at (x=1700, y=950) and head inside the
cavern (x=1900, y=700). Head north a bit and you'll find Vongoethe, who
will appear in typical creepy Lich fashion. If you're obstinate in
pursuing a fight you'll succeed, although Vongoethe will consume
Malla's soul and no reward will be forthcoming. Play a more neutral
tone, however, and he'll tell you that Marlowe promised to give the Lich
his soul in return for twenty years of good fortune, and now that the
time to pay up has come, Marlowe refuses to pay. The Lich isn't a saint
by a long-shot either, dealing in souls and willing to kill first
Marlowe's wife and now his daughter to force Marlowe to live up to his
end of the bargain. Since the Lich promises to give up Malla's soul if
we bring Marlowe to him, and since Marlowe did lie to us, we should go
pay him another visit before we make any decisions.
<---------------------------------------------------------------------->
13) Return to Marlowe and he'll readily admit to all of Vongoethe's
accusations, and agree to go with you to pay his end of the bargain.
You'll be given Malla's Soul Stone, to do with as you please, since
you are after all, the neutral party. Malla's Soul Stone is in effect
an Ioun Stone that gives a one point bonus to Dexterity, Constitution,
and can cast Neutralize Poison once per day. Still, I have trouble
finding any use for it since there's almost nobody would would benefit
from both the boost to Dexterity and Constitution, much less the fact
that it doesn't protect against critical hits... hence, I don't bother
keeping it. If you restore Malla's soul you'll get 10,000 experience per
character, and a point of reputation if you give her 5,000 gold to help
her get started with her new life. Since all I gain is some experience
by letting Vongoethe take Marlowe's soul, I choose to interfere after
obtaining Malla's Soul.
Understandably angry, Vongoethe summons a pair of Skeleton Warriors, a
pair of Banshees, and some Skeleton Archers to help him out. The
Banshees can be a pain since... well, you know that 9th level spell?
Yeah, that's something they do. This can kill off characters with poor
saves, and for that reason, I suggest that you cast Death Ward on your
entire party before talking to Marlowe in his house for the second time
(or at least on compromised characters-typically meaning your Clerics,
Mages, and Haer'Dalis). To help keep Marlowe alive, you might want to
cast Death Ward on him, too. In fact, if you spell buff entirely before
talking to Marlowe, this fight will likely be cake. My entire party
walks up to Vongoethe and attacks-using True Sight and Breach as
necessary. Also, using Daystar to cast Sunray (with a companion Sunray
from Anomen/Viconia is also a good way to thin the herd). Vongoethe
almost always falls under the onslaught of my Sunrays, and the one time
he didn't my protagonist nailed him with a vorpal hit from the Axe of
the Unyielding. I love that axe, I really do. Everybody then runs back
to the entrance and smites whatever Banshees may still be around.
Afterwards, my good protagonist heads north and destroys the archers on
the platforms by himself as he's immune to their attacks thanks to the
upgrades he got in hell... my evil protagonist will just have to rely on
Stoneskin to keep her safe.
After the fight Marlowe will thank you for saving him (if he's still
alive). If you decide to keep his daughter's soul stone, however, you'll
get a small experience reward and lose two points of reputation. If you
fork it over, you'll get the biggest reward possible (15,000 experience
points per character) and a reputation increase. Sure, you can get a
total of 16,000 for letting Vongoethe kill Marlowe and then restoring
Malla yourself, but then the reputation boost will cost you 5,000 gold.
The best part about the last route is you get to kill Vongoethe and
claim the Ring of Anti-Venom. Yeah, it's nothing to go crazy over, but
I still prefer it to Malla's Soul Stone. You can go up the ladders to
reach the platforms most of the Skeleton Archers were on, but most of
the doors up there just wrap around to more doors along the platforms.
Most of them are trapped, however, and can be disarmed for some
experience. I put this ring on Keldorn/Korgan, Korgan wears it
full-time, whereas Keldorn (who doesn't have the Axe of the Unyielding
and hence, needs his Ring of Regeneration) only uses it when necessary.
Note From Lee:
This fight was tricky, but not really all that difficult. Spell-buff as
suggested BEFORE TALKING TO MARLOWE, and then initiate the sequence.
Since the dialog will interrupt the ability to position the party,
I move everyone back by the entrance and cast Breach, Pierce Shield,
Pierce Magic, and other buff removal spells on Vongoethe immediately.
By the time the spells get off the Banshees are moving in, so kill them
first, then rush Vongoethe before he has a chance to re-buff. The
archers above can be a pain in the ass, but there's really no way to
avoid them so I simply ignored them until Vongoethe was dead, then
switched two characters to ranged weapons and took them out while the
rest of the party mopped up the remaining combatants on the platform.
DO NOT give Vongoethe an opportunity to re-buff, or to start casting
attack spells, as this will make the fight WAY more difficult. Timing
is everything.
***TRAPS***
(x=330, y=300)
(x=450, y=250)
(x=550, y=200)
(x=700, y=200)
(x=970, y=200)
(x=1100, y=250)
***REWARD***
(For forcing Marlowe to live up to his end of the bargain)
EXP 6000 (each character)
Item Malla's Soul Stone
***REWARD***
(For saving Marlowe from Vangoethe and giving him Malla's Soul Stone)
EXP 15000 (each character)
Reputation +1
***REWARD***
(For keeping Malla's Soul Stone after saving Marlowe)
EXP 6000 (each character)
Reputation -2
***REWARD***
(For restoring Malla)
EXP 10000 (each character)
***REWARD***
(For giving Malla 5000 gold to help her start a new life)
EXP 10000 (each character)
Reputation +1
<---------------------------------------------------------------------->
14) Before we leave we can be a little experience hungry by messing with
the 'tables' in the area. The practical application of these is to
disarm the traps on the upper levels, but since everybody should have a
Thief, this isn't a problem. Still, experience is experience. The table
at (x=720, y=720) will summon a pair of Ice Golems, the table at
(x=950, y=550) summons three Fission Slimes, which can be destroyed
with fire (Comet works just fine.) The table at (x=750, y=400) summons
four Greater Air Elementals, and the fourth and final table at
(x=500, y=550) summons four Greater Fire Elementals. Ignoring the
Fission Slimes, which give negligible experience, we stand to gain
110,000~ experience.
<---------------------------------------------------------------------->
15) Now we're done with Amkethran for now, it's time to head to either
Abazigal's Lair or to Sendai's Enclave... but which one? Fortunately,
there's an easy enough way to resolve this. Sendai's Enclave drops
components that will upgrade weapons that three of my character use,
or would use if the weapon were upgraded. Since we'll become
significantly stronger by going after Sendai first, we'll be that much
better off when we go after Abazigal. First, however, another session
with Cespenar:
Heartwood Ring
--------------
(5000 gold)
(Nymph's Tear)
(Oaken Ring)
It's a ring that can only be used by Druids, and it gives them a bonus
6th and 7th-level spell. This is just a no-brainer-Jaheira's got
herself a new ring.
Montolio's Cloak
----------------
(5000 gold)
(Montolio's Clasp)
(Montolio's Cloak)
Clearly designed for a two-weapon Ranger, Montolio's Cloak is only
usable by Rangers and gives a +1 bonus to Armor Class, a +1 bonus to
all saving throws, and +2 THAC0 with the off-hand. It's a great item
for Minsc or Valygar, and if they're wearing the White Dragon Scale
as well, their Armor Class should be in very good shape.
o======================================================================o
| Dorn's Bloody Path, Part II |
o======================================================================o
Sequence of Events: {WLK062}
1) The Naughty List
2) Slaughter for a Sigil
3) The Holy Tree
4) Bollard Firejaw, Dead Again
5) Non-compliant Naiman
6) The Scroll of Retribution
7) Double Dragon!
8) Leaving Lunia
9) The Silver Pair
Ambush Site (OH5400)
o======================================================================o
1) As I suggested earlier, now that you have spent some time in Throne
of Bhaal (giving timed global variables the opportunity to trigger) as
well as access to the world map, companion quests will now begin,
whether you like it or not. Case in point-Dorn. While wandering from
area to area, you might just find yourself ambushed by a Planetar and
a handful of well-equipped Crusaders. This typically occurs for me...
right where it's located in the guide-immediately after clearing out
Watcher's Keep, while enroute to the Forest of Mir. Dorn will stop the
party and alert you to some presence. Sure enough, the aforementioned
Planetar and Crusaders show up-and they're not here for tea-time.
Apparently Dorn's rampant misbehavior has earned him a spot on the
naughty list, and instead of coal in his stocking, he's going to get
some death, instead. Dorn's former demonic benefactor will taunt him all
disemobodied-like before the fight starts. Based on the Planetars you
can summon, they're rough foes... but we've killed far worse by now.
The Crusaders are also pretty well-armed, and I would comment on what
sorts of mischief they could cause... but honestly, I don't know. I just
start out the fight with a Time Stop/Horrid Wilting combo that pretty
much ends all opposition in one assault. Any fight so easily won doesn't
deserve special investigation by me. After taking a beating, the
Planetar will whine and threaten to add your name to the naughty list,
too, before vanishing. Dorn suggests that our troubles are just
beginning, however-angels are an implacable bunch, and will likely just
continue to harass us as time goes on. Dorn's demonic master will
provide more background information, making clear that the only way to
resolve this issue is to repent, lay down our wealth and arms, and enter
into a life of quiet contemplation as a monk... nah, just kidding-we're
on the naughty list, so clearly the only way to proceed is to attack
heaven itself and remove our names from said list... because apparently
heaven is so bureaucratically mismanaged that a little white-out will
be enough to avoid divine retribution? Whatever-the portal to Lunia is
at (x=930, y=330). Despite what Dorn said, however, we will encounter
no future hit-squads, no matter how we procrastinate-you can delay this
quest indefinitely. The portal here remains static, but there's one
rub-you can't return to this area at will. Instead, when traveling
between map areas, you'll randomly appear here. So, if you chose to
postpone this quest for now, just remember you'll have to wander
stupidly between map areas to return here. Whatever you do, however,
first help yourself to the Crusader's loot-they sure won't be needing
it anymore. Nothing they have is worth equipping at this stage in the
game, but it sells for quite a bit. The loot includes the following:
Full Plate Mail +2 x2, War Hammer +3, Sling +1, Sling +2, Helm of
Infravision, Holy Long Sword of Tyr +3 (x4), Plate Mail +1, Large
Shield +1, Chain Mail +3, Cleric's Staff +3, Bullets +1 x80.
Lunia (OH5500)
o======================================================================o
2) When you're ready to challenge heaven, enter the portal at the ambush
site. Once inside, bypass some chatter, then continue up some stairs to
the north-east. Here you'll find a Planetar (x=2100, y=2180) handing out
sigils that grant entrance into the White Pavilion. Pick dialogue option
#1 to hear the creature out and wait as some followers of Tyr obtain
their sigils. Once they're done, walk up and talk to the creature... and
kill it, as it'll inevitably see through whatever lie you concoct. It
might be joined by some nearby followers of Tyr or Crusaders, but they,
and the Planetar, are just meat for the grinder. As with the Crusaders
we fought at the ambush site, the follower of Tyr and Crusaders in Lunia
will drop valuable gear-nothing worth wearing, but certainly worth
chucking into a Bag of Holding until we can sell it. I won't waste your
time pointing it out from here on out, however. Loot the Planetar's
corpse for the 'Sigil of Tyr'. It's also worth noting that if you find
any stragglers around Lunia, you might want to force-attack them and
kill them, as it'll remove them as possible complications, later. Don't
go around killing everybody, of course, but after you're done talking
to them... well, you're not here to make friends, and you're not coming
back once you leave.
Note: If you cause too much ruckus up here, you might encounter a hit
squad consisting of a Planetar, a Fighter, Priest, and Paladin of Tyr,
who will appear near said ruckus and attempt to smite you.
<---------------------------------------------------------------------->
3) Head west, then go up some stairs to the north to find the Holy Tree
(x=2150, y=800). Nearby stand Rikkon (x=1950, y=1220) and Zara
(x=1950, y=1180). The former will invite you to partake in 'the flesh of
the divine' which turn out to be some Silver Apples provided by the Holy
Tree. If you loot said tree, you'll obtain three such apples, which heal
those who ingest it for 25% of their Hit Points, and increases all their
attributes by two points for six rounds... if your alignment is good. If
you're evil, it'll harm you for a number of Hit Points equal to 25% of
your maximum, and impose a two-point penalty on your attributes for one
day. Ouch. Since you're here with Dorn, chances are you're not a goodly
party... but Jaheira can safely gobble them down, so you might as well
grab them.
<---------------------------------------------------------------------->
4) Return south to the pavilion where we killed the Planetar, and from
there head east until you find some stairs leading south-east. Head down
and spot some 'Petitioners' to the east, who might cause some of your
party members to complain. Ignore them and continue to the south-west
to find Bollard Firejaw (x=3650, y=2900)-the priest Dorn was sent out
to kill a lifetime ago back in Athkatla. You remember, we crashed a
wedding and all that? The priest remembers Dorn as well, and if you
approach he'll become wroth and indignant that Dorn is here. Kill him,
and whatever nearby Crusaders might be about. Kind of a pointless
encounter, really.
<---------------------------------------------------------------------->
5) Head back up the stairs to the north, then up another flight of
stairs. From there, continue north-east until you find Naiman Alore
(x=4060, y=1040) and his minions. When you approach you'll be asked to
identify yourself before gaining access to Naiman. It doesn't matter
what you say here-whether you got the Sigil or not-Naiman refuses to
erase your name from the Scroll of Retribution. What was the point of
it, then? Who knows. Given Dorn's disposition, a fight ensues once it
becomes clear that Naiman won't comply with your wishes. He's joined by
some Paladins and Priests of Tyr, and during the fight a Planetar will
bring in some reinforcements. Naiman himself is a pretty potent Mage,
but all in all, this fight is as difficult as you allow it to be. If
you use another Time Stop/Horrid Wilting combo, the fight will probably
end without much extra work (and unnecessary damage) on your part. Once
all your foes are smote, pick up whatever loot you want to sell, but
more importantly grab Naiman's 'Ink and Sand'. Time to edit the Scroll
of Retribution a bit.
<---------------------------------------------------------------------->
6) Activate the Scroll of Retribution (x=4070, y=1000) to start defying
the will of the gods. The first thing that comes up, of course, is
what names to erase-you have three options; erase your name, erase
Dorn's name, or erase both of your names. If you fail to remove Dorn's
name from the Book of Retribution, another Planetar will show up after
enough over-world travel and accost Dorn. Dorn will fault you either for
conspiring against him, or for incompetence, depending on how you
respond to his question. Either way, he'll leave the party and turn
hostile. Might as well erase both of your names-that's what we're here
for, after all. Next, well... there are two blank spaces on the Scroll,
and they need filled, right? You have a choice of names you can add to
the Scroll-Yaga Shura, Sendai and Abazigal, being the most sensible
choices. If you add their names, when you encounter these rival
Bhaalspawn, a Planetar will show up to help you in combat. It's meager
aid, but still fun. You can also write in Noober or Saemon Havarian, if
you want some revenge on people who annoyed you in the past, but I
really don't see the point. You can also elect to leave the scroll
alone, but what fun is that?
<---------------------------------------------------------------------->
7) Edit what you will, then you'll be warned that bad things are
coming-it would be wise to leave. Contrary to the pop-up text, wait
around a bit and a hit-squad identical to the one that joined Naiman
and company will arrive-a Planetar, and a priest, paladin, and fighter
of Tyr. Smite them, then heal up, using the least of your healing spells
to do so. It's time for the great escape. Return south-east to the
pavilion where we fought the first Planetar for the useless Sigil to
see a cutscene. Two Silver Dragons-Dolrassa and Ixthezzys will talk to
a dingus named Baldwin, conspiring to thwart your escape and bring down
some holy retribution upon your heads. Escape is simple enough-just
remove Edventar's Gift from your Cleric, cast Haste and Mass
Invisibility and make a run to the exit (x=1100, y=3330). Unless you
did something bonerific like keep your party AI on, you should make it
without a hitch. But again, what fun is that? Two Dragons block our
path, and Dragons have a tendency to drop great loot, not to mention
the experience they're bound to be worth.
If you're thinking that fighting two Dragons at once is a far different
matter than fighting just one... well, you're right. Add to the fact
that the last time we encountered a Silver Dragon-Adalon-my suggestion
was to avoid a confrontation, and anybody would have good reason to be
concerned. We're far stronger now than we were in the Underdark however,
and these Dragons aren't quite as potent as they seem. Spell buff to
the max, including Resist Fire and Cold on every character, save
disposable summons. The breath weapons of these Dragons can deal well
over 100 damage to our characters, and any protection might be the
difference between victory and a reload. Once ready, head west to the
pavilion and force-attack Ixthezzy (x=2050, y=2450). If you're lucky
you should be able to get quite a few hits in before Dolrassa speaks
to us (I was able to bring her down to 'Badly Wounded' before they
even started to fight back before). Once they do, the fight goes fairly
standard for Dragon fights. Use your Mage to continuously cast Breach
on Ixthezzys and spam Greater Whirlwind Attacks. Aside from melee,
defensive buffs, wing buffet, and their breath weapons, I've seen these
Dragons use Maze before. They are not, however, fond of Remove Magic
and Dispel Magic, which is a huge weakness on their part. They are also
fond of retreating a bit if they take too much damage, so you really
need to keep party AI off and micro-manage the fight. Focus exclusively
on Ixthezzys, and when she falls, turn on Dolrassa. Once there's only
one Dragon left, it's more of a straight-forward fight. If you culled
the idle Crusaders beforehand, you shouldn't have too much inteference,
but even without that, Dragon fights can be unpredictable-a bad breath
weapon attack can end the fight. Luck will count for a bit, but a
powerful, fully-buffed party that's not shy about spamming Breach and
Greater Whirlwind should win more often than not. Once the Dragons are
dead, loot them-Ixthezzys will drop Silver Dragon Scales, a Zios Gem
Studded Necklace, a Gold Necklace, a Moonbar Gem, an Emerald and
2843 gold. Dolrassa leaves behind Silver Dragon Scales, a Star Sapphire,
King's Tears, a Tiger Cowrie Shell Necklace, a Pearl Necklace, two
Diamonds and 3416 gold. They're also worth a combined 119,000 EXP.
***VIDEO***
Haeravon Plays: Baldur's Gate 2 Enhanced Edition -
Escape from Lunia {VID021}
<---------------------------------------------------------------------->
8) We're not out yet. Turn south-west and head down the stairs to reach
the shore upon which our exit portal lies, only to be stopped by Baldwin
and a trio of Crusaders. They're a bunch of wussies-especially after
dealing with a pair of Dragons. Smite them, and loot Baldwin if you care
to grab a Martial Staff +3. Nearby three Petitioners make pretty
particle effects, presumably trying to seal our portal. They can't do
much to stop us from simply walking past and entering the portal, and
they take forever to actually accomplish their task, however...
especially if you inflict a little murder on them. They're worth 22000
experience each, and don't seem to fight back, save by throwing up a
Stoneskin to delay your murdering. If that's not quite enough for you,
return to the Holy Tree and kill another group of Tyr-worshippers led
by a Planetar. Once done, leave Lunia for good.
<---------------------------------------------------------------------->
9) That's all for Dorn's questline in Throne of Bhaal, it's time to
talk about the spoils. Named gear includes junk such as the Holy Long
Swords of Tyr +3, a few Cleric's Staves +3, a Martial Staff +3, and a
pair of Helmets of Infravision... not to mention an armory of other
magical arms and armor. For their part, the Holy Long Swords of Tyr +3
sold for nearly 100,000 gold, altogether. The real prizes, however, are
the Silver Dragon Scales, which Cespenar can turn into Silver Dragon
Scale armor. This armor wrecks havoc on my old builds, as it's easily
superior to anything in the vanilla game. It reaches the unofficial
Armor Class cap of -2, but it also increases the wearer's movement
speed and give +15% Magic Resistance (out-competing Enkindu's Full
Plate +3 by a full +10%). Lastly, it heals the wearer by two points
every time they take a hit, which... well, it's paltry enough to be
ignorable. The best thing about this armor is that it can be worn with
other protection items-probably an oversight, I would expect it to be
patched sooner or later-but for now, it can out-compete other armor
by two or three points of Armor Class (and saves) if you also wear The
Guard's Ring +2, the Spirit's Shield +2, or The Warder's Signet +3. On
the good party, I put it on Keldorn (to futher boost his Magic
Resistance) and Anomen, as it is patently superior to Red Dragon Scale.
For the evil party, I likewise boost Viconia (whose Magic Resistance
will now end up at a whopping 90%) and Korgan, who discards the Red
Dragon Scale and also takes The Guard's Ring +2 out of storage to drop
his Armor Class down to an amazing -12. I could have put this armor on
Dorn and Jaheira just as easily, but one of them would make good use of
the Dexterity bonus provided by Shurrupak's Plate. I reserved this armor
for Dorn, since Jaheira already has an Armor Class of -11. Jaheira's
saves are also superior to Viconia's, and her caster level and spell
selection make her much less adept as a healer/debuffer than Viconia,
hence, I keep true to the rule of protecting my Cleric. Jaheira will
just have to make do with Enkindu's Full Plate +3.
Note: Because Dorn's questline is done, you'd think we'd be done
stumbling upon the Ambush Site (OH5400), right? Wrong. If anything,
I seemed to find it more often now than when I needed it. Pretty much
every time you move between areas on the world map you'll hit the
Ambush Site mid-way. This gets annoying real quick-like. Overhaul Games,
if it's not too much to ask, can you... I don't know, make this area
static, or at least lower (or eliminate) the encounter rate after
Dorn's quest is done? Thanks.
o======================================================================o
| Hexxat's Request, Part II |
o======================================================================o
Sequence of Events: {WLK063}
1) The Final Request
2) First Encounter with Phreya
3) Sarcophagi and Secrets
4) Mummy Massacre
5) Second Encounter with Phreya
6) Murdering More Mummies
7) Umolex
8) Third Encounter with Phreya
9) Sand Golem Smiting
10) Fourth Encounter with Phreya
11) Arachnophile Culak
12) Doors and Necrotic Barriers
13) Bringing Down the Barrier
14) Phreya and the Fake Lich
15) Tomes and Scrolls
16) Korkorran
17) Hexxat's Reward
Note: If you plan to do all the Enhanced Edition character quests in
Throne of Bhaal, do Neera's before Hexxat's, as doing Hexxat's first can
cause Neera's quest to fail to trigger. It doesn't matter if you have
Neera in your party or not when you do Hexxat's quest, if you do
Hexxat's quest before Neera's, it can glitch.
Zekee's Tavern (AR5501)
o======================================================================o
1) When you're ready to start Hexxat's quests, either bring Hexxat to
Zekee's Tavern (AR5501) in Amkethran, or recruit her from within. Once
Hexxat is both in your party, and in Zekee's Tavern, Cabrina will show
up again. Apparently 'L' has another task for Hexxat, in return for
which Hexxat will be rewarded-the nature of the reward is sketchy,
since Hexxat asked 'L' for this boon directly, something Cabrina is
mildly annoyed by. In any event, Hexxat isn't forthcoming. We'll be
given the 'Casque of Imprisonment', which is an improved version of the
'Casque of Dragomir'. Apparently it's the fruit of our efforts for 'L'
in Shadows of Amn, and as such, is supposedly improved-we need not find
a graveyard to make it function, but once we use it to teleport, we
still can't come back until we're finished. As usual for these quests,
information is sparse-all we can make out is that one of 'L' servants,
a Lich, has become rebellious, and it's our task to subdue it.
Korkorran's Lair (OH7300)
o======================================================================o
2) To get going, force-talk to Hexxat and she'll ask if you're ready.
Answer in the affirmative to be teleported down to your target tomb.
You should know what to expect in this place by now-undead and traps
are the hallmark of Hexxat-based quests, and this one is no different.
Daystar and Runehammer will serve you well in this place. As for traps,
this area gets started quickly-there's one immediately to the east of
where you start at (x=3220, y=500). Continue east until the passage
turn south, then turn south to find a rogue named Phreya
(x=3420, y=820), another one of 'L's' discarded tools. She's
understandably bitter about it, but makes the mistake of taking it out
on us. Smack her around-she's a Thief who'll use potions to go
invisible so she can attempt a few backstabs, as well as the Poison
Weapon Assassin ability-but she's otherwise not too dangerous. When
she's hurt enough, she'll vanish, and Hexxat will implore us to finish
Phreya off, before she makes too much of a nuisance of herself. If only
we could...
***TRAPS***
(x=3220, y=500)
<---------------------------------------------------------------------->
3) Head east, then north to find a chamber full of sarcophagi and
occupied by a lone Greater Mummy, who is no threat to anybody anymore.
Cut it down, disarm a trap to the south-east, and loot the sarcophagi
in this room (one of which is trapped) for some meager loot. The way
forward, however, is west of where we fought Phreya. Loot two more
sarcophagi and search for a secret door to the south at (x=2750, y=750).
***ITEMS***
(x=4100, y=650) 38 gold
(x=4400, y=1000) Emerald, Jade Ring, Skull
(x=3200, y=650) Silver Necklace, Incomplete Skeleton
(x=2900, y=600) Scroll of Mass Invisibility, Skull
***TRAPS***
(x=4200, y=900)
(x=4400, y=1000)
<---------------------------------------------------------------------->
4) Continue south through the secret door and smite another Greater
Mummy. Follow the passage to the south-east until it ends, where you'll
find two doors, one to the east (x=4000, y=1350) and one to the west
(x=3570, y=1400). The eastern door leads to a dead-end, so go through
the western door, instead. In the room beyond you'll encounter three
Greater Mummies, one of which is a more powerful version that can cast
Clerical spells. They're all still push-overs, however, just give the
Cleric special attention, then mop-up the rest.
***ITEMS***
(x=3200, y=1300) Potion of Superior Healing, Potion of Invulnerability
<---------------------------------------------------------------------->
5) Traverse to the southern side of the room, walk under some tapestries
hung on a rope, and follow a lengthy hallway to the east, at the end of
which we'll encounter Phreya again, who taunt Hexxat some more, whine
about her fate, and attack. Put her down again and Hexxat will reveal
that Phreya made off with the Cloak of Dragomir sometime during the
encounter. Wonderful. Loot a table to the north, then turn south.
***ITEMS***
(x=4850, y=1450) Protection From Cold, Potion of Master Thievery
<---------------------------------------------------------------------->
6) A long, curving tunnel awaits you, running clock-wise, lined with
lootable (and sometimes trapped) sarcophagi. The only guardians of this
hallway are a pair of Bone Fiends, which should be easily smote by any
party of substance. Kill, loot, then note two pairs of doors, one at
(x=4200, y=2900) and another at (x=3900, y=3150). The former leads to a
long corridor of nothing that leads nowhere, so hit the latter, instead.
Beyond these doors lurk a pair of Greater Mummies. Loot two sarcophagi
and note two doors-one to the north-west (x=3600, y=2900) and one to
the south-west (x=3300, y=3200). Go through the door to the south-west
if you want to bully another pair of Greater Mummies, then through the
door to the north-west to continue deeper into the crypt.
***ITEMS***
(x=4700, y=2250) Rainbow Obsidian Necklace, Scroll of Carrion Summons,
Skull
(x=4500, y=2700) Incomplete Skeleton
(x=3700, y=3300) Skull
(x=3200, y=3450) Scroll of Blindness, Skull
(x=2900, y=3500) Potion of Superior Healing, Incomplete Skeleton
(x=3900, y=3000) Skull
(x=3400, y=3100) Scroll of Power Word: Stun, Waterstar Gem,
Incomplete Skeleton
***TRAPS***
(x=4700, y=2250)
<---------------------------------------------------------------------->
7) Once through the door you'll find yourself in another curving tunnel.
If you head to the south-west you'll find a room occupied by a Mage
named Umolex (x=3120, y=2650), who confuses you for corpses. When she
notes you're alive, she'll seek to remedy that. I deal with her the way
I deal with most Mages-buffing my protagonist and cutting her down,
but a Time Stop/Horrid Wilting combo would work too... although it seems
a little wasteful for just one Mage. Either way, once she's dead loot
her and the room she's in. She'll drop a Robe of the Evil Archmagi,
an Oil of Speed, two Potions of Regeneration, two Potions of Superior
Healing, and the 'Journal of Umolex the Far-Eyed'. The journal just
points out that Umolex was working with the renegade Lich Korkorran,
providing information about simulacrum creation. The fruits of their
collaboration apparently 'resulted in a masterful duplicate'. The
journal also reveals that Umolex was somewhat silly.
***ITEMS***
(x=3050, y=2600) Gold Ring, Silver Necklace, Scroll of Stone to Flesh
(x=3300, y=2600) 8 gold
***TRAPS***
(x=3050, y=2600)
<---------------------------------------------------------------------->
8) Return to the previous, curling corridor and follow it counter-
clockwise to find a door to the north-west at (x=3750, y=2350). Beyond
you'll find a laboratory occupied by some containment tubes, two Bone
Fiends, and another Greater Mummy who can cast Clerical spells. Beyond
them stands Phreya (x=3190, y=2130), who forces us to smack her around
again. Once she's done wasting your time and vanishes again, continue
to the south-west. Ignore the bookshelves, by the way-they're filled
with junk books.
<---------------------------------------------------------------------->
9) Venture through an ominous-but harmless-bone-strewn narrow hallway to
the west, beyond which lurks a new foe... a pair of Sand Golems. They're
new to the dungeon, anyways, not the game, and they're a bit more potent
that the wussies we've been dealing with thus far, but they still
require no special tactics to defeat, I just walk up and crush them with
my warriors. When you're done killing golems and looting, go through a
door to the south at (x=2350, y=2550).
***ITEMS***
(x=2200, y=2200) Scroll of Improved Mantle, History of the North VI,
History of the Zhentarim
<---------------------------------------------------------------------->
10) Head south and kill another Sand Golem. When you run out of south,
turn west and kill another pair of Sand Golems near a door
(x=1730, y=3530). After they're dismantled, go through said door and
follow a curling passage clock-wise until you find another door guarded
by another pair of Sand Golems. Crush them and continue through the
door the guarded (x=700, y=2900) to find a library. Doesn't all this
look familiar? Looks like Overhaul Games caught onto the trick of
recycling areas quickly enough. Anywho, in this library room you'll find
a pair of Death Tyrants. You could waste time buffing, but I had no
trouble killing them by simply walking up and attacking them. One they
are dead, you'll find Phreya (x=370, y=2450), who just can't get enough
beatings, it seems. Give her one more, after she tries to turn you
against Hexxat, then loot the room. The book 'Of Simulacrum and Sanity'
is another *hint-hint* for you.
***ITEMS***
(x=200, y=2300) Scroll of Summon Hakeashar, Horn Coral Gem
(x=550, y=2500) Scroll of Improved Mantle, Scroll of Spell Sequencer
(x=500, y=2650) Of Simulacrum and Sanity
(x=970, y=2470) Rainbow Obsidian Necklace
<---------------------------------------------------------------------->
11) There are two ways to proceed from here-continue deeper into the
dungeon by going through the secret door at (x=700, y=2300), or hit a
few bonus rooms by going through the more conventional door over at
(x=1000, y=2750). Let's do the latter, first. Go through the door and
cross over a wood-and-rope bridge to the east. At the far side of the
bridge you'll find another door (x=2150, y=3150) beyond which you'll
find a small room occupied by another pair of Sand Golems. Go through
the door to the west at (x=1850, y=2750) to find a chamber occupied by
Culak (x=1440, y=2420) and his Spider pets. When you approach, he'll
talk to you, but the conversation is pointless-you're not going to be
friends. My solution for dealing with this fight? The good old Horrid
Wilting/Time Stop combo. A triple-shot of Horrid Wilting will kill
Culak and all his Spiders outright. Loot Culak for a Mage Robe of Fire
Resistance, a Girdle of Hill Giant Strength, Edventar's Gift, a Wand of
Cursing (with one measly charge), a pair of Potions of Superior Healing,
and a Potion of Power. It's some decent loot, save for the fact that I
have no need of any more Strength-boosting items in either the good or
evil party. Also, Edventar's Gift is a nice defensive item, but for
most characters, I'm leaning more towards offense right now. I already
have one on Anomen/Viconia, my primary debuffers, and Edwin/Imoen
already have superior rings. All in all, it might be worth keeping in
your inventory in case paralyzing foes show up, but with my Saving
Throws and Magic Resistance, I'm not too worried about such effects
anymore.
<---------------------------------------------------------------------->
12) Return to the library and head through the secret door we neglected
earlier, then follow a tunnel west, then north, then go through an
already-open door to the east. Dispatch a trio of Bone Fiends and
continue north, where Hexxat will stop you and point out that the doors
here are connected-opening one closes another... kind like Durlag's
Tower. So works the puzzle we're about to face. Close the already-opened
door to the south at (x=520, y=1600) (henceforth known as door #1) to
open the closed door to the north at (x=750, y=1250) (door #2),
whereupon Hexxat will speak again and point out the rub in this puzzle-
the areas beyond are blocked by a 'necrotic barrier'. Only dead things
can tread beyond the northern door safely... even with negative plane
protection, living critters will be destroyed if they venture out.
Simply put, you'll need to keep your party down here so they can
manipulate doors to open the way for Hexxat, who has to continue on
alone. The first thing you should do is head into the room to the north
with Hexxat and lure a trio of Bone Fiends back to the party-my Hexxat
was certainly in no shape to kill them alone.
<---------------------------------------------------------------------->
13) In the (now-cleared) room to the north you'll find two closed doors,
one to the north-west (x=1000, y=800) (door #3), and one to the
south-east (x=1250, y=1000) (door #4). To open them, close door #2.
Beyond doors #3 and #4 are some lootables, and... more doors. The doors
at (x=1480, y=500) (door #5) and (x=1650, y=770) (door #6) are our
ultimate goal, but before that, we need to get the door at
(x=1550, y=1000) (door #7) open. The trick to this is... just walk over
to it an open it. Huh. Beyond is a room with two more doors
(x=1450, y=1300) (door #8) and (x=1750, y=1250) (door #9). Ignore
door #9 for now-to get door #8 open, you'll need to close door #1 again.
Hide with Hexxat and continue south into the room you just opened. Here
you'll find a tough Bone Fiend named 'T'lassus of the Bones', who is
almost certainly too much for a lone Hexxat to handle. Beyond him is an
odd pillar (x=1100, y=1700) which can be activated. Mess with it twice
to shut down the necrotic barriers (and kudos to Overhaul Games for
putting allowing-or rather forcing-Hexxat to use her Thief skills in
her quest). Once they're down, have Hexxat attack T'lassus and draw him
back to the party, where he can be smote with ease.
***ITEMS***
(x=1200, y=650) Scroll of Minor Spell Turning
(x=1400, y=830) 23 gold
<---------------------------------------------------------------------->
14) I now move my party up to door #6, where I rest to replenish my
spells. I used up my anti-Mage buffs on Umolex, and I'll have need of
them, shortly. After I'm all freshy and rested, I recast my anti-Mage
buffs, then I close door #4 to open doors #5 and #6, then I head through
with only my protagonist and Hexxat. In the room beyond we'll find
Phreya (x=2000, y=530) for a fifth and final time. She's joined by a
Lich named... Lich (x=2000, y=500). Approach and Phreya will start up
dialogue, which of course, ends in violence. Once the fight starts,
Hexxat runs back to the rest of the party, while my protagonist attacks
the Lich, who is surprisingly reluctant to put up defensive buffs. Once
the Lich falls, I turn on Phreya, who isn't any more dangerous this time
around than she was before. After the fight, Hexxat will inform us that
the Casque of Imprisonment isn't working-it seems that although we
killed *A* Lich, we didn't kill the Lich we're after. Remember all those
hints about Simulacrums and duplications? Yeah, seems crafty Korkorran
is still at large. After the chatter is done, Hexxat will run up and
grab the Cloak of Dragomir, which Phreya dropped, along with Worn
Whispers, Topsider's Crutch, three Potion of Superior Healing, two
Potions of Master Theivery and a Potion of Freedom. The Topsider's
Crutch (aka: Ring of Infravision) is beyond useless by now, and the
Worn Whispers (aka: Boots of Stealth) are hardly any better. Oh well...
***ITEMS***
(x=1600, y=400) Scroll of Sphere of Chaos
(x=1800, y=300) Bloodstone Ring
(x=2200, y=550) Scroll of Mass Invisibility
<---------------------------------------------------------------------->
15) Well, the last Lich was a bust, but on the plus side, there's not
much level left for the real Korkorran to hide in. Go south through an
already-opened door and into a small chamber with a pair of cabinets you
can loot. Loot, then go through another, not-so-open door at
(x=2150, y=1100). Beyond is a larger room with more lootables to
distract you. The books 'Conjur Ota Servanta' and 'Dea Vampir Becomos'
just talk about Vampires, perhaps to legitimize Phreya's condition,
while the second copy of 'Of Simulacrum and Sanity' is just here to
remind you about, you know, the possibility of Simulacrums. We're also
at the end of the dungeon now, so I rest one more time, reapply my
anti-Mage buffs, and continue on with my protagonist.
***ITEMS***
(x=2200, y=850) Scroll of Mass Invisibility, Potion of Superior Healing
(x=2300, y=800) Angel Skin Ring, Potion of Superior Healing
(x=2050, y=1150) Conjur Ota Servanta, Scroll of Tenser's Transformation,
Scroll of Summon Djinni, Scroll of Cacofiend,
Laeral's Tear Necklace
(x=1900, y=1200) Dea Vampir Becomos, Scroll of Spell Trigger,
Scroll of Protection From Magic Energy,
Scroll of Symbol: Fear
(x=2350, y=1450) Of Simulacrum and Sanity, Rogue Stone x2,
Scroll of Spell Trap
<---------------------------------------------------------------------->
16) Continue south to find the real Korkorran at (x=2570, y=2000). He'll
initiate dialogue when you approach. There are many pit-falls to this
conversation that lead to combat, but you can talk it into restoring
Hexxat's mortality (dialogue options #1, #2, #1, #1, #1, #3) will set
you on the right path. This is apparently the reward Hexxat worked out
with 'L', but there's a catch-it will restore her mortality, but she
will keep her age. As an over 200-year old Human, this will reduce her
life expectancy to... zero. Afterwards you can keep your word and leave
the Lich in peace, or you can pick a fight. Given those options, you
might as well just pick a fight with it from the outset. My protagonist,
weilding Daystar and protected by Death Ward, Chaotic Commands, the
Cloak of Mirroring and three instances of Spell Immunity (Conjuration,
Alteration, and Abjuration) is immune to anything the Lich can throw
at me. He's fond of using Protection From Magical Weapons, Stoneskin,
and various illusions to go invisible, and offensively he's noteworthy
for casting Dragon's Breath, but it doesn't matter-I just use a Gem
of Seeing and chop him down. Once he falls, he'll rise again-possessed
by 'L', who promises to contact Hexxat shortly. We'll be whisked out of
Korkorran's lair and back whence we came.
<---------------------------------------------------------------------->
17) Only one thing left to do for Hexxat in Throne of Bhaal-await 'L's'
reward. To do this, just rest... anywhere. You'll be whisked elsewhere
and bothered by Cabrina, who flirts with Hexxat before 'L' finally
shows up-in Korkorran's shell. 'L' turns out to be none other than
Larloch-presumably the guy behind Larloch's Minor Drain, and he's ready
to grant Hexxat's request. She wants to be turned mortal, and the cost
is the same as with Korkorran-Hexxat will lose the Vampirism and keep
the age, resulting in death. Apparently Hexxat despises her Vampirism
and is quite willing to die to be rid of it, but you can talk her out
of such a hasty decision with the following dialogue options: #1, #1,
#2, #2, #2, #1, and #1. Either way, once your business with 'L' is done,
so is Hexxat's questline.
o======================================================================o
| Destroying the Order of Eight Staves |
o======================================================================o
Sequence of Events: {WLK064}
1) Dark Wings, Dark Words
2) Thayan Ambush
3) Dennaton's Coliseum
4) Szass Tam's Task
5) The Shorties
6) Thayan Shopping
7) Thallis' Advice
8) The Front Rooms
9) The Side Rooms
10) The Rear Rooms
11) Vicross in the Courtyard
12) Ringing Szass Tam's Bell
1) After travelling around with Neera for a while she'll be visited by
a bird named 'Jerome'. This doesn't occur as part of a random ambush,
as Dorn and Rasaad's quests start, but rather it'll occur when you
travel to an area on the World Map. For me, the North Forest and
Watcher's Keep both hosted this event, but the Oasis, Amkethran, and
a few other places did not, so... if you're having trouble starting
this quest, head back to one of those two areas. Anywho, Jerome will
bring Neera news from Telana; Vicross, the leader of the Order of the
Eight Staves is in the area, and apparently the Red Wizards are not only
still hunting Wild Mages, but they've improved their ability to detect-
and hence ambush-Wild Mages. Neera, still not a fan of the Red Wizards,
comes up with the idea to purposefully lure them to us so we can
dispatch them. Well... at least we'll get to ambush somebody, for a
change. The 'Clearing' where Neera will perform her Wild Surge to lure
the Red Wizards is now marked on your map, so... head over there when
you're ready to wrassle some Red Wizards. Oh, and make sure you have
Nahal's Reckless Dweomer memorized.
Clearing (OH6400)
o======================================================================o
2) When you arrive, head to the east a bit and Neera will announce her
plans-she needs to cast Nahal's Reckless Dweomer to lure the Red
Wizards. Good thing we prepared it, right? Give it a go and Neera will
suggest resting up. Before you do so, make sure you have plenty of
debilitatives spells prepared-especially old Clerical ones such as
Greater Command, Insect Plague and Silence 15' Radius. My protagonist
also prepares a Spell Sequencer linking three Slow spells and a Spell
Trigger with three Chaos spells. After that, I cast Stoneskin on
everybody who has it-this is the only buff worth casting, since it's
the only one that'll survive the rest. Speaking of which, rest up when
you're prepared and a cutscene will play-a large group of Red Wizards
led by Vicross will teleport to your location and confront your party,
who wakes hastily to confront the threat. Neera, your protagonist, and
Vicross exchange words before hostilities inevitably begin. Neera's
magic fizzles, much to her chagrin (you'd think she'd be used to it by
now?) and Vicross chugs a Potion of Invisibility, leaving you to fight
four Red Wizards and eight Thayan Knights. The Thayan Knights are pretty
rough, capable of chopping down even well-protected high-level melee
fighters if they attack in groups, and since they out-number you, things
can get rough. Also, four Mages casting mid-level spells can be a pain
in the ass... and of course, Neera is useless, as usual, so the go-to-
tactic of Time Stop/Horrid Wilting is out, unless your protagonist can
do it. Mine can't but dropping three Chaos spells, three Slows, two
Insect Plagues and a Greater Command in a two-round window really starts
things out right. I have Neera use a Gem of Seeing (just to keep them
honest) while Dorn/Keldorn summons a Dark Planetar/Planetar to draw
some fire... I really don't mess around with this fight, and there are
good reasons-not only is it rough enough on its own, but it's not the
only fight we'll have to win before we can rest again.
***REWARD***
(For thwarting Vicross' ambush)
EXP 15000 (each character)
Dennaton's Coliseum, Exterior (OH6450)
o======================================================================o
3) Vicross will appear again, flee, and attempt to teleport away.
Unfortunately you'll appear with her, in an arena occupied by some
groups of Yuan-ti (normal, Elite, and Mages) warring with some humanoids
named Lea Gosh'Aar, Feldrak Feldrak'i, and Voghiln the Vast. Vicross
talks when she notices our arrival-apparently we ended up in Priador,
more specifically, in Dennaton's Coliseum. Neera will identify Vicross
as a Wild Mage and throw a tantrum before we're interrupted by an
overly-enthusiastic Dennaton, who realizes implicitly the value of
having a high-ranking Thayan make an appearace. We're then left to win
the arena fight by diposing of the Yuan-Ti and whatever bipeds survive
them to challenge us. Now Neera can cast spells, and she uses the
Time Stop/Horrid Wilting Combo we needed so much in the last fight. As
for the foes here... Yuan-Ti Mages can cast Chaos, which can still be
troublesome (especially if you have a 25 Strength, -12 THAC0 Korgan
going on a rampage!) and Feldrak Feldrak'i is another potion-chugging
backstabbing Thief bastard. Also beware the Yuan-Ti Elite-they're much
stronger than the wussy Yuan-Ti we tossed around back in Shadows of
Amn. Once you're the only living things left in the arena, Dennaton
will tell you to report to the staging area. Before you do, however,
you might as well rest to recover the spells you cast and heal up.
When you're ready to move on, exit this area at (x=700, y=1150).
Dennaton's Coliseum, Interior (OH6460)
o======================================================================o
4) Head down a corridor to the south-west to reach a circular area
lined with tables covered with red cloth. Continue to the north-west to
find Szass Tam (x=3950, y=3150), one of the most powerful and iconic
Mages in the Forgotten Realms... and one of the leaders of Thay. He's
no trifle. Fortunately, he just so happens to want the same thing we
do-Vicross dead. The motivations might be different, but... well, you
don't really have a choice. Anyways, Vicross' appearance in the middle
of Thay was, frankly, disasterous for her. If you haven't guessed, Wild
Mages aren't really esteemed in a Mageocracy like Thay, where leaders
are expected to be able to, you know, control their power. Having one
climb so high in rank is an embarrassment to Thay-but especially to the
Mage who supported her. This just so happens to be Aznar Thrul, one of
Szass Tam's rivals. So... kill Vicross before Aznar can distance himself
from her and he'll have egg on his face, which will make Szass happy.
Before we get to work, though, he'll warn us that we won't be able to
rest once we assault Vicross' estate... except that we can teleport to
our Pocket Plane at will and rest, so... kind of takes the bite out of
that little detail. Anyways, before we go after Vicross we should check
out the merchants here.
<---------------------------------------------------------------------->
5) Okay, merchants. Here we go. Bellowgulp (x=3770, y=3400) sells
potions. Nothing to see here. The Weapon Merchant (x=4120, y=2950) sells
a variety of arms and ammuntion from +1 to +3 quality. Still, nothing
we need. Molzahn of Tymora (x=3930, y=2930) provides Clerical services
(including selling protection and Clerical spell scrolls) and will
allow you to rest for free. So much for the shorties.
<---------------------------------------------------------------------->
6) Hue Greenleaf (x=3750, y=2950) sells armor, including a few unique
pieces. A Helm of Charm Protection, a Gift of Peace, and Kazrah's
Shield +4 make up his unique stock, the latter of which is worth
considering.
Kazrah's Shield +4
------------------
It gives a top-of-the-line +5 Armor Class bonus, but otherwise only
allows you to cast Chain Lightning once per day. Still, that's more than
Sentinel +4 does, so if you've got the cash, you might as well buy it.
At (x=3380, y=3150) you'll find a Mind Flayer 'Magical Item Merchant',
who has by far the most interesting stock. He sells-just listing the
unique items-a Wand of Wonder, a Ring of Regeneration, a Druid's Ring,
the Sandthief's Ring, a Topsider's Crutch, an Amulet of 5% Magic
Resistance, Xarrnous' Second Sword Arm, a Golden Girdle of Urnst, an
Elve's Bane, a Destroyer of the Hills and the Cloak of the Lich. Most
of the gear is stuff we already have, and probably don't need copies
of, but the Cloak of the Lich can probably find a home in any party.
Cloak of the Lich:
------------------
This cloak gives 50% resistance to cold and electricity, as well as
immunity to death effects. What's not to like? Jaheira's already immune
to electricity, due to the Harper Pin, plus she'll find another cloak
to wear during Rasaad's quest... Dorn/Keldorn on the other hand can
probably discard that Nymph Cloak now. Shopping and impressing NPCs
isn't much of a concern anymore... certainly not as much as being immune
to death effects.
Finally, talk to the beggar Book Merchant (x=4150, y=3400) to browse
a mighty selection of spell scrolls, comparable only to Lazarus.
o===========o
|Mage Spells| Book Merchant
o===========o---------------------------------------------------------->
1st-Armor
1st-Blindness
1st-Burning Hands
1st-Charm Person
1st-Chill Touch
1st-Chromatic Orb
1st-Color Spray
1st-Detect Evil
1st-Find Familiar
1st-Friends
1st-Grease
1st-Identify
1st-Infravision
1st-Larloch's Minor Drain
1st-Magic Missile
1st-Protection From Evil
1st-Protection From Petrification
1st-Reflected Image
1st-Shield
1st-Shocking Grasp
1st-Sleep
1st-Spook
---
2nd-Aganazzar's Scorcher
2nd-Blur
2nd-Deafness
2nd-Detect Invisibility
2nd-Ghoul Touch
2nd-Glitterdust
2nd-Horror
2nd-Invisibility
2nd-Knock
2nd-Knock Alignment
2nd-Luck
2nd-Melf's Acid Arrow
2nd-Mirror Image
2nd-Power Word: Sleep
2nd-Ray of Enfeeblement
2nd-Resist Fear
2nd-Stinking Cloud
2nd-Strength
2nd-Web
2nd-Vocalize
---
3rd-Clairvoyance
3rd-Detect Illusion
3rd-Dire Charm
3rd-Dispel Magic
3rd-Fireball
3rd-Flame Arrow
3rd-Ghost
3rd-Haste
3rd-Hold Person
3rd-Hold Undead
3rd-Invisibility, 10' Radius
3rd-Lightning Bolt
3rd-Melf's Minute Meteors
3rd-Minor Spell Deflection
3rd-Monster Summoning I
3rd-Non-Detection
3rd-Protection From Cold
3rd-Protection From Fire
3rd-Protection From Normal Missiles
3rd-Remove Curse
3rd-Remove Magic
3rd-Skull Trap
3rd-Slow
3rd-Spell Thrust
3rd-Vampiric Touch
---
4th-Confusion
4th-Contagion
4th-Emotion: Hopelessness
4th-Enchanted Weapon
4th-Farsight
4th-Fireshield (Blue)
4th-Fireshield (Red)
4th-Greater Malison
4th-Ice Storm
4th-Improved Invisibility
4th-Minor Globe of Invulnerability
4th-Minor Sequencer
4th-Monster Summoning II
4th-Otiluke's Resilient Sphere
4th-Polymorph Other
4th-Polymorph Self
4th-Secret Word
4th-Spider Spawn
4th-Spirit Armor
4th-Stoneskin
4th-Teleport Field
4th-Wizard Eye
---
5th-Animate Dead
5th-Breach
5th-Chaos
5th-Cloudkill
5th-Cone of cold
5th-Conjure Lesser Air Elemental
5th-Conjure Lesser Earth Elemental
5th-Conjure Lesser Fire Elemental
5th-Domination
5th-Feeblemind
5th-Hold Monster
5th-Lower Resistance
5th-Minor Spell Turning
5th-Monster Summoning III
5th-Oracle
5th-Phantom Blade
5th-Protection From Acid
5th-Protection From Electricity
5th-Protection From Normal Weapons
5th-Shadow Door
5th-Spell Immunity
5th-Spell Shield
5th-Sunfire
---
6th-Carrion Summons
6th-Chain Lightning
6th-Conjure Air Elemental
6th-Conjure Earth Elemental
6th-Conjure Fire Elemental
6th-Contingency
6th-Death Fog
6th-Death Spell
6th-Disintegrate
6th-Flesh to Stone
6th-Globe of Invulnerability
6th-Improved Haste
6th-Invisibility Stalker
6th-Mislead
6th-Pierce Magic
6th-Power Word: Silence
6th-Protection From Magic Energy
6th-Protection From Magical Weapons
6th-Spell Deflection
6th-Stone to Flesh
6th-Summon Nishruu
6th-Tenser's Transformation
6th-True Sight
6th-Wyvern Call
---
7th-Cacofiend
7th-Control Undead
7th-Delayed Blast Fireball
7th-Finger of Death
7th-Limited Wish
7th-Mantle
7th-Mass Invisibility
7th-Mordenkainen's Sword
7th-Power Word: Stun
7th-Prismatic Spray
7th-Project Image
7th-Protection From The Elements
7th-Ruby Ray of Reversal
7th-Spell Sequencer
7th-Spell Turning
7th-Sphere of Chaos
7th-Summon Djinni
7th-Summon Efreeti
7th-Summon Hakeashar
7th-Khelben's Warding Whip
---
8th-Abi-Dalzim's Horrid Wilting
8th-Bigby's Clenched Fist
8th-Improved Mantle
8th-Incendiary Cloud
8th-Maze
8th-Pierce Shield
8th-Power Word: Blind
8th-Protection From Energy
8th-Simulacrum
8th-Spell Trigger
8th-Summon Fiend
8th-Symbol: Death
8th-Symbol: Fear
8th-Symbol: Stun
---
9th-Absolute Immunity
9th-Bigby's Crushing Hand
9th-Black Blade of Disaster
9th-Chain Contingency
9th-Energy Draing
9th-Freedom
9th-Imprisonment
9th-Meteor Swarm
9th-Power Word: Kill
9th-Shapechange
9th-Spell Trap
9th-Spellstrike
9th-Time Stop
9th-Wail of the Banshee
9th-Wish
Vicross' Estate (OH6500)
o======================================================================o
7) Talk to Szass Tam and he'll offer to teleport you to Vicross' Estate.
Accept and off you go. Once you arrive you'll be pestered by a maid
named Thallis, who is naturally quite shocked to see you. You can kill
her if you wish, but she's harmless, bears a grudge against Vicross,
and killing her will drop your reputation. Innocents and all. Stick to
trusty ol' dialogue option #1 and she'll tell you that Vicross is
meeting with her lieutenants in the courtyard, but her other guards are
in adjacent rooms. It would be wise of us to dispatch them, first, so
they can't aid Vicross later. Sounds good, especially since the door to
the courtyard (x=900, y=1250) is locked and leaves us no choice but to
hit the side rooms, first. Ah, choices.
<---------------------------------------------------------------------->
8) Turn your attention to the doors at (x=950, y=1550) and
(x=520, y=1150). Beyond each door is a small room and a pair of Guards.
Open a door, lure the Guards out and kill them in the room you appeared
in, as traps lie just beyond the doorways. All four Guards drop Splint
Mail +1, Helmets, Large Shields +1, Scimitars +1, and either three
Potions of Extra Healing, or a Potion of Invulnerablity and two Potions
of Extra Healing... but they'll certainly chug a few before you can
kill them. Disarm traps, loot the rooms, then get ready to move on.
***ITEMS***
(x=950, y=1700) Acid Arrows x20, Arrows of Ice x20, Bolt of Biting x20,
Bolt of Lightning x20
(x=1250, y=1700) Potion of Frost Giant Strength, Potion of Defense,
Potion of Fire Resistance, Bloodstone Ring,
Greenstone Ring
***TRAPS***
(x=950, y=1600)
(x=1250, y=1700)
(x=520, y=1200)
<---------------------------------------------------------------------->
9) That was all pretty simple, right? Now, there are two more doors
that beg for our attention, the one in the south-eastern room
(x=1300, y=1580) and the one in the north-western room (x=520, y=920).
It really doesn't matter which one you go through-the former leads to
a library and the latter to a dining area. Both have long traps just
outside the doors that trigger alarms. If you trigger these alarms,
every Guard and Red Wizard not attending Vicross will come at you. It's
a winnable fight, especially if you spell-buff up, summon allies, and
wait in one of the rooms, but why not keep playing stealthy? In both
rooms you'll find a Red Wizard and a few Guards-my good party runs on in
and smites them, raising a True Sight before hand so I can pepper the
Red Wizard with Breach and melee attacks. For my evil party, I send in
my protagonist, who gets behind the Red Wizard, activates Greater
Whirlwind, and goes for the backstab. The Guards are then easy prey. The
Red Wizards will drop an Adventurer's Robe, a Quarter Staff +1, three
Potions of Invisibility (hence the True Sight) and a pair of Potions of
Extra Healing. The Guards drop the same junk. Once the Thayans are dead,
get to looting.
***ITEMS***
(x=1300, y=1400) Scroll of Knock, Scroll of Spell Trigger,
Scroll of Protection From Magic Energy
(x=1850, y=1150) Scroll of Minor Spell Turning, Scroll of Identify
(x=1970, y=1270) Scroll of True Sight, Cursed Scroll of Clumsiness,
Scroll of Protection From Electricity
***TRAPS***
(x=1400, y=1550)
(x=650, y=880)
<---------------------------------------------------------------------->
10) More doors await us. You can now reach the courtyard by going
through the side doors at (x=1050, y=850) or (x=1480, y=1200)... but
since we haven't killed all the guards yet, I wait. Instead, turn your
attention to the doors at (x=1220, y=500) and (x=2000, y=1150). Beyond
the former door lurk two Guards, while the latter hides five Guards and
a Red Wizard. The obvious move is to go after the two guards in the
northern-most room, but this will attract the attention of the foes in
the larger room to the south-east. On the other hand, a pair of alarm
traps lurk in the south-eastern room at (x=2100, y=1020) and
(x=1750, y=620). By now, however, we've noticed that these Red Wizards
aren't too great at sniffing out invisible characters. My evil
protagonist uses the Ring of Gaxx to make herself Invisible, then
sneaks in and disarms the traps. Imoen can do the same with the Staff
of the Magi, a Potion of Invisibility, an Invisibility spell, and so
on. Once done, I Whirlwind/backstab the Mage and massacre the Guards.
Easy as making ice cream soup. You know what your foes drop by now, so
all that remains is the looting.
***ITEMS***
(x=2280, y=1080) Potion of Fire Resistance, Potion of Invisibility x2,
Potion of Superior Healing, Gold Necklace,
Arrow of Detonation x1, 231 gold
(x=1850, y=500) Scroll of Stone to Flesh
(x=1700, y=520) Scroll of Mordenkainen's Sword, Scroll of Breach,
Scroll of Pierce Shield
(x=1350, y=250) Scroll of Fireshield (Red), 1 gold
(x=1320, y=370) Potion of Fire Giant Strength, Arrow of Detonation x1,
Potion of Invulnerability, 473 gold
***TRAPS***
(x=2100, y=1020)
(x=2280, y=1080)
(x=1750, y=620)
(x=1600, y=600)
(x=1850, y=500)
(x=1350, y=250)
(x=1320, y=370)
<---------------------------------------------------------------------->
11) Now it's time to confront Vicross and her cohorts. You can use any
of three doors-(x=1050, y=850), (x=1480, y=1200), or (x=1600, y=800).
I prefer the southern-most (middle option). If you need to rest up or
prepare spells, hit the Pocket Plane. My buffs are simple-personal
illusions like Mirror Image and Blur, Stoneskin, True Sight and Haste
should do the trick. If you want to be extra certain of victory,
prepare Spell Triggers chaining a pair of Pierce Magic spells with
Breach, and make sure you have plenty of both handy. You also might
want to protect yourself from fire and cold however you can... like
with the Cleric spell Resist Fire and Cold. Once that's all done, I
finish up with a Mass Invisibility. I then go through the door and...
well, walk straight up to Vicross (x=1150, y=1130). She's guarded by a
pair of Elite Guards and her Guard Captain, who is capable of using
Greater Whirlwind Attack. If fought conventionally... well, you know
how Mages fight by now-you'd need ample True Sight coverage to keep her
honest, as she's got several Potions of Invisibility. She's also got
Scroll of Death Spell to keep your summons at bay. She'll use Time Stop
combos and summon endless streams of guards-resorting to summoning
Elite Orcs if things carry on long enough. They're not devastatingly
strong minions, but hits add up as buffs wear off. If you can keep her
visible and catch her in a Time Stop of your own, you should be able to
knock her off with Horrid Wilting spells (perhaps preceeded by a Pierce
Magic to take down some buffs). All this is unneccessary, however, as
she's got one major weakness-she won't use True Sight to spot you, even
though she possesses several Scrolls of True Sight. At the very least
using Mass Invisibility would have allowed us to close ground while
she casted the spell-which she doesn't-but since she neglects to do so,
you can just walk up to her and force-attack her. She'll die before she
can so much as blink. If you want to hear her speak to Neera, just
leave a character (preferably Neera, who can wait for the warriors to
get into position) out of the Mass Invisibility and approach when you're
ready to make Vicross dead. Vicross is unrepetant, and now that she's
been uncovered, she's going to throw caution to the wind and let her
wild magic loose. Hurray. Kill her.
When her and her guards are dead-the looting begins. Vicross will drop
a Robe of the Evil Archmagi, the Thayan Circlet, a Ring of the
Princes +1, a Wand of Spell Striking, five Potions of Superior Healing,
five Potions of Invisibility, four Potions of Extra Healing, three
Elixirs of Health, two Scrolls of Death Spell, three Scrolls of True
Sight, a Scroll of Spell Strike and Quarter Staff +2. Her Guard Captain
drops a suit of Full Plate Mail, a Helmet, a pair of Scimitars +3,
three Potions of Superior Healing, five Potions of Extra Healing, two
Antidotes and 271 gold. The lightly-armed Elite Guard leaves behind
a Katana +2, a Wakizashi +1, two Potions of Superior Healing, three
Potions of Extra Healing, a Potion of Invulnerability, and Oil of Speed
and a Potion of Clarity. The heavily-armed Elite Guard wraps up the
lootage with a suit of Full Plate Mail, a Helmet, a Rod of Reversal, a
Two-Handed Sword +2, three Potions of Extra Healing, a Potion of
Superior Healing, an Oil of Speed and a Potion of Magic Protection.
It's all kind of garbage, even the Thayan Circlet isn't very good. It
certainly can't compare to the Circlet of Netheril.
<---------------------------------------------------------------------->
12) All that's left to do is ring the Bell of Summoning (x=1300, y=1070)
and get Szass Tam to take us home, all flowers and roses and sunshine.
Of course, just in case the necromantic Thayan overlord isn't
trustworthy, I gather my warriors just north-east of the bell before I
ring it. Ding. Szass Tam appears. He'll thank us for killing Vicross,
only to tell us that we're next. He's aware of what we are, and our
exploits concern him, so, now that we're (presumably) weakened from
fighting Vicross, he's going to snuff us. He's one hell of a Mage-he'll
cast spells in such a way that'd make Irenicus blush. He immediately
starts out the fight with Protection From Energy, Protection From Magic
Weapons, Spell Turning, Stoneskin, True Sight, Fireshield (Red), and
Fireshield (Blue), and will seek to do a lengthy and brutal Time Stop
sequence immediately afterwards. Using that Spell Trigger loaded with
Pierce Magics and Breach will help take down some of his defenses,
afterwards you just need to keep hitting with him Breach, having your
warriors attack, and hope you create a hole and harm him enough before
his spells or his Fireshield kill you (hence the Resist Fire and Cold
spells earlier). Time Stops sessions where you tear down defenses and
debuff should be the focus of your Mages. Of course, if you moved your
warriors into position before he appeared (he shows up at around
(x=1440, y=1050)) and immediately use Greater Whirlwinds on each
warrior as soon as his conversation ends and he turns hostile, you
should be able to batter him into submission before he can even get
off his contingencies and triggers. This is the ideal way to end this
fight, and it's short and painless. However you manage it, once he's
taken enough damage he'll call a halt to the violence and offer to send
you back to Tethyr, with the implicit understanding that you won't
return to Thay or tell everybody about his Vicross scheme. Accept-if you
don't the fight will just go on until you deal more damage to him, and
he ejects you from Thay forcefully. After accepting, talk to Szass Tam
again and tell him to send you back to Tethyr. Back in the Clearing
where we first met Vicross, Neera will contemplate how she might have
ended up like Vicross, had circumstance been different. Nurture over
nature, like the scenario the Solar presented to us about how we could
have turned out like Sarevok, had Gorion grabbed him instead of us.
Neera's quest is now over-the Red Wizards who hunted Wild Mages are no
more, and everything is safe and sound for Wild Mages everywhere.
***REWARD***
(For defeating Szass Tam)
EXP 20000 (each character)
***VIDEO***
Haeravon Plays: Baldur's Gate 2 Enhanced Edition -
Vicross and Szass Tam {VID022}
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