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                        < < < < < WALKTHROUGH > > > > >
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This walkthrough was written on my second go-through of the game. The first
time I played as a Kensai who dualled to a Mage at level 12. She was very
powerful, able to cast spells and fight all with a -5 AC (by the end of the
game). Not bad since she can't wear armor. The second time through the
game (when I wrote this walkthrough) I played as a Half-Orc Barbarian. 19
STR & CON, plus 2 extra HP each level. Then for fun he dual-wielded the
Celestial Fury Katana and the Equalizer Long Sword.

Location Note: Throughout the walkthrough I use various locations listed in
the (x 900 y 400) format. This means that what I am talking
about is 900 pixels from the left and 400 from the top. To
find your location press the X button on your keyboard. This
displays the x,y at the mouse cursor. You can change the
location key to anything you want by opening the Baldur's
Gate II Configuration Program in the start menu.

Battles Note: If you go somewhere at a lower level the enemies will be
easier than if you go there at a higher level. Say, for
instance, that you go to the Windspear Hills and fight an
Iron Golem. Then you reload before that, go level up a lot,
and return. Now you might be facing a tougher Adamantite
Golem. In other words, the battles are more difficult the
higher a level you are.

Options Note: There are a number of options that I would HIGHLY recommend
anyone playing the game use. First is the "Rest Until
Healed" option which lets your party rest until everyone has
full Hp's. It is implied that your Priest's cast healing
spells on everyone. This can be found under Game Options.
Second I would recommend turning the Brightness and Contrast
up a bit in Graphics options. Makes things a LOT easier to
find. Lastly, if you are constantly saving/reloading to get
more HP per level or to memorize spells successfully, you
should probably play at the NORMAL difficulty level. Those
things are the ONLY differences between NORMAL and CORE.

Note: Bioware/Black Isle recommends turning up the
Brightness on your monitor itself, rather than
in-game as low end computers can suffer from
performance problems. (Blackhawk)

Experience Note: When completing quests throughout the game, there are two
types of experience that can be given to your characters.
The first is when it says "The Party gains 20,000
experience". In this case, that experience is divided
equally amongst party members. So, if you have 5 people in
your party (including you), then everyone gets 4,000 exp.
However, there are times when it says "Edwin gains 20,000
Quest Experience Points" and may even list such for everyone
in the party. In these cases everyone gets that amount of
exp. Finally there are some times when it won't list in the
status window how many experience points you gain. I list
these, and will mention whether they are mere experience to
be divided, or whether everyone gets that amount.

Items Note: If you leave items on the ground in the game world, they will
(from the Readme) disappear after a period of time (with a few special items as
exceptions). Bodies will begin to decay from the world after
about half a day. Items will begin to decay from the world
after a day or two. Some game critical items will never
decay.

If you want to stash items, put them inside any container.
For example; a chest, bookshelf, or box. All container
contents (with the exceptions of piles of treasure on the
ground) are saved for the duration of the game - just be sure
you can easily return to retrieve your favorite goodies.

I would heartily recommend using the containers in your
Stronghold to store any item you wish to part with. For
example, with the Fighter Stronghold, every week you get 500
gold placed in one container in the library on the second
floor. Since you are going that way anyway, why not stash
items there? You can really put the items in any container,
just so long as you remember where you put your things.

Warning: Do NOT stash items in a stronghold BEFORE IT IS
YOURS. This is because the AREA number actually
changes, and your items become inaccessible.
Wait until you actually take possession of your
Stronghold.


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1. > > > > Chapter 1: Irenicus' Dungeon (AR 0602)
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Exposition:
-----------

The game starts as you are being tortured by a mage (Jon Irenicus, though
you don't learn his name until later) for no apparent purpose. He mentions
that you have much untapped potential.

Soon his experiments are interrupted when a Golem informs him of an attack.
He teleports away. You can watch as a Thief gets blown to bits. Funky.
Soon Imoen rescues you. She tells you what she knows, which isn't much,
before opening your cage and letting you out.

Companions:
-----------
S D C I W Ch Race Class Alignment
Imoen 9 18 16 17 11 16 Human Thief/Mage Neutral Good

Imoen is your old childhood friend from Candlekeep. In the first game
she was a Thief, and now she has dual classed to become a Mage.

SPOILER: Don't let Imoen memorize any spells as she won't be with your
party for much longer.

Grade: B+ She is the third best thief you can get in the game and the
second best mage. This averages out well, especially since
this game doesn't require that much out of a thief. I list
her as "third best thief" because she can't level up in it
anymore.

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

Minsc is a little loopier than last you saw him. This may be due to the
death of Dynaheir -- whom he was sworn to protect -- but he seems to
rely far too much on Boo, his pet hamster.

Grade: A- Minsc is one of the best investments you can have in the
game. He is the strongest of the NPC's and has decent
abilities as well. Plus he soon begins learning Priest
spells which further his power.

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

Jaheira has some problems with authority, which in this case would be
you. She believes that she should be leader. She is also a member of
the Harper's, a "do-gooder" organization that also claims Elminster as a
member.

Grade: B A good solid performer, but nothing to write home about.
There are better Priests out there, and better Fighters out
there as well. The best reason to keep her is her Druid
abilities as she is the best druid for some time. At the
moment you really have no choice but to take her.

Walkthrough:
------------

- FREE MINSC AND JAHEIRA

Minsc - (AR 0602, x 4030 y 2760)

You need some companions to help you out, and it's quite convenient to have
two of them just to the north of you. Go east and north and Minsc will
automatically talk to you. Tell him that you don't think much of his
talents to enrage him and get him to break the bars that hold him in.
(1,2,3,1) Minsc breaks free, and luckily enough, he realizes what you were
doing and doesn't stay berserked. You can have Minsc join you, if you will
(and I would). For freeing Minsc you get 3000 experience.

Jaheira - (AR 0602, x 3900 y 2675)

Getting Jaheira out requires only a little more effort. First go north and
talk to Jaheira. (4,2) Agree to free her. Now you just need to find a key
to free her. Go left into the room there (x 3250 y 2850). There are three
containers in this room: a table with weapons, a chest with armors and a
TRAPPED painting with potions. The key to free Jaheira is on the table
(x 3050 y 2815). Freeing Jaheira nets you 3000 more experience.

- EXPLORING THE DUNGEON

The next thing you need to do is to go back to the northern room and equip
everyone with the items there. Have Imoen de-trap the painting to get
those treasures as well:

Dagger +1
3 Healing Potions
(If you imported from BG1 with the Golden Pantaloons, they'll be here)

Talk to the Jailkeep Golem (x 2950 y 2850) and pump him for information.
He won't attack you and you have no possible way to damage him yet. He
won't reveal much to you, just leaving you with more questions than before.

Note: If you want to kill the Jailkeep Golem, have a Priest use the
spell Spiritual Hammer and attack him with that. He is worth
5000 experience.

Open the northern door (x 2865 y 2815). Go north a ways to find your first
enemy of the game, a lowly Smoke Mephit (420 exp). There's nothing you can
do in this passage, so go back to the torture room.

Head into the southwest passage (x 3315 y 3235). There your character will
note the many bodies in the hall. Continue.

- THE LIGHTNING MACHINE

After the passage turns north, there will be a big glowing Lightning
Machine (x 2650 y 3160). What this does is spit out Lightning Mephits,
which shoot Lighting Bolts at you. (naturally) To deactivate the machine,
click on its control panel twice (once to see what it does, and another
time to do it). (x 2835 y 3060) Also, you MUST be standing RIGHT NEXT TO
the machine to turn it off. You get 2000 exp for doing so. Turning it
off immediately means you won't get experience for fighting the mephits.
Don't worry about losing a few hit points, you'll get healed by the genie
in the next room.

Note: Most "manipulatable" items like the Lightning Machine require 2
clicks. The first tells you what the thing is, and the second
actually uses it.

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

- AATAQAH THE GENIE

Almost immediately you will be confronted by Aataqah, a genie. There are
several options on what to do with this fellow. If you talk to him he will
want to ask you questions. If you answer that you will "Push the Button"
he summons an Ogre Mage (650 exp) for you to fight you also get 3500 exp.
If you answer to NOT "Push the Button" he summons Gibberlings. Or you
could ignore him and he'll leave you alone. Beat his monsters and he tells
you to seek out Rielev.

Note: There are three pools of water in this room. Clicking on each of
them several times will result in several different "visions".
These offer you nothing but an interesting read.

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

- FINDING RIELEV

In this western passage you will be attacked by goblins. Goblins are super
weak enemies, who can only hurt you with their bows. Rush their archers
and they're done for.

This passage ends in a threeway fork. We're going up and right (northeast)
first. (x 890 y 2200) Within this room we find another Golem, this time a
Sewage Golem, along with a Radiation Mephit (420 exp). Talk to the Golem
and impersonate its "master". Try and tell it to get to work (to open that
door we passed by) and it informs you that you need a certain GEM to get it
to do anything. (Technically, you can just pickpocket it to get the Sewer
key, however this loses you some experience later) There are four
containers in this room: the center table, another table and bookcase to
the left, and a chest to the right:

Spells - Flame Arrow (Mage)
Dispel Magic (Mage)
Healing Potion
3 Potions Extra Healing
5 Arrows
War Hammer
Spear
Medium Shield
2 Scimitars
Long Sword +1

We're done in here, on to the lower left room (x 600 y 2400). In here
there are a lot of tanks, though you won't find out what these are until
a little later. There is a Steam Mephit (420 exp) in here. Shortly Imoen
will pipe up about this place. At the end of this room is an Ice Mephit.
There are three containers in here: a crate (x 675 y 2705), a barrel
(x 825 y 3045) and another TRAPPED crate (x 1033 y 3025):

1 Gold
5 Arrows
Short Bow
6 Bullets (for a sling)
Quarterstaff +1

We're done in here for the moment, now into the last corridor (x 580
y 2280). There is a door (x 520 y 2000) here, but there's only a couple
lesser Clay Golems in it. They won't attack you... yet. If you want you
can fight them now, but you're better off waiting.

Clay Golem Note: When fighting Clay Golems use BLUNT weaponry. Bladed
weapons have no effect, but Blunt weapons work as
normal. Clubs, maces, morningstars, staves, etc.

Further along the corridor splits again, one end leading to a door, the
other to goblins. Kill the goblins first, then go open the door (x 1010
y 1745). There is only one Tube in here, walk up to it and Rielev will
talk with you. If you agree to help "free" him and the others in the tube
he gives you a Crystal so that you can talk to the Tube-people and you also
get 4000 experience. Search the table (x 1280 y 1585) to find the Sewage
Golem's Activation Stone. There is also a barrel (x 1275 y 1400):

2 Healing Potions
Sling
8 Bullets
Halberd
War Hammer

Go back to the Sewage Golem, impersonate the Master again and give him the
Activation Stone. You get 3000 experience, and he runs off to open the
center doors. You can then go back to the Tube Room and use the crystal on
every tube that you can. (not necessary)

- THE LIBRARY

Back to the corridor along to the next door (x 1040 y 1085). Open it and
enter the library. In here there are goblins, a Smoke Mephit and a Fire
Mephit. Most of these bookshelves hold only books, but some have more.
The shelf at (x 950 y 760) has an:

Agni Mani Necklace

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

Spells - Larloch's Minor Drain (Mage)
5 Healing Potions

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

Spells - Know Alignment (Mage)

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

Oil of Speed

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

Potion of Extra Healing

Now we have two choices on which direction to go, and we're going to take
the south and east passage to the sewer section first.

- THE OTYUGH

Take this passage all the way into the next room, which is the sewer area
for this dungeon. You will find an Otyugh here, which has the annoying
tendency to Disease and Slow your people (650 exp). Search its body to
find the:

Wand of Frost Key

This is the first of several keys like this. Others include the Wand of
Missiles Key and Wand of Cloudkill key. These are used on the next level
of this dungeon. The passage to the left is filled with goblins and leads
to the Crystal Room, and the passage down leads back to the Torture Room.
Neither place we want to be.

There are three openable chests in here, all around the stairs to the
northeast passage. Open them (x 2725 y 2735), (x 2735 y 1810), (x 2900
y 1880): (one is TRAPPED)

Spells - Vocalize (Mage)
Clairvoyance (Mage)
Splint Mail
Oil of Speed
7 Potions of Healing
Light Crossbow
10 Bolts
Helm of Infravision

Open the northeast door (x 2815 y 1725) and go up that passage. Kill the
goblins and go through the door at the end of the tunnel.

- IRENICUS' ROOM

There are three traps in this room, one on the carpet and two on the
containers in here. There are four containers in here around his bed and
fireplace: 2 Bookcases, a chest and a drawer:

Spells - Chromatic Orb (Mage)
Burning Hands (Mage)
Helm of Balduran (+5 HP, +1 AC) **
Wand of Lightning Key
Air Elemental Statue
Metaspell Influence Amulet

** If you imported from BG1, this item could be one of these (depending
on what you had): (Carl Pettersson)

Default HELM07, Helm of Balduran (it's this if you didn't import)
MISC72, The Claw of Kazgaroth
MISC73, The Horn of Kazgaroth
RING25, Koveras' Ring of Protection

Go east and later south to find the Dryads. They beg you to help them, so
agree to it. At the moment, however, we head south into the next chamber
(x 3500 y 2150). Be sure to check for traps here, as there are many.
When you enter the room an alarm goes off that sends those Lesser Clay
Golems out this way. There are four containers in here: a drawer north of
the bed (x 3075 y 2210), a chest at the foot of the bed (x 3110 y 2300), a
bookshelf south of the bed (x 3010 y 2390) and a table east of the shelf
(x 3170 y 2470):

Spells - Monster Summoning I (Mage)
Dire Charm (Mage)
Potion of Extra Healing
Bracers AC 8
Pommel Jewel of the Equalizer (part 1 of 3 Equalizer parts)
Portal Key (which allows us to leave this level)
Potion of Master Thievery

Go back to Irenicus' Room. Right now we have everything we need to
complete this level and go on to the next. However, there are two more
quests to complete (see Quests below) and some more rooms to explore.

Go northwest into the Portal Room. Here there are many more goblins to be
slaughtered mercilessly. There are a couple of containers here. A vase
(x 3120 y 820) and a barrel (x 3344 y 810):

Spells - Armor (Mage)
Fireball (Mage)
20 Bullets

When you are done with this level, enter the Portal to go to the next one.
(You can come back at any time until you leave the dungeon)

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


Quests:
-------

QUEST: Free the Dryads

Dryads - Irenicus' Dungeon (AR 0602, x 4141 y 1370)
Fairy Queen - Windspear Hills (AR 1200, x 4050 y 3050)

This quest is really divided into two parts, one we can do now and
the other we must do later. The first part is Getting the Acorns.

From the library take the northwest passage up. It then turns
right and then south. This leads to a room with 6 Duergar in it:
Ilyich (fighter), 2 fighters, 2 crossbowmen and a mage. Search
Ilyich to find the Acorns. The rest of the Duergar have piddling
treasures such as Gold. There are also a number of containers in
this room, with a spell and some Potions of Extra Healing. (and
some non-magical equipment.) Take the Acorns back to the Dryads
to learn what you must do with them. They tell you to take the
Acorns to the Windspear Hills and give them to their Queen. For
this you get 9500 experience.

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

Default CHAN03, Mail of The Dead +2 (if you did NOT import)
LEAT03, Protector of the Second +2
PLAT02, Plate Mail +1
LEAT06, Missile Attraction +2 (CURSED)
CHAN07, Chain Mail +3

You can't get to the Windspear Hills at the moment, but you will
once you exit this place. Go to the Copper Coronet in the Slums
and talk to a man named Jierdan there. (Warning! Jierdan's quest
is difficult and annoying, so you may want to do this later!) He
has a quest for you to do, and updates your map to include the
Windspear Hills. Then you have to travel to the Gate section of
Athkatla, and from there you can exit and go to the Hills. You
will find the queen in the southeast part of the map. Give her the
Acorns to free the Dryads. You get 32,500 experience and 9750 exp.

QUEST: Free the Genie

Plane of Air Door (AR 0602, x 1967 y 264)
Genie (AR 0601, x 310 y 560)
Dryads (AR 0602, x 4141 y 1370)

Just north of the Duergar chamber, where we killed Ilyich to get
the Acorns is a door. The key to this door is the Air Elemental
Statue that we got from Irenicus' chamber. Open the door and enter
the Elemental Plane of Air.

There are many, many different types of Mephits in this area. Be
cautious, some have nasty powers.

Go north along the path. Take the first left (x 1720 y 1300) and
follow this path all the way to the left to a big giant fan. Just
under the fan is a container full of treasure:

Spells - Conjure Air Elemental (Mage)

Go back to the first path, and then head north. Fight your way
through the Mephits here to get to the path to the left. At the
end of this path is a lamp. Manipulate the lamp to talk to the
genie. He offers you a trade, you free him and he gives you an
item of yours. All he needs is a Flask.

Note: Gunslinger points out that you could just Pickpocket the
Genie to get the Sword he carries. You may need to use
some potions of master thievery, but it is possible.

Leave this place and go find the Dryads. Talk to them to get the
Flask from them, then return to the Genie and give him the Flask.
For your trouble you get 15,000 experience and a Two Handed Sword
of Chaos +2.**

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

** If you imported from BG1, you may get a different item:
(Carl Pettersson)

Default SW1H24, Two-Handed Sword of Chaos +2
HAMM03, War Hammer +2: 'Ashideena'
AX1H07, Bala's Axe
HALB03, Halberd +2: 'Suryris' Blade'
DAGG04, Dagger +2: Longtooth
STAF07, Staff Spear +2
STAF06, Staff Mace +2
SLNG03, Sling +3
SW1H06, Long Sword +2: 'Varscona'
BLUN11,
BLUN10, The Root of the Problem
BLUN09, Kiel's Morningstar

QUEST: Kill a Cambion

Cambion (AR 0602, x 2600 y 1030)

Past the Duergar chamber and the Plane of Air door (careful of the
trap in the passage) is a room with a weird machine, and a Cambion
trapped in a bubble. Get close to the machine and manipulate it
two times to free the demon. Kill it and steal its treasures:

Cambion - 6000 experience
Bastard Sword +1
146 Gold
Chainmail Armor


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1.1 > > > > Irenicus' Dungeon Level 2 (AR 0603)
-------------------------------------------------------------------------------

Exposition:
-----------

When you arrive here, Yoshimo comes up and talks to you. He can join with
you and you probably should take him. Further he offers some advice as to
what you will face on this level, what traps and so forth.

Companions:
-----------
S D C I W Ch Race Class Alignment
Yoshimo 17 18 16 13 10 14 Human Bounty Hunter True Neutral

Yoshimo, feared by all, somehow managed to get himself captured and
thrown into this dungeon with the rest of you. Why Irenicus would be
interested in him is beyond me.

Grade: B+ There are several reasons to like Yoshimo: First he is the
best thief in the game (he is the ONLY pure thief class and
has a good Dex score as well) and second he can Dual Class
to a Fighter later. If only he could dual to a mage as
well...

Walkthrough:
------------

- MEPHIT PORTAL ROOM

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

Spells - Hold Person (Mage)

Open the door to the right (x 885 y 2820) to enter the Mephit Portal Room.
Here you will battle many different Mephits. Also there are four big
portals that must be destroyed (fight them as enemies) to keep more Mephits
from teleporting in. Each Mephit Portal is worth 5000 experience to
destroy for a total of 20,000 exp!

On a table is a body, and when Jaheira gets near it she realizes that it is
Khalid, her husband. And he's quite dead. She is distraught over this for
a time, but refuses to try to raise him. (something about it being
unnatural)

Note: If you are "insensitive" to Jaheira here, she will leave forever.
By "insensitive" I mean, repeatedly telling her to try to raise
Khalid.

There are 6 containers in this room, bookshelves, barrels, tables and
chests. (x 775 y 2650), (x 875 y 2650), (x 1040 y 2515), (x 1260 y 1350),
(x 1420 y 2520), (x 1350 y 2580):

Ziose Gem
Andar Gem
Cursed Scroll of Weakness
40 gold
Gold Ring
2 Extra Healing Potions
Wand of Cloudkill Key
Wand of Fire Key
Wand of Summoning Key
Bastard Sword
5 Arrows
3 Bolts +1
Silver Ring

We now have almost all the keys we'll need. There are two doors along the
northeastern wall. Open the left door (x 1125 y 2375) and go in. Here is
yet another Tube Room, where an assassin is fighting an escaped clone. She
kills the assassin and turns on you (there's nothing you can say to avoid
a fight). Kill her.

Escaped Clone - 1250 exp
Wand of Missiles Key
Dagger

There are 2 searchable barrels in here, with such things as a Fireball
spell and a Pearl Necklace. Return to the Mephit Room, and open the last
door (x 1300 y 2230).

- THE GREAT WAND TRAP

Along this passage you find an assassin fighting an Ice Mephit. Kill the
Mephit and the assassin turns on you. Not very thankful since you just
saved his life! Kill him for 750 experience. Continue up the passage.
There will be a group of goblins with a Mephit just before the door to the
Great Wand Trap (x 560 y 1390).

There is a trap on this bridge, disarm it, cross and go through the next
door. There is an assassin here facing off against several Duergar. The
assassin gets himself killed by the Great Wand Trap. And if you wait long
enough the Duergar will kill themselves the same way as well.

Along the left wall are several columns. Sneak up to these columns and
manipulate them. One of your keys will vanish and be replaced by the
appropriate Wand (with only one charge). Even better is the fact that part
of the trap is disarmed making this room a little safer to traverse.
Disarm all 6 columns and the room is safe.

Note: If you find that you are missing one of the keys, it's usually the
one from the Otyugh on the previous level.

The statue at the end of the hall (x 2000 y 350) has a Ring of
Protection +1.

From this point there are four passages out of this room (not counting the
one we came in from). The passage nearest to the entrance on the right
leads to the exit. The other three lead to monsters and treasures and are
covered in Quests below.

- ESCAPING IRENICUS' DUNGEON

Once you're done with the other passages (assuming you did any of them),
go down the first passage on the left (x 1380 y 1125).

The next room (x 1750 y 1750) has an assassin in it who talks to you, but
there is no way to avoid a battle here. Beat the 4 or 5 assassins and
swipe their gold. Leave this room to the southeast.

This is a part of the sewer system of Athkatla. Follow it northwards to
the exit at (x 3450 y 1415). I would make an Archived Save here as you
can't come back once you leave.

Quests:
-------

QUEST: The Doppleganger Passage

Go southeast along the middle passage on the right (x 1740 y 900).
Open the door into a storage room. A little further south you will
see a fat old man in a glass cell, Frennedan. He talks to you and
begs for you to release him. Agree to do so. (If you refuse to
help him, he turns into a little boy!)

Search the storage room. There are three containers, a TRAPPED
bookcase at the top of the room (x 2500 y 1200), a TRAPPED chest
to the left (x 2240 y 1340) and a normal locked chest under that
(x 2240 y 1400):

Frennedan's Key (in the trapped chest)
Spells - Invisibility (Mage)
Knock (Mage)
5 Potions of Healing
4 Elixirs of Health
1 Potion of Firebreath
Scroll of Protection from Electricity

Once you have the key, open the cell and let Frennedan out.
There are two times when Frennedan will attack you, at a set amount
of time from being freed and at a set range from his cell. So,
no matter what he will transform and attack you. May as well kill
him now. (3000 exp)

Search his cell for more treasures. There are 5 containers in
here, two bookcases, a TRAPPED chest and two tables:

Spells - Color Spray (Mage)
Blindness (Mage)
Blur (Mage)
4 Bolts +1
4 Arrows +1
6 Bullets +1
2 Potions of Extra Healing
Oil of Speed
Cursed Scroll of Foolishness
101 gold

QUEST: The Vampire Passage

The vampire passage is easy to find as it is the only door on the
left side of the Wand Trap Room. (x 1330 y 590) Open the door and
go in.

There is a battle between assassins and a Vampire going on here.
Kill the vampire to get 8000 exp (though you should notice that she
simply turns to mist and flies away). Any surviving assassins
must also be killed. There are no treasures in here, but 8000 exp
isn't bad.

QUEST: The Duergar Passage

Head southeast down the farthest passage (x 2085 y 640). There
will be a group of goblins in the middle of a forge room. Go
northeast from here to find a group of Duergar, including one mage.
Kill them. There are 4 containers in here, a small box to the left
(x 3375 y 630), two chests on top of each other (x 3585 y 685) and
a big table to the right (x 3550 y 825):

Spells - Charm Person (Mage)
100 Gold
Dagger (after this, such things are listed as "Minor Treasures")
2 Extra Healing Potions
3 Potions of Healing
80 Arrows (Minor Treasure)
Short Bow (Minor Treasure)
40 Bolts (Minor Treasure)
7 Bolts +1
Heavy Crossbow (Minor Treasure)
Splint Mail (Minor Treasure)
Mace (Minor Treasure)
Chainmail (Minor Treasure)
Girdle of Bluntness (AC +4 vs. Blunt weapons)


-------------------------------------------------------------------------------
2. > > > > Chapter 2: Waukeen's Promenade (AR 0700)
-------------------------------------------------------------------------------

Exposition:
-----------

You emerge from Irenicus' dungeon to find Irenicus himself battling with
several shadow thieves. He easily bests them. Imoen then tries a magic
missile out on Irenicus. It doesn't do much and looks like you might be
captured again. Then the Cowled Wizards arrive and battle Irenicus.
Although he might have beaten them, he decides to go with them... if they
take Imoen as well. This starts Chapter 2 and everyone in your party gets
34,500 experience.

Companions:
-----------
S D C I W Ch Race Class Alignment
Aerie 10 17 9 16 16 14 Elf Cleric/Mage Lawful Good

Aerie is a winged elf. Well former winged elf as her wings were removed
some time ago. She had been a slave before meeting up with Quayle and
joining the circus.

Location: The Circus (See below)

Grade: C+ A cleric/mage combines all magics into one (not Druid spells,
but nobody's perfect), which is an incredible bonus. Except
that she has rather weak stats. She doesn't excel anywhere,
no single one stat stands out. As such she isn't worth
keeping around for very long.

Event: 3-5 days after you get Aerie, a messenger will arrive from Quayle
telling her to return to the circus. Once there, Quayle merely
tells you to talk to Raelis Shae in the theatre beneath the Five
Flagons. Aerie will naturally complain if you don't go visit
Quayle, however.


Walkthrough:
------------

- GATHER INFORMATION & ALLIES

Talking with some of the people nearby will net you some information on
where Imoen might have been taken by the Cowled Wizards.

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

Experience for more levels.
Companions
Items

Generally speaking most of Chapter 2 is just running around doing Quests
trying to get Gold and Experience. This area only really has one good
Quest (The Circus Tent & Aerie below), but it also has the best shop in the
game, the Adventurer's Mart.

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

Quests:
-------

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

Giran (AR 0700, x 2790 y 1550)
Circus (AR 0700, x 2975 y 1525)

Just a little southwest of where you appear in this area is a big
circus tent. If you talk to Harrold and Fearghus around here you
can discover that something is wrong with the circus. Talk to
Giran just to the left of the entrance and he'll complain about his
mother being inside the tent and not coming out. Go to the
entrance and convince the guard to let you in. Go inside.

You will be met by a Genie who wants you to answer a riddle to
cross the bridge. The answer is (3) The prince is 30 and the
princess is 40. Answering correctly gets you 19,500 experience.
If you fail that riddle he asks another, to which the answer is
(6) Nothing. Answering the second riddle gets you only 14,500 exp.
Failing that riddle he will attack you. (5000 exp) Enter the
giant dome.

Once inside an Ogre named Aerie will tell you to flee this place.
Pump her for information if you will. Then go left to the spider,
then north until you find the two peasants. They will attack you.
Kill them (they are Orcs, actually). One of them has a Friends
spell, the other has a Sword. Take this sword over to Aerie to
restore her humanity. For this you get 18,500 exp, and she'll
offer to join you.

Go north and talk to the Pleasure Slave. She offers no useful
information. Go up the stairs (x 1067 y 390).

On this level there are werewolves and shadows. Kill the shadows
if you want, but ignore the werewolves, they are illusions and will
not give you any Experience. The werewolves can't hurt you unless
you attack them. Search the two vases on the sides of the
staircase to find:

Spells - Web (Mage)
Protection from Petrification (Mage)
Dispel Magic (Mage)

Go near the stairs (x 920 y 260), where a genie talks to you again.
He offers to let you rest on this level. When you're ready go up
the stairs to the final level.

Ignore the other enemies here, some are illusions, and concentrate
your attack on Kalah himself. Once he is dead the illusion dies
with him and you'll be back in a regular circus tent. (2000 exp)
Listen to his little rant and you get 25,000 exp. If you didn't
restore Aerie earlier then Quayle asks to let Aerie travel with you
permanently, which is totally up to you. Search Kalah's body:

Spells - Stoneskin (Mage)
Identify (Mage)
Infravision (Mage)
Magic Missile (Mage)
Stinking Cloud (Mage)
Girdle of Piercing (+3 AC vs. piercing)
Ring of Human Influence (Sets CHA to 18)
Garnet Gem
724 Gold
Minor Treasures (bullets, sling, flail)

Talk to the woman, Hannah (x 100 y 300) at the left of the tent.
This is Giran's mother. She'll rush out of the tent. You get 500
experience from her. Go outside and talk to Giran again to get
2500 more experience. Talk to the Amnish soldier to get a
Reputation Increase (+1).

MISC: If you talk to Harrold again, he and his wife are both
thankful (although at night she seems to disappear). Also
if you talk to Fearghus again he will leave and
theoretically go back to the circus.

QUEST: Cernd's Child

Cernd's Former Home - Promenade (AR 0700, x 1900 y 1830)
Fennecia's House - Promenade (AR 0700, x 1800 y 900)
Deril's Estate - Government (AR 1000, x 3500 y 2650)

Note: You pick up Cernd in Trademeet, and you get to Trademeet
by talking to the man in the City Gates area.

Enter any of the major city districts with Cernd in the party and a
man will come up and talk to Cernd. It is a former neighbor and he
has lost all respect for Cernd. It seems that when Cernd left his
former wife, she was with child and Cernd never knew this. This is
quite upsetting to him and he wants to go visit with his former
wife, Galia. If you aren't in Waukeen's Promenade, get there.

You will find Cernd's house just left of the Adventurer's Mart.
Enter. You find a squatter living in Cernd's house. He will
(eventually) tell you that Galia has moved in with some "bastard"
but he offers no more details than that. Go up to Fennecia's
House, which is higher up on the wall. Enter.

Talking with Fennecia she tells Cernd that Galia is dead. Send
Cernd out of the house and talk to her again. She fills you in on
the rest of the story. Shortly after Cernd left, Galia moved in
with a noble named Deril. He treated her badly. Eventually she
died in mysterious circumstances, and Cernd's son is likely to be
raised to be evil like Deril.

Go to the government district and find Deril's Estates. Enter.
Cernd convinces Deril's Golem to get Deril (although he kills the
golem for the interruption). You then have to choose how to react
to things: Threaten him with the guards, threaten him with an
attack, do nothing, or just attack him. If you simply threaten him
he will hand over the child (although they will reappear in 3 days)
Or you could attack him. He is a mage and brings in a Lich to help
him.

Deril - 26,000 experience

Lagole Gon - 26,000 experience
Cernd's Baby

Take the child and Cernd seems happier. Cernd gains 50,000
experience and the party gains 20,000 exp. Cernd then takes off
with the boy to the Druid Grove. If you want Cernd back all you
need to is head out to the Grove and pick him up again.

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

Silver Horn of Valhalla - Bridge (AR 0500, x 2985 y 750)
Madeer, Shopkeep - Promenade (AR 0700, x 1875 y 2066)

In the game you will find the Silver Horn of Valhalla, which
summons a level 5 Berserker Warrior for a short duration. (The horn
is found in the Bridge District, in the house by the fish seller)
This is great and all, but there is a way to upgrade this horn to
two better ones. What you need is the Horn, a Diamond and a
Beljuril. (you can obtain a Beljuril from Umar Hills, see the
Chicken's Gem quest)

Talk to Maheer (he isn't labeled as such) just southwest of the
Adventurers Mart with a diamond and the horn in your possession.
Ask him about what types of things he sells, and whether he does
anything "special." He'll mention that he does indeed make a fair
horn. If you have the diamond and silver horn on you he offers
to make you the Bronze Horn for 2000 gp. The Bronze Horn can
summon a level 7 Berserker Warrior. If you have the Bronze Horn
and a Beljuril he will upgrade the Horn again for 5000 gold.

This creates the Iron Horn which summons a 9th level Berserker
Warrior who will fight for you for one minute.

OTHER: Night Guild War

This won't necessarily happen here, but during the night you can
see the Shadow Thieves and Vampires battle it out for supremacy.
You can take sides in these battles if you want, just force-fight
whichever side you don't like. Bear in mind that Vampires take
magic weapons to hit, and at this point you only have the Two
Handed Sword +2 (Chaos Sword).

Also, if you join the fight AGAINST the vampires, then you won't
be able to find Bodhi in the graveyard later.

OTHER: Ribald's Ring of Regeneration

If you successfully pickpocket the owner of the Adventurer's Mart,
Ribald, you will get the spiffy Ring of Regeneration (1 HP every
6 seconds). (from Steotia)

OTHER: Sleep in the Street

Who needs an Inn? Not us, that's for sure. Simply set the option
to "Rest until Healed", then when you are in the street hit the
REST button. Instant Inn. Free too. This doesn't always work,
but usually does near the circus.

OTHER: The Town Crier

Whenever you find a Town Crier you can listen to their little
stories, or you can insult them. Nothing else comes of this, no
new quests.

OTHER: Promenade Containers

Although there are many searchable containers in this area, not a
single one of them has ANYTHING in them. So don't bother looking.

OTHER: Belmin Gergas, the Elf Hater

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

If you talk to Belmin with an Elf in your party he spouts off some
stupid prejudice. That's pretty well it UNLESS you have Viconia in
your party, in which case he attacks you. If you kill him you lose
reputation, and not only that, everyone around will attack you as
well!

Trick: Let Viconia talk to him. Make sure that the party AI is
turned off before that. He turns hostile, and the nearby
guard attacks him. At this point you can either try to
get the guard to hold him back while you run out of
sight, or move everyone out of sight and have Viconia
cast sanctuary on herself. The guard should kill him now.
Kudos - you've just rid the world of a racist bastard and
lost no reputation for it. (Xander77)

OTHER: Mencar Pebblecrusher

Seven Veils (AR 0700, x 3325 y 430)
Mencar (Second Floor of the Seven Veils, AR 0712, x 300 y 240)

On the second floor of the Seven Veils is a band of mercenaries led
by none other than the infamous Mencar Pebblecrusher. When you
first meet with him, he insults you. If you respond in kind you
will get into a fight. Don't do that, instead calm him down.

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

Now get ready for a fight. Cast every protection spell you can
(Haste is especially helpful!). Then position your people
strategically around the room. The idea is to assassinate several
of his goons before they even start attacking you. Take out the
mage first if you can, then the imp. I also used Hold Person to
keep Mencar from doing anything. Brennan Risling will attempt to
flee if he gets hurt. If you trap the room, remember the traps
will all trigger at once, usually all hitting whomever turns red
(hostile) first. Thus, if you want the traps to all hit Mencar,
you should shoot him with a bow. I also once used a thief/mage to
drop Cloudkills in the room, then duck around the corner and Hide
in the Shadows.

Mencar - 10,000 experience
Full Plate Mail
Potion of Fire Giant Strength
89 Gold
Hammer +1
2 Potions of Extra Healing

Smaeluv Orcslicer - 4000 experience
Hide Armor
Flamedance Ring
42 Gold
Cursed Berserking Sword +3

Sorcerous Amon - 6000 experience
Potion of Extra Healing
Wand of Lightning
Cloak of Non-detection
Minor Treasures

Pooky (Imp) - 4000 experience

Brennan Risling - 4000 experience (flees if damaged)
Studded Leather +1
Ring of Invisibility
Short Sword +1
Oil of Speed
Potion of Invisibility
2 Potions of Extra Healing
Minor Treasures

Note: The Cloak of Non-detection is supposed to protect your
invisible characters from being revealed. This doesn't
work that way, but it does protect your hidden thieves
from being found out. Invisibility granted from items
is also protected by the cloak. (with thanks to Andrew
Scarvell)

There are three chests to be searched, one of which is TRAPPED.
These net you some minor treasures.

OTHER: The Fence

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

Steal something and need to sell it? At night, go to the far right
side of the promenade to find Jayes, the thief. He'll buy your
stolen goods. And, if you are in a really thievery mood, you can
steal directly from him, and then sell him his own goods back to
him. I drank a Potion of Master Thievery to get my pickpocket
skill up to 175 (I also had the Gloves of Pickpocketing from the
upper floor of the Copper Coronet), then just stole the Chain
Mail +2, and sold it, stole and sold, stole and sold, and so forth.


-------------------------------------------------------------------------------
2.1 > > > > The Slums (AR 0400)
-------------------------------------------------------------------------------

Exposition:
-----------

When you first enter the Slums a thief by the name of Gaelan Bayle
approaches you. Hear him out and follow him to his home. He represents
an organization that may help you out, for a price. 20,000 gold. That's
a tidy sum of money. He offers some advice as to how to make some money,
and depending on your class will direct you to your appropriate stronghold
(i.e. a Bard to the Five Flagons). This also begins chapter 2, and you
can watch as Imoen and Irenicus are sent to Spellhold by the Cowled
Wizards.

Companions:
-----------

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

Anomen may not be a Paladin but he is deeply involved with the Order of
the Radiant Heart. He believes in Law over all other concerns, making
him neither good nor evil.

Found at: Copper Coronet (Slums)

Grade: C+ At the point in the game when you run across this guy is just
won't fit into your party. As you can see by his wisdom
score he doesn't make for a good Cleric, and with his DEX
score, he doesn't make that great a Fighter either.

Upgraded: B (see Anomen's Quests below)

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

Although his alignment is listed as Chaotic Evil, Korgan is more Neutral
Evil than anything (mercenary type that he is). Korgan is always on the
lookout to make a buck, no matter the cost (of lives).

Found at: Copper Coronet (Slums)
If kicked out: Will be at the Copper Coronet, but requires a Bribe to
rejoin you.

Grade: A- The best fighter-type in the game. Good Strength, good
Constitution and adequate Dexterity. And unlike Minsc (the
other "strong" character), Korgan can be a Grand Master in
a weapon making him very lethal indeed. Would be an "A"
except that he is Evil, which makes it hard to keep him in a
Good aligned party.

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

Raised as a Noble, Nalia fancies herself as a "compassionate" noble, out
there working for the good of the common man. She is incredibly naive
about the world to the point of almost being stupid. (not quite, though)

Event: A week after clearing the De'Arnise hold, if you are in a city,
a messenger will arrive telling her to go to the Graveyard.
(more information can be found on this in section 2.3 De'Arnise
Hold)

If she leaves: If you accept her quest, but don't do it right away, she
will leave on her own. You will then find her near the
De'Arnise Hold in a wooden palisade (SW of the Hold).

Grade: C+ Nalia has very puny thief skills (she dualled over to Mage at
level 4), making her primarily a Mage with SOME thief skills
thrown in for good measure. However, as a Mage she doesn't
have 18 INT (which helps) and doesn't gain Edwin's spell
bonuses.

Walkthrough:
------------

- RAISE MONEY FOR GAELAN

Now we have a purpose to our lives, gather enough money to get Gaelan's
friends to help us. The set amount is 20,000 gold. Getting this gold is
a matter of following the various Quests throughout the city, which also
conveniently get you Experience and Items at the same time.

Once you reach 15,000 gold you will be immediately confronted by two
different people, a woman and a boy. This represents a slight split in the
game as you must choose which side to play. The major walkthrough ends
here for the moment, and picks up again in section 3. The Guild War
(Chapter Three). From here until there is almost exclusively devoted to
Quests.

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

Fighters -- > Nalia in the Copper Coronet
Priests -- > New Cult in the Temple District
Mages -- > Cowled Wizard with a Quest in the Government District
Rangers -- > Boy complaining of monsters at the Government District
Paladins -- > Lord Jierdan in the Copper Coronet
Thieves -- > Shadow Thieves at the Docks
Bards -- > Playhouse beneath the Five Flagons at the Bridge
Druids -- > Man at the City Gates has a problem at Trademeet

Finally, throughout this chapter there are three dream sequences that
occur randomly when you sleep.

Quests:
-------

OTHER: Fight some Brigands near Copper Coronet

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

Just to the right of the entrance to the Copper Coronet are a duo
of not so bright brigands, Cohrvale and Bregg. They attack you
before realizing you are fully armed and dangerous. Take them out.
They are worth 6000 and 4000 exp each.

QUEST: The Mystery of the Copper Coronet

Entrance to Coronet - Slums (AR 0400, x 2470 y 2250)
Lehtinan - Coronet (AR 0406, x 410 y 1215)
Hendak - Coronet (AR 0406, x 2685 y 500)
Beastmaster - Coronet (AR 0406, x 3550 y 2000)

Enter the Copper Coronet, and talk to the owner and proprietor of
the place, Lehtinan. (If you need to rest, talk to his associate,
Bernard) Ask him about ways to "spend a coin", and about his
other types of entertainment. This will allow you to visit the
back rooms. Open the door near Anomen at (x 1400 y 1480). A guard
in here will welcome you to the "exclusive" entertainments offered
here. Turn right and open that door. A man here talks to you
about the Pit. He tells you all about the slavery, fighting, and
so forth that goes on here. Go further down the passage to see a
fight.

Note: It may be weird, but if you just go up and kill Lehtinan,
not only are there no negative consequences, but Bernard
starts acting like Hendak took over, and begins selling
the new stock of items!

Go back to the guard, and go up the north (x 1600 y 1370) passage.
Be prepared for a fight. There will be two secret doors on the
left. One leads to a pillowed room, the other to a set of stairs
to the sewers. Ignore it for now and continue to the end of the
passage. There's no way to avoid conflict with the 5 guards here
(2 mages), so kill them quickly.

Go near the center cell to talk to Hendak, the gladiator. Agree
to free him and he'll tell you that the Beastmaster has the key.
Go to the southeast end of this room, and open the southern door
(x 2720 y 875). This leads you past the gladiator pits (complete
with a violent winter wolf to kill) to the area where the monsters
are kept. There you will find the Beastmaster with his pet tiger,
Tabitha. He opens up all the monster pens to let them at you.
Kill the Beastmaster: (2000 exp)

Beastmaster Key
Spells - Stone to Flesh (Mage)
Plate Mail
Tuigan Bow +1 (3 Shots per round)

Kill the other monsters if you wish. Return to the cells, open the
non-Hendak cells first for some (5000) experience. Then go to
Hendak's cell with the key and free him, this gets you 7500 exp.
Hendak is rightly pissed off about his recent situation and runs
off to kill Lehtinan. Follow and help out (clearing out the guards
and whatnot). Don't worry, Hendak won't kill Lehtinan until you
get there. (on an interesting side note, Nalia will join the fight
against the guards even if she isn't in your party) When Lehtinan
is dead you get 48,750 experience.

Tim Lou has an alternate way to free Hendak:

After you talked with Hendak, you can head back to Lehtinan and
tell him that Hendak is a slave in prison. Lehtinan will give
you the key of the cell and asks you to kill Hendak for him.
You can agree for the time being. Then you go back to free
Hendak and you decide let him go (Tell him that you get the key
from Lehtinan and pretend to kill him) or kill him for
Lehtinan. By this way, you don't need to deal with the
beastmaster and get the cell key (Although the beastmaster is
not a tough guy).

Editor's Note:

If you wanted to do both methods, you could kill the
Beastmaster first, then skip Hendak and talk to Lehtinan. You
can get a reward of a Plate Mail from Lehtinan when you tell
him about the escape attempt. Then he'll give you a key to
deal with Hendak.

Evil Note:

If you do what Lehtinan suggests and kill Hendak, then you get
420 experience for killing Hendak and a reward of Bastard
Sword +1, +3 vs. Shapeshifters from Lehtinan. (Oh and your
Reputation drops 1 point) By the way, you would get that item
later anyway when you freed the slaves.

Hendak asks you to help free more slaves (see "Free the Slaves"
below), agree to do so. Search Lehtinan's body:

Spells - Summon Nishruu (Mage)
Death Fog (Mage)
Gems
1287 Gold

Also, Bernard now gives you a discount on his items.

QUEST: Free the Slaves

Entrance to Sewers - Coronet (AR 0406, x 2070 y 660)
Entrance to the Slavers - Sewers (AR 0404, x 2900 y 2500)
Exit to the Slums - Slave Galley (AR 0405, x 750 y 1900)

Remember that set of stairs we skipped by earlier? Go down them.
While you are down here, you might want to do the Sentient Sword
Quest (described below). Go through the sewers until you reach
the exit (x 2900 y 2500). This is the back entrance to the Slavers
Compound (the beached ship in the Slums).

You appear in the middle of a good deal of enemies. Don't wander
too much around this area during your fight, as there are TRAPS
that can kill you. Also new guards can come in from other areas.
Once this fight is over, search the Captain's remains for:

Haegan's Key
Studded Leather Armor +2
Potions
Minor Treasures

There is also a box of gems here (x 1815 y 1330). Open the door to
the northeast (x 2136 y 1205), kill the two trolls in here and talk
to the slave girl. If you give her 100 gold you get 3500 exp and a
Reputation +1. Go back.

Now go up the little steps to the northwest (x 1720 y 1066) and
into the hallway. On each side of the passage are cells with
slaves in them. Free them for 2500 exp. Go into the room to the
northwest (being ever mindful to check for TRAPS, of course).
There are 3 containers with minor treasures here. The next room to
the north has several Yuan-ti in it, as well as some minor
treasures (Arrows, Gold, Spells, etc.).

The next room to the south has the Slaver Mage in it, and provides
a bit tougher battle. The slaver wizard has a Cloak of
Protection +1 on him. The rest have mostly minor treasures. There
are two containers in the north of this room with some good
treasures (Spells, Rings and such). Careful, the chest is trapped.

Then just go southwest (careful of traps), then southeast. Ignore
the side room. There will be three shelves here, the trapped one
in the middle has a sling. Also there is a barrel left of that.
(It has a spell and some gold) Just past that is the exit to the
Slums. (x 750 y 1900)

Return to Hendak to get your reward: 38,000 quest experience per
character, Plate Mail, Bastard Sword +1 +3 vs. Shapeshifters,
Reputation +1 and 3900 gold.

QUEST: The Sentient Sword (Lilarcor)

Hand - (AR 0404, x 515 y 950)
Ring - (AR 0404, x 1640 y 850)
Staff - (AR 0404, x 2360 y 1300)
Blood - (AR 0404, x 2330 y 2722)
Quallo - (AR 0404, x 2240 y 2760)
Sword - (AR 0404, x 2790 y 1790)

From the Coronet entrance, head south. Clear out the Hobgoblins
here, then go west (x 900 y 650). There will be an Otyugh here,
kill it. (5000 exp) In the center of this little room is a grate,
(x 515 y 950) click the grate twice to get the first object, the
Hand.

Back into the main passage, and head southeast. This leads to a
small room. On the north wall are two skeletons pressed together.
Click them twice to get the Ring. (The stairs to the NE lead to a
Myconid area, but there is no real reason to go that way) 0418

Go down the southwest passage, and follow it to the little bit of
water. The little bridge is trapped. Go north up the water until
you reach the kobolds (x 2360 y 1600). Kill them to get the Staff.
That leaves just one object left.

ShirouKyoji has a different way to get the staff:

Talk to the Kobold Shaman after reading the clues, and choose
option number 3. Then, choose option number 1. Then, choose
option number 4. I *KNOW* It says to offer 2000 gold pieces,
just do it. Then, choose option number 1. The other Kobolds
will get mad and kill him. Then, you can loot the 2000 gold.
Tada! Plus, you get to hear some funny Dialogue.

Go back south, cross the bridge and go southeast (x 1835 y 2000).
At the fork, take the southern path until you find the odd little
man, Quallo (x 2240 y 2760). Talk to him to try to learn
everything you can. Then kill the Carrion Crawler there to get
its blood, the final object. We now have everything we need.

Go up the northern passage (x 2275 y 2790), through the enemies
until you reach the Pipe room (x 2666 y 1915). The Glowing Pool
has a few things to say, but if you're reading this then you don't
need to care.

There are four pipes in this room, corresponding to each of the
items. We will number the pipes from top to bottom, with the top
pipe being pipe number 1. Double click each pipe in this order:

Pipe 3 (Hand)
Pipe 1 (Ring)
Pipe 2 (Blood)
Pipe 4 (Staff)

Do that and the Sentient Sword will appear and everyone gets 18,000
quest experience points. Lilarcor (its name) is a Two Handed
Sword +3, with immunities to Charm and Confusion. If you talk to
Quallo after this, it turns out that he was charmed himself, and he
will leave.

QUEST: Nalia's Quest (Fighter/Barbarian Stronghold)

Nalia - Coronet (AR 0406, x 900 y 1500)

Nalia is one of two people who walk right up to you and ask for
help (the other being Anomen, who doesn't really want help).
Anyway she wants your assistance in helping clear out her ancestral
castle of monsters. Agree to help her. Let her join if you
wish it. (It's usually better to have the person whose quest you
are working on with you) You will then have to leave the city.
So, first go to the City Gates and from there exit to De'Arnise
Hold.

This Quest is continued in section 2.3 De'Arnise Hold.

QUEST: Korgan's Quest

Korgan - Coronet (AR 0406, x 1850 y 960)
Crypt - Graveyard (AR 0800, x 640 y 1830)
Pimlico Estate - Temple District (AR 0900, x 4315 y 1015)

Talk with the dwarf near Surly and listen to his tale. He wants to
break into a crypt and steal a book found within. This book will
then be sold to a book dealer for a great profit. Agree to his
proposal and let him join you. To the graveyard!

There are many entrances to this crypt, but the one listed above
works best, I think. Open it and descend into darkness.

One of the pots to your right has a Mislead spell. Enter the
passage (being doubly sure to check for traps, of course). There
is a trapped chest in the passage here, and another one just before
the passage ends. These chests have spells and other minor
treasures. The second one also has some Wooden Stakes. Makes you
wonder what is done here. You don't need the stakes right now, but
feel free to take them.

Going right you'll have to contend with some spiders. Take them
out and go right. There's another group of spiders here along with
some Ettercaps. North of here is the Spider Queen (no, not Lolth,
see Quests in the Graveyard section), and to the south is the crypt
we want. (x 2750 y 3250)

This is a large Egyptian looking chamber, with a figure of a woman
on the floor (who is trapped). Also, when you step on a certain
spot, all the doors fling open and release many nasty undead.
These guys will drain your levels, stats, or disease you. There
are four traps on the figure, 2 on the eyes, one on the necklace
and another on the hand.

Search for the secret door in the bottom corner (x 900 y 800).
There are more traps within this passage, as well as more undead,
mummies and the like. This passage then forks, with a passage
going right and another continuing south. At the fork, there is a
pot with some treasure (x 533 y 1290). Go right (checking for
traps, of course) and click on the coffin at (x 815 y 1325). This
releases its occupant who doesn't like you. Kill it. It has a
spiffy spear on it. Further right are a group of mummies and
ghasts and past them is a small room with treasure. Nothing great,
but it's better than nothing.

Back at the fork, this time go south. Be careful to search for
traps, there are three between you and the next room. Within this
room are mummies and a big already looted coffin. Korgan notes
that the tomb is looted (11,250 exp). Kill the mummy there and
Korgan comes up with a plan of action to get the people who looted
this tomb ahead of you. He wants to hurry to the Temple District
to the home of the Book Dealer (whose book was in the tomb). There
are two pots in here with very minor treasures.

Leave the crypt and go over to the Temple District. Go to the
Pimlico Family Estate (just past the Temple of Lathander). As you
approach, Korgan tells you that the place has been looted (you took
too long, even if you came right here that was too long!). Go
inside anyway. Despite what Korgan said there are a few gold
pieces laying about. Take Korgan into the bedroom and he'll
mention that this looks like the work of Shagbag, who can probably
be found on the roof of the Copper Coronet. (8750 exp)

To the Slums! The stairs that lead to the roof are at (x 1530
y 2815). Go up the stairs until you find Shagbag and his party.
(5000 exp) Korgan has some words with them and a fight breaks out.
Search Shagbag's corpse to find the Book of Kaza. The only thing
that remains is to sell it (to any retailer).

QUEST: Anomen's Murdered Sister

House Delryn - Government District (AR 1000, x 4300 y 2175)

About a week after you gain Anomen in your party, a messenger
approaches him and tells him to return home as his sister has been
murdered. This quest may influence whether Anomen can become a
Knight later, which increases his abilities.

Go to the Government District, Anomen's home. The Delryn Family
Estate is the large orange building south of the Council building
(by quite a bit). At the door the guard tells you of how tense
things are between Anomen and his father. Enter. You will find
Cor Delryn, Anomen's father, in the kitchen. He accuses Anomen of
letting Moira -- his sister -- get killed. He then says that the
only way for Anomen to make this up to them is to avenge her by
killing those responsible.

You must advise Anomen on what to do: 1) Kill Saerk out of
vengeance, 2) seek a legal resolution to things, or 3) Kill Saerk
for the money. Convince Anomen not to kill Saerk, and then tell
him that perhaps his father's quest for revenge has tainted his
judgment (10,500 exp).

Go to the Government Building and talk to Bylanna there. She says
that there is insufficient evidence on Saerk to convict him of
much of anything. Again Anomen looks to you for advice. Convince
him to let bygones be bygones for (7500 exp).

From the time you talked to Cor, you have 10 days before Anomen's
next quest begins.

QUEST: Anomen and the Knights of the Radiant Heart

Radiant Heart - Temple District (AR 0900, x 3300 y 3400)

Note: This quest can be delayed if you are in a romance with
Anomen.

10 days after the completion of Anomen's first quest (dealing with
his sister's death), if you are in the city, Sir Ryan Trawl will
approach Anomen. He tells him that it is now time for Anomen to
take the tests of knighthood.

Go inside the Order of the Radiant Heart and the Judging will
begin. Whether Anomen is accepted as a Knight depends on how
you solved his Sister's Quest. If you sought out the non-violent
solution, then Anomen is a Knight, otherwise he is not.

Anomen's Wisdom is increased to 16 and his name changed to Sir
Anomen. The party gains 10,000 experience and Anomen gains another
50,000 experience on top of that. With the increased Wisdom he
also gains +2 1st and 2nd level Priest spells. Have Anomen speak
with Sir Ryan Trawl. (nothing much is said)

QUEST: Jierdan's Quest (Paladin Stronghold)

Lord Jierdan - Copper Coronet (AR 0406, x 725 y 1400)

Within the Copper Coronet, you will find a man in fiery red who
offers you an outrageous sum of money to do a minor monster
fighting quest. He wants some ogres cleared out from his holds
near the Windspear Hills. He marks it on your map. Leave the city
and head out to the Windspear Hills. (on a side note, the voice of
Jierdan is provided by the same person who did Minsc)

This quest is continued in the Windspear Hills section below.

OTHER: Amalas' Duel in the Coronet

Entrance to Coronet - Slums (AR 0400, x 2470 y 2250)
Amalas (70 hp) - Coronet (AR 0406, x 1090 y 1870)

In the southern end of the Coronet is a group of three idiots led
by Amalas. (near Korgan) Talk to Amalas and insult his honor.
Beat him one-on-one to get 1800 and 9500 exp. Then you can tell
his lackeys to take a hike. Only the main character can duel with
Amalas, so if your main character is a Sorcerer (or whatever) you
will have a more difficult time with it.

If you free Hendak and the slaves before dueling, Amalas will
vanish.

OTHER: Mazzy and Gorf (from Vladislav Brkic, and a number of others)

Copper Coronet - Slums (AR0406, x 200 y 1400)

I was selling some goods to Bernard in the Copper Coronet, after
which I left through second door. Outside an Ogre pit fighter
called Gorf the Squisher started talking to Mazzy and said how
halflings don't know how to hit. Then he started hitting some
commoner and talked to Mazzy again and challenged her to a duel in
the Copper Coronet pit. When I entered the Copper Coronet Mazzy
talked to pit manager Surly and he sent us to talk to Gorf's
girlfriend Bunkin. After that I then talked to Festule the
Alchemist (same area x 915 y 1240) and bought a potion to disable
Gorf for 400gp. He also said to try giving it to Bunkin. Then I
talked to Bunkin (x 1200 y 1820), complimented her and she
complained that Gorf never does that, so I gave her Festule's
"love" potion and said that it will solve her problem (for this
the party gained 11,500 exp).

Then Gorf arrived and said that his ale tasted funny but still
entered the pit. Mazzy killed him easily (2500 xp). Then she said
something like "Virtue has won again" and party received another
5000 exp.

OTHER: Dog Fighting

Surly - Coronet (AR 0406, x 980 y 1800)

Talk to Surly and for 10 gp you can set up a Dogfight. You get
20 gp if you win, although Good party members seem to be upset by
this.

You can kill Surly with no penalty (250 experience).

OTHER: Gloves of Pickpocketing (from Snark)

Gloves - Coronet (AR 0406, x 750 y 610)

In one of the rooms at the top of the stairs, the room with the
retired pickpocket, you will find a trapped table with the Gloves
of Pickpocketing.

OTHER: People around the Sphere

Waylane near the Sphere tries to sell you the sphere. (it's even
more amusing when he tries to sell it to Yoshimo or Viconia)
Another fella wants to worship the sphere, a woman lost her home to
the sphere and a landowner thinks he owns the sphere.


-------------------------------------------------------------------------------
2.2 > > > > Between Areas
-------------------------------------------------------------------------------

While traveling between areas in the city (or between city and country)
there are two major events that happen. The first is that you are attacked
by slavers who have some interesting objects on them:

Spells - Minor Globe of Invulnerability (Mage)
Vampiric Touch (Mage)
Domination (Mage)
Shocking Grasp (Mage)
Magic Missile (Mage)
Flame Arrow (Mage)
Plate Mail +1
Arbane's Sword +2 (short sword)
Potions
Gold

The second is more serious. You encounter a group of thugs killing a guy.
Kill the thugs and talk to the guy. Agree to help him. Now you have to take
him to the Docks. (This is covered more in the Docks section)

These aren't the only between area conflicts, but they are the only
noteworthy ones.


-------------------------------------------------------------------------------
2.3 > > > > De'Arnise Hold (AR 1300)
-------------------------------------------------------------------------------

Walkthrough:
------------

- LIBERATE DE'ARNISE HOLD

If you're here, then there's only one thing to do, and that is to attempt
to clear out the De'Arnise Hold. This can be done whether you are a
Fighter/Barbarian or not, although only they gain possession of it later
as their Stronghold. In order to even be here, you must have talked to
Nalia. If you didn't join up with her, or if she left, you can find her
in the Palisade (x 770 y 3225).

Nalia tells you that you are fighting Trolls and Yuan-ti (although she
doesn't know those by name). Which means that you will want Flame/Acid
based weaponry. Talk to Captain Arat, and as you are about to say
goodbye to him he gives you some Flame Arrows (see Quests below for a way
to get infinite Arrows off of him). Once you are done there, it is time
to enter the De'Arnise Hold.

Leave the palisade, and go northeast a little until you find the Secret
Entrance (x 1300 y 2750). It is a secret door, so having a Thief do
Find Traps could help you find it. Open it and go inside.

- THE SECRET PASSAGE (AR 1302)

There's nothing in this first room. Nalia simply reminds you of your
goals in here, find Daleson and open the Drawbridge. Unlock then open
the only door.

This room has 2 containers with treasure (neither are trapped nor
locked):

Spells - Agannazar's Scorcher (Mage, to kill trolls of course)
Potions
Bullets
Light Crossbow of Speed
Heavy Crossbow
Arrows +2
Bolts +2

Open the next door. This leads to another secret door (x 600 y 1400),
which is actually inside of the De'Arnise Hold (we were in the secret
passage before that). Open the secret door.

- DALESON

A Troll is in this room and he kills the servant here. You don't really
have a shot at saving him. Kill the troll (being sure to hit it with
Fire or Acid when it falls down). Search the table (x 850 y 1265):

Spells - Protection from Normal Weapons (Mage)
Bullets +2

There is a secret door on the northwest wall (x 700 y 1230), open it to
find Daleson. This guy provides all sorts of information about what you
are facing, who you must save, the relic of the Keep (the Flail of the
Ages) and where you need to end out (in the "cellar"). If Nalia is with
you then she does most of the talking.

- THE SECRET FORGE & THE FLAIL OF THE AGES

Go into the room that Daleson was in. There are 2 containers in here
with mostly minor weaponry, although you will want to take the magic
arrows here (and possibly the magic long bow).

There is another secret door in the northwest wall (x 410 y 933). At the
end of this passage is another secret door which leads to the Secret
Forge of the Flail of Ages. There are three pieces to the Flail of Ages.
Whenever you get one, bring it to this forge to add it to the whole.
It can exist just fine with one, two or all three parts. There is a
chest here with some minor treasures. (x 560 y 400)

Search the northeast wall for another secret door (x 630 y 380). Just
past that is another secret door. Search the lion statue (x 950 y 175)
to find:

Flail Head (Cold, 1 of 3)
Ring of Earth Control (AC +1, Summon Earth Elemental, Control E.E.)
810 gold

- LOOTING THE MAIN FLOOR

Go back to Daleson's Room and open the (normal) door. Directly in front
of your party is the main Eating Hall, but it isn't important.

Drop south and east. There is a chest here (x 1430 y 1370): (TRAPPED)

Dagger +2
450 gold

The room at (x 1325 y 520) has some very minor treasures in it. The only
worthwhile treasure is found on the bed near the bathroom, which has a
couple of spells (Protection from Normal Weapons and Breach). However,
if you go from there and open up the door to the bathroom, you can find a
Star Sapphire in the toilet (x 1765 y 500).

The next room southwards (x 1835 y 885) has some minor treasures to be
found on a fish (x 1790 y 675) and it has a stove. If only you had
something to cook. Hmmm... seems that Daleson mentioned feeding some
great beasts. Now, what did he feed them...

- MAKING DOGMEAT STEW

Yeah, that's right. Go out the door (x 1950 y 1140) to the exterior of
the Keep. Kill the Otyugh (5000 exp). Then track down and kill the four
family dogs and take their "dog meat". Pleasant. Go back inside and
operate the stove to create a thick, meaty stew. (The main character
must have all 4 meats on him in order to make the stew) For this you get
11,500 experience.

- OPENING THE DRAWBRIDGE

Go back outside. Then find the stairs (x 2175 y 1640) and go up that
until you are on the Keep's walls. Ignore the door for the moment.
There will be an ice troll on the wall. Kill it and keep going. You
will find the switch to open the Drawbridge at (x 2833 y 1840). Click it
once to open. For this you get 29,750 experience.

Go back to the main level (keep on ignoring that side door). There you
will see Humans battling it out with Giant Trolls and Greater Yuan-ti.
Join the battle if you like (good experience). Then go back into the
main door to the keep. The battle continues inside, but once these
trolls are beaten, the guards leave.

- LOOTING THE SECOND FLOOR OF THE KEEP (AR 1303)

Open the door at (x 2000 y 1050) to get to the stairs. Another servant
gets whacked in here. Go up the stairs.

Nalia provides some more information on what needs to be done here. She
recommends finding her auntie's bedroom and finding the secret passage
that leads to the cellar. (Why would the cellar be connected only to the
second floor anyway?) In this room are 2 containers with treasure,
although the only good thing is the Spell Turning spell.

Open the southeastern door (x 2100 y 1000) and enter that passage. The
side room here has some minor treasure. Open the southwest door
(x 2075 y 1425) to enter the Library. In here you will find one
mini-troll, a big troll that becomes two smaller ones when killed, and a
Yuan-ti mage. Take out the mage first. The stairs here lead up to the
roof (which is where that door we ignored goes as well, there's nothing
up there worth looking at). Search the 3 bookcases here:

Keep Key
Spells - Conjure Lesser Earth Elemental (Mage)
Minor Spell Turning (Mage)
Bolts +1

Since the western door cannot be opened, that leaves only the southern
door (x 1730 y 1650). The first room along this passage has 1 container
with minor treasures (Detect Illusions, 20 Arrows, etc.). Go along down
to the second door to find the Lady of the Keep. She isn't too impressed
with you. Eventually she'll go away. Remember this room, as we'll be
coming back here in a moment (we have more looting to do first).

Continue to the end of the passage and open the door (x 375 y 1035).
Continue through this room into the next passage. Kill the Ice Troll.
This passage eventually goes all the way back to the library. Ignore the
northern door for the moment, and open the southern door (x 1550 y 630).
Search the Fireplace: (TRAPPED)

Wand of Frost

There is a Secret Door on the southeast wall (x 1480 y 830). Follow this
passage all the way to what looks like a dead end. It isn't. Open this
secret door and enter a small room. There are 2 chests in here with
mostly minor treasures (although the spell Spell Thrust is nice). Detrap
the next door and go in.

Within this room is a former guardsman by the name of Glaicas. There is
a non-violent way to end this, (see below) but only if you have Nalia in
your party.

Glaicas - 9500 exp
Flail Head (Acid, 2 of 3)
Full Plate Mail
Potions
Gold

Non-violent Solution: (from Sergio Le Roux)

In the de'Arnise Hold, in the secret room where Glaicas is located,
you have to charm him to "normalcy". But there's a bug with the game:
a couple of seconds after you charm him, he turns blue for about 1
second, then turns green again. So, basically, your own charm spell
is interfering with the script that would lead to him talking to
you.

If you want to save him (and earn 22,550 xp), you have to time it
right so that when you charm him (he turns green) one of your attacks
will hit him (this must happen BEFORE he turns blue). He will turn
red again... pause the game and make sure you stop all your
characters! He will continue being hostile, but then the script will
kick in. He'll talk to you and give you the last part of the flail.

There is absolutely nothing in the next room, so go back out.

- THE GOLEMS

Go back to the Lady's room and search for traps until the secret door
(x 833 y 1033) shows up. This leads to a very small room with nothing in
it. There are two secret doors from this place, one to the west and one
to the north. Open the west one and go in.

This is what I like to call the "Golem Chapel." Depending on what level
you are on you face different Golems. If you are a high level then you
are facing the tough Adamantite Golem. I, however, faced an Iron Golem.
At the end of this chamber are three Statues that can be searched for
some pretty good magical items. However, when you take those items, you
WILL be attacked by some of the golems. So, naturally, the best strategy
is to kill the golems BEFORE taking the treasure. If you don't have any
+2 or better weaponry, you might want to go take the treasure first so
that you have weapons that can harm them.

One odd way to kill the golems in this room is to drop Cloudkills on
them and shut the door. Wait. Repeat as needed.

Remember, if you're frustrated you could always use my patented "fake
talk" strategy. Move your fighters into position (only the ones with +2
weaponry, or weapons that have extra damage). Adamantite Golems require
+3 weapons or better to damage (Lilarcor, the Hammer in this very room,
Melf's Minute Meteors, etc). Then PAUSE and "talk" to all the golems.
Then press F2 and have your fighters attack one golem. Unpause. Wait 5
seconds, pause again and repeat. Doing this you can avoid getting
attacked at all.

Note: Remember Clay Golems need to be hit with Blunt Weaponry. The
Flail of the Ages works well. Stone Golems need piercing
weaponry. And the only weapon I had that affected an Iron Golem
was Lilarcor, the Sentient Sword.

Trick: It's also possible to get the treasure without fighting the
golems at all. I just had Aerie cast "Sanctuary" on herself
before filching the weapons (all the other characters were in
another room). As stealing the items isn't counted as a hostile
action, the spell prevents the golems from acknowledging her
existence. I think they're still activated, though, leaving the
option to fight them available if you so wish (they just won't
chase after Aerie). Swift 'n' sweet. (from SpookyScarecrow)

Also, you can take the Flail part without the golems attacking
you. You can even look in each of the statues to see what is
there, as long as you don't take anything you won't be
attacked.

Once the golems are gone you can search the three statues at your
leisure:

Flail Head (Fire, 3 of 3)
Axe +3: Frostreaver (extra Ice damage)
Elven Court Long Bow +3
War Hammer +1, +4 vs. Giants

Then you can open the other secret door and descend to the Cellar, I
would, however, finish the Flail of the Ages first.

- FINISHING THE FLAIL OF THE AGES

Go back to the Secret Forge and use it with all 3 heads to create the
completed Flail of the Ages. Oh, and you get 22,350 experience as well.

Note: If you wait to finish the Flail until AFTER you take control of
the Stronghold (if you are a Fighter type character) then you
get NO Exp for finishing the Flail.

- THE CELLAR (AR 1301)

Back upstairs, open the other secret door and descend into the Cellar.

There are three containers in here, most of which have merely minor
treasures in them (magic arrows are fun). The TRAPPED chest at
(x 875 y 265) has a:

Shield Amulet

Open the door and go into the next Troll-ridden room. There's a new type
of troll here, called the Spectral Troll. Search two of the Iron Maidens
at the top of the room to get an Identify Scroll.

The next room is crawling with Umber Hulks. To prevent your entire party
from being Confused and Slaughtered, send only one person in and have
that person protected from Confusion (Mind Blank, Chaotic Commands, or
have the Sentient Sword equipped, the Barbarian Rage command also works).
Then draw the Umber Hulks into the previous room where they can be cut
down. There are 4 containers in here, with mostly minor treasures, but
some things stick out:

Orc Leather +3 (-1 CHA)
Bullets +2 and Bullets +1

Now I bet you're wondering what we're doing with that Dog Food. I know
you are. Enter the southwestern passage (the one that is already open)
and open the second cell door (x 850 y 1280). There is a tunnel here
that searches like a container. It has some dog bones. Put the Dog Food
here to get 18,750 experience.

Note: If you want to avoid the Umber Hulk battle all you have to do
is have someone sneak past them (invisible or hiding in shadows)
and place the Dog Stew in its place. The Umber Hulks will then
run out of the room to feed. But you can place the Dog Food
there whether you have already killed the Umber Hulks or not.

Through the northeastern door (x 2000 y 770) is the BOSS of this area,
TorGal. TorGal seems to indicate that he was hired by someone to kill
the Arnise family here. But who would do such a thing? Before you can
find out you have to fight. You have to fight TorGal and his Giant Troll
cronies. Many people like the spell "Cloudkill" here.

TorGal - 15,000 exp
Minor Treasures

Then search the pedestal under the statue:

Spells - Feeblemind (Mage)
2126 Gold
Gems & Necklaces

Leave the Keep and Nalia will give you your reward: 10,650 gold and
45,500 experience. Anything past this point is part of the Fighter's
Stronghold Quests (and covered in the Strongholds section at the end of
the walkthrough), and so if you are not a Fighter, you won't get it. In
fact, if you aren't a fighter, Nalia can't stay here and the Keep will be
seized by the Roenalls.

Quests:
-------

QUEST: Nalia's Father's Funeral

This Quest can only happen AFTER you have cleared out the De'Arnise
Hold AND Nalia is in your party. A week must pass after the reward
for clearing the Keep is given. Then if you are in a city, a
messenger will arrive and tell you to go to the Graveyard for her
father's funeral. This is time based, you must go to the Graveyard
or Nalia will go without you.

Once at the Graveyard you will be met by the messenger who shows
you to the Funeral site. Go up the stairs. There you will meet
Isaea Roenall, her former fiance. Talking with him reveals the
sort of person that he is, and why Nalia was in no rush to marry
him. He ends his tirade with a threat and leaves.

Nalia has an amusing little rant about him and you can go.

QUEST: The Return of the Fiance & the Abduction of Nalia

Barg - Docks (AR 0300, x 2380 y 2500)
Roenall Estate - Government District (AR 1000, x 2810 y 140)

24 hours after the Funeral, Isaea tracks you and Nalia down and
demands that she honor her commitments. He then places her under
arrest using his authority as an Amnish official. She is taken
into custody and he laughs at you. It is suggested (for me it was
from Yoshimo) that I attempt to find some evidence of his wrong-
doing and present it to his superiors.

Note: On my latest journey through the game, I managed to
trigger this event before it was time (in the middle of
the funeral, in fact), such that he didn't kidnap her at
all, merely repeated what he had said during the funeral.
Why? Bodhi grabbed me and made her offer before Nalia
could make her rant about Isaea being a bastard. So, to
get Nalia kidnapped, I did a quick cheat with a
CLUAConsole:CreateCreature("isaea") to get this quest.

Then Khellor Ahmson comes up to you with a plan to get back at
wicked Isaea. You are told to watch a man named Barg at the docks,
to search Isaea's home in the Government district (which he will
unlock) and to present any evidence you find to Corgeig Axehand,
Isaea's superior.

Go to the Docks and find Barg (he's near the Sea's Bounty). Talk
to him and get him to reveal information on Isaea. He mentions one
Officer Dirth, who happens to be in the Sea's Bounty right now.
Enter the tavern and talk to him. This will end in violence.

Dirth - 3200 exp
Full Plate Mail
Spells - Simulacrum (Mage)
Slavery Documents

We have evidence, but not enough yet. Go to the government
district and go to the very top of the map. The building there is
the Roenall building. Open it and go inside. Inside the bedroom,
search the drawers there to get Isaea's financial records. Leave
the house.

Enter the Government Council Building and talk to Corgeig Axehand.
Present him with all of your evidence (especially the financial
records) and he will summon Isaea forth. Corgeig launches a major
investigation towards Isaea, which frees up Nalia to rejoin you.
Isaea promises that this isn't over yet. (yet that appears to be
it for him)

OTHER: Infinite Flame Arrows

Captain Arat - De'Arnise Area (AR 1300, x 675 y 3320)

This can only be done BEFORE the keep is liberated. Talk to
Captain Arat and when you say farewell he gives you some Flame
Arrows. Now simply talk to him again (3,3) and you will get
another set of Flame Arrows. You can repeat this as often as you
wish to get as many arrows as you wish. I would replace all of
your regular arrows with Flame Arrows here. Once the Keep is
liberated Arat leaves forever.


-------------------------------------------------------------------------------
2.4 > > > > Windspear Hills (AR 1200)
-------------------------------------------------------------------------------

Can't get to the Windspear Hills? Go out through the City Gates first.

Walkthrough:
------------

- LORD JIERDAN'S QUEST

If you are here, then that can mean only one thing, that you are here
because of Jierdan Firkraag. (There is also one Quest that can be done
here, the Dryad's Acorns, see Quests below) When you arrive you will
find the ogres you are looking for right away, and although a
conversation starts, there is no way to avoid this battle. When they
are all dead, the bodies turn into Knights and Garren Windspear
approaches. You have been fooled into killing these Knights (you saw
them as ogres, and I would imagine they saw you as the same). If you
have Keldorn in your party, he'll mention that one of these knights is
named Ajantis (who was in Baldur's Gate). Well, great, you just killed
Ajantis. Garren offers to help.

Follow him into his house and talk with him. He agrees to tell your
story to the Order of the Radiant Heart, so that they don't think you are
a simple evil-doer who kills their knights. When he leaves, you get to
talk to his daughter (or son, it depends on what gender your main
character is). You then automatically rest. Soon a halfling approaches
and warns of bandits in the area. These bandits soon appear inside,
kidnap the daughter (son) and attack you. Once they are dispatched,
Garren returns and asks that you retrieve his daughter. Well, since it
IS your fault...

- FIND GARREN'S DAUGHTER (SON)

Well, now we have to find the daughter (son) of Garren. Go up and right
all the way to the corner to find Firkraag's big impressive Temple. You
can't miss it (x 4300 y 500).

Enter and you will find yourself in a Hobgoblin ambush. Hit the Shaman
quickly and he turns back neutral and flees the battle. Just past them
is another Hobgoblin group. Now go left and up. There will be many
Kobolds here. Hit them with arrows from afar, as they explode into
fireballs. Then kill their leader, Rukh.

Rukh - 7000 exp
Ring of Fire Resistance

To the left is a pit which is guarded by Ogrillons (maybe not all the
time). Below the Ogrillons is a smaller cavern with various types of
Vampiric Mists (1000 exp) and Crimson Deaths (9000 exp) in it. You can
search the pool (x 800 y 1600) to find some treasure:

Amulet of Protection +1
Gems

Go back north to where Rukh was open the door and go through.

- SURVIVE FIRKRAAG'S AMBUSHES (AR 1202)

Well you will find yourself in the middle of a room, with Orc Archers
shooting at you from behind the walls. There are secret doors on each
of the walls that can be opened to even the odds somewhat. You could go
up these side passages, but I wouldn't recommend it. Open the main
door (x 1860 y 2180) and go through that into a room. There is another
door past this. Open it and go through.

Now, depending on what level you are on, there are monsters here. If
you are on a high level you will face an Adamantite Golem, otherwise
you face only a couple Stone Golems. If you are fighting an Adamantite
Golem, remember that it can't fit through those doors. Thusly you can
hit and fade all you want.

Go down the right passage, open the door and go in. Here we find the
Troll Cook, who naturally wants to eat you. If you object to being eaten
he has his goons try to kill you. Search the broken table to find some
magical missiles (by which I mean arrows and bolts) and the Orcish
Cookbook. This merely offers advice as to what types of monsters you
will face here. (you don't need it) The next room has an Otyugh, but
nothing else. Back to the passage, now we take the left door. (x 2050
y 1680)

Here you find a couple of really scared Orcs. They don't want you to
kill them, yet they obviously fear Firkraag more. Kill them if you wish.

Now open the main door (x 2360 y 1820). There is another group of Orcs
in here. Kill them and open the next door.

To the right is a horde of vampires (sometimes it's mummies), most are
worth 8500, but one is worth 12,500 experience. There is one trapped
chest in here with treasure. Follow the passage right to another room.
Within is a Greater Wraith (8000 exp). Search the floor to find a
container with a Key and some bullets. (x 3140 y 2630)

Go back to the main passage and take the left door this time (x 2600
y 1400). Samia will talk to you here (see Quests below), but she isn't
crucial to what we are doing. (most of the doors here don't go anywhere,
and are trapped to boot, which means you can get some easy experience
off of them!) I would do the Samia quest, however, as there is good
treasure to be had.

Open the south door (x 2450 y 1400) and go through. Within this passage
are several Wolfweres, which requires magical weapons to hit. Open the
next door and enter the Well.

Click the winch twice (x 1250 y 1230) to raise the bucket in the well to
get yourself an item. This also raises an Air Elemental.

Dragon Helm (sets Electrical, Fire and Ice resistances to 25%)

Go through the southern door. There is a big hole in the wall here, go
up it. Some monsters will be fighting it out here, join the battle and
kill them all. (better experience that way) There is a secret door here
(x 500 y 1050) along the north wall. In this room there are several
Golems (including an Adamantite Golem) to be dispatched. Go back out and
hold them in here if you need to. At the end of the room (x 800 y 450)
is a thing of treasure:

Heartseeker +3 Composite Long Bow
Gems

Go back to the previous room, and from there back to the passage and
then through the southern door. Here are some "adventurers" (actually
they are monsters disguised as adventurers, don't be fooled). They
turn into Greater Wolfwere's (15,000 exp). There are some treasures in
this room.

Open the next door and fight off these wolfweres as well. The final
room is a bit of an office and has some interesting treasures:

Spells - Hold Undead (Mage)
Hold Monster (Mage)
Domination
Horn of Blasting
Arrows (etc.)

- FINDING FIRKRAAG

Go back to the well, and go north. There will be Orogs up here and a
small room on the right. Open the next door (locked). This little
staircase here is trapped.

Within the next room you will find Chief DigDag (2000 exp, Delver's
Plate +2) and your old buddy from Baldur's Gate, Tazok (6000 exp, Full
Plate +1) as well as some goons. Tazok also has the mysterious Sewer
Key, which although is pointless now, has a great use back in the
Athkatla Sewers (see that section for details). Be sure to check this
room for treasures, there are a lot of good gems and some good spells.

You will find Garren's child in the right cell here (x 2380 y 700).
However, she is locked in and cannot be freed by conventional methods.
Find the stairs down.

This is Firkraag's lair. Move forward and all becomes apparent.
Firkraag is a Dragon. A red Dragon to be more specific. He talks to you
and spills his entire diabolical scheme to you. Your duty is to Garren's
child, so don't force a confrontation just yet. He sends his mage,
Conster up to the previous level. You must go up and battle Conster to
save her (him). Kill Conster, take the key and free the child. (23,750
experience)

Evil Note: If you are one of the three Evil alignments you can offer
to swipe the Deed off of Garren in exchange for treasure.
Conster immediately kills the child of Garren, and you are
sent to Garren. Steal or kill Garren to get the Deed.
Return to Firkraag to get your reward. (40,500 exp, Cloak
of the Shield) This has no effect on reputation, however,
some party members will leave when you accept this quest.
(from Nick McIsaac)

Go back to Garren's Cabin and talk to Garren. If you are a Paladin he
says that he will put in a good word for you at the Order of the Radiant
Heart. (everyone gets 44,500 experience)

- DRAGONSLAYING

If your main character is a Paladin then your paths will cross with this
Dragon again (as part of the Paladin Stronghold, see that section at the
end of the walkthrough). Or even if you aren't a Paladin, and simply
want to try your luck killing a dragon, you can.

Note: If you ARE a Paladin, don't kill Firkraag until your stronghold
asks you to. If you kill him before reaching the Stronghold
they won't give you experience for killing him. (David Lyons)

In any case, when you go back to Firkraag's Lair, he doesn't attack you.
He still has the Cyan Circle, meaning that you can talk to him. Which
means that you can easily use the "fake talk" strategy (see Attack
Strategies above) to kill him.

Firkraag - 64,000 exp
Red Dragon Scales
Holy Avenger +5
Cloak of the Shield
1500 gold
Spells


Quests:
-------

QUEST: Give the Fairy Queen the Dryad's Acorns

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

This is the finale of the first Quest we got, waaay back in
Irenicus' dungeon. Simply go right from Garren's house and you
will find the Fairy Queen. She automatically talks to you, give
her the acorns and you get 32,500 experience. You get another
9750 experience when the Dryads arrive. They thank you and leave.

QUEST: Samia and the Tomb of King Strohm III

Samia - Firkraag's Dungeon (AR 1202, x 2500 y 1300)

You meet Samia deep within Firkraag's dungeon. She claims to be
searching for information on the old King Strohm III. You can
agree to help her if you wish, or you can be suspicious and
accuse her of being more than she seems. (After taking the Quest,
if you talk to her again and say that you want all the treasure for
yourself, she and a group of ruffians will attack you.)

Anyway, on to the Tomb. Open the first door (x 2600 y 1300). Open
the first door on your left, enter this room, and open the next
door on the left to find the First Guardian (x 2500 y 900). Talk
to, then kill the Guardian to get the first piece of the Burial
Mask. Go back to the previous room (you can find a book and some
scrolls here), and open the top door (x 2733 y 900).

Tip: Use the Mage spell 'Protection from Fire' on someone in
your party and have them go in alone. Without their fire
damaging you, you can easily beat them. (Rolander)

In the room opposite of this door is a Beholder-like creature
called the "Director". Kill it, but don't go through the other
door yet. Go back into the hall, and down. There are four rooms
on this hall, each has a "Guardian" in it, and each of these has
another piece of the mask. Then go back to the Director's room
and open the next door. Then open the left door to find the last
of the Guardians. Kill it and take the last of the pieces of the
burial mask. It will then fuse together into the completed
product. (24,550 exp)

Equip the Mask on someone and open the next door. An invisible
Fire Elemental is in here, and you can only see it (and attack it)
if someone is wearing the mask. Kill it to get 10,000 experience.

Note: Keldorn's 'True Sight' ability has the power to reveal
this invisible elemental. (Rolander)

Open the last door and enter. This is the all that remains of
King Strohm III. As you can see there's nothing here. However,
you can search the other end of the room to get some good Dragon
hunting treasure:

Dragonslayer Sword (immunity to fear, regenerate, 2xdmg to Drgns)
Dragon Scale Shield (resistances to fire, ice, electricity)

Of course, if you didn't deal with Samia before, she now will bring
her merry little band to you and attack. Kill her and her goons.
(6000-9000 exp each):

Plate Mail +1
Studded Leather +2
Gold
Other minor treasures

Tetrazome has an interesting way of dealing with this:

If you didn't deal with Samia before, and you grab the two pieces
of treasure, she and her goons appear to attack you. Before you
pick up the treasure, first put everyone in your party into the
room where it is (so none are in the room where Samia appears).
Then take your mage, and have him cast skull trap 3 times into
the middle of the room where they appear, then grab the treasure.
They'll appear and instantly die.

You may wonder what you can do with the Burial Mask. Well, Henning
Roes discovered that not only can thieves and other non-helmet
wearing classes wear the Mask, but it seems to protect against
Critical Hits!

OTHER: Ankhegs

There are several Ankhegs in the hills area. Kill them to get their
shells which can be turned into an armor by Cromwell the Dwarf
(at the Docks). It's not a very good armor, but it's better than
Plate Mail. Although Plate Mail + Ring of Protection is better
than Ankheg Mail.

OTHER: The Werewolves

Werewolves - Windspear Hills (AR 1200, x 2020 y 1080)

You will find a group of "fighters" fighting another group of
Gnolls. They bicker about things for awhile, then turn into
werewolves and attack you.


-------------------------------------------------------------------------------
2.5 > > > > The Planar Sphere
-------------------------------------------------------------------------------

Walkthrough:
------------

- ENTER THE SPHERE

Starting from the Slums, you have to enter the house right next to the
Sphere first. This takes you right next to the Sphere. Now you must
have Valygar in your party (or his corpse) in order to open the Sphere.
Once it is opened, you don't NEED Valygar to continue, although I would
take him in just the same. Enter the Sphere. You will be in a small
hallway that leads to a door, open it.

There are now three doors in front of you. Open the leftmost one first
(x 2700 y 2700). It does a little double door thing. Here you find
a Clay Golem, kill it. (blunt weaponry works best) There are four
containers in here, one of which has the Golem Arm and Planar Key, both
of which you will need. Another container has Coal, which you also need.
There are also minor treasures here, mostly spells. Back to the previous
room.

The top right door leads to a map room and a Steam Mephit, but we don't
need to go there. Open the top door (x 2800 y 2500) and go through.
This activated the Planar Sphere and sent it to the Abyss, if you were
wondering. In this room you will encounter three knights of Solamnia
who are trapped in the Sphere. They warn you of Halflings. Evil
Halflings. You can search their table:

Spells - Khelben's Warding Whip (Mage)
Minor Treasures

Unlock the top door and go into that room. This is the water room, I
suppose, and is filled with Sahuagins. These guys have only minor
treasures (although one has a Cloak of Protection +1). Go back to the
Knight room, then open the left door and go through.

This is the famous Feral Halfling room. You have to fight 3 halflings
right away, followed by more as you go left. There are also Halfling
Mages and Priests farther left. One of the Halflings has:

Coal (which we need)
Gauntlets of Ogre Might (part of the Crom Faeyr)

- BUILDING A GOLEM

Continue leftwards on the path, it curves up into a new room. There is
a big bloody machine here used to create Golems, all you need is a Head
and an Arm. Well, we have an arm. Search the table (x 500 y 1425) to
find:

Golem Building Book
Coal (3 of 3)
Minor Treasures

Open the north door, go up the passage and into the Furnace Room. Here
there will be more Halfling Warriors. (I found only a +2 dagger on
these goons) Each of the three furnaces in here requires coal to
activate. So walk up to each of them, and click them twice. When each
one is activated, a Fire Elemental (or similar creature) will appear from
it and attack you. Once those are active (those are to power the Golem
making machine), go through the right passage (being careful to check
for traps, of course).

Within this room are several golems (I fought an Iron Golem, a Clay Golem
and three Stone Golems). Then search the box to the left of the gears
(x 1620 y 480):

Golem Head
Coal (useless now)
Gems
Arrows

Now that we have the head, back to the Golem making machine. You must
click on the machine three times (once to identify the machine, twice
to build the golem, and three times to set it free). (23,500 exp) The
Golem senses an intruder, opens the door to the right, and rushes out to
go get the intruder. Follow the golem. The first passage is trapped.
The golem finds an Elder Orb Beholder, you can help kill it if you want
the experience (14,000 exp). But more importantly, he opened the door
for you. Open the door to the right and go through.

- LAVOK

We are now one door away from the evil mage, Lavok. Make your
preparations, open the door and take him down. Use Pierce Magic to
remove his spell immunity, and Breach to get rid of his Weapons Immunity
and he is a piece of cake. Soon he has a change of heart (saying that
the evil has left him) (28,750 exp). Although Valygar is skeptical,
Lavok says that all he wants now is to die on the Prime Material Plane,
i.e. home. This coincides with your goals of getting home as well. In
order to do that we have to repair the Sphere, and that requires getting
a Demon's Heart. Convenient that we happen to have traveled to the
Abyss, no?

Warning: Do NOT use "Fake Talk" on Lavok! If you do this, then you
will never be able to get him out of the Sphere!

Note: Once Lavok has been defeated, and is lying on the floor, you can
pick his pocket to get the Ring of Acuity.

Before you do that, there are two rooms connected to this one with some
monsters and treasures you might want to look at. (Mostly +1 and +2
stuff, which depending on where you are in the game, might be worth your
time)

There is also some treasure at: (x 1050 y 550)

- GET A DEMON'S HEART (AR 0414)

Anyway, return all the way to where we first came in, and exit the
Sphere. Welcome to Hell! One version of it, anyway. We are here for
one (ONE) demon heart. There are about 3 possible hearts for you to
choose from, but we only need one. There are also various Imps, Quasits
and Salamanders wandering around here.

The first demon is found just left and up from the Sphere.

Tanar'ri - (x 1080 y 2020) - 10,000 experience

The others are found to the right of that first one within the main area.

Lea'liyl - (x 1910 y 1350) - 16,000 experience
Tanar'ri - (x 2150 y 1760) - 10,000 experience

Once you have a heart, return to the Sphere.

- REPAIR THE SPHERE

Go to the Orb Room (the room just after where we built the golem and
just before where the golem killed the Beholder). There are four symbols
on the ground that must be pressed in order to open the south door. The
Runes must be clicked on.

1

4 3

2

(Step on the top one first, then the bottom one, the right one and
finally the left one, 24,500 experience) Go down the southern passage,
and down the stairs.

Within the first room here you will meet Tolgerias again. (remember the
Cowled Wizard we got this quest from in the first place?) He isn't happy
to see you, and he and his flunky attack you.

Tolgerias - 18,000 experience
Ring of the Ram

From here there are two doors, an Iced over door and a Hot door. Each
eventually leads to the same place, so we are going to search one, then
the other, and finally enter the engine room. Open the Ice Door first
(x 900 y 1000). In here are various monsters (Ice Salamanders, Imps,
and Trolls). Then search the machine in the center to get some
treasures:

Helmet of Defense
Ice Arrows
Spells - Otiluke's Resilient Sphere (Mage)

Go back to the previous room, and open the Fire Door (x 1450 y 1100).
This room has worse monsters (Greater Fire Elemental, Efreeti, etc.), but
also has better treasure. Search the base of the thing in the center to
find:

Spells - Spirit Armor (Mage)
Globe of Invulnerability (Mage)
Staff of Fire +2
Large Shield +1, +4 vs. Missiles
Fire Arrows

When you are ready for another battle, head up to the next door (x 1750
y 500) and go out.

The only thing we have to do here, is get the Demon's Heart into the
machine which is right in front of you. Standing in your way are
whatever Golems happen to be in here right now. Feed a Heart into the
machine and the Planar Sphere returns to Athkatla (45,500 experience).

Trick: I replayed the sphere for testing, and this time I entered the
room where you have to place the heart through the cold room.
No golem. I walked near the machine. Nothing. But when I went
back there were 3 golems waiting just where I entered the room.
Reloading and another try. This time I left my party waiting
there and walked with a fighter to loot the stuff in the
north-eastern part. There was a golem. But the other golems
didn't appear. If you're on low level this is an easy way to
get through this part. (Henning Roes)

There is a TRAPPED thing of treasure off to the right (x 1230 y 350):

Ring of Danger Sense (+25% Trap Detection)
6000 gold
Lots of Gems

Return to Lavok, talk to him and agree to take him outside the Sphere.
You will be automatically taken outside where Lavok dies. (everyone gets
45,500 experience) Valygar wonders about life and asks to join you
permanently. Search Lavok for:

Ring of Acuity (Learn extra 2nd, 3rd and 4th level spells, Mage)

And at this point, a Mage would gain the Sphere as his Stronghold. (see
the Strongholds section at the end of the walkthrough)


-------------------------------------------------------------------------------
2.6 > > > > The Graveyard (AR 0800)
-------------------------------------------------------------------------------

Quests:
-------

QUEST: The Mournful Paladin and the Little Girl

Paladin - Graveyard (AR 0800, x 920 y 820)
Arenthis - Graveyard (AR 0800, x 2345 y 1875)

Just to the right of the entrance to the graveyard you will find a
Priest named Arenthis (x 2345 y 1875). He has been given charge of
a young girl, Risa, whose parents are dead. She is very sad. He
can't really take care of her and asks for help in this matter.
Can you find someone that can take care of her?

Go northwards through the graveyard until you find the Paladin,
Kamir. He recently lost an adopted son and mourning for him. He
could not protect him and blames himself. Tell him that he didn't
fail. Then mention the orphan girl with the priest and he perks
right up. Maybe he could save her! You get 12,250 experience from
Kamir.

Follow Kamir down to the little girl where the two meet. He
decides to help her and the two leave. For this you get 3000 exp.
Then the Priest talks to you, and is very pleased himself.

QUEST: Buried Alive

Open Grave - Graveyard (AR 0800, x 1000 y 685)
Gravekeeper - Graveyard (AR 0800, x 1550 y 400)
Red Garment Man, Am Si - Bridge (AR 0500, x 1680 y 3515)

In the northern part of this graveyard, near Kamir the Paladin is
an open grave where someone was buried alive. Click on the grave
to get Tirdir out of it. Agree to help him, and ask him for any
information he can give you. He gives you a piece of a Red Garment
(6500 exp) and tells you it belonged to his kidnapper.

The first step in this is to talk with the Gravekeeper, a man who
looks very much like a beggar. You will find him north of the
grave and a little east. Talk to the man. No reason for subtlety
here, just threaten him and demand answers. He points you to the
bridge district.

At the very southern end of the bridge district, just a little to
the right you will find Am Si, the infamous "man in red." Talk to
him. Pretty much anything you say is going to result in him
running into the nearby building to your left. Enter it. Here
you will find Am Si's employers, Camitis and his goon. They kill
Am Si and flee. Go out after them. Take Camitis out before he
manages to escape the area (FORCE-attack them). The only good
treasure on the two is on his goon, the Boots of Avoidance.
Go back inside, and upstairs to find another kidnap victim, Lady
Elgea. You get 16,750 experience for freeing her.

Alternatively, you could force her to remain here until you collect
the Ransom. Check the dresser by the bed to get the Ransom Note,
which tells you where and when. Then go at nightfall to the Copper
Coronet. Talk to Welther there and he gives you the "agreed upon"
item, the Silver Pantaloons. Oh, and your Reputation Drops by 2.
The Silver Pantaloons is one of the best treasures you can get...
if you have Throne of Bhaal that is. Take them with the other
2 Pantaloons to Amkethran and have the Smith assemble them there.

QUEST: Wellyn the Halfling Ghost Child and his Teddy bear "Littleman"

Wellyn's Grave - Graveyard (AR 0800, x 1625 y 1740)
Llynis - Copper Coronet (AR 0406, x 665 y 545)

When you visit the Graveyard at night you may notice a little
ghost wandering around. That is Wellyn. Let him talk to you and
hear his sad tale. A thief broke into his house, stole his bear,
and killed him. Now you need to find his bear so that he will be
at peace and roam no more.

You will find this evildoer in one of the rooms in the Copper
Coronet. Talk to Llynis and ask about him having seen ghosts
recently. You can demand the bear, but he may attack you anyway.
Give Wellyn the bear for 15,500 experience.

During the day you can then talk to the parents of Wellyn (who
stand near his grave) for another 5000 experience.

QUEST: Find the Nether Scroll for Edwin (from Blackhawk)

Crypt - Graveyard (AR 0800, x 640 y 1830)
Neveziah - Lower Crypts (AR 0802, x 2160 y 1300)

Edwin's quest comes up when you enter the graveyard with Edwin in
your party. He'll mention rumors of the Nether Scrolls hidden in
the graveyard, more specifically the Lower Tombs. Now in the
Southern Dungeons of the Lower Tombs (the area where you have to go
for Korgan's Quest but in the opposite branch -- east instead of
south) you'll find a lich named Neveziah (8000 XP). He'll talk with
you and hint he has the Nether Scrolls, at which point Edwin will
try to forcibly take them. Now with Neveziah dead, Edwin has the
Nether scrolls (11,750 exp).

Per Jorner adds this:

Whether or not Edwin's Nether Scroll quest can be completed
depends on what you say to him when you find the scroll. If you
tell him that the scroll is "party treasure", for some reason the
quest won't proceed beyond that point.

Now after 5 days he'll talk about a translation in his Nether
Scroll and Edwin will receive a +1 bonus to all Saving throws, +20
to his lore, and 50,000 XP. (you won't see that he gained anything,
but he did) One note on this is there is a sound attached to the
bonuses, but has a save vs. death on it (checked the coding of it
out), so sometimes you'll not hear the sound and save vs. death
pops up. So the Save vs. Death is nothing suspicious or special.

Now 24 hours after the last event Edwin will come up with another
revelation saying it's a transformation spell like a mage to lich
but more powerful. He doesn't understand it completely but wants
the power so he casts it and screws up. Hence Edwin becomes a
woman. They change his entire voice set. One attack quote is
funny as hell. (I feel your stares! Die! Die!) And as far as I know
he has Yoshimo, Cernd, Jaheira(2?), Minsc(2 or 3), Aerie, and
Anomen (funny one) all have one or more special reactions over this
time.

Now quite some time (20 days or more) after the transformation a
Red Wizard named Degardan will visit you. He will be searching for
Edwin. You can turn him in (5000 XP, 5000 GP) or cover for him.
Degardan will return 2 days later and will know that Edwin is
"disguised" as a woman. He then proves it by dispelling the Nether
Scrolls magic and turns Edwin back. Edwin then thanks Degardan for
this. Then he proceeds to destroy Degardan (8500 experience,
Quarterstaff +2, Wand of Monster Summoning, 2 potion extra healing,
death spell, 2 random treasures) for witnessing the humiliation.

OTHER: Nevin's Not-so-dead Uncle Lester

Nevin - Graveyard (AR 0800, x 715 y 1580)

If you follow the left path upwards you will run into Nevin's
funeral service for his dear departed Uncle. Except his uncle
refuses to stay dead. Uncle Lester rises from the grave and starts
complaining at his nephew. If you kill Lester (he never turns Red)
you get 1000 exp + 6500 exp and some gold. Nevin isn't very
grateful that you saved his life, and only complains about you.

OTHER: Crypt King

Crypt King - Graveyard (AR 0800, x 750 y 850)

If you search most of the crypts in the graveyard, you find minor
monsters guarding minor treasures. Mummies guarding an Axe +2, or
whatnot. However, there is one notable exception, and that is the
Crypt King. You find him in the crypt just to the right of the
top left crypt. He appears to be a paladin of some sort and
requires magical weapons to hit.

Crypt King - 15,000 experience
Spells - Simulacrum (Mage)
Namarra +2 (Long Sword, casts Silence 15')

You can then search the two containers in here for some minor
treasures. (rings and necklaces)

OTHER: The Spider Queen

Crypt - Graveyard (AR 0800, x 640 y 1830)
Egg Sac - Main Crypt (AR 0801, x 2400 y 2500)

Within the main crypt here, in the center of the area you will see
what looks to be a giant spider egg sac. As you near it you will
be attacked by several Giant types of Spiders. Within this place
is a Drow woman who is about to sacrifice a bunch of commoners to
her spiders. They die, and about 30 small spiders attack you.
They aren't bad themselves, but they are all poisonous. One
Cloudkill will kill them all.

Pai Na - 4000 exp
Spider Figurine (summons a Giant Spider)

Spider Figurine - Kitthix

STR DEX CON INT WIS CHA
14 9 9 9 9 9
THAC0 HP AC Attacks Weapon
14 44 4 1.5 1d8 (plus poison)
Saves: Death - 12, Wand - 14, Poly - 13, Breath - 14, Spells - 14
Resistances: Magic - 10%
Immunities: Hold, Web
Special Abilities: Web Tangle - 2

Search the center of this area for treasure:

Pale Green Ioun Stone (+10% HP, +1 to THAC0)
Spells - Spider Spawn (Mage)
Spell Immunity (Mage)

OTHER: Night Thieves

Thieves - Graveyard (AR 0800, x 1720 y 1065)

If you come here at night, you will find several thieves attempting
to break into one of the crypts. Since that is YOUR job, kindly
tell them to stop it. They attack you. They aren't too tough to
dispatch. (non-violent solution? Stein)


-------------------------------------------------------------------------------
2.7 > > > > City Gate (AR 0020)
-------------------------------------------------------------------------------

Exposition:
-----------

The only reason to come here is to leave Athkatla. This area will lead you
out to the Windspear Hills, Trademeet, Umar Hills, etc.

Quests:
-------

QUEST: Flydian and Trademeet (Druid's Grove)

Flydian - Gate (AR 0020, x 500 y 680)

In the center of the Gate area is a man named Flydian who is
seeking Adventures to help out his hometown of Trademeet. Agree
to help him if you want. You can go to Trademeet at any time.

See section 10. Trademeet for the continuation of this Quest.

OTHER: Two Star-Crossed Lovers

When you first enter the Crooked Crane Inn, an annoying fellow
named Rilmi blabs on about some lovers who aren't meant to be.
Upstairs you'll find this duo, and despite being a complete
stranger, you can convince them that they should really be
together. It's amusing but nothing else.

OTHER: Lich in a Wall

Secret Door - Crooked Crane Inn (AR 0021, x 515 y 160)

Within the Crooked Crane you will find a Secret Door that leads to
a small Crypt. Within is a Lich. Very powerful. You probably
won't want to tackle it until you are a fairly high (11+) level.
Liches are well know for their casting of Gate (summons a Pit
Fiend, a nasty demon, but one you can avoid by casting Protection
from Evil 10' Radius before the battle), Time Stop (which allows
the Lich to cast about 4 spells really quickly) and Meteor Swarm.

The best strategy would go something like this: Prepare a trap
in the Inn in case the rest fails, Haste everyone, cast other
protective spells, send in only the warriors with +2 or better
weaponry. Quickly pause before the Lich talks to you. Now we're
going to employ my patented "Fake Talk" strategy. Click on the
Lich as though you were going to talk to it. Now do a Force-attack
on the Lich and Unpause. The Lich will wait at least 6 seconds
before attacking. (You can try pausing again and doing more Fake
Talks if you want) If he snaps out of it and starts casting
spells, retreat to the Inn. The Lich MAY follow you out, but
probably won't. Then you can go in at your leisure. (He WILL
follow you out if he's finished casting his spells)

Lich - 22,000 exp
Ring of Invisibility
Wand of Cloudkill
Wand of Lightning
Rod of Terror (Quarterstaff +3)
Wand of Fire

With him out of the picture, you can then search his crypt for
treasure. The chest has:

Daystar (Long Sword good vs. Undead)

OTHER: The Merchant and the Thug

This one only happens if you have visited the Gate once, then come
back 5 days later. There will be a merchant and a thug standing
just outside the Inn here. There are three ways to handle this
situation, one good, one evil and another crafty. Offer to help
defend the Merchant and the Thug will leave, then the Merchant will
sell you his wares for cheap. WARNING! He will only sell you
things ONCE, after that he LEAVES FOREVER. To be Evil, stand aside
and do nothing. To be Crafty, encourage the Thug to kill the
merchant, he won't and leaves. You don't get to buy items that
way.

OTHER: Bribery and Guards

At the Gate itself, a shady merchant (possibly a Shadow Thief)
bribes the City Guard to let him pass with his contraband. You can
ask the guard about this, but he won't talk.


-------------------------------------------------------------------------------
2.8 > > > > The Bridge (AR 0500)
-------------------------------------------------------------------------------

Quests:
-------

QUEST: Solve the Murders

Tanner's House - Bridge District (AR 0500, x 2700 y 2600)
Rampah - Bridge (AR 0500, x 2633 y 1185)
Rose Bouquet - Bridge (AR 0500, x 2950 y 1980)
Bel - Bridge (AR 0500, x 2650 y 2050)

When you first enter the Bridge District you will be confronted
by Aegisfield, an officer of Amn. He is investigating a series of
murders in the area in which the victims were skinned alive.
Pleasant. Tell him that you intend to solve these murders. Just
west of that point some peasants are commenting on the murders.

Hmmm... skinned alive... well the first suspect would be the person
who skins animals alive for a living, the Tanner. So go into the
Tanner's Shop and talk to him. Rejiek, the tanner, acts very
suspiciously, but doesn't really do anything illegal. At this
point there is an easy way and a not as easy way to get him to
reveal himself as the murderer (and a near infinite experience bug
if you know how to do it).

Easy: Fail to pick his pockets (or attack him) and he reveals
himself.

Trick: Surround Rejiek on all sides such that he can't move
anywhere. Then get him to reveal himself (pick his
pockets, attack him, etc.). He then talks to you and you
get experience for revealing him. But since he cannot
move, he cannot leave the area. PAUSE quickly. Talk to
him again to get the experience again. PAUSE, talk.
PAUSE, talk. Keep on doing that until you get the "he
appears to be busy" message.

Not So Easy: Once you have talked to Rejiek, you need to go
gather evidence to present to Aegisfield. Start
with the beggar by the arch, Rampah. Either
threaten or bribe him until he reveals that some
leather was found with the bodies. Next visit the
courtesan, Rose Bouquet, in the Market Square. You
will have to buy her time (20 gold) but she tells
you that she smelled Guril Berries at the murder
sites. Next talk to Bel, the merchant, about both
the leather and the berries. Return to Rose and
she will identify the smell as Bark, not berry,
which is also used in making leather goods. (there
are other people to talk to, but they lead you to
red herrings)

Note: If you talk to the child Faraji, he accuses
Mrs. Cragmoon of being an evil witch. You
can talk to her and she admits to being a
mage. Then you can turn her in to Aegis.
No reward, and in 2 days or so, she will
attack you.

Go back and talk to Aegisfield at the entrance to
the bridge district. Give him your evidence and
he agrees to go check out the tanner's. Go to the
tanner's yourself. You will notice the Tanner,
his thugs (if you accused him beforehand), and
whatnot, but you won't see Aegis. Talk to the
tanner and confront him with the evidence.

Alternatively, you can confront the Tanner with the
evidence yourself. The only real difference is
that Aegis doesn't get killed (and thusly you can
collect a reward from him as well). (Craig Gibbens)

You get 23,250 experience for getting the Murderer to reveal
himself. Follow him down the stairs.

This level is very, very heavily trapped. De-trap the room and all
the containers. Search his dresser to find the Tanner's Letter
(useful if you want to find out what he intended to do with the
human skins). Search the top bed to find his unfinished "work"
(human skin). The other bed has some treasures in it (gems and the
like). The container near the stairs will have Aegis' body (if you
did things the "non easy" way, that is). Go down the next stairs.

Here you will find an enemy mage (who teleports out later), a Rune
Assassin and 2 Ghasts. When the mage leaves, he brings in a new
Assassin for you to deal with. The Assassins are worth 4500 exp
each, which isn't bad. The big crate in the center of the room
is TRAPPED, but has the:

Gesen Bow Shaft

There are a couple other treasures here, but nothing noteworthy.

Now, if you did this the Easy way, go to Aegis and tell him what
has happened. He gives you a reward: 45,000 experience and 500
gold. If you collected the evidence anyway you still get the
reputation +1.

If you did things the Not So Easy way, go to the Government
District and enter the council building. At the very back is Chief
Inspector Brega, tell him what has happened and give him the body
to get your reward: 45,000 experience, 500 gold and a Reputation
Increase +1.

QUEST: Raelis Shae Begs for Help (Bard's Stronghold)

Five Flagons Inn - Bridge (AR 0500, x 3200 y 2000)

In the basement of the Five Flagons there is a theatre that is
currently run by a group of wandering players. Go watch the show
and you will see Biff the Understudy in the role of a lifetime...
screw up royally. Raelis Shae comes out and apologizes for this
farce and begs for any adventurers to come see her. She begs you
to rescue their friend Haer'Dalis from the wizard Mekrath who is
holding him somewhere in the Sewers.

QUEST: Rescue Haer'Dalis from the Mage, Mekrath

Secret Door - Sewers (AR 0701, x 1080 y 550)
Imp - Sewers (AR 0701, x 2530 y 2120)

Head out to the Temple District and enter through one of the sewer
grates there. Go to the top of the sewers area, and search for the
left secret door there (the right one leads to the Mind Flayers
Quest, see the Sewers section for more information). This secret
passage leads to a set of stairs to Mekrath's Lair.

Once here you have to fight through a bunch of Mephits. Place look
familiar? Yep, it's reused from Baldur's Gate (Durlag's Tower).
You can find a couple of spells in the left library. In the right
room are two trapped chests, and above that are some monsters.
(one time they were Yuan-ti and Yuan-ti mages, the other time they
were Umber Hulks and Minotaurs) The chests have minor treasures
and:

Necklace of Form Stability

There is another trapped chest in the monster room with some gold
a spell and a potion. North of that is a temple looking room, that
is doubly trapped (on the floor and the pedestal). Beyond that
you will find Haer'Dalis, but he seems to be a little out of it
right now.

From the main room, go south. This leads to a room where a
skeleton is lying on a table. There are two containers in here
(one trapped) with more minor treasures. (spells and potions
mostly) Past this is a passage to the left that leads to Mekrath
the mage.

There are two ways to handle this situation, the violent way and
the non-violent way. We'll do the violent way first. While
talking with Mekrath, if you piss him off (I merely mentioned the
Gem) and he attacks you. I found that using a Chaotic Commands on
myself beforehand worked well.

Mekrath - 14,000 experience
Mage Robe of Fire Resistance
Minor Treasures

Just past Mekrath, you can search some containers for treasure:

Rod of Resurrection
Wand of Cloudkill
Potions

And the non-violent way. Talk to Mekrath and ask for the release
of Haer'Dalis (don't mention the gem). He will bargain Haer'Dalis'
release if you track down an imp for him and retrieve a magical
mirror from it. Return to the sewers. You'll find the Imp
skulking about in the bottom right portion of the sewers. Approach
and he yells at you that the mirror is his. Kill him and take
the mirror. Return it to Mekrath for 18,750 experience. He
releases Haer'Dalis (who you will find in the center area now) and
leaves. You can then take the items behind him anyway.

Finally go back to the templey room and take the gem from the
pedestal (as well as the Harp and Necklace). Once you have that
you can return to Raelis Shae. She gives you 1000 gold for
rescuing the actor and the gem. (more for the gem) And they begin
preparations to leave this Plane. (21,250 experience)

QUEST: Rescue Haer'Dalis from the Planar Prison

Raelis asks for your help to defend them while they summon the
portal to the next plane. Agree to help and then kill anything
that comes through the portal. After battling quasits, fire
elementals and shadow fiends, a bounty hunter comes through and
steals the group. You then have to follow them into the Portal.

Welcome to the Planar Prison, one of the worst spots in the
multiverse. You will find yourself quickly in a battle with the
Bounty Hunter and his cronies. Keep the mages out of the battle
and you won't have too much trouble with them. Be sure to search
them for treasure:

Boots of Speed
Cloak of the Shield
Melodic Chain +3 (Elven Chainmail, Bards only)
Wand of the Heavens

Afterwards Tagget, a prisoner here, fills you in on the details of
this place. The only way out is to kill the Cambion who runs this
place, who is located directly above you. However, going up
against him directly might be too dangerous so you might want to go
right, up, and left to find the Master of Thralls to free the
slaves here. Then they could assist you in defeating the cambion.
Complicating things are the Ground Portals, pulsating heart like
things in the ground that pull you into small guarded areas. These
should generally be avoided.

Go right and you will have to fight a group of Thralls. In the
center of this area is a Brazier that glows hot. If only you had
something that needed destroying in it. Continue right and you'll
see the first ground portal. Just past this are a bunch of enemies
(not just Thralls, some are monsters). Search the female Thralls
after they are dead for treasure:

Kundane Short Sword +2 (very fast)
Ring of Protection +1
Gauntlets of Weapon Skill (improves THAC0)

Go up to the Wyvern's Nest, and then left to find the Master of
Thralls. He likes to summon Air Elementals (if you had the Ring
of Air Mastery, this would be a lot easier).

Master of Thralls - 16,000 experience
Staff of Air (Summons or Controls Air Elemen)
Mastery Orb

Note: The Staff of Air might look like it
only has one charge on Summon
Elemental, but this is ONE CHARGE
PER DAY.

When he dies, the thrall nearby tells you to destroy the orb
somehow. If only there was a brazier around here. Go back right,
down and left to the brazier and click it to destroy the orb.
(24,750 experience) With that destroyed, all the Thralls will turn
on the Cambion. So, either hurry over there and join the battle,
or let them get killed by the Cambion so that you can steal their
things later. Either way, you'll find the cambion just north of
your starting position, and just left of the Master of Thralls
position.

Warden - 10,000 experience
Ajatha the Drinker (Long Sword +2, immune to charm)
Wave Shaft (part of the Wave Halberd)
Gems
Planar Prison Key

Kill the Warden (10,000 exp) and all his monsters and Tagget will
appear, say thanks and give you 5000 more exp.

Note: There are actually three containers of treasure on this
level, one of which is in the Warden's Room. These all
have things such as arrows or bolts. See if you can find
all three! (they're hidden in the moss on the walls)

Go over to the left to free Raelis Shae and Haer'Dalis. Haer'Dalis
wants to stay with you and follows you back to the Prime Material
Plane. He can then join you if you wish. Also, if you are a Bard,
Raelis gives you the deed to the Theatre before she leaves.
(everyone is given 44,000 experience) See the STRONGHOLDS section
for more details.

QUEST: The Rogue Stone Doorway and the Twisted Rune

Door - Bridge (AR 0500, x 1800 y 3345)

I would highly recommend leaving this one alone until chapter 6,
it is one of the hardest battles, if not the hardest battle, in
the game.

On the side of the Elemental Lich's building (see below) is a door
that seems to lead nowhere. You can't enter it. That is, unless
you have a Rogue Stone in your possession. Then you enter into a
strange place, where a Lich named Shangalar confronts you.
This is NOT an easy battle by any definition. He quickly summons
forth many difficult creatures (Beholders and the like). All of
which are tougher than their normal versions. What you must do is
try to fight only one of the monsters at a time.

For my preparations I set 8 traps around the alcove where you first
appear. Then when Shangalar attacked, he was instantly killed
(sweet!). Then I cast Protection from Magical Energy on everyone
to keep us safe from various spells, Death Ward to protect from
others, Invoke Courage (Mazzy) to prevent Fear, Haste, Protection
from Evil and Defensive Harmony. Then I ducked everyone as far
away from the table as possible. I moved one person out to trigger
the Lich, then as soon as that conversation was done I moved him
back. The lich was killed by the traps (fun). I then moved out
the person wearing the Shield of Balduran (one of the Collector's
Edition items) to attract the notice of the Beholder. The rays
were reflected by the shield back at the Beholder and it turned
itself to stone. I then huddled everyone back in the corner to
take out their warrior. Then I moved out, took out the Vampire.
Finally I confronted Layene and her Pit Fiend.

Shangalar - 50,000 experience
Gold

Layene - 4000 experience
Staff of the Magi (+2 AC, Invisible, Immunities, etc.)

To exit this area, take the Beholder Eye, put it in the Cauldron.
Then use the machine at the top of the room to teleport out.

OTHER: Valeria's Band of Goons

Building - Bridge (AR 0500, x 4000 y 1525)

Within one of the buildings you will find yourself locked in combat
with some goons for no apparent reason. Who are they? Why are they
"red"? Who knows. Take them out. The goons don't have much in
the way of treasure ON them, but are worth a fair amount of exp.
(Valeria is 12,000 exp) Then search the room for treasures, mostly
gems and spells.

OTHER: Captain Dennis and the Mercenaries of Riatavin

Delosar's Inn - Bridge (AR 0500, x 2060 y 3040)

Note: Killing Captain Dennis now prevents you from being able to
do the Limited Wish adventure later.

Within the Delosar's Inn on the second floor you will find the
second group of mercenaries in the game, this one lead by Captain
Dennis. Again they make a tempting target for you to take out.
First I would ignore what they say and calm them down. Then you
can make whatever battle preparations you wish. Then simply attack
them when you are ready.

Captain Dennis - 7300 experience
Throwing Dagger +2 (Boomerang)
Full Plate
Potions (etc.)

Mercenaries of Riatavin - 3200 to 7300 exp
Full Plate (etc.)

The three chests in here have minor treasures (spells, gold, etc.)

OTHER: The Elemental Lich

Lich's House - Bridge (AR 0500, x 1600 y 3350)

At the very south of this area there are two houses. One leads to
the kidnappers of Tirdir (the bottom one) and the top one leads to
our second lich (assuming you went by the city gates and met THAT
lich). If you're feeling up to it, unTRAP the door and enter.

Go into the basement. There you will see a great sarcophagi in
the center of the room. You need to click on it twice to release
the Lich. This is the Elemental Lich (and part of the Kangaxx
Quest, see the Docks section). He is easily dispatched with the
"Fake Talk" strategy, where you PAUSE, click on him as though to
talk to him, then kill him. (Pausing every 5 seconds to do another
"fake talk") 22,000 experience. Then click on his sarcophagus
again to get Kangaxx's Torso. Another "cheese" strategy is to use
a "protection from undead" scroll (you can get some in the
Adventurer's Mart and most temples). Undead, including liches,
won't even look at you.

OTHER: Boots of Stealth & a Gem

In the Five Flagons, if you talk to the barkeeper with Mazzy in the
party he'll give you some Boots of Stealth. If you talk to him
with Haer'Dalis he'll give you a gem. (many people mentioned this)


-------------------------------------------------------------------------------
2.9 > > > > Government District (AR 1000)
-------------------------------------------------------------------------------

Companions:
-----------

Jan 9 17 15 16 14 10 Gnome Thief/Mage Chaotic Neutral

Jan loves turnips. Almost literally! And like most gnomes he is very
eccentric, and loves to ramble on with stories that never get to the
points. He wants to steal Boo from Minsc, and if he ever succeeded, one
would imagine he wouldn't live long after that.

Found at: Government District (near the Government offices)

Event: 15 days after joining, Jan is summoned back home. This event is
covered below.

Grade: B+ My favorite Thief/Illusionist in the game! The only Thief/
Illusionist in the game! Unlike the other thief/mages he is
a multi-class rather than a dual class, which is both a good
and a bad thing. He keeps improving his thief skills, but
gains levels slower. Plus he can make his own ammunition for
his crossbow.

Viconia 10 19 8 16 18 14 Drow Elf Cleric Neutral Evil

Viconia DeVir was forced out of the Underdark and has been living as an
exile on the surface ever since. She journeyed with you in your earlier
adventures.

Fount at: Government District (near the prison)
If kicked out: Viconia goes to the Graveyard

Grade: B+ Personally I think she is the best Cleric in the game. Start
with a great Dexterity and Wisdom and you have a great
character. Give her the Gauntlets of Ogre Strength (or a
similar Strength enhancing item) and she moves up to an A
grade. Also, the Girdle of Fortitude can be used to improve
her lowly constitution for 8 hours a day. (The Gauntlets are
part of the Planar Sphere quest, and the Girdle can be found
in the Unseeing Eye quest)

Quests:
-------

QUEST: Jan Jansen

Jan - Government District (AR 1000, x 2750 y 1740)

You will find Jan in the southeast corner of the government park
selling his turnips (and other contraband). Jan will try to sell
you some of his patented "Bruiser Mates" (crossbow ammo) when Trax
arrives from the government to shut down the poor working gnome.
Trax and Jan talk a bit, then Trax asks you what Jan was talking
with you about. The easiest way to answer this is to say "the
weather", at which point you can get Jan to join up with you. You
can also turn in Jan for a small reward (100 gp), and then Jan is
thrown in the prison. You can get Jan out for 800 gold (on an
interesting side note, you can borrow 200 of that 800 from the
Prison Keeper). If you bust Jan out of jail you get 11,500 exp.
If you ever pay back that 200 gold you get 2000 experience.

15 days after getting Jan, he will be summoned back home.

QUEST: Jan Jansen Summoned Home

Jansen Home - Slums (AR 0400, x 3533 y 1350)
Jysstev - Government (AR 1000, x 2865 y 2865)
The Hidden - Sewers under Coronet (AR 0404, x 1075 y 2230)

Fifteen days after joining, a messenger comes up to Jan to tell him
to get home right now. Agree to help him with his troubles and
then high-tail it back to the Slums and to his house. His lost
love, Lissa has returned with her daughter, who is now deathly ill.
Jan tells you to talk to his Uncle in the basement. Talk with the
uncle to learn that you need to talk to the Hidden. To find the
Hidden you must talk to Lady Jysstev in the Government District.
(3300 exp) For most of this quest, Jan stays at his house.

Go to the government district, and talk with Lady Jysstev about
what you need. She tells you that the Hidden will meet with you
(despite you not being an "Enlightened One") in the sewer beneath
the Copper Coronet. (8900 exp) To the slums!

Enter the Copper Coronet, go into the back rooms, and find your
way down into the sewers (see the above Quests). You will find
the Hidden on the southern end of the little sewer river. Talk to
him, but keep things no-nonsense and simple. (He doesn't like to
talk to you) You can ask about him, but that won't get you
anywhere. He agrees to help the girl if you take care of his
enemies for him. To locate his enemies you need to talk to the
proprietor of the Sea's Bounty Inn in the Docks district. Talk to
him and pass the secret word on to learn that the two you seek are
on the second floor of the Five Flagons Inn in the Bridge District.

You will find the two Gith in the second room on the right in the
second floor of the Five Flagons. They will realize that you are
there to harm them and attack immediately. They have both magic
and melee attacks, which make them annoying to deal with. Once
they are dead, return to the Hidden and talk to him. (17,500 exp)
You can ask questions about him and he will reveal that he is a
Mind Flayer (Illithid).

Return to Jan and the girl will be healed. The plot continues
downstairs (15,500 exp). Jan asks your opinion on matters. Agree
to support him and he rejoins the team.

QUEST: Save Viconia's Life

Viconia - Government District (AR 1000, x 1800 y 1075)

Dark Elves are not very well looked upon in Faerun (the continent
you are on). With the exception of Drizzt all Drow are evil, which
doesn't help their reputation as evil killers with no remorse.
Even though Viconia is relatively "evil free", she is about to be
burned at the stake like a witch. Sure, she's evil, but she
doesn't actually ACT on her evilness. Much.

To rescue Viconia, you must click on the pile of wood under her
twice. That frees her, but angers the mob. You then have to
fight off the Fanatics to keep her alive.

If you let Viconia join you, you gain the best Cleric in the game,
but lose 2 reputation points. Also she has a low strength,
however, if you buy the Mauler's Arm at the Copper Coronet that
will improve her Strength to the point where she is able to wear
any armor.

QUEST: Keldorn's Family Troubles

Firecam Estate - Government District (AR 1000, x 1550 y 1950)
Mithrest Inn - Waukeen's Promenade (AR 0700, x 3000 y 450)

When you first enter the Government District with Keldorn in your
party he mentions that he maintains an Estate here, and asks if you
would like to go see it. From that point you have four days before
he complains about it, after that you have three days before he
leaves to go home. So, you're better off visiting his home
yourself.

Within the house, Keldorn talks to his girls (who don't seem to
like him) and to his wife (who is cheating on him with Sir
William). Keldorn is a little upset by this recent turn of events.
He asks you for advice, tell him to confront Sir William over the
matter. William is found in the Mithrest Inn in the Promenade.

Talk to Sir William, and he will chastise Keldorn for not being
there for his family. Now go with Keldorn back to his estates to
get some closure on this one.

Talk to his wife again, and they will realize they still love each
other. Of course, now Keldorn wants to spend some time with her.
You get 15,500 experience no matter what you tell him, let him
spend a day, force him to go with, or release him from your service
forever (however, he is gone for good). If you want to keep him,
then force him to stay with you, otherwise you may as well let him
go.

QUEST: Track Valygar for the Cowled Wizards (Mage Stronghold)

Valygar's Home - Docks (AR 0300, x 2450 y 1150)
Country Estate - Umar Hills (AR 1100, x 1400 y 550)

Just outside of the council building is Madeen who has a quest for
you. He wants you to go inside and talk to Tolgerias about doing
some work for the Cowled Wizards.

Go inside and talk to the mage in light green. He wants you to
agree to do his quest before he even bothers to tell you what the
quest is. Typical. Agree to it anyway. He says that several
Cowled Wizards were killed, and he wants you to bring the murderer
in for justice. Notice how he seems to want the body one way or
the other? The target of your manhunt is Valygar Corthala, and you
can find his home in the Docks section of town.

Valygar's house is the one just to the left of the Temple of Oghma,
enter it. Talk to the servant and pretend to be a friend and he
tells you that the "master" owns property in the Umar Hills area.
If he doesn't tell you that, you can learn it by searching the
house and finding the "Corthala Tax Notice" which says much the
same thing.

Head out to the Umar Hills. You will find Valygar's home in the
top left of the area. He has some goons outside his house. Just
tell them that you aren't here to hurt Valygar and they should
leave you alone. Enter his house and talk to Valygar. He tells
you that he acted is self defense against the Cowled Wizards when
he killed two of them. They wanted his body to open up the Planar
Sphere, which was created by his ancestor, a Lich named Lavok.
Valygar would like to finish Lavok, with your help. Let him join
for 9500 experience. (The only real alternative here is to kill
Valygar and use his body to open the Sphere, giving him to the
Cowled Wizards results in a less than spectacular gain for you)

Note: If you tell him to "proceed as he will" he will go to his
home in the Docks.

Now whenever is convenient, go to the Slums and enter the Planar
Sphere (see the Planar Sphere section under the Slums).

Trick: Getting 3 Rings of the Ram (modified from Xander77)

You get the first Ring by pickpocketing Tolgerias
successfully (save first). You pick up the second by
killing Valygar and stuffing him in the Bag of Holding.
Go to Tolgerias and claim Ring 2 as your reward.
However, Valygar didn't disappear from the bag. Go to
the Planar Sphere, enter, and play as normal to get
number 3.

QUEST: Talk to Delon about the Umar Hills (Ranger Stronghold)

After a certain set amount of time, Delon will talk to you, so by
the time you get here you might have already talked to him. He
can appear anywhere. If not, then you can find him in front of the
Council building. Talk to him to learn of troubles around the
Umar Hills area.

This quest is continued in the next section "Umar Hills."

OTHER: Bribe the Cowled Wizards

Tired of not being able to cast magic in the streets of Athkatla?
Well who isn't. Simply enter the Council building and talk to
Corneil. He mentions that for a "monetary sacrifice" you and your
party will be able to cast magic freely. It costs you 5000 gold.
Ouch.


-------------------------------------------------------------------------------
2.10 > > > > Umar Hills (AR 1100)
-------------------------------------------------------------------------------

Exposition:
-----------

When you first arrive in the Umar Hills area, you get to see a town
meeting. Everyone is complaining to the mayor about various goings-on
about town. Strange things are going on here. Some people blame their
problems on wolves, others on ogres and still others on the elusive Umar
Witch (who may be a folk legend). Seems like they could use a hero!

Quests:
-------

QUEST: Investigate the Deaths in Umar Hills

Mayor - Umar Hills (AR 1100, x 5000 y 2550)
Ranger Cabin - Umar Hills (AR 1100, x 600 y 2800)

Talk with the mayor to attempt to gain some information about how
things are going. He and his wife mention three possible suspects:
Wolves, Ogres (see the Ogres and Imnesvale below) and the Umar
Witch. You are also told of a good place to start, the old ranger
cabin to the west.

Go over to the cabin, and enter. Search the floor of the bedroom
to find a note from Mazzy that offers some clues. Then search the
kitchen table to find Merella's Journal the has some more clues.
Both of these items can be left here. Leave the cabin, then leave
the area and go to the Temple Ruins. (This is continued in that
section)

QUEST: The Ogres and Imnesvale

Madulf - Umar Hills (AR 1100, x 3290 y 720)
Mayor - Umar Hills (AR 1100, x 5000 y 2550)

Just north of town, across the little stream, you will find Madulf
the Ogre Mage and his other ogre cronies (some aren't ogres, but
whatever). He automatically talks to you. Listen to what he has
to say. Turns out his people are getting killed as well and he
doesn't know what is doing it. When you try to leave he wants you
to tell the village that they mean no harm and merely want to
coexist peacefully.

Go talk to the mayor about Madulf's request. He is a little
reluctant to trust ogres, but agrees to talk with them nonetheless.
(27,500 experience)

After a period of time, the Mayor returns from talking with them.
Then go talk to Madulf again, and as thanks he gives you an item:

Shield of the Lost +2 (5% magic resistance)

QUEST: Idle Hands in Imnesvale

At the north end of town are three youths who want you to buy them
either swords, ale, or both. Do what you will here. If you get
them anything you will find them in the cave to the west where they
get chased out by a gibberling (which they mistake for a dragon).
This is not instantaneous, it takes them some time to get into that
cave. I got 2000 experience for buying them 3 bastard swords and a
thing of Ale. (from the Merchants) You can get 1000 exp for giving
them one of the items, and 0 exp for telling them to go away.

Note: If your main character is a Ranger, DON'T give these kids
anything, as it will negatively impact your stronghold.
(such as getting you kicked out of it) (from ShirouKyoji)

QUEST: A Mage needs Mimic's Blood

Mage - Umar Hills (AR 1100, x 4433 y 2060)
Umar Cave - Umar Hills (AR 1100, x 1600 y 1300)

The house just north of the mayor's house belongs to a mage.
Outside of his house you will see some fool in love with the mage's
daughter. Enter and talk to the mage. Ask him about the thing
that he is making and he will ask you to fetch him some Mimic's
Blood so that he can complete it. Exit.

The cave with the mimic in it is westwards of here. Within you
will see what appears to be a chest. It isn't, it is a mimic.
Wait a moment and then you can attack it. When it is dead, search
it to get its blood. (The rest of the cave has some Umber Hulks
and some more minor treasures to be found)

Return to the mage and give him the blood (19,250 experience) and
he gives you the Short Sword +1, Ilbratha. Of course, then he
animates his golem, which goes amok and you have to kill it. Kill
the Golem. Then the fool from outside comes in and takes his
daughter away, the mage talks to you saying how foolish he was and
you get more experience (21,250 exp).

OTHER: The Chicken's Gem

Jeb - Umar Hills (AR 1100, x 3775 y 1550)
Erlin - Umar Hills (AR 1100, x 3225 y 1900)

At the north end of the village talk to the farmer Jeb and tell him
that you are an adventurer. Turns out for a little money (20 gold)
he has a little adventure for you. He says that he saw the chicken
farmer putting something in his chicken. Doesn't know what, but
it must be worth something. Go left and talk to the chicken
farmer, Erlin. The jig is pretty much up, and you can end out
buying whatever is in the chicken. It is a Beljuril, with a rough
value of about 600 gold.

Tip: Before talking to the farmer, pick the chicken's pocket to
get one Beljuril, then buy it again from the farmer to
get two! (from Brad Beacham)

Don't sell it, however, there is a way to use it to get an upgraded
horn. (see Waukeen's Promenade, The Horns of Valhalla quest)

OTHER: Fael and the Human Flesh Armor

Fael - Umar Hills (AR 1100, x 3500 y 2850)

If you solved the murders in the Bridge District you may have ended
out with an incomplete set of human flesh armor. There was also a
note that told you how to contact the person who was to finish the
armor, one Fael who is currently in the Umar Hills area. You'll
find him with the other merchants. Talk to him and buy the History
of the Zhentarim. Then tell him his name, 5) Darcin Cole and he
says that all he needs is one final ingredient, the blood of a
silver dragon. You won't find a Silver Dragon for QUITE some time,
but you will run into one eventually. Can't miss her. Bring him
the blood and he'll finish you the armor (Leather AC 3, magic
resistance 20%).

Oh, and he'll recognize that you aren't the Tanner and call in some
mages to attack you. Therefore this is best done at night when the
merchants are indoors and won't get blown to bits by the mages.


-------------------------------------------------------------------------------
2.11 > > > > Temple Ruins (AR 1404)
-------------------------------------------------------------------------------

Companions:
-----------

Mazzy 15 18 16 10 13 14 Halfling Fighter Lawful Good

Mazzy is not your typical halfling. For starters, she's not a thief of
any sort. Plus she's lawful good, heroic and no-nonsense. Very atypical
for halflings.

Found at: Temple Ruins (follow the Umar Hills quest from Delon at the
Government District)

Warning: If you're dropping someone off here to add Mazzy to the
party, *don't* leave them topside at the Temple Ruins.
Destroying the Shade Lord swaps the daylit version of the
area for the shadowed version, and anyone in the shadowed
version is just gone. (I lost Nalia that way - after her
kidnapping, she doesn't go back to the Copper Coronet when
kicked out). (from Alan Cherry)

Event: Some good deal of time after Mazzy has joined your party, Danno
will come up to you with Mazzy's quest. This is covered down in
the Trademeet section. If you kick Mazzy out then have her
rejoin this timer is restarted.
If kicked out: Mazzy will return home to Trademeet

Grade: B- A good Halfling fighter, but... in all actuality she is
closer to a Halfling Paladin. She has several special
abilities such as Lay on Hands and Haste.

Walkthrough:
------------

- FIND SIGNS OF WOLF ACTIVITY

If you're here, then there's only one thing to do, find out what is
killing people back at Umar Hills and put a stop to it. Based on the
evidence at hand we believe that there are wolves involved. Werewolves
in all likelihood.

Go right a little, then up to find a Werewolf, Anath, flee into her lair.
Follow her in. (x 600 y 600) Tell her that she has preyed on her last
innocent and she won't know what you are talking about. Seems that
someone called the "Shade Lord" has been doing all the killing, including
killing her entire pack! Agree to help her take down this Shade Lord
menace and she says to meet her far to the right at the Temple Ruins.

- THE TEMPLE RUINS (AR 1401)

You will find her far to the right (x 4420 y 320) at what remains of the
temple. There are many shadows and shadow deviant creatures crawling
about here. She tells you that this was a trap, and to use the mirror.
Then she dies. You can find the mirror she was talking about just to
her left, and it is used by clicking it when close. When that is done
several new shadows appear and attack, but they shouldn't present a
challenge. Go down the stairs and enter the ruins.

There is one door on this passage, open it and go through. Fight through
the Shadows and Skeletons. Search the coffin (x 1850 y 650) to find the
skeletal remains of the last priestess of Amaunator. Naturally this will
be very important later.

Continue up to the next room where you will fight the Shadow Jailor.
Search his remains for the Shadow Jail Key. And conveniently there are
some locked doors right here. Open them to find Mazzy the Halfling
Fighter. Talk to her to learn all you can about the Shade Lord. She
tells you that he has a tame Shadow Dragon with him. She will also join
with you to defeat the Shade Lord if you want. (12,250 exp) Also in her
cell you can find some treasure (nothing great, just a journal piece and
some ammo).

Note: The journal piece is actually part of the Ranger stronghold.
See the STRONGHOLD walkthroughs for more information.

Continue upwards to find the really big statue (x 900 y 200). Talk to
it. There are three tests for you to take here, a morning test, noon
test and evening test. Here are the answers to the tests:

Morning: 2, 3, 1
Noon: 3, 1, 1
Evening: 1, 3, 2

When that is finished it gives you one third of the symbol of Amaunator.
(45,500 experience) We actually don't learn what these rituals are until
a little later, but we're here already.

Head down the passage (x 580 y 540), it turns east to a room with a big
crystal in it. If Mazzy is with you, she'll explain the significance of
the crystal. You need to take it to pass onwards in the temple, but when
you do take it, the shadows will attack you. Take the crystal. (x 760
y 1260)

Go north into the next room. If you are curious about how to learn the
Morn Ritual the actual way, search the column to get a scroll on it. If
not, then continue north and from there back to the main passage.

- COMPLETE THE SYMBOL OF AMAUNATOR

Now go south down the main passage to the Shadow Door, which will be
dispelled when you click on it with the Light Gem in your possession.

Head south just a little until you see the wooden bridge extending from
the right. (x 1400 y 1300) Shadows will appear in your midst when you
cross this bridge. The next room has lava for a floor, so don't spend
too much time lingering around. Search the ground (2 broken columns) to
find some treasure:

Pearly White Ioun Stone (Regenerative)
Arrows of Ice (etc.)

On the northern wall is a symbol of a Chinese dragon, which is trapped
and has some minor treasures (x 2240 y 1320). In the next room to the
north are Bone Golems (18,000 exp), Greater Mummies and Skeletal Warriors
(some with bows). You could always lead them across the lava floor to
damage them. (You can hug the wall to avoid damage, they will make a
beeline for you and go across the lava) Search the column here to find
more Amaunator items (Books and scrolls), these aren't that important.

Note: If you are on a high level, do NOT have the "Turn Undead"
ability on here, else you will kill the good ghosts in the next
room. (David Lyons)

Also, using the "Protection from Undead" scroll seems to have
the effect of making the "good" ghosts ignore you as well.
Sure, they talk to you, but they won't give you the wardstone
and symbol piece.

From the lava room, go south and enter the next room. When you enter,
a ghost of one of the priests talks to you and asks for the bones of the
priestess that you possess. Give them to them to restore her. For this
you get the second symbol of Amaunator and 17,750 experience. Also you
get the Shadow Dragon wardstone to prevent the Shadow Dragon from
attacking you. We now have 2 of 3 symbols. You can search her coffin
for some minor treasures (including the best Bullets in the game).

Continue south. This leads back to the main passage, but we've now
skipped one of the shadow doors. Sweet. Go right. At the first
northern fork (x 1840 y 2260) are a large group of undead, with more
Bone Golems. Kill them and go north.

This is an interesting chamber. Remember Indiana Jones and the Last
Crusade where they had to walk only on the letters that spelled "Jehovah"
in Latin? Well similar idea, you can only step on the letters in
Amaunator's name. Start at the bottom right at the A and end out at
the top middle at the R. Simply step from one letter in the name to the
next. (if you step on an incorrect letter, you get hit with flame)

A - M - A - U - N - A - T - O - R

There are two doors here that lead to two rooms (that follows). Go in
the right one, open the door, to find a Shadow who wants to bargain with
you. (x 2750 y 1740) You will end out fighting him either way. Then
search the walls of the room for the final piece of the Symbol. Once
you have all three pieces, they fuse into the Symbol (21,250 exp).

- FIND AND DEFEAT THE SHADE LORD

Enter the left room and take the items from the Statues hands (x 2615
y 1620). These include some spells, a sling, but more importantly the
Sun Gem which will allow us to dispel the final Shadow Door. Return to
the main passage. (remembering to step on the correct letters, of course,
which in this case is R O T A N U A M A)

Follow this passage right, through the shadow door, and up to a normal
door, which opens to a stairway. Go down the stairs.

This is the lair of the Shadow Dragon. This is the easiest dragon in
the game to fight, and is definitely the first one you should try to kill
(without using the Fake Talk, anyway). Array out a series of traps in
front of it, cast all your protective spells (Mazzy has some too!) and
fight it. Cast Breach on it quickly as it will get protective spells of
its own up.

Thaxll'ssyllia - 45,000 experience
Shadow Dragon Scales
Crom Faeyr Scroll (one of the 4 parts of Crom Faeyr)
Gems (and gold)

If you have the wardstone you do not have to attack the dragon (and
it makes attacking the dragon a LOT easier!). Go left and up the next
stairs to the Shade Lord.

The Shade Lord will taunt you for awhile (especially if you have Mazzy
in your party) and then battle will break out. Take out the Shade Lord
first as he is the only real threat here (seriously). Then you can take
out Patrick and the Statue at your leisure.

When that happens everyone gets 44,250 quest experience points and the
area will be restored to a more sunny clime. If Mazzy is around she
wonders what it all means, and you can make the place a memorial to her
fallen comrades. After that talk to the near dead Merella. When she
is dead, search her for treasure:

Cloak of Stars (creates +5 darts)
Rogue Stone (useful for a certain Door in the Bridge area)
Gem
4000 gold

Also search Patrick's corpse for more treasure:

Halberd +2 Duskblade
Darkmail +3

Return to Umar Hills and talk to the mayor again to get your reward:

The Night's Gift +5 (Leather Armor, +20% stealth)
28,000 experience
100 gold
Reputation +1


-------------------------------------------------------------------------------
2.12 > > > > Temple District (AR 0900)
-------------------------------------------------------------------------------

Quests:
-------

QUEST: The Cult of the Unseeing Eye (Priest's Stronghold)

Cultist - Temple District (AR 0900, x 3250 y 1750)

This Quest is the only method to obtain the Paladin Keldorn for
your party.

As you walk down the path for the first time, a group of people is
listening to an unconventional speaker. He tells them that the
gods are false, and that only his new religion has the answers.
A great many of the people follow him. Then a Priest (if you are a
Cleric of Lathander it will be a Lathander Priest, etc.; if you are
not a priest then it will be a Priest of Helm) approaches you and
asks that you follow him to his temple.

Once there he asks that you investigate this cult to see what it is
up to. The cult is based in the sewers and this Quest will be
continued in that section.

If you wish to pick up Keldorn (the Paladin) into your party, then
the best entrance to the sewers is at (x 3950 y 2150).

QUEST: Gain the Services of Sir Sarles for the Temple

Jystev Estate - Government District (AR 1000, x 2875 y 2855)
Jerlia - Waukeen's Promenade (AR 0700, x 733 y 2200)
Neb's House - Bridge (AR 0500, x 500 y 2550)

If you are a Cleric, you will be gaining the services of Sir Sarles
for the temple you are employed by, otherwise you are working for
Guardian Telwyn at the Temple of Helm. What happens is that every
temple in the city wants this artist to create a work of art for
their temple, but Sarles will only work if he is given Illithium
to work in. Sir Sarles is in the Jysstev Estate in the Government
District.

Go inside and talk to the Butler of the house and ask about Sir
Sarles. You can talk to the Lord and Lady as well. You will
find Sarles in the kitchen. Talk to him and he will refuse to
work with anything less than pure Illithium, which can only be
obtained from Jerlia in Waukeen's Promenade. Wander over that way,
and you will find Jerlia on the southwestern portion of the
promenade (check your map for "ore merchant").

Jerlia doesn't have 200 pounds of Illithium. In fact, that is
pretty well impossible for her to attain. She has two ideas for
you to try: Go to her source and try to get some for yourself
(you have to pay 1000 gold to get her source), or she'll give you
an "Illithium Substitute". We're going to do the expensive one.
Pay the gold to learn that her source is a Duergar named Unger who
is currently in the Copper Coronet. (You COULD try the Substitute.
Pay her 200 gold to get her to make an alloy to fool Sarles. She
leaves and promises to return in a day with the alloy. Come back
24 hours later and she'll have raised her price to 500 gold. Pay
it and get the Alloy. However, if you try to give this to Sarles
he will get really angry and leave.)

Go to the Slums, and into the Copper Coronet. You'll find Unger
near the bar. (x 300 y 1400) Talk to him. Tell him that Jerlia
sent you. Talk to him about Illithium and he'll mention that he
has none, as he was robbed by someone who worked for him. Agree
to help him get rid of this bandit. He then tells you the name of
the bandit, Neb, and says to look for a Derelict House in the
Bridge District. So, that's where we're going.

Enter the Derelict House (located in the southern part of the
bridge). Inside is Neb, the Child Killer from Baldur's Gate. He
will pretty much attack you no matter what you say. He also
summons the spirits of the children he has killed to defend him.
Ignore the spirit children, and concentrate on Neb. You'll find
him invisible hiding (and chuckling) behind the counter. Once he
is dead you get 2500 experience for each child spirit still alive.

Neb - 3500 experience
Neb's Nasty Cutter (weak dagger)
Neb's Head
Illithium (200 pounds)

Note: Another one of those profitable ventures is Neb's nasty
cutter. You can sell it to a merchant in Trademeet for a
very high price and he sells it back for cheap. (from
James Victor)

There are some small treasures around the house, including some on
the TRAPPED painting. I bet you are wondering what to do with a
HEAD. Well take it to Inspector Bregg (Council Building in the
Government District) to get a reward:

2500 gold
Reputation +1

We now have both the Illithium and the Alloy. Return to the
Jystev Estate to talk with Sarles again. If you even HAVE the
Pure Illithium in your inventory he will automatically take that
(21,750 experience). If you try to fob him off with the Alloy, he
won't take it and will leave town.

Return to the temple to get your reward. If Sarles skipped town,
the temple will take your Alloy and give you 10,000 experience and
the Helm of Glory. If you got the real Illithium to Sarles you
get your 1000 gold back and another 20,000 experience (yes, and
the Helm of Glory as well.)

Why would you want to keep the Illithium? It is one of the pieces
to make the upgraded Mace of Disruption. It's up to you whether
to do that, however.

If you are a Cleric, you will be given an additional reward. You
get to pick from these three items:

Ring of Holiness (1 extra spell for spell levels 1-4)
Armor of Faith (AC 1, +1 to saving throws)
Staff Spear (1d8+3)

QUEST: Another Mission for the Temple

Travin - Slums (AR 0400, x 1525 y 770)
Borinall's House - Slums (AR 0400, x 2250 y 1600)

This mission can only be done after you have finished the Sarles
quest. I am pretty sure this is also only done if you are not a
Cleric (as they would have this as part of their Stronghold). Talk
to Telwyn to get another assignment, this time to go talk with the
Dawnbringer Sain at the Temple of Lathander.

Sain tells you that one of their artifacts was stolen by thieves
working for the Temple of Talos. What he wants you to do is to
intercept this ring before the Talassians get it. The exchange
will happen in the Slums, he says, so go there.

Wait until after dark, and look for Travin. He will be standing
near the northern exit from the Slums. Talk to him. Simply ask
him if his name is Travin and he'll talk to you. He will want
money from you, but threaten him instead and you won't have to pay.
He then tells you where you need to go to get the item, a red
bricked house on top of the Copper Coronet (Borinall's House).

Enter the locked house and Borinall will talk to you. He has the
Ring but wants to make sure that you are followers of Talos. He
wants you to swear allegiance to Talos. If you do that, however,
you will be magically attacked by the god, and pretty well revealed
anyway. So refuse to do it and attack Borinall instead. He has
some goons with him, but nothing difficult. Search Borinall
afterwards to get the Dawn Ring. There are some other minor
treasures in here (such as a War Hammer +1 and some gold).
(notably, if you are a Priest of Talos, you can pass his test and
easily get the ring)

Return the Ring to Dawnmaster Sain to get your reward: 16,250
experience and 1000 gold.

QUEST: Hunt Anarg for the Order of the Radiant Heart

Radiant Heart - Temple (AR 0900, x 3300 y 3375)
Fallen Paladins - Bridge (AR 0400, x 4800 y 750)

In order to even get this quest you must have a reputation of at
least 10.

Enter the Order of the Radiant Heart and talk to Sir Ryan Trawl.
He has a Quest for you, to hunt the fallen Paladin Anarg, who has
apparently stolen out some members of the Order and formed an evil
group. You must pose as warriors to gain their trust, and try to
bring Anarg to justice. Anarg's group is found in the Bridge
District.

Head over to the Bridge District, and go into the open area in the
top right of the area. Here you will find the group of fallen
paladins. They are meeting with a group of thieves, and the
meeting soon turns violent. You can join the battle against the
thieves, if you want, but it isn't necessary. The leader of the
Fallen Paladins will approach you after the battle and offer you a
job. He wants you to go retrieve Anarg's Cup from the Order.
Agree to this, and head back to the Temple District to get it.

Talk to Ryan Trawl again and ask him for the cup. He is a little
reluctant to give it to you, but he will, if you promise to return
it. Return to the Fallen Paladins. Give the head paladin the
cup (10,250 experience) and he introduces you to Anarg. I am
pretty sure that Anarg will always recognize you as what you are
and attacks. (If you have Keldorn in your party, he definitely
attacks)

Return to Ryan Trawl to get your reward: 17,500 experience each
player, Reputation +1 and the Gloves of Healing.

OTHER: The Guarded Compound

Compound - Temple District (AR 0900, x 4200 y 2050)

Within the Guarded Compound are a wizard and a thief, who tell you
to shoo, or face a private lesson. Ask for that lesson and they
disappear.

When you reach the end of this hallway, you will be attacked by
many summoned creatures, including (but not limited to), Efreet,
Nishruu, Vampiric Mists, and Ogres. The treasures in the rooms on
this level are for the most part minor. There is a Morning Star +2
though.

Go up the stairs. You now have one of the more annoying battles in
the game. You have to find a very tough party of adventurers (that
is what I'm assuming they are) that include Minotaurs and Orogs.
Not ordinary enemies by any count. To add to the mix, your party
will be surrounded by some devious traps that need to be disarmed.
Keep the mage and priest out of the battle, then just whack
everyone else until they fall. Search them afterwards for some
really great treasure:

Celestial Fury (Katana +3, best Katana in the game)
Helmet of Defense
Battle Axe +2
Large Shield +2
Two Handed Sword +2
Leather Armor +3
Short Sword +2
Helm of Charm Protection
Full Plate +1
Plate Mail +1
Mace +2
Lots of Gold
Lots of Potions (unless they used them in battle)

With them out of the picture, the rest of the level is quite open
to be looted by you. (Spears, Wands, gold, arrows, etc.) A large
number of the containers here are trapped, so be careful.


-------------------------------------------------------------------------------
2.13 > > > > The Sewers (AR 0701)
-------------------------------------------------------------------------------

Companions:
-----------

Haer'Dalis 17 17 9 15 13 16 Tiefling Blade Chaotic Neutral

Haer'Dalis is not from around here. In fact he isn't even from this
plane of existence! He is a Tiefling, born with part demon blood. It
gives him an odd appearance and an even stranger attitude about life.

Found at: Sewers (follow the Raelis Quest from the Five Flagons)
If kicked out: Haer'Dalis will go to the main floor of the Five Flagons.

Grade: D+ The ONLY Bard in the game, and he happens to be lacking the
one thing that makes Bards extra special, their Lore ability.
That said, he makes a great warrior, for a Bard. But if I
wanted a warrior, I'd take a warrior

Keldorn 17 9 17 12 16 18 Human Paladin Lawful Good

Keldorn is a dedicated man. So dedicated that he goes months without
seeing his family. This will lead to conflict, and may cause Keldorn to
leave your party forever.

Found at: Temple District Sewers (MUST start the Unseeing Eye quest
first), near the Old Tunnels

Grade: B+ The only Paladin in the game. If you want a Paladin this is
the way to go. He starts out with decent armor and an
interesting sword (if he is hit, it deals 5 damage to what
hit him). As an Inquisitor gets immunity to Charm and Hold,
which is very useful, and his Dispel Magic is very powerful.

Quests:
-------

QUEST: The Cult of the Unseeing Eye

Entrance to Old Tunnels - Sewers (AR 0701, x 150 y 450)
Gaal - Old Tunnels (AR 0202, x 2500 y 2150)
Door - Old Tunnels (AR 0202, x 2780 y 500)

The Cult is hiding in the Old Tunnels, which are in the top left
of this area. You will also find Keldorn near this place. Enter
the Old Tunnels.

Go down the side passage (x 3400 y 300) and follow that into a
room. There are Shadows here. When you get to the end of this
room Ettercaps will appear in it. Past this room is another large
room, with wooden planks as flooring. More Shadows in here. There
is also a trap at the entrance. After that is another long and
dark passage that leads to the Gas Chamber. When you reach the
center of the room, the doors slam shut and it fills with Gas
(roughly a Cloudkill). Turn the wheel in the center to get the
Gas to stop and the doors to open. You also have to fight off some
Vampiric Mists.

Go into the next room and talk to Gaal the Prophet. Ask about how
one might join up with the Unseeing Eye, and mention that putting
your own eyes out makes you uncomfortable. He agrees to let you
try a different quest, to go get them an item from the sealed off
sections of the old tunnels. He gives you a key to accomplish this
action.

Go back to the main tunnel, and then down this to the door. Open
it and go through. Be very careful to check for traps on the
floor. Very soon you will come up to a Sarcophagus room and meet
a man named Sassar. He was a member of the cult until he realized
just how evil the Unseeing Eye Beholder really was. Now he wants
to retrieve the Rod himself to destroy the beholder. Agree to his
ideas. This is the sarcophagus of the Shade Lich, part of the
Kangaxx quest (which you can read about in the Docks section).

Head down the southern passage (careful to look for Lightning
Traps). This passage leads to a set of stairs that go down.

(AR 0204) This area looks rather impressive, with giant blue
arches. You can search the nose of the statue (trapped) for a
spell scroll. Go forward, then right. This leads to a Yuan-ti
gathering and a strange building. De-trap the stairs and go up the
building. When you are on it, click on its roof and you will have
to answer its set of questions. If you fail any of its questions,
it sends a monster to kill you.

Question 1: 7) Life
Question 2: 9) Time
Question 3: 4) The Current One

Solve that to get 42,250 experience. Across the bridge are quite
a large number of enemies, such as the mini-beholders (Gauth) and
Shadow Fiends. There is a nook (x 3715 y 2485) with some treasure:

War Hammer +2 (+1 Electrical Damage)
minor treasure

Take the north passage. Just before it opens up into a large
watery room there is a TRAP.

There are many "diseased" people around here, but only the one in
the center says anything valuable. Enter the temple behind him.
Here you will find the dastardly Empathic Manifestation. No matter
how many times you hit it, you cannot kill it. Cast "Cure Light
Wounds" on it and it will die. (He feeds on Hate, so give him a
little "lovin'") After that the Avatar appears. (25,750 exp)

Talk with him and soon a plan will be developed between him and
you. You will take his piece of the Rod up to the beholder to
destroy the beholder with, then you bring the two assembled pieces
back to the Avatar so that he can destroy it. He gives you his
piece and tells you to talk to his people outside the temple.

Return to Sassar (the former high priest of the Unseeing Eye) and
he has a plan to get the other half of the device. Talk to Tad
within the cult and he will help you get it. Do not talk to Gaal
or your plan is doomed! Go to the Unseeing Eye. Past the guards,
turn left to find Tad, who will automatically talk to you. Tell
him the code phrase ('the eye is blind'). Go down into the pit.

(AR 201) Ever wonder what a lone Beholder's lair looked like? Well
now you know. There will be monsters down here (I fought Mummies
and Ghasts). Follow this passage. Go up the stairs and a zombie
will say "must go tell the mayor" and wander off. Odd. There will
also be more undead here to fight. Go inside the large building
just ahead of you.

There are lots and lots of undead here. They have a city of sorts.
Kill them all, then search them for treasure:

Skin of the Ghoul (Leather Armor, AC 4)

Search the bone pile (x 575 y 475) in the next room to find:

Gauntlets of Dexterity
Spells - Dire Charm (Mage)

Leave this building, and continue right on the bridge. There will
be more monsters, of course. Continue right and enter the Lair.

(AR 205) Searching in the first room, you will find some minor
treasures, but no piece of a Rod. Continue upwards. There will
be a Gauth when you round the bend. The Beholder Lair is shaped
like a Beholder. It has a large central body, and 4 eye shoots.
You came in through one "eye shoot", and at each of the three
others there is another thing of treasure guarded by a Gauth or a
Beholder. In the center of this area are a group of cultists.

The top eye shoot (x 2000 y 300) has:

Dragons Bane +3 (Halberd, +6 vs. Dragons)
Spells - Protection from Acid (Mage)
Gems, etc.

The far right eye shoot (x 3050 y 1500) has:

Rift Device Part (the final Rod piece)
Gold

* From this point, there is an ALTERNATIVE path you can take, see
Lucas's note below.

The other eye shoot has but gems and such in it. When you get the
Rift Device Part it becomes a wand with one charge. The game
recommends that you equip this in your Quick Item slot. (26,250
exp) As soon as you move from this spot, you will be attacked by
the Unseeing Eye. Use the Rift Device to remove his protections,
then hit him once to kill him.

Unseeing Eye - 30,000 experience
Amulet of 5% Magic Resistance

Just to the left (x 1860 y 2120) you will find the exit. This puts
us right near the stairs down to the Avatar's area. (so that we can
return the Rift Device to him) Go back to the Temple and let
things unfold there. Once inside you have to convince the people
to accept their god and he will appear. They all vanish and you
get your reward:

47,250 experience
Saving Grace +3 (Medium Shield)

Return to the Cult. There you will see Gaal trying to keep
everyone within the cult. He naturally blames you and his forces
attack. Kill them, then search them for treasure:

Heavy Crossbow of Accuracy
Bracers AC 7
Girdle of Fortitude

With him out of the picture, the other Cultists leave. You can
then loot the entire place. It mostly has Gems, Arrows and Spells.

Return to the Temple of Helm (or Lathander ...) to get your
reward for clearing this out:

45,750 Experience (everyone gets that amount)
Mace +1: Ardulia's Fall
7000 gold
Reputation +1

And, of course, if you are a Priest this will then lead you to
your Stronghold. (see the Strongholds section at the end of the
walkthrough)

Lucas has an alternative method to handle the above quest:

After you talk to the Avatar and get the first half of the rift
device, go and talk to Tad. You'll give him the pass phrase
'the eye is blind' and he'll open up the entrance to the pit.
Now, go and talk to Gaal. You'll get the XP for bringing him the
rod, and then you can waste him, and get his goods. Now go back
to where Tad was and go down into the undead city, complete that
area and onto the beholder's lair. Do everything normally and go
pick up the other half of the rod. You'll get 26,250 for
assembling the rod, and the Unseeing Eye will appear. Grease
that sucker with the rift device and head back to the Avatar's
temple via Sassar's area. Get down to the Avatar and present him
with the rod. Now, go back to the cultist's living quarters.
Every enemy will go off running and disappear, but the unseeing
eye will be there. This is where you summon up what you can
(fire elementals if possible) and take out the Unseeing Eye all
over again. Get 30,000 more XP and another amulet. Life is
good!

Editor's Note: This Alternative doesn't seem to work with Throne
of Bhaal, that is, the second Unseeing Eye
doesn't appear.

QUEST: The Windspear Key (AR 0711)

Secret Door - Sewers (AR 0701, x 1865 y 440)

That key you got off Tazok in Firkraag's dungeon opens a secret
door down in the sewers. Enter the sewers and go to the most
northern point. The right secret door is the one we want. As you
move down this passage, several of your party members will be
paralyzed by psychic vibrations. There are also many dead
adventurers littering the passage. Looks bad, eh? Go up the
stairs here.

This leads to a circular chamber. There is a door to the far left.
Open it and you will find another circle room with a Mind Flayer,
Umber Hulk and lots of dire charmed enemies. (with such generic
names as "Fighter" or "Cleric") The best strategy is to sneak up
to the room until 2 or 3 enemies see you, draw them back to the
previous room and kill them. Then save it and rush the Mind Flayer
and hope that it doesn't instant kill you. (9000 exp) I find that
using some protective spells works great. (Protection from Evil,
Haste, Chaotic Commands, Improved Invisibility and Death Ward)

Open the door, go through the passage, and open the next door.
Here is a far worse battle with 5 mind flayers (some are Ulitharids
which is a tougher type of Flayer) and an Umber Hulk. Take them
out (rest and save), then open the north door, go through the
passage to find the rest of the Flayers (about 8, and 2 or 3 Umber
Hulks). There is a Mind Flayer Lich here (called an Alhoon) who
was forming an army.

Search the center cauldron for some treasure:

Wand of Wonder (random effects)
Hammer of Thunderbolts +3 (part of the Crom Faeyr)
Spells - Shocking Grasp (Mage)

QUEST: Rescue Haer'Dalis from the Mage

(see the Bridge district for details on this quest)

QUEST: Roger the Fence and the Troll

Roger - Sewers (AR 0701, x 1680 y 2300)
Troll - Sewers (AR 0701, x 160 y 2550)

In the southern tunnels you will find an odd fellow named Roger the
Fence. He is there mainly to sell goods (as well as to buy the
crap you get). But he also has a problem. (3,1,1,1) He came down
here to avoid the guard, but he has been having trouble with "the
beasties." Agree to take care of his problem, for a little gold,
of course. Then head left along the southern tunnels. Follow the
first tunnel you find to get to the Sea Troll. Kill it (it has
more HP than its experience value would let on) and return to
Roger for a reward: 500 gold and 9500 exp. (don't try to trick
him)

OTHER: Tarnor the Hatchetman's Mercenaries

Mercenaries - Sewers (AR 0701, x 1700 y 460)

At the top of the sewers you will confront Tarnor and his merry
band of bandits. They'll let you go for 1000 gold, or you get
yourself into a big old fight. The "fake talk" works great here,
but any strategy is fine. I'd put an insect swarm on their mage
to prevent him from casting spells. Then search them afterwards for
treasure:

Plate Mail +1
Full Plate +1
Full Plate Mail
Helmet of Charm Protection
Wyvern's Tail +2 (Morningstar)
Small Shield +2
Hangard's Throwing Axe +2
Gems, Potions and Gold

OTHER: Rakshasa

Rakshasa - Sewers (AR 0701, x 1600 y 1600)

In the very center of this area you will find a horde of kobolds
and their Rakshasa master. This isn't a tough fight, especially
when compared to the mercenary battle, but it does yield a pretty
good item:

Cloak of the Sewers (AC +1, can be worn with other magic items)


-------------------------------------------------------------------------------
2.14 > > > > The Docks (AR 0300)
-------------------------------------------------------------------------------

Yoshimo Exposition:
-------------------

When Yoshimo first comes with you to the Docks he explains that this is
Shadow Thief territory and that he needs to go see Renal Bloodscalp to
settle things between them.


Companions:
-----------

Edwin 10 10 16 18 10 10 Human Mage Lawful Evil

Edwin was with you on your last adventures, and he and Minsc don't like
each other in the least. Edwin had wanted to kill Minsc's witch,
Dynaheir, and now that she is dead, Edwin won't leave Minsc alone about
it.

Edwin gets the most spells of any mage, +3 for every level (1 from his
Conjurer bonus, and 2 from his non-removable amulet).

Found at: Shadow Thieves Guild (talk to Renal Bloodscalp)

Grade: B+ What his stats don't tell you is that Edwin gets bonus spells
making him the best mage in the game. The downside is that
he is weak as a kitten and has so very little HP. And the
other wrinkle is that he is Evil making him hard to fit in a
good party.


Quests:
-------

QUEST: Take the Body of Renfield to Rylock

Rylock - Docks near Galvarey Estate (AR 0300, x 1440 y 2950)

The second of the Between Area events dumped the body of Renfield
in your possession, and it is here that we can get rid of it.
You will find Rylock standing near the large building in the SW
corner of the map. You will get: 14,550 exp and 125 gold.

This leads us to the next quest...

QUEST: Rescue Montaron from the Harpers

Xzar - Steps near the Sea Inn (AR 0300, x 2370 y 2475)
Harper Base - Docks (AR 0300, x 1320 y 2930)
Prebek's House - Docks (AR 0300, x 1860 y 1260)

Once you have delivered Rylcok and gotten your "reward", go right
and you will find Xzar (a Necromancer who joined you in the
previous game). He wants you to rescue his friend, Montaron (who
also joined you in the previous game) from the Harpers (a group of
"do-gooders", of which Jaheira is a member). Agree to his odd
demand, but you might want a reward for doing something so
dangerous.

Warning: If you refuse Xzar's request you cut off any future
Harper Plots for Jaheira as well as any romance
potential with her.

Go back and talk to Rylock. Ask him to see inside and tell him
because you always wanted to see a Harper. (this is a lot easier
with Jaheira in the party as she is a Harper herself) He doesn't
trust you, and to earn his trust you have to do a Quest for him
(but of course). He wants you to get rid of a "vile" mage named
Prebek, whose house is directly to the north. Agree to this,
although Yoshimo "smells a rat."

Head north to Prebek's house (it's marked on the map). When you
enter you might notice that this is not some great Archmage. Seems
the Harpers didn't tell you the WHOLE truth. Kill them, then loot
the house. There are three containers here with good spells
(Invisible Stalker, Fire Elemental, Resist Fear, Horror, etc.,
for instance), however everything here is TRAPPED. Go back to
Rylock to get 14,500 experience and gain admittance to the Harper's
base.

There are three Harpers in this main hallway, talk to them if you
wish, although they won't be very forthcoming with the information.
If you ask Berinvar about his Necklace, Jaheira will be very
curious as to why Harper's would wear such things... how odd.

There are 4 rooms to the right, the entrance to which is in the
south. There are all manner of treasures to be found here, spells
gold and potions. The Eye Painting is both TRAPPED and LOCKED and
has a Helm of Charm Protection. In the northern room on the table
you will find your own Harper Amulet (x 1000 y 300). How
convenient! Put the Amulet on and go upstairs.

Here you will meet up with some Spectral Harpists. Since you are
wearing the Amulet they will answer most any of your questions.
You can ask them about Montaron (thief), but they answer in
riddles. Search the bookshelves here for some treasures (the
spell Phantom Blade is most useful). Open the door to the southern
room (x 760 y 1030) and then the next door as well. Search the
desk here (x 710 y 1200) to find the Note. Read it. Well that
explains Montaron.

Open the northern door (x 915 y 530) to find the Giant Bird Cage.
Open the door to the cage, and send someone inside, as far north
as they can go. You will notice that the mouse cursor makes as
though you can grab something in here, do so and you will catch a
bird (20,000 exp).

Return to Xzar and give him the Bird (Montaron). He mentions that
someone broke into his laboratory and killed his apprenti. Hmmm...
Anyway he turns Montaron back into human form. But it wasn't
really Montaron, it was Lucette, an assassin meant to kill Xzar for
spying on the Harpers for the Zhentarim. In other words, the
Harpers used you to get back at Xzar. You killed his apprenti,
you were allowed to see what they needed you to see, and you
delivered the assassin right to him. You will want to search Xzar
for treasure (Staff Spear, Spells, Gems, Bracers, etc.).

Also, if you go back into the Harper's and search the second floor,
you will find Montaron's body in a chest. This is worth 20,000
experience.

After that Jaheira is summoned to the Harpers by Meronia.... (if
you are in a romance with Jaheira, Meronia may take longer to show
up)

QUEST: Summoned before the Harpers

When Jaheira returns she tells you that the Harpers want to meet
with you. Head back to the Harpers place and go inside. If you
are in a "relationship" with Jaheira, then Meronia won't show up
immediately after Xzar.

Trick: Although "fake talk" doesn't work in here (Galvarey has
to talk to you before he can die), you can use the spell
Silence in a similar manner. (Gareth Embrey)

You will then be questioned by Galvarey. No matter what you say to
him in answer to his questions, he sees what he wants to see. Soon
it becomes obvious that he means you harm. Jaheira decides to
break with the Harpers and help you out (quite the lifestyle
change!). You will then be forced into a deadly conflict with
Galvarey and his Harper Goons.

Once they're dead, be sure to check them for treasures. Some of
which are:

Ring of Wizardry
Two Handed Sword +1
Plate Mail +1
Cloak of Protection +1

And that is that for the Harpers within Athkatla.

QUEST: Revianne & Dermin the Harpers

This doesn't necessarily happen in the Docks as Dermin will track
Jaheira down, but this only happens if you do the previous Quest
(killing Galvarey).

Four days after the events in the Harper's Hold, Revianne appears
and wants to fight you. Handle this how you will. (Oddly, she
didn't show up the first time through the game, but did the second)

About a week after the events in the Harper's Hold, Dermin appears
and tells Jaheira that he has been sent to kill her. She doesn't
want to fight him as he was her friend. Instead they talk things
through and she renounces her standing as a Harper.

Dermin leaves for now.

Then later he returns and says that Jaheira's death has been
arranged unless she goes with him. If she does that then you will
be spared. She agrees to think about it, no more.

Dermin leaves again.

QUEST: Jaheira Leaves the Party (again)

Harper Base - Docks (AR 0300, x 1320 y 2930)

The next time you sleep, Jaheira will have left the party. Soon a
strange Mage arrives and gives you a note explaining why she has
left. She didn't want to burden you with her problems with the
Harpers. She has gone to Harper Hold in Athkatla and wants you to
NOT follow her.

Return to the Harper Hold. Inside you must deal with a group of
mercenaries. Go upstairs and you will find Jaheira. She is
surprisingly happy to see you. She doesn't believe that the
Harper's here are Harper's any more. As evidence she points to
the disappearance of the Spectral Harpers. Jaheira joins with you
again, but a new group of Mercenaries (a much tougher group)
appears downstairs waiting for you. These mercenaries are more
annoying having a Mage and a Cleric with them. Be sure to check
them for treasure when they are dead.

QUEST: Jaheira & Dermin Finale

Again this quest can take place anywhere. About two weeks or so
after you have finished getting Jaheira out of the Harper Hold,
Dermin will appear with several goons. Jaheira and him have it out
with a war of words first, then the actual battle begins.

Dermin - 5000 exp
Amulet of Protection +1
Bracers AC 5
Other minor treasures

Also be sure to check out his goons for more minor treasures.
After the battle Jaheira is quite a bit upset about this recent
turn of events.

QUEST: Terminsel the Harper

A long, long time (Real Time, so you can't just Rest to get this)
after this last event, Terminsel appears and asks Jaheira if what
she did was right. Did she feel that following you, a child of
Bhaal, was the right thing to do in that situation. She says,
"yes" and Terminsel gives her the Harper Pin, a nifty little amulet
with some special powers. This requires that you have at least
a 15 reputation.

Also, if you and Jaheira are in a romance, and your reputation is
at least 10, then your main character will also be given a whopping
100,000 experience.

Oh, and Terminsel? His name is an anagram for... Elminster.

Impatient? Force Terminsel to show up via cheating:

CLUAConsole:SetGlobal("TerminselSpawn","GLOBAL",5)
CLUAConsole:CreateCreature("jatermin")

QUEST: Renal Bloodscalp, the Shadow Thief (Thieves Stronghold)

Renal's Entrance - Docks (AR 0300, x 900 y 1200)
Mae'Var's Guild - Docks (AR 0300, x 3050 y 2500)
Rayic Gethras - Docks (AR 0300, x 1515 y 2222)

Enter the Shadow Thief guild through the Side Door to get right to
Renal. Talk to him and he'll have a quest for you, naturally. He
doesn't trust Mae'Var, who runs the other Shadow Thief guild in
this area. He wants you to go and infiltrate Mae'Var's guild and
find some evidence of wrongdoing. He gives you papers with which
to infiltrate the guild and instructions on what to do.

Head out, and south, then east to get to Mae'Var's Guild. Enter.
Talk to Gorch behind the counter and give him the documents. We
can now open the doors behind him. Open the top door. Then go
down the stairs. Open the secret door on the wall, and go forward
until you meet Mae'Var.

Mae'Var's first job for you is to steal the amulet off of the
Weathermistress Ada, priestess of Talos. Go to the Temple District
and enter the temple. You have two options, either wait until she
is asleep and steal it from the chest by her bed, or if she is
awake, pick pocket her until you get it. (20,000 exp) Return to
Mae'Var and give him the amulet for another 29,500 exp.

Evil Note: If you are Evil you will be sent to steal a Statuette
of Lathander from their temple. You must break into
their safe and swipe the statue. During the daytime
the safe is guarded, so go at night when the guards
are asleep. This depends on Reputation, not
alignment.

For the next job, you need to go talk with Edwin, who is on the
top floor of this building. He wants you to kill a local Cowled
Mage by the name of Rayic Gethras. Rayic's home is far left of
here, just above the Harper's lair. If the door is open, invite
yourself on in. The main floor is covered in Mephits. There are
a couple of spells on this level (one in a trapped bookcase). Go
up. There are several Golems on this level. You can also search
the middle bed for some gold. Go to the next level. (but be ready
for a Mage battle) Kill Rayic. Then search his table to find a
Mislead spell.

Rayic Gethras - 9000 exp
Bracers AC 7
Staff +2

Trick: I found that when I confronted Rayic, he asked me to
leave. I agreed, but instead of leaving, I proceeded to
attack him. He spouted something off along the lines of
'I warned you, you should have left', but strangely did
not turn hostile. I attacked him, but he still did not
turn hostile. Therefore, he did not cast any protective
spells (his contingency stoneskin kicked in but that was
it), and was that much easier to dispatch. (David Haire)

Return to Edwin. (20,000 exp) Edwin has one last job for you to
accomplish for him. He wants you to get some Documents off of a
pudgy man named Marcus, who is at the Sea's Bounty Inn. Well,
that's close. Enter the main level of the Inn. You have three
options to try: steal the documents, threaten him to get the
documents and buy them for 200-250 gold. Female characters can
also charm the documents from him. Take the documents to Edwin for
10,000 exp. He then refers you back to Mae'Var.

Mae'Var wants you to take out a "traitor" named Embarl who is at
the Sea's Bounty Inn. All you need is his dagger, so you needn't
kill Embarl. You can ask him for his dagger if that makes you
happier. Give the dagger to Mae'Var for 18,750 experience.

He then tells you to talk to Edwin again. Do so, and Edwin
threatens to tell everyone who you are and why you are here. Agree
to Edwin's demands to be in on the action and let him join (if you
want). Either way he has the Key to Mae'Var's strongbox which
contains the Evidence we need. (remember why we came here in the
first place?) Go downstairs. You will find the Strongbox at
(x 500 y 300), use the key to open it and take the incriminating
evidence. There are also some:

Boots of Stealth

Go back to Renal and present him the evidence. (48,250 exp) All
that remains now is to go back and kill Mae'Var. Of course, now
every thief within Mae'Var's guild is your enemy.

Mae'Var - 14,000 experience
Shadow Armor (AC 4, +15% Hide in Shadows)
Gems and Gold (etc.)

You can then go through the entire compound and loot it extensively
to get lots of neat items:

Buckler +1 (found in the safe on the second level)
Studded Leather +1
Short Sword +2
Spear +1
Lots of Gold & Gems (be sure to check the "doors" on the 2nd lvl)

Return to Renal to get your final reward:

Short Sword of Backstabbing +3
10,500 gold
45,500 quest experience

QUEST: Jaheira gets Cursed

Sea's Bounty Inn - Docks (AR 0300, x 2125 y 2133)
Baron Ployer - Sea's Bounty Inn (AR 0313, x 475 y 340)
Bernard - Copper Coronet (by the counter, he moves around)
Derelict House - Slums (AR 0400, x 2425 y 720)

When you enter the Sea's Bounty Inn main floor, Baron Ployer talks
to Jaheira. He was apparently ruined by her and the Harpers for
doing evil things and he isn't too pleased about it. So, he had
Jaheira cursed. Once Ployer has his magelings curse Jaheira, he
teleports away. Jaheira can think of three ways to track him down:
Search for his house in the slums, talk to Bernard in the Copper
Coronet about Belgrade and talk to a Clerk in the Government Ward.

Warning: You have 2 weeks before the curse kills Jaheira.

Head out to the Government Ward. Enter the Council building and
talk to Corneil. Then go outside. Just outside of the Council
Building you will find the Mage Terrece, one of the three who
cursed Jaheira in the first place. Talk to him. (3,2,2) He will
turn on Ployer and allow you to attack him without the mages
getting further involved. His price? 1000 gold. If your Charisma
is at least 14 you can barter him down to 500. For this you gain
10,250 experience. Or, you can talk him into killing Ployer for
you for 2000 gold and get 19,750 experience. Then immediately
afterwards, kill Terrece to get 5000 exp and your money back.

Now we go to talk to Bernard in the Copper Coronet, so off to
the Slums! Bernard tells you that Belgrade is dead, and by
the looks of things by a curse similar to what Jaheira is under.
He mentions that the body was found in the east part of the slums,
so that is where we will go. Head out of the Coronet, east, then
north to the derelict house just to the left of the Slaver's ship.

Enter the house and you'll find Ployer. If you didn't go out and
bribe Terrece you will have a large Mage battle on your hands.
(Silence 15' works wonders.) However, with the bribe in place,
Ployer attempts to summon help, but ends out with nothing. If you
bribed Terrece, then you can either let them kill Ployer, or you
can kill the Mages first to get their experience and items (using
the "Fake Talk" strategy, they will die quickly). Then you can
deal with Ployer. His attitude changes quite a bit when no one
shows up to help him. No matter what you do at this point you end
out with a Lock of Jaheira's Hair and Ployer is a corpse. If you
chose to let Ployer live, Jaheira will whack him anyway and you get
another 21,250 exp. Once Jaheira has her Hair back in her
possession she starts feeling better and you gain 21,250
experience. There are some other minor treasures to be found here
as well.

To uncurse Jaheira, simply sleep at an Inn until she is no longer
cursed. (may take more than 1 rest)

QUEST: Restore Kangaxx the Demi-Lich (from Taganath)

Kangaxx's House - Docks (AR 0300, x 2700 y 2270)
Arms & Legs - Sewers (AR 0202, x 1700 y 500)
Torso - Bridge (AR 0500, x 1600 y 3340)

The house to the right of the Sea's Bounty Inn holds a terrible
secret. De-trap and unlock the door, go into the house and into
the basement. When you double-click on the sarcophagus, Kangaxx
asks you to retrieve his body, which has been scattered around
Athkatla. His arms and legs are in the sarcophagus in the sewers
under the temple district on the same screen as the cult of the
eyeless. You have to fight the Shade Lich for them. His torso is
located in the basement of a house in the Bridge section in yet
another Sarcophagus and is guarded by the Elemental Lich. (you can
find more detailed instructions on these Liches in the appropriate
sections)

Once you have both pieces, return to Kangaxx and he gloats at you,
then attack you. When you kill him he becomes a Demilich. I think
the Demilich is only hit by +4 weapons or better and you need be at
a very high level to have any chance of killing him. The easy way
to kill him (or any creature that relies on magic) is to get
several green scrolls of protection from magic and use them on your
party, then simply surround him with your protected characters and
attack until he is dead, as all of his offensive magic is useless
and he has no physical attack. Your reward for doing this is the
excellent Ring of Gaxx (Regen., Protection from Poison, AC +2) and
55,000 experience.

Warning: You CANNOT use the "fake talk" strategy on Kangaxx!
Doing so will prevent him from EVER dying! You must
beat him normally!

Note: Berserked characters also can't be imprisoned.

Tip: I found out an awesome way to kill the demi-lich. The
ring of the ram does full damage to the lich. That can
take out about thirty of his hit points right there.
The best new thing I just found out is not that
though. The Slayer can not be imprisoned! You just do
the Slayer change and then keep wailing on the lich
until he is dead. You just have to do it quick before
being the Slayer kills you. (from Drew NA)


OTHER: The Mad Cleric

Cleric - Docks near Shadow Thieves (AR 0300, x 1680 y 790)

Those crazy followers of Cyric have a strange approach to
conversion. Pretty much anything you say to this guy results in a
fight. (750 exp, very minor treasures) You can avoid this fight
if you say that he's "preaching to the choir," but then you lose
the mighty 750 exp!

OTHER: Pirates of the Sea's Bounty

Sea's Bounty Inn - Docks (AR 0300, x 2125 y 2133)
Secret Door - Sea's Bounty (AR 0313, x 515 y 160)

Within the Sea's Bounty is a secret door (northwestern wall, main
floor). Inside that there are several Pirates. They aren't worth
much, but hey, it's better than Goblins. Once they're dead, search
their pool for treasure: Pearls, Pearl Necklace, 1100 gold.

OTHER: Free Battle Axe +1

Box - Docks (AR 0300, x 2240 y 2825)

Just east of the Harper's (Galvarey Estate) is a small box that has
a Battle Axe +1 (and some minor treasures). Nothing great, but
it's better than the other treasures around here.


-------------------------------------------------------------------------------
2.15 > > > > Trademeet (AR 2000)
-------------------------------------------------------------------------------

Exposition:
-----------

When you first arrive in Trademeet you find a city under siege by nature.
Something has caused the animals to attack the city, and the people suspect
that the Druids are to blame.

Companions:
-----------

Cernd 13 9 13 12 18 13 Human Shapeshifter True Neutral

Cernd was investigating the strange occurrences around Trademeet when he
was brought in by the locals.

Found at: Trademeet (talk to the Mayor)
Event: When Cernd enters any of the major districts in Athkatla he
learns that he is a Father. (See the Waukeen's Promenade section)

Grade: C+ At first glance you might think Cernd is the worst character
in existence. Though not entirely true, it does have some
merit. He is a good Druid due to his high Wisdom. The
rest of his stats are abysmal, HOWEVER when he turns into a
Werewolf, his stats LEAP upwards to the point of superhuman
strength, dexterity and constitution.

Quests:
-------

QUEST: Wilfred the Red (from John Knudson)

Tent - Trademeet (AR 2000, x 315 y 3015)

At a tent outside of Trademeet, you can find an arrogant sop named
Wilfred the Red. Talk to Wilfred, who asks who you are, then when
he offers to tell his story tell him you're listening and last say
his story is a lie. You receive 1000 exp and 1000 gold. Correct
conversation thread is 1,1,2. This requires a character with high
INT to talk to him.

QUEST: Solve the Animal Troubles of Trademeet

Mayor's House - Trademeet (AR 2000, x 1300 y 2300)
Druid Temple - Druid Grove (AR 1900, x 850 y 300)

Since we were originally asked to come here to solve this problem,
it should be the one you work on first (although you should also
work on the Genie Embargo at the same time, see below). Head over
to the Mayor's House and go inside. You will find the Mayor in a
side office to the right. Talk to Logan Coprith. You will learn
of their troubles and that they have captured a druid. Logan
thinks that this Druid had nothing to do with it, and asks that
you go talk to him and escort him out of the city. Go into the
basement.

Talk to Cernd and let him join for the moment. Sure he is the
weakest human in existence, but he isn't a bad guy. Transform him
into a werewolf and leave him like that. Exit the town and go over
to the Druid Grove.

Evil Note: There is an alternative way to do this quest, see the
next quest, 'Evil Method of Druid Removal', below.

There are trolls around, so be sure that you have a way to kill
them (fire or acid). There are two structures that we must pass to
get to our goal, the Druids. First we go by the Troll Mound. This
plays a part in various other plots (notably the Druid Grove
quests), but isn't important to us right now. You can go in it and
kill the trolls if you want. Second we go by a large building.
This building contains the Rakshasa's needed to finish the Genie
Embargo quest (see below). Past those is our goal, the Druid
Enclave.

Note: Just below the Rakshasa's house is a small tower, within
you will find the Scimitar of Speed +2: Belm.

So, from the entrance, head left to the Troll Mound (x 900 y 2500).
Along the way you may meet a "helpful" druid. Once there you can
go in if you want:

Bracers of Archery
Spear of the Unicorn +2

Go up, then right. (x 1340 y 1200) This leads to a group of
Druids fighting trolls. If you help the Druids and fight off the
trolls for them, then the druids turn on you and attack. So, you
may as well not do anything, let the druids get killed then kill
the trolls. Go down and right, then right to another group of
stupid druids. Yes, they must be killed as well. Head right
across the rock bridge (x 3400 y 1500). This leads directly to
the Rakshasa house if you want to do that quest now. Go up, then
left.

Cross this bridge then keep going left (fight the Myconids if you
feel like it). You will soon reach the final group of druids
(not the leader) who again attack you:

Flame Tongue +1
Club +2: Gnasher

Enter the temple. Go left to find Faldorn the Shadow Druid. (Save
it here) Have a Druid in your party (Either you, Jaheira or Cernd)
challenge her for supremacy. They will be thrown naked into a pit
(by naked I mean no armor) to fight it out. Before they challenge,
you can cast any spells you want on your Druid, such as Iron Skins,
Haste, or whatever. When Faldorn dies the first time, she turns
into a fiercer panther. When that dies you get 14,000 experience
and have cleared out the Grove. If your main character is a Druid
you can challenge for leadership of the Grove.

Duncan Clay has a battle tip for dealing with Faldorn:

Before you fight Faldorn, stand your party next to the pit. Get
your druid (I used Jaheira) to give their stuff to someone in
your group. When your druid enters the pit, pause the game and
equip all their stuff. Interestingly, although you are in combat
(can't save) you can equip your armor. Jaheira had AC-11 and the
Gnasher club and won easily without casting a single spell. I
didn't even see a panther.

Head back to Trademeet. (the easiest way out of the Grove is to go
left after you leave the temple) Talk to the Mayor to get your
reward:

2000 gold
18,000 experience for each character

He will also ask that you help them out with their Genie problem.

QUEST: Evil Method of Druid Removal (from Dominic)

The first thing I did when I entered Trademeet was talk to
Guildmistress Busya. She is in the Mayor's house. Then I talked to
the Mayor, he asked me to talk to Cernd. I didn't take Cernd into
my party, instead we agreed on meeting each other in the druid
grove.

Anyway, a halfling (Lord Khellon Menold) walks up to me and
initiates a dialog. This is the guy who gives you the poison. He
asks if I'm the mercenary hired to save them, and whether or not
I'm capable of defeating the druids. Unless I tell him to get out
of my way he will answer that he is to become the next High
Merchant. I ask him about Logan knowing about his position, he asks
me what Logan wanted me to do. I tell him about Cernd and our
investigation. After that, he will show his dislike for nature and
druids and whatnot. Then, he proposes an alternate quest.

"Allow me to present a bit of background to you. It will help you
understand the trials ahead and what you must do."

"This is not the first problem we've had with these freaks, these
tree-huggers. Far from it. Last year, my company was to open a
caravan route through the forest."

He tells you about how he attacked a druid (who was defending the
forest), and killed some other druids. Jaheira wants you to ignore
him. The druids went to Trademeet and blamed Lord Khellon Menold
for instigation and murder. He wants his revenge by poisoning the
grove. At this point he will give you the poison should you choose
to accept his task.

Meet him again outside the tavern after you accomplished the task.

Meet Cernd in the grove and tell him Jaheira will take up the
challenge.

The party gets 24500 exp. for pouring the poison in the font (could
be some more or some less). Doing so will make all the druids
complain and attack you. The Guardian of the Font (4000 exp.) will
call Faldorn (I didn't get exp. for her... strange?) and they both
attack you.

When Faldorn is dead, Master Verthan (2000 exp.) warps in and wants
you dead. He summons some creatures: 2 grizzly bears and 2
panthers. Kill them. You won't get the Staff of Lightning this way.
None of the druids have any treasure (well, not exactly true... one
of them had a Charm Person Scroll).

When you get out, Cernd will have nothing to say to you. As in, you
can't initiate a dialog with him. Weird.

Back in Trademeet Lord Khellon Menold rewards you with 1000 gold
and a Shield of Harmony +2. At this point you'll probably get some
exp., but I don't know how much. The Guildmistress thanks you, but
Logan is quite angry with you (reputation decreased 1). I haven't
found a way to calm him down. Which means that you won't be heroes
of Trademeet and you don't get the family feud quest.

Some other information:
At the beginning of the quest I had an evil party with reputation
12. It consisted of Jaheira (leader, lvl 10/12), Korgan (lvl 12),
Yoshimo (lvl 16), me (kensai mage, lvl 12/11), Viconia (lvl 12) and
Edwin (lvl 12). (again, this Quest was from Dominic)

QUEST: The Genie Embargo

Genie Tent - Trademeet (AR 2000, x 3500 y 2900)
Rakshasa House - Druid Grove (AR 1900, x 4400 y 900)

If you talk around everyone will be talking of one of two things,
the animals assaulting the town, or the genies preventing the
normal flow of trade. Near the eastern entrance to town is a blue
tent that holds these genies. Go in and talk to them.

Tip: Pickpocket the genie outside of the tent to get a Bottle of
Efreeti Summoning (Ken Adams).

Talk to the Khan about what they are doing there and he'll reveal
that they are there hunting a Rakshasa and until they do they are
holding the city's trade hostage. Agree to bring him the head of
the Rakshasa in exchange for letting the city go (and some treasure
to boot). You can also buy items from him. (of course, until you
solve this they are the only people you can buy from)

After you talk to Khan Zahraa, if you go outside Trademeet's
Northeast Gate (near the City Crypt), you will meet up with a
Shadow Thief who wishes to impart to you information on the
Rakshasa location for free (they want business to return to normal
so that they can have their 'share'). She will disclose some
information on the potion seller that suggests that she has been
'replaced' by the Rakshasa. (Rolander)

When you get to the Druid Grove (you have to do the above quest in
order to get there) follow the path past the Troll Mound, and
across the bridge to find the Rakshasa House. Enter it. Talk to
the woman here and she turns into Ihtafeer and teleports in two
Rakshasa friends to help out. (If you have Keldorn -- or Jan -- in
your party, he'll detect Ihtafeer's evilness, regardless of whether
you accepted this quest)

Ihtafeer - 15,000 experience
Head
Periapt of Proof Against Poison

Another Rakshasa had a Cleric's Staff. There are also some magic
arrows in a chest on the upper level.

Return with the Head to the Djinn to end the Embargo. The Khan
also gives you a Scimitar +2: Rashad's Talon and 10,000 experience.
Then go to Guildmistriss Busya in the Mayor's house to get a
further reward:

7500 Gold
Gems and Necklaces
Small Shield +2: Harmony (immune to charm)

Finally talk to the mayor to get another 2000 gold and become the
Heroes of Trademeet!

25,250 experience for each Character
10,750 Gold
Reputation +1

You will also be approached by the two leading houses of Trademeet,
each of whom want you to do them favors (see The Two Feuding Houses
below). Also your likeness now graces the town statue, as you
are the Heroes of Trademeet. (If Cernd was a Werewolf at the time
his statue is particularly... lifelike! Similar things happen if
other party members are polymorphed.)

QUEST: Tiris the Frightened and the Return of the Tanner

Tiris' Home - Trademeet (AR 2000, x 1275 y 900)
Darsidian Moor - Trademeet (AR 2000, x 80 y 2860)
Rejiek - Trademeet (AR 2000, x 3715 y 2030)

After you have completed the first two quests, Jenia will approach
you, the Hero of Trademeet, and ask that you go talk to Tiris. Go
up to Tiris' home (the one just to the left of the Smithy) and talk
to Tiris. He tells you that he left his love to die (not on
purpose) and that the evil-doer is Rejiek, who we all know and love
as the Tanner who flayed peasants alive in Athkatla. He tells you
to check by the southwest gate.

Go out the western gate and go south near the tent to find a
"hunter" named Darsidian Moor. He is hunting what he calls a Skin
Dancer, who may be Rejiek and could use your help. He tells you
to follow him eastwards.

From the main plaza (with the tiled face on the ground) go east
and you will find Darsidian and "Raissa". They tell you to finish
off Rejiek. Talk to him instead and it turns out that Rejiek and
Raissa are reversed. The ruse fails and Darsidian and Rejiek
attack you. (They steal the skins of people, if you are wondering)
Kill them.

The real Raissa then rises up and asks you to help her. In order
to prevent her from becoming like Rejiek she needs someone to cast
Restoration on her. (or Lesser Restoration) If one of your Clerics
doesn't have that spell go to the Temple and buy the scroll. Come
back and cast it on her. She returns to normal and you get 30,000
experience. If you don't heal her in time, she'll go hostile on
you.

Infinite Exp Bug: When you kill the two skin dancers, talk to
Raissa and she gets up and tells you she is one of the skin
dancers, and asks you for a restoration spell to "fix" her.
She doesn't have the money, so she wants you to cast one on
her. If you don't have one, you can go buy one, and she will
wait right where you found her. I took the opportunity
to surround her, so she couldn't get away. Then cast the
spell, and she says thank you and you get 30,000 exp points.
Pause, and talk to her, and she repeats her "thank you" line
and you get another 30,000 exp. (wvfoos)

Return to Tiris' Home and talk to his parents to get a Reputation
Increase of 1.

Rolander found a few different ways to handle this quest:

Not-so-good and bad ending for this quest. If you kill off the
disguised Raissa, 'Raissa' would want to return to Tiris herself.
If you insist on escorting her back, the skin dancers would break
cover and attack. Then you return to Tiris to tell him about the
bad news. If you let 'Raissa' go off herself, when you return to
Tiris's home, Tiris would have been conned into leaving with
'Raissa', for good and his parents fear that he would never be
seen again. In both these outcomes, you don't get the Rep+1

QUEST: The Two Feuding Houses

Alibakkar Estate - Trademeet (AR 2000, x 1000 y 1280)
Crypt - Trademeet (AR 2000, x 3200 y 550)

At the little party they throw you for being the Heroes of
Trademeet, two nobles approach you and ask for your assistance in
becoming the only noble house in Trademeet. Go to one of their
homes afterwards (I went to Alibakkar). Talk to the noble there
and they will give you the key to the city crypt. They want you
to obtain for them the Mantle of Waukeen, which will prove their
superiority over the other house.

Head out to the crypt and go inside. Before you manage to do that
the Mayor comes up to you and tells you not to give the Mantle to
the nobles as it will only make their feud worse. Enter. You will
find the Mantle on one of the Skeletal Warriors within. Take it.

Now you have two options as to what to do. Give the Mantle to the
Mayor is the non-violent solution. (Reputation +1, 8000 experience,
and 250 gold) Or there is the violent solution. Give one of the
nobles the Mantle, and they soon attack each other and YOU. Then
you must fight the nobles and their guards. The Lord has a set
of Elven Chainmail (AC 5).

Of course, you could give the Mantle to the Mayor, then go kill the
Lord anyway with no loss of reputation.

QUEST: Mazzy's Family's Quest

Mazzy's Home - Trademeet (AR 2000, x 2740 y 1000)

Some time after you have Mazzy in your party (this is Real time,
not game time), Danno will approach her and ask for help. Seems
that he gave his girlfriend, Mazzy's sister, a Love potion that
went awry and her life now hangs in the balance. Return to
Trademeet and enter the Fentan home.

Pala, her sister, is on her death bed having been poisoned by
Wallace, the gnome who sold the potion in the first place. Now we
must go out and find that gnome. You will find the gnome in the
marketplace in the southern part of town. When you approach, Mazzy
automatically talks to him. (6750 experience) He tells you that
the potion came from a new Cleric of Waukeen. Go to the temple.

Talk to the priest here and tell him what you know of the other
cleric, Barl. He agrees to search his room. He comes back and
says that he found some evidence of wrongdoing. Barl is summoned
forth and very soon you are in a battle with him and some Poison
Mists. When he is dead, Mazzy finds a bottle (25,000 exp) that may
be an antidote.

You are automatically taken to Mazzy's home again, where the potion
is used and Pala is cured. Mazzy asks to stay with her for a day.

OTHER: Your Fortune

Fortune-teller - Trademeet (AR 2000, x 1060 y 3030)

There is a group of gypsies (not called gypsies, but that is what
they are) outside the town. The woman there will tell you your
fortune, but she doesn't seem to like what she sees.

Also you can have other party members talk to her and she will
tell their fortunes as well. (Max Chen)

OTHER: Neeber

Neeber - Trademeet (AR 2000, x 2433 y 1240)

Talk to Neeber about 15 times and he'll give you some Bullets +2.
And everyone also gets 1000 experience.

 

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