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                < < < < Throne of Bhaal Walkthrough > > > >
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Note: Throughout the game, Imoen will be developing powers like you did in
the original Baldur's Gate. These are small things, like Cure Light
Wounds, but it is interesting to note.

Bugs Note: Due to a wide number of bugs in the game, it is HIGHLY
recommended that you NOT use the Quick Save feature, and simply
create new save slots as you go (from the options menu).

TAB Note: Remember to use your new TAB function. It will highlight all
doors, containers and items around. Very helpful.

Duplication Bug: I mention this here, because it can be very interesting.
Now, when you are in battle, then flee to another area,
not only will the enemies follow you (which they did in
BG2:SoA), but now the original enemies will remain in the
old area. Result? Two enemies of the same kind!
Therefore if you want to kill the City Gates Lich over and
over and over... you can. Or if you want to get 2
Celestial Furies, you can do that too. Just draw the
enemies to you, flee to the previous area and wait for them
to join you.

This was removed in the patch.

I wrote this using my Barbarian. Luckily for me (I'll explain why) I had
kept a save at the VERY end of the game (just before you open up hell and
fight the final battle). So I just loaded this up, beat SoA and took that
into the expansion. If you simply start an expansion game, or even import
a game into the expansion YOU WON'T GET ALL THE BONUSES from the end of the
game. Therefore I suggest you do what I did. You should have a "Final Save"
created when you beat the game the first time. (Although your alignment might
be altered depending on how you beat the first game)

If you start an Expansion Only game you begin down in section 2. The Grove of
the Ancients.


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1. > > > > Watcher's Keep (AR 3000)
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Note: Most of the good items found in Throne of Bhaal are located right here
in the Watcher's Keep. (and many can be made even better by your
abyssal butler, Cespenar)

Also, if you start the expansion right away, you'll be taken to the
next section, the Forest. Watcher's Keep is listed first since it
can be accessed from the regular game as well.

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

- A MYSTERIOUS KEEP

Go up and talk to "Brother" Ordren, who explains the whole sticky
situation to you. Helm has sealed some great and powerful evil in the
Watcher's Keep, that is gradually getting free. It is your job to enter
the Keep and prevent the Evil from getting out. Oh, and they tell you
specifically NOT to kill it, as Helm has forbidden it. Agree to help
them and they'll take you to the top (Level 1). They give you what
you will need, and bid you good luck.

Talk to Brother Pol to get the Holy Symbol and the Scroll. These items
are needed. When you reach the evil, you are to perform a ritual to
deal with it. You don't kill it.

At this point, you can talk to them again and ask questions, or talk to
the Sister to buy items and so forth.

Note: Two of the items that she sells, Firetooth +4 and the Short
Sword of the Mask are items that can be upgraded by your
abyssal servant Cespenar (if you haven't gotten your Pocket
Plane, the Abyssal Fortress, then you won't know what I'm
talking about).

When you're ready, enter the Keep.

- LEVEL ONE (AR 3001)

The difficulty of the keep depends on several things, your preset
difficulty level, the number of people in your party, your level, and
your experience. The puzzles don't get any easier on the other
difficulty modes... if you're wondering.

The entrance to the next level is the Mirror Portal (x 1450 y 1150),
however there are quite a number of things that must be done first.

Note: There are many traps on this level, most are attached to the
various containers, although there are 2 traps on the ground.

Open the left door to find the ghost Archivist. (x 1925 y 1860) Talk to
him, but he is simply Cold. We'll have to remedy that. There are 4
containers in this room, 2 are trapped. Take whatever treasure you want,
but be sure to get the:

Paladin's Bracers (+10 HP, paladins only, upgradeable by Cespenar)

The next room had a Stone Golem in it. Not too tough. Open the next
door (x 1530 y 2010) and enter a library type room. There will be some
monsters here. The shelves on the right side have some Notes with Clues.
Also note Elminster's Ecologies (there's one in the next room as well),
which explain some of the properties of the new Monsters. Be sure to
check the shelf at (x 1330 y 1590) for the wonderful:

Golem Manual (creates Flesh Golems, upgradeable by Cespenar)

Also check the Treasure chest near the end of this room for more treasure
and another note. Open the next door (x 888 y 1574) and proceed.

Yes, that statue is watching you. There are 3 containers in here, and
the one at (x 625 y 1140) is trapped:

Case of Plenty +1 (unlimited +1 bolts, upgradeable by Cespenar)

You need to get the Bell at (x 450 y 1250).

The final container in this room, a trapped chest (x 775 y 1200)
contains:

Crimson Dart +3 (returns to owner)
History of the Imprisoned One (in case you're curious)
Potion of Superior Healing
Chainmail +2
more treasures...

Open the door to the right (x 840 y 1220) and go through. Depending on
your level, there will be all sorts of statues in this, the central
hall. Worry about it later, go up to the door on the left side (x 670
y 900).

Get the Candle in the chest by the fireplace (x 340 y 1050). There are
other minor treasures in here, and a fireplace. Go back.

Across the hall, enter the middle door (x 1620 y 865). This room has
several traps on the floor, so beware. Also, of the 4 containers in here
2 are trapped.

Get the Slippers from the left shelf (x 1550 y 750).

The trapped armoire (x 1840 y 600) has:

Quiver of Plenty +1 (unlimited +1 arrows, upgradeable by Cespenar)
Handwritten Note

The trapped alcove (x 1980 y 580) has:

Ammo Belt (actually a container that holds arrows, bolts, etc.)
Tinderbox (if only we had a fireplace... wait a second!)

Open the lower door and enter another library. Kill anything moving in
here (I got spiders). Search the shelf at (x 2240 y 920) to find:

Wardstone

The other shelf in here has a Potion of Superior Healing. Open the next
door and hit the almost-final room.

Search the Armoire (x 2775 y 1210) to find:

Wardstone
Potion of Superior Healing

The other container, a shelf, has the final Tattered Parchment, if you're
curious. Open the door to the left and hit the final room.

Search the armoire by the door (x 2610 y 1485) for:

Key
4 Potions Extra Healing
King's Tears

The table has a Handwritten Note. Go back to the large hallway.

Almost ready to do the ritual. Go back to the Fireplace room, and click
on the fireplace to light it (Tinderbox...). This summons the Archivist
who is now quite conversant. He'll tell you about the old Priest, and
a little about how to reach the next level.

Open up the large door on the top of the right side (x 1375 y 730).
Enter. This is the burial place of the High Priest, complete with
Guardian Golems. The alcove over to the left (x 1040 y 430) has the
final Handwritten Note. When you're ready, click the Sarcophagus to
open it. The golems come alive, and attack you. They're each worth
13,000 experience. Open the Sarcophagus.

This causes the resident of the tomb to arrive and chide you for waking
him up. He notices that you have his slippers, and asks for them. Give
them up. This is worth 20,000 quest experience, and he leaves you alone
to your graverobbing. Click the Sarcophagus one last time to get the
Mental Note. This is worth 8,000 quest experience.

Note: If the guardians DON'T come alive, you can always force-attack
them later.

Back to the main hallway. Go up to the altar at the top of the room,
open it and place the Bell and Candle in it. When that is done, the
statues come alive and attack you. Destroy them. When the statues that
came alive are dead, the giant statue talks to you and asks for the
ritual:

Ring the Bell
Ring the Bell
Light the Candle
Open the Book (only works if you opened the Sarcophagus)
Ring the Bell

That completes the ritual, and opens the Mirrored Portal to the next
level. This is worth 25,000 quest experience. At this point, the rest
of the statues came alive and attacked me. This was a much more
difficult battle, and you should definitely take care of the mages first.
Also they had some interesting equipment:

Usuno's Blade +4 (scimitar)
Foebane +3 (Bastard Sword, upgradeable by Cespenar)

Whenever you are ready, go on down. This requires that you got the Vigil
Stone from Pol. If you don't have it, exit and talk to Pol to get it.

Note: If you want to rest (and this would be a good time), go to the
Protected Room in the right corner.

- LEVEL TWO (AR 3016)

As you appear, a Chromatic Demon talks to you. He is the only thing that
can get you to the next level, but he won't do that until you do a little
something for him. He has been trapped in this place for a thousand
years and it isn't where he thought his life was heading. Naturally he
wants your help in getting out. Sounds fair. He needs you to get him
out of his cage. Agree to it. You need to find the Four Scepters and
place them in the slots around his cage. Only then will he allow you
entrance to the next level.

Note: If you want to go back, use the Portal to the Left.

Also, beware of Traps! They're everywhere.

Enter the room to the southwest (x 1670 y 1850). Careful in here, there
are many traps on the floor and containers. Detrap the room. Time to
search for treasure, and clues.

The top right shelf (x 1600 y 2130) has a Handwritten Note.

The top left shelf (x 1325 y 1925) has:

Wand of Spell Striking
Star Sapphire

The small shelf (x 1000 y 2110) has some good stuff:

Right Horn (used by Cespenar)
Ice Library Note (a Clue!)

Read the Ice Library Note to learn how to clear out the Fire room.
Essentially you need to deal with the Fire Elementals first, but you
can't just kill them or they'd respawn, they must be lured into the Ice
Room and frozen there forever.

There are other minor treasures in here as well.

Back to the center room, now take the upper left (northwest) door (x 1700
y 1350). There are some Fire Giants in here that need killing. This
place also has many traps to be dealt with. Enter the room. You'll find
an imp in the upper passage here. He'll tell you that the Fan is the
key to everything before leaving. Time to search the room.

You'll find a Handwritten note on a table (x 1130 y 860).

The top of the pillar (x 1260 y 760) has:

Wand of Cursing
5 Potions of Superior Healing
more treasures...

Search the small shelf (x 1370 y 870) to find:

Fire Library Note (another Clue!)

There are other minor treasures in here. On to the next room (x 2420
y 1350).

This room is filled with various types of Golems. It is again trapped
quite thoroughly.

The Handwritten Note is at (x 3210 y 1000).

The Air Library Note is at (x 3000 y 900). This note mentions how you
might clear out the poison room, and the usefulness of lightning when
dealing with the new slimes found therein.

Nothing much else here, go down to the final room (x 2425 y 1840). Here
you must deal with some Mutated Spiders.

Search the shelf to the right (x 2900 y 1900) to find:

Key
other treasures

Search the far right shelf (x 3225 y 2120) to find:

Slime Library Note (the last Clue!)
5 Potions of Extra Healing

Read the final note to learn that the demon's Air form is weak against
poison and acid. Also you'll learn how to set the fan to blow poison
from the Slime Room into the Air room to kill weaken the creatures there.

We have everything we need, time to make the most of it.

- LEVEL TWO, GAINING THE FOUR SCEPTERS

To get to the Fan Room, go into the Red Room (upper left), and up to the
door (x 1800 y 675) where the Imp was. Go in and turn the fan. This
will get you attacked by several Air Elementals. Kill them to get the:

Air Scepter

Go up to the fan and click it again to get more air going. This allows
you to open the door to the right, into the Slime Library. From there
continue going down-right and open the next door into the Slime Room.
This room is filled with noxious vapors, and lots of slime/poison related
monsters. Quickly open the bottom door in this room to clear it of all
its poison. Kill the snake to get:

Slime Scepter

Also, search the pool of slime to get:

Flail Head (Poison, Cespenar can upgrade the Flail of Ages with this)

Note: Getting too close to any of the "pools" results in damage taken.
In the slime room you get Acid Damage, for instance.

Head down to the next, icier door (x 2350 y 2500) and open it. Now,
run back to the Fan Room, click the Fan control once to reset it, and
click it again to shoot the poison from the poison room into the Ice
Room. Sweet.

Go back to the Ice Room and kill the monsters there. The poison didn't
bother me too much, but you could just stand at the edge of it and attack
from there. When the Ice Golem dies you get the:

Ice Scepter
Left Horn (used by Cespenar)

Note: To clear the room of poison, just click the Fan again. Also,
the Ice Room has a slowing effect.

I'd leave all of your party (save one) in the Ice Room.

Open the door to the left, go through the library and up to the next
door. Open that. Enter the room, avoid the giant. Wait for a Fire
Elemental to appear, then lead it back into the Ice Room, for your
waiting party to kill. Wait for the Elemental to FREEZE (there will even
be some text to this effect), then attack. The elemental shatters,
letting you know you've succeeded. Do this for 4 elementals (it doesn't
have to be all at once, or one at a time, just lure as many as you can).
Doing that gets you 22,000 experience.

When that is done, go up and kill the Fire Giant:

Fire Scepter
Helm of the Rock (+25% fire, ice, elec. res., upgradeable by Cespenar)
100 gold

You now have all 5 scepters. I'd rest, save, then go talk to the Demon.
Everyone gets 20,000 experience, and he, of course, attacks you. Who
saw that coming?

Chromatic Demon -5 AC 140 HP -5 THAC0 4 Attacks 95% weapon res.

Your weapons will damage him, but they just won't do much damage. As he
is damaged, he will switch forms. Just remember what each form is weak
against...

Red Demon > Ice
Ice Golem > Fire
Shambling Mound > Lightning
Air Elemental > Poison

If you're in ToB, this is an easy enough fight, buff-up beforehand,
keep the fighters in the front and use whirlwinds. Three or four fighter
types doing 10 hits/round at 4 damage a hit should knock it down fast.

Tip: After you have all 4 scepters, but before you free the Chromatic
Demon, close the lower door in the poison lab. Then turn off the
fan in the air lab so the poison lab is full of gas. Move all but
one of your party members out of the way (the fire library works
nicely). Then have your remaining character (preferably having
them hasted first) release the Chromatic Demon. Lure the
Chromatic Demon into the poison lab (via the air library), then
exit the poison lab into the air library, closing the door behind
you and trapping the Chromatic Demon in the poison lab. Then just
sit back and wait for the Chromatic Demon to die. It doesn't take
long. (Jeremy Hanson)

When he is dead...

55,000 experience
Circlet of Netheril (Cespenar can upgrade)
Portal Key
Ixil's Spike (+2 dagger, Cespenar can upgrade)

Whenever you're ready, enter the right portal to the Next Level.

- LEVEL THREE (AR 3003)

N E
\ / Ooh, Isometric!

/ \
W S

Our informer on this level is a crazy elf named Yakman. When you talk to
him he becomes convinced that you are some demonic illusion out to kill
him, causing him to run away. Follow him through the portal (x 1350
y 1100) and try talking to him again.

(AR 3011)

There is a pile of stuff (x 615 y 630) in the middle of the room:

Bard's Gloves (Cespenar can upgrade)

There is more treasure up in his tent (x 860 y 360, TRAPPED):

Madman's Journal (a Clue!)
Diamond
Long Sword (you may want to take this... seriously)
Scepter of Radiance (you definitely need to take this)
other treasures...

Once you're done looting, talk to Yakman. You need someone with 16 or
more Charisma, or an Elf to get him to trust that you aren't an
illusionary demon. Ask all the questions you can, about the Demons,
why they fight each other, the level, the way out, the rod and its
gems, etc. Next tell him he needs some sleep, to learn that he never
sleeps. Offer to heal him, and the conversation ends. (the character
who spoke to him MUST be a cleric for this offer to come up)

Cast Heal on him and he is back to normal... although you might prefer
the insane version (he's quite arrogant). This gets you 5,000 quest
experience points. With that he exits the Watcher's Keep to find out if
he can restore his old life.

Enter the top portal (x 380 y 350) to return to the previous area (the
other portal takes you back to the beginning).

Note: Resting anywhere in this maze will get you attacked by Succubuses
(er...), Glabrezu or other types of demons, which makes this a
great place to get experience, as they give between 6000 exp and
24,000 exp each. (Later you fight devils, but they're not as much
fun)

(AR 3003)

Head into the East Portal.

(AR 3008)

There will be various demons fighting amongst themselves here. They
mention the Blood War (see: Planescape: Torment). Kill the demons here.
(pretty easy to do since they're fighting each other)

Have someone of a lawful good alignment click on the Pillar to get: (evil
people get Horridly Wilted)

Purifier +4 (Bastard Sword, Upgradeable by Cespenar)

Go "east" again (x 1070 y 150).

(AR 3012)

Here you are confronted by a Tanar'ri. If you are evil, you can side
with it. It will want you to kill its enemy Ka'rashur. If you are Good
you will have no choice but to kill it. From its body, take the Scepter
Gem.

Note: When you return with the Heart of Ka'rashur he gives you the
mighty Thieves Hood (useless until Cespenar upgrades it). This is
the ONLY way to get this item, he won't have it on him if you
kill him.

There is a trapped alcove (x 650 y 320) with some treasure.

Head on down "south" to the portal at (x 880 y 720).

(AR 3004)

This is a "no magic" zone. Kill off the demons in the area. Also there
are traps on the ground where the 4 hallways meet the center room. You'll
have to pass one to fight the monsters.

Go "south" again (x 1350 y 1100).

(AR 3006)

Welcome to the Succubus area. Whee. They'll attempt to tempt you, but
don't bother with them. Of course, if you turn them down, they attack
you. Ah well, demons just can't be reasoned with, I guess.

Head through the south gate.

(AR 3013)

Here you'll find the Baatezu (the very same ones that you were asked to
kill by the Tanar'ri earlier). If you're evil you can side with them,
otherwise prepare for a fight.

Be sure to search the corpses for the second Scepter Gem.

There is a small container (TRAPPED, x 960 y 360) above. It has some
minor treasures.

Again, use the lower portal.

(AR 3010)

There are some Glabrezu lurking around here. Also, if you go back
through the portals you entered from, you'll get back to the beginning.
We want to take the "western" portal, so head down and left to (x 150
y 785).

(AR 3005)

We experienced a "no-magic" room earlier, now we have entered a
"wild-magic" room. Here, magic just doesn't work as you might expect,
much like the "wild surge" effect you get if you play as a Wild Mage.

There are some Tieflings in here, but they aren't important.

Here's a twist, re-enter the portal you just came from (the "north"
portal).

(AR 3007)

There's a Cambion in here, but you don't have to deal with him. If you
do fight him, he'll summon several demon knights to help out.

Again, like the last area, re-enter the portal you entered from (the
"north" portal).

(AR 3014)

Right out of the portal are some really deadly traps. Try to disarm them
before engaging in battle.

Here you must fight a Demon Wraith and his armies of the undead. Kill
him.

There are lots of minor treasures in here. There is also a really
good item as well:

(x 340 y 640) - White Dragon Scales (Cespenar can make armor of these)

Again, take the portal you came out of (the "north" portal).

(AR 3015, the "Exit")

This is more or less where you would have been taken if you got abducted
by a Succubus.

Just for arriving here, you get 10,000 quest experience.

When you first appear here, you'll find Aesgareth confronting you. He's
not from around here. He also has the necessary Scepter Gem in order
for you to move to the next level. That is not of the moment. Be civil
to him, but don't reveal that you have a possible way out. He wants to
play cards with you, the stakes being the Scepter (essentially). Agree
to it. The conversation ends so you can "prepare."

Note: Sounds like your cue to SAVE THE GAME. If you lose the game,
reload. After winning, save it again.

Also... You can pick-pocket Aesgarth for the deck of many
things during the "Let me think about it" time. Your pick-
pocketing skill should be at least 150+ though. (Xander77)

Talk to him again. The game involves attempting to survive whatever the
Deck of Many Things hurls at you. The stakes are, for him the Scepter
Gem, a Wish Scroll or a Spectral Brand, and you get to pick:

Note: The Spectral Brand (Long Sword +4) is upgradeable by Cespenar.

The Way Out (The Vigil Stone)... wager this!
Experience
Vitality

Note: If you get the strength card and lose your Strength, use a
Remove Curse spell to dispel it. (thanks to Doug Scheurich)

You win by picking the "higher" card, which usually means the "worse"
card! Winning a game is worth 25,000 quest experience. If you win the
first two games (for the Spectral Brand and Wish scroll), talk to him
again and get an instant 20,000 quest experience.

Try to get the Spectral Brand if you can. Even if you lose the draw,
Aesgareth will return the Vigil Stone to you (so you don't lose anything)
and even give you the Scepter Gem to boot! What a nice demon.

For completing this you get 25,000 quest experience.

Note: The maximum experience playing the game is 95,000 quest
experience. Remember quest experience is NOT divided among
the party, everyone gets that exact amount. (when you kill a
1000 exp monster, on the other hand, it is divided amongst
everyone in the party)

Alternatively: You could be hostile and attack him.

Aesgareth - 21,000 experience
Deck of Many Things
Scepter Gem
Tiefling - 14,000 experience
Tiefling (2) - 18,000 experience
Tiefling - 16,000 experience
Fell Cat (2) - 9,000 experience

As well as many small treasures...

Total experience 105,000. (divided among your party,
so if you have 6 people, each person gets 17,500 exp)

Also, it is possible to win the first two games, then
lose the last game, and fight him then. You still get
less Exp for killing him than letting him go.

The Deck of Many Things (if you killed Aesgareth and got it):

Card Drawn Effect
Donjon Imprisoned
Ruin Lose 100,000 gold
Void Disintegrated
Magician Transformed into a rabbit, Remove Curse to undo
Skull Summons a hostile death shade, harmed by +5 or higher
Key Random magic item
Star If you are a warrior then +1 to strength; if you are
a Priest, +1 to wisdom; if you are a wizard, +1 to
intelligence, if you are a rogue, +1 to dexterity
Throne Party gets 1,000,000 experience
Moon Character gets +10 to max hit points
Euryale Character loses 1 to all saving throws
Flames Summons a hostile Baalor and some fire elementals
Knight Summons in four demon knights
Rogue Charms the character (they become Red and hostile)
Talons Blinds character. Remove curse to undo
Fool Lowers Wisdom to 3 and Confuses; remove curse spell
Comet Character gets +5 fire resistance
The fates Temporarily boosts +1 to all stats, lasts one day
Gem Get a rogue stone, king's tear, sapphire, diamond,
ruby, and emerald
Vizier Mantle spell for one day
Jester Character gains 50,000 experience
Sun Entire party gains 300,000 experience
Balance Deck vanishes

Time to get out of this maze. Before leaving this level, prepare for a
battle with Mind Flayers. Cast some protective magics on sensitive
players, Haste, etc. Enter the right portal.

- LEVEL FOUR (AR 3017)

Watch as a mage (MAD mage) forces some giths and illithids to fight a
battle. Then you get to talk to him, but this proves to be quite
unfruitful as he simply sends some goons to attack you. (In my case, it
was Illithids)

Up above the machine, there are four large containers (x 3300 y 1550).
Besides having the normal assortment of minor magical items, they also
carry NON-magical items. You might want to take some, you're going to
need them.

Open the door near here (x 3600 y 1660) and enter this room. There are
2 containers upwards, both are locked, the one on the left is trapped.
They have only minor treasures. There's another locked chest at the
lower end of this room with more minor treasures.

Open the next door (x 4100 y 1300) to find the Magical Golems. These
guys can be hurt ONLY by non-magical weaponry (hence the shelf full of
that stuff), so be sure that everyone is equipped with something mundane.
However, once you have normal weapons equipped, these golems are
pushovers.

Enter their room, and search the giant Pool to get some Blue Oil.

The three containers (the middle one is trapped) at the top of this room
have more minor treasures.

Back to Carston's Room. This time, take the door to the south (x 2600
y 2300)

The container just to your south (x 2850 y 2600) has a large variety of
healing potions.

The treasure chests at the top of the room are not treasure chests at
all, but Killer Mimics that attack you. Once the mimics are dead, you
can search the containers for more minor treasures.

The final door (x 2130 y 2670) leads to several torches, which you can't
light just yet. Back to Carston's room. Head up to the top stairs
(x 2400 y 1500). You'll be fighting more Mind Flayers, so be ready.
Go down.

(AR 3021)

Once here, I summoned a Mordenkainen's Sword, and sent it down. The
enemies all attacked that (quite uselessly) allowing me to swoop in
behind them and slaughter them.

Open the door to the left, and go down the passage to a small circular
room. There were some Umber Hulks here that wanted to be killed. Once
they're dead, search the circular thing in the center for:

Illithid Rod
Wand of Cursing
other treasures...

Go back, then open the lower door and enter that room. There are more
Hulks and Illithids in here to be killed.

Search the table at (x 1600 y 915) for:

5 Potions of Extra Healing
Handwritten Note
other treasures...

Open the cell door, and search the table in there for more small
treasures. Also the table to the right has more treasures, healing
potions, etc.

Enter the right cell and talk to the dying Apprentice. Ask him about
Carston and the exit to the next level. The key is the Machine, of
course. He dies, and you can then search the table behind him for more
small treasures. For helping him die (I guess) you get 1000 quest
experience.

Open the southern door, and go down the passage to another circular
room. There are 3 illithids in here and some Umber Hulks. Kill them.
One of the illithids has the second part of the Illithid Rod key, once
you get it you get 4000 experience and the completed key. The container
in the center of the room here is TRAPPED and has minor treasures.

Go back up to the cell room, then left (x 1200 y 1000).

This is the Red Oil Room. When you take the red oil from the vat you
will be attacked by a couple of Vampiric Illithids (the best of BOTH
worlds there). They're each worth 14,000 experience.

Head back up to Carston's level.

(AR 3017)

Drop down to the lower stairway (x 4000 y 2600) and go down.

(AR 3022)

If you thought that the Gith might be more reasonable than the Illithid
were, well you're wrong. They're not.

Note: Some of these Gith are considered to be Anti-Paladins. Don't
you wish that you could be an Anti-Paladin?

There are 3 chests in this first room, and the "middle" one is trapped.
They mostly have minor treasures with one exception...

Be sure to get the Flint and Tinder from the lower chest (x 880 y 550).

The door to the right has more Giths and some minor treasures.

Open the lower-left door and go through (x 900 y 800).

Fight off the Giths in this room, then search it for treasure. There is
another Handwritten Note here at (x 400 y 950).

Open the door in the lower right (x 900 y 1200) to go to the next room.
You'll have to fight through a wave of Gith, but if you can take on the
Illithids, the Gith should present no problems at all. When they're
dispatched, go further to the right to find the captain. You can't talk
him out of a fight, so don't bother trying.

Captain - 7500 experience
Diary of Carston's Apprentice (a Clue!)
Angurvadal (Long Sword +4, upgradeable by Cespenar)

Search the "teeth" of their ship (x 1350 y 1550) to find:

Montolio's Clasp (part of Montolio's Cloak, upgradeable by Cespenar)
other treasures...

Search the purple pool (x 1550 y 1700) to get:

Purple Oil

Open the door in the bottom right corner here (x 1830 y 1960) and
descend.

(AR 3018)

Follow this down to find a great red Dragon, Saladrex. In case you're
planning on attacking him (don't yet), here are his general stats:

244 HP -12 AC -6 THAC0 3 Attacks 30% all weapon res. 64,000 exp

Staff of the Ram +4 (Upgradeable by Cespenar)
Rogue Stone
1500 gold
other treasures...

Anyway, let's just have a pleasant chat with him for a bit. You can
attack later if you want. Try to use the "flattering" answers whenever
possible ("oh mighty Saladrex") as he is a very vain dragon. Ask him
what he's doing here, and he'll tell you that he was summoned by the
Mad Mage Carston like everyone else, but he found that he liked it here.
Depending on how flattering you were, you'll be able to ask him some
questions. Ask him everything that you want...

Then, if you so desire, you can attack. Most of the "trick" strategies
for killing dragons that worked in BG2, no longer work (Fake Talk,
tossing out Cloudkills, etc.), so you might actually have to prepare for
a real fight. I'd make sure to cast Resist Fear on everyone, as Dragons
tend to be frightening.

Tips: Killed the dragon by using one of the many spell striking
wands to lower its resistance (cast about 3 times), then
used wand of lightning a bunch of times. Used cleric to
heal/cast resist fire/resurrect. Important to note that the
dragon in watcher's keep cannot fit through its big doorway,
allowing you to stay out of range of all but it's fire
breath. Fun stuff. If you're really crafty, you can grab
some additional fire protections, and nix the cleric. This
method is mainly for those who go straight from Irenicus'
Dungeon to Watcher's Keep. (from Braden)

Once you're done here, go back up.

(AR 3022)

Want to fight a Demi-Lich? Whenever you've prepared, head over to the
left, open the door (x 750 y 1850) and descend.

(AR 3027)

Nothing here, but a Demi-Lich! I'd send in only one character and
attempt to draw him out of his little hidey-hole. I'd keep your mages
WELL away from this battle so they can cast Freedom on anyone who happens
to get imprisoned by him. So, what I did was cast Simulacrum, and had
that stay in the battle with me, and had my real mage go hide somewhere.
I'd also send your main character away as well, this prevents him/her
from getting imprisoned and ending your game. Of course, if you have a
Berserker in your party, just Berserk and hit him hard and fast.
Berserking makes you immune to imprison.

Demi-Lich - 55,000 experience
Star Dagger +4 (upgradeable by Cespenar)
20,000 gold
other treasures...

Be sure to check his coffin for more treasures.

Go back to the Gith level, and from there back to the main Mad Mage
level.

(AR 3017)

Head left to the torches (x 1680 y 2860). There are 6 torches, 3 on the
left and 3 on the right. Here's the color coding...

Red Blue
Red Purple
Purple Red

Click on each torch and light them according to the pattern. (You get
the pattern from the tiles in the two side rooms, if you're curious...
it's easier to see if you look at the mini-map) When all the torches
light, the door opens and everyone gets 10,000 quest experience points.

Enter the last room.

Here you must fight two Minotaurs, Rock and Garock. Somehow they also
summon other monsters to help them. But after clearing out a dragon and
demi-lich, what are 2 minotaurs?

Rock - 15,000 experience
Axe of the Unyielding +3 (Upgradeable by Cespenar)
2 Potions of Superior Healing
Battle Axe +3

Garock - 10,000 experience
2 Potions of Superior Healing
Battle Axe +3

Time to search the Vaults. The left one is trapped, the right one is
locked.

Get the Crystal Mallet from the left vault.

Be sure to get the Clay Golem page from the right vault. The other
treasure is decidedly minor.

Head back to the great machine, and click on it. You need to hit the
thing SIX times in order to get Carsten out of it. Once he is removed
from his cocoon, he isn't quite as arrogant. Let him live and he'll
give you his journal. You get 10,000 experience for letting him live.
(He's worth only 6000 to kill) Read his journal to learn how to activate
the portal to the next level. However, we have a machine to play with
first...

Save it first, then use the machine. All the handwritten notes you have
been gathering are the formulas for what you can do with it. Each
valid combination requires 3 switches/buttons/whatever to be pressed.
They can be done in any order. The bonuses work on whoever used the
machine, not just the main character. So, if you need your priest to
gain some wisdom...

Here is a complete list of the valid combinations:

Triangle Green Medium > Storm Star +3 (Cespenar can upgrade)
Blue Green Long > Gain Magic Res.
Circle Blue Long > +1 INT
Square Blue Short > +1 DEX
Red Green Short > +1 CHA
Circle Square Triangle > +1 WIS
Circle Red Long > +1 CON
Square Short Medium > +1 STR
Triangle Red Medium > Exit to next level

Note: You can only do the Stat bonuses ONCE.

If you enter in an INVALID combination, you get some really bad random
effects (well, mostly bad):

10% chance to gain a Potion of Superior Healing.
10% chance to get 100,000 experience (only for whoever used it)
10% chance to become Imprisoned (bad if it's your main character)
10% chance for 50 fire damage
10% chance turned to stone (bad if it's your main character)
10% chance to lose 1 INT
10% chance for 75 lightning damage
10% chance to be poisoned
10% chance to lose 15 levels
10% chance to lose 1 DEX

Anyway, use the machine's Triangle, Red, Medium combination to open up
the portal to the next level. This is worth 25,000 quest experience.
The portal you want to enter is the Right Portal (x 2800 y 1400).

- LEVEL FIVE (AR 3019)

Well here we are on the final level. In fact, you can see the Final
Seal just ahead. All you have to do is figure a way to open it. The
other portal here takes you out of the dungeon.

There are 3 doors around this area, one below, one to the left and one
to the right. Open the lower door (x 2460 y 2460) and talk to the
Helmite Ghost. Be confident and tell him that you are ready for anything
that might be ahead. Tell him that you are ready for the challenge and
he tells you to enter the 3 doors behind him.

Enter the left door first (x 2300 y 2950).

(AR 3025)

You will be fighting orcs in here. Lots and lots of orcs. This area is
on a timer. As long as the timer is going, there will be a constant
supply of orcs for you to fight. So, until the end, there will be 10
orcs in the room.

After a short while, the spirit appears, congratulates you and gives you
21,000 quest experience.

Search the pool for:

Ixil's Nail (Cespenar can upgrade)
5 Potions of Extra Healing
minor treasures...

Go back up.

(AR 3019)

Now open the middle door (x 2640 y 3000) and go down. You will be
fighting a Dragon, so be warned.

(AR 3024)

This challenge is much more interesting, you get to fight a Green Dragon!
I found this dragon quite a bit easier than the Red one earlier. Anyway
I simply summoned up some Mordenkainen's Swords (2), a Fire Elemental.
Then I cast a few protection spells and hacked at the dragon till he
died.

Dragon - 62,000 experience
Warrior's Skull
Hindo's Doom +3 (upgradeable by Cespenar)
1500 gold
other treasures...

With the dragon dead, you get congratulated by the ghost and another
21,000 quest experience.

Exit.

(AR 3019)

Time for the last door (x 2900 y 2900).

(AR 3026)

Here you meet up with a gaming imp. No way out, you'll just have to
answer her questions. Oh, and if you fail, she Imprisons your entire
party.

First, here is her riddle:

"I have as many brothers as sisters, but my brothers have twice the
number of sisters as brothers. How many children do my parents have?"

Answer: Seven

This is worth 10,000 quest experience.

Next you play the Game of Coins. Here is the way to win at this:

You take:

2 coins (he'll take 1 coin)
3 coins (he takes 3 coins)
1 coin (leaving him the last coin, so he loses!)

Beating the Imp again is worth another 10,000 experience. The Spirit
appears again, congratulates you and gives you another 21,000 quest
experience.

There are 3 containers in here with various minor treasures. Also, the
chest against the wall is TRAPPED. When you're done looting, exit.

(AR 3019)

When you appear, the Spirit talks to you, and gives you the Heart Key.
(actually, for me, he gave it to Jaheira)

1 key down, 2 to go.

Go up and to the left, and open that door (x 1240 y 1580). Kill off any
monsters in here. This is the Orb Room, where colored balls shoot out of
a machine to be deposited in large pillars. Why, you ask? For a key.

Go up and examine the machine. You'll have to go through the Notes
before it actually lets you play with the machine. You're going to have
to press each of the 4 buttons 4 times. Each time you press a button you
get a new Orb of the same color as the button. After you get an orb,
place it into the same colored Pillar. There are some side effects to be
aware of:

Note: Despite what the machine says, you only have to put ANY ONE of
the colored globes into their proper Pillar. That means you can
get away with pushing only 4 buttons total, rather than 16.

Red 1: Summons Hobgoblins
Red 2: Summons Kuo-Toas
Red 3: Summons Trolls
Red 4: Summons Greater Wolfweres

Blue 1: Summons a Mage (11,000 exp)
Blue 2: Summons a Mage (14,000 exp)
Blue 3: Summons a Mage (20,000 exp)
Blue 4: Summons a Mage (6000 exp)

Purple 1: Summons Skeletal Warriors
Purple 2: Summons Shadows
Purple 3: Summons Vampires
Purple 4: Summons Liches

Green 1: Summons Mutated Spiders
Green 2: Summons Umber Hulks
Green 3: Summons Earth Elementals
Green 4: Summons Beholders

Note: Each button pressed gives you 1000 quest experience for a total
of 16,000 quest experience.

Tip: With the "purple" undead monsters, I turned the script off of my
Cleric, and had her stand near where the monsters appear. Then,
because of being at a high level, every undead was blown to bits.

Here's a list of what the first 3 orbs do for each color: (Dave Loveland)

Green - Summon Shambling Mound
Green - Melf's Acid Arrow
Green - Temporary +5% magic resistance (on caster)
Blue - Cone of Cold
Blue - Greater Restoration
Blue - Protection from Normal Missiles
Purple - Invisibility
Purple - Mass Cure
Purple - Cloud Giant Strength (on caster)
Red - Fireball
Red - Good Luck (temporary +1 to saves for each member of your party)
Red - Heals 64 hit points

When you're done, you get the Mind Key, which is worth 10,000 quest
experience. 2 down, 1 to go.

Go over to the right door (x 2900 y 1300) and go in. You'll have to
fight through some enemies, but nothing you can't handle. Go up to the
pedestal and click it to place the Skull you got from the dragon on it.
This teleports you to a hidden realm ...

(AR 3023)

You cannot move. In fact, all you can do is control the Spirit Warrior
and tell him where to go. This dungeon has been reduced to almost a
Text Adventure level. Your Spirit Warrior has 50 HP, 7 AC, 10 THAC0.

Map: (start in Room 1)

Room 12 -- Room 11 -- Room 10
Mummy Chest > Heal Gibberling (use scroll)
(Req. Key) |
|
|
Room 7 -- Room 8 -- Room 9
Ghost | Desk (Bracers +1 THAC0)
Chest (Helm) | chance to be poisoned when opened
| |
| |
Room 4 -- Room 5 -- Room 6
Poison Scroll War Dog
Fountain Search for Potion (Heal) & Key
| |
| |
Room 1 -- Room 2 -- Room 3
Goblin Treasure Chest (Wand)
Skeleton attacks when opened

Wand Note: If you don't use your wand beforehand, it will be more
powerful when you fight the Mummy later.

Fleeing Note: If you flee the goblin you take 2 damage.
If you flee the skeleton or War Dog you take 5 damage.
If you flee the ghost you take 7 damage.

Experiences: You get 4000 quest experience for getting the Helm.
4000 QExp for getting the Potion & Key.
4000 QExp for getting the Scroll
4000 QExp for getting the Bracers
3000 QExp for using the Scroll on the Gibberling
4000 QExp for using the key and opening the chest

As you can see from the map, there are many ways to do this one. The
route I favor is this:

Room 1: Go North to 4.
Room 4: Go North to 7.
Room 7: Kill ghost, open chest to get the +1 AC Helm. Go south.
Room 4: Go south to 1.
Room 1: Go east to 2.
Room 2: Fight goblin. East to 3.
Room 3: Open chest, fight skeleton, get Wand. Go up to 6.
Room 6: Fight War Dog, search for Potion (Heal) & Key. West to 5.
Room 5: Search for Scroll. Up to 8.
Room 8: East to 9.
Room 9: There is a 33% chance to get poisoned if you open the desk.
The Bracers +1 THAC0 are nice, however. North to 10.
Room 10: Use Scroll to kill Gibberling. West to 11.
Room 11: Open Chest (needs the Key from room 6) to get healed. Go
through the Arch to 12.
Room 12: Fight the mummy. Use the Wand first, then attack.

If you don't want any of the items, the non-violent (at least until you
get to the Mummy) route is:

Room 1: Go north to 4.
Room 4: Go east to 5.
Room 5: Search for scroll. North to 8.
Room 8: East to 9.
Room 9: North to 10.
Room 10: Use Scroll to kill Gibberling. West to 11.
Room 11: Go through Archway to 12.
Room 12: Fight Mummy. I believe the mummy is stronger if you don't
have the Helm and Bracers.

Thus you are released from the Spirit Warrior, having succeeded in
getting the final key. For this you get 21,000 quest experience.

(AR 3019)

Go over to the great Seal on the floor. There are 3 pedestals around it,
click on each of these. Each key used gets you 20,000 quest experience
(for 60,000 total). Now that we've stuck the keys in, we still have
to turn them. And when you turn the keys, monsters appear. As soon as
you turn the key, I'd pause it and survey your enemies. If you have any
mages, take them out quickly to avoid getting Time Stopped.

Upper Right - Spirits of Priests (and one mage)
Items: Club of Detonation +3
Lower - Lich (25,000 experience), Flaming Skulls
Items: Erinne Sling +4 (upgradeable by Cespenar)
Serpent Shaft (upgradeable by Cespenar)
Upper Left - Final Guardians

The Final Guardians are meant to be very tough, and so they are. They
consist of:

Nalmissra - Tanar'ri
25,000 experience
Scroll: Wish
The Huntress - Demonic
20,000 experience
Taralash Bow +4 (increases movement rate, Upgradeable)
Y'tossi - Demonic
23,000 experience
Gauntlets of Extraordinary Specialization (+1 THAC0, +2 dmg
+ 1/2 attack per round)
Amerilis Zauviir - Cleric
20,000 experience
Hive Mother - Beholder
50,000 experience
Xei Win Toh - Fighter
28,000 experience

There are also lots of minor treasures too.

To prepare for the final battle, I summoned up some Mordenkainen's Swords
and placed them around the portal. I then moved my party well over to
the left, cast protective magics on them (and a Simulacrum as well).
If you have the Cloak of Reflection or the Shield of Balduran, be sure
to have those equipped on someone, and have them rush the Beholder.
I had the Swords attack Y'tossi as she is very tough and requires high
enchantments (the Swords are +5) to even hit. I then hit Nalmissra
(after doing a Remove Magic on her) since she was close before
concentrating more fully on the Beholder. Once those monsters are gone
it's practically smooth sailing.

Note: Getting killed by Instant-Death attacks? Try using the Death
Ward (cleric) before hand.

Saving after the battle is a GOOD idea.

Alan Cherry has a good idea: Keep everyone near the exit portal. Take
out one or two of the opponents, then use the portal and leave as soon as
someone's hurt bad. Heal up and recharge spells, and come back in. As
long as nobody's too far from the portal, you can exit anytime. Cast
Resist Fear before entering, since you can't control a character who
panics.

Konstantin has a more magical strategy: All it requires is a Mage or a
Sorcerer and the skull trap spell. I call this the chain reaction.
Anyway, the best kind of fight is when you get the XP for free. So I had
my thief set snares around the room and then using project image I had my
Sorcerer pump the room full of skull traps about 12 in each of the places
where the monsters would appear. This of course took a few minutes.
Then I took a rest and cast all of my protective spells, and got ready
for a fight. I carefully came up to the key thing (whatever it is) and
turned the key. There was a laugh, then my screen froze for a few
seconds as the skull traps were going off, when everything was finished
all the guardians were dead. They did not touch me once.

Xander77 offers the following strategies:

To begin with. it may be a good idea to kill all the monsters at the
monster machine except for the purple (undead) ones. Then start turning
undead with a sanctuaried cleric and recruit a bunch of Vampires,
Skeleton Warriors and Liches to your cause before going after the
guardians.

Finish the other seal guardians, rest-up and buff-up (For this battle I
suggest summoning 1 planetar 2-3 skeleton warriors/hashekars and 1-2
Mordenkainen's Swords. Cast a storm of venegance over the area if you
feel like it. Now. arrange everyone according to the strategy of your
choice and - open the last seal.

Strategy 1 - General pile-up.

Simple enough - send all the summoned creatures into battle. Let your
characters stand back and use every area-damage spell they know
(preferably summon-friendly ones). Chain-contingency + horrid wiltings
might work here (it might work in any big combat). Timestop + Improved
Alacricity is also nice.

Strictly according to the rules. A bit-touch-and-go, but doable
(especially if your level is 20+)

OTOH - It does seem somewhat impersonal, doesn't it? Going on to:

Strategy 2 - divide and conquer.

Make sure that all your guys and summons take their assigned places
(see below) except for one mage that opens the final seal. At this
point we handle 3 of the guardians on a party-monster basis, while the
summons distract the other 3. Simple enough.

Nimarha - Send a guy with negative plain protection (IMOD for example)
and charm protection against her. All her attacks are ignored, while
the guy uses a ranged weapon to help his friends. If you can find a
mage with the above specifications - even better. We need all the
fighters we can get taking down Ytossi and the Hive mother - the mage
can just stoneskin, and sit there doing his thing.

Ytossi - a fighter or 2. Breach her protection from magic weapons (a
mage should alternate between breaching her, breaching the hive mother
and magic missiling anyone who seems to be up to something).

Hive mother - one guy with Cloak of reflection. An enraged Korgan is
good - maze and imprisonment won't work. Possibly another guy with high
MR\Cloak of Balduran to help him send her on her way before she starts
targeting the other party members.

BTW - If your main char is a fighter, you can distract them all the 3
on the right by yourself, and let the summons help your party. Both the
kensai and the archer have +1 weapons (the archer has a +2/ or maybe
+3 sword, but she only uses it once she runs out of arrows) so they
can't hurt you. You should carve the drow up bad enough that she won't
have time to fire of a spell.

Vice versa - you can handle the 3 on the right with your party (just
run on in and keep hitting them. Keep a mage free to keep the 3 on the
left in line) and let the summons handle the ones on the left in the
meantime. In which case:

Namirra - One skeleton warrior, or something else she can't charm and
can stay alive after a level drain or 2.

Ytossi - one mordy sword. 2 if you feel like breaching and letting them
finish her.

Hive mother - one skeleton warrior and one Hakeashar. Both magic
resistant.

Planetar - wanders around and kills anything that needs killing.

Cast a death word on your weaker party members in case a spell goes
after the wrong person, and finish the whole thing quickly - they start
turning to opponents other then the ones they're currently facing after
a while.

Once they're dead and gone, time to click the Wheel above the Seal to
open it.

Going down...

- THE IMPRISONED ONE (AR 3020)

Ah, finally we meet the elusive "Imprisoned One"... He'll try to talk
you out of using the Scroll you were given, at the moment we don't want
to listen to that. Get out of the conversation, put the scroll in a
Quick Item Slot and use it. This is worth 80,000 quest experience.

Of course, the Imprisoned One was right, and you are now trapped down
here. You can go up the stairs and look at the portals, but you sure
can't do anything about it. Talk to the demogorgon again. Listen to its
plan, it will open a small rift in the seal to let you out, you go talk
to the false-Helmites and trick them into coming to check on the
Imprisoned One, he kills them and everyone is happy. Sounds like fun.
Agree, and he'll open the portals.

Use the Right Portal to get back to the beginning.

(AR 3000)

You'll appear on the ground level, find the stairs up to the roof to
talk to Odren. Tell him what the Imprisoned One told you to tell him,
(that you killed the Imprisoned One) and they'll go rushing down to
check for themselves.

After that a Specter appears and talks to you. She tells you that Odren
was indeed corrupt, that it was He who was supposed to do the ritual
binding the Demogorgon (prince of demons) in the Keep. He wimped out
and thought to sacrifice you. She says Helm has sealed his fate. She
gives you three options to do:

Flee in Terror
Enter the Keep and Save Orden
Use a New Scroll to Seal both Demogorgon and Orden inside

Pick either Enter the Keep or Use the Scroll and she'll give you the
scroll (just in case). This is worth 25,000 experience.

The easiest is to simply take the New Scroll, use it and seal both
inside. This gets you 80,000 quest experience.

Note: Once you seal the Demogorgon in with the Scroll, you can never
again attempt to kill him.

... Except for a very small area on the door that still allows
you to enter, that is.

Of course, many people might think it too easy to simply use a scroll,
if so the it is time to go back inside. Drop down the stairs to the
ground, then over to the left and into the Demogorgon's Lair.

If not, then congratulations on completing the Watcher's Keep.

(AR 3020)

Everyone dies really quickly around the Demogorgon, so you can't expect
help from the "knights." Demogorgon also summons up a pair of Mariliths
(similar to Y'tossi from earlier) making this a very tough battle indeed.

Anyway, before dropping down to his level, you'll want to prepare
yourself. Protection spells, summonings, anything you think might help.
Make sure everyone has +4 weapons so that they can actually hit something
down there (otherwise, just leave them up by the portals). If you kill
one set of minions, he'll summon more. In order to hit the Demogorgon
you'll need to lower his defenses. I would suggest Khelben's Warding
Whip. Use all of your special abilities/items/spells that you can while
in the battle. There's no better time than now to try out your Whirlwind
attacks. It is not ESSENTIAL to take out his Mariliths, you could leave
them be and just try to kill Demogorgon. If you do kill his Mariliths
he'll summon more... again and again. Remember, you can't hurt him
if he has protections on, so use Warding Whip!

If you have the higher abilities, summon Planetars and other similar
creatures (those can sure take a beating). You may get poisoned, so
either have an antidote, or a spell handy. Set up Contingencies if you
can, and Spell Triggers.

Demogorgon - 290 HP -12 AC -8 THAC0 5 Attacks
36,000 experience
Mariliths - 23,000 experience
Balor - 26,000 experience
Glabrezu - 12,000 experience
Cambion - 18,000 experience

Note: This is probably the most difficult battle in any of these
games, so if you can't do it after several attempts, try
coming back later.

Also, you cannot cheat to kill the Demogorgon. It won't work.

Demogorgon is not stopped by Time Stop, so unless your mage
can fight him on his/her own, don't use it.

Exploits work against Demogorgon quite well. Drop a "Pit
Trap" in the center before he appears (Or, drop several). Or
if you're into magic, use the Project Image spell exploit to
summon multiple Planetars.

Find Demogorgon too easy? Try David Gaider's (a senior designer
at Bioware) more difficult Demogorgon:

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

Killing the Demogorgon is also worth 100,000 quest experience. Talk to
Orden to get 20,000 quest experience.

Either way, you are done with the Watcher's Keep!


-------------------------------------------------------------------------------
2. > > > > Grove of the Ancients AR 4000
-------------------------------------------------------------------------------

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

Any drow items that you were cheaply carrying around in the sunlight (from
earlier tricks) will turn to dust.

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

STR DEX CON INT WIS CHA
Sarevok 18/00 17 18 17 10 15 Human Fighter Chaotic Evil

Sarevok has been killed by you (twice), but now lives again thanks to a
piece of Bhaalsoul. He offers you information and help, but can you
really trust your old nemesis?

Also, although he is Chaotic Evil at the moment, depending on how you
treat him, you can get him to change alignments to Chaotic Good. In
order to get him to switch, don't ask for him to make the promise, then
act good around him yourself, giving him second chances and whatnot.

Found in: Hell

Grade: A There isn't a better fighter in any of the Baldur's Gate
games. Plus if you're really crazy you can dual him to a mage
or thief for even more fun. The only real problem with
Sarevok is his Chaotic Evil nature, which adds conflict to a
good-aligned party.

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

- SACRED GROVE

Time to talk to some big heads. They give you the standard cryptic
prophecy routine, then set you in a different place in this area. You
sense that you are about to be attacked and soon a woman named Illasera
appears. She is a child of Bhaal like yourself, and very quickly she'll
turn hostile on you. She appears to be a minor mageling (98 HP). Take
her out:

10,000 experience
Boots of Speed
Dagger +2
2 Extra Healing Potions
Ring of Protection +1
Sylvan Chain +2

Note: This battle, like many others, becomes more difficult based on
the strength of your party.

Also, don't worry about the items, they'll be teleported with
you.

After the battle, when you attempt to move, you will collapse and awaken
in hell.

- INFERNAL FORTRESS (AR 4500)

You wake up and a Solar greets you. She is as cryptic as the giant heads
were (there must be a rule about this, all divine beings must be
unintelligible) and offers no real answers... yet. She does mention that
Alaundo was her servant, and therefore might know something about his
prophecy and your powers. She vanishes, and Sarevok appears.

Sarevok is not quite what he used to be, in fact, he is probably only a
shadow of his former self, called into being because you happened to be
thinking about him at the time. In any case, he offers some sage wisdom
on the nature of this place. You have managed to create a subplane
within Bhaal's realm, and this subplane is currently separating you from
the greater plane. Sarevok noticed this creation in progress, and came
to wait for you with a deal. He wants to live again, and only you can
make this happen. In exchange for this, he offers you knowledge.

At this point you can try badgering him to give you the information right
now, but he won't. He needs some Bhaalsoul to get him up and running
again. If you have Imoen with you, you can ask her to do it instead.
Either way Sarevok returns to life (and you don't feel any worse off).
He has a good hearty laugh, then launches into some Vital Clues for you.
He opens up a passage to a "challenge" that you must face, and tells you
to not attempt it alone. He then tells you that you must eventually get
to the Tethyrian city of Saradush where all things will begin. Next he
wants to join with you, and even offers you an Oath of Fealty.

There are several empty containers in here. Use these to store your
items that you don't know what to do with (such as Component Items for
upgrading your weapons... see below).

Summoning Party Members: On each side of the Planar Exit are statues of
people. Click on them to talk to the Spirit. Eventually it will reveal
that it can summon people who are tied to you. Use this to summon any
party members that you would like to join you.

Note: Although Yoshimo appears on this list, he is regarded as dead
and cannot be summoned.

- CESPENAR, THE IMP

Walk a little left and down to find Cespenar, your imp-butler blacksmith.
His purpose is to upgrade your weapons and items. (like Cromwell, but
better) Here is the complete list of everything he can make, along with
a list of ingredients required to make them:

Note: Unless I say otherwise, assume the item costs 5,000 gold to make.

Also, several items (such as the String of Gond) are used in the
making of several items. This means you must choose which item
you want to upgrade, because once you upgrade one thing, you can't
do the other.

Most of these are found in the Watcher's Keep, unless otherwise
noted.

Case of Plenty +2 -- Case of Plenty
Heartwood Ring -- Oaken Ring (Amkethran)
Nymph's Tear (Forest of Mir)
Thieves Hood (better)- Thieves Hood
Ring of Invisibility
Antidote Potion
10,000 gold
Helm of the Rock -- Helm of the Rock
(better) Horn (left)
Horn (right)
Montolio's Cloak -- Montolio's Clasp
Montolio's Cloak (Amkethran)
Wondrous Gloves -- Bard's Gloves
Star Sapphire
Diamond
Emerald
Rogue Stone
Blessed Bracers -- Paladin's Bracers
10,000 gold
Circlet of Netheril -- Bronze Ioun Stone (Vampire Nest, Saradush)
Circlet of Netheril
Golem Manual -- Golem Manual
Clay Golem Page
& 5,000 gold
Stone Golem Page (Marching Mountains)
& 10,000 gold
Juggernaut Golem Page (Abazigal's Lair)
& 15,000 gold
Improved Cloak of -- Cloak of Protection +2
Protection +2 Scroll: Invisibility
Scroll: Improved Haste
20,000 gold
White Dragon Scale -- White Dragon Scales
Blue Dragon Plate -- Blue Dragon Scales (Abazigal)
Aslyerferund Elven -- Bladesinger Chain +4 (Dragon in Suldanesselar)
Chain +5 Scroll: Protection from Normal Weapons
40,000 gold
Bag of Plenty +2 -- Bag of Plenty (Marching Mountains)
King's Tears
10,000 gold
Erinne Sling +5 -- Erinne Sling +4
Fire Tooth +5 -- Fire Tooth +4
Bowstring of Gond (Sendai's Lair)
Quiver of Plenty +2 -- Quiver of Plenty
Rogue Stone
10,000 gold
Darkfire Bow +5 -- Bowstring of Gond (Sendai's Lair)
Darkfire Bow (Capt. Erelon, Amkethran)
Taralash +5 -- Bowstring of Gond (Sendai's Lair)
Taralash +4
Runehammer +5 -- Runehammer +4 (Siege Camp)
Rune of Clangeddin (Sendai's Forest)
Flail of Ages +4 -- Flail of Ages +3
Flail Head (Poison)
Flail of Ages +5 -- Flail of Ages +4
Flail Head (Electric) (Abazigal)
Storm Star +5 -- Storm Star +3
Starfall Ore (found in Kiser's House, Saradush)
Club of Detonation +5 - Club of Detonation +3
Ring of Fire Resistance
Hindo's Doom +4 -- Hindo's Doom +3
Hindo's Hand (Abazigal's Lair)
Spectral Brand +5 -- Spectral Brand +4
Skull of the Lich (Sendai's Lair)
Ravager +6 -- Ravager +4 (Yaga Shura's Lair)
Serpent Shaft
Staff of the Ram +6 -- Staff of the Ram +4 (Watcher's, Dragon)
Roranach's Horn
Axe of the -- Baalor's Claw (Marching Mountain)
Unyielding +5 Axe of the Unyielding +3
Ixil's Spike +6 -- Ixil's Spike
Ixil's Nail +4
Dagger of the -- Dagger of the Star +4 (Watcher's, Demi-Lich)
Star +5 Star Sapphire (5)
Carsomyr +6 -- Carsomyr +5 (Firkraag)
Eye of Tyr (Sendai's Lair)
Gram (improved) -- Gram the Sword of Grief +5 (Abazigal's Lair)
Heart of the Damned (Sendai's Lair)
Purifier +5 -- Purifier +4
Eye of Tyr (Sendai's Lair)
Foebane +5 -- Foebane +3
Fflar's Scabbard (Saradush Sewer)
Angurvadal +5 -- Angurvadal +4
Liquid Mercury (Sendai's Lair)
10,000 gold
Sword of Mask +5 -- Short Sword of Mask +4
Heart of the Damned (Sendai's Lair)

- THE CHALLENGE

If you don't have a party, go summon one (the statues by the top door),
then make your way up the stairs to the challenge.

At the challenge you talk with a man called Gavid, a Bhaalspawn who died
before learning of his heritage. Gavid "dies" and you are beset upon by
monsters. They start small and work their way up in difficulty ending
with Drow. After which Gavid appears and tells you there is no way out
of retribution... or is there?

Note: The challenge gets even more difficult if you are a higher
level. Also the challenge differs depending on your alignment.
If you are good you fight evil monsters, if you are evil you
fight good guys (say, peasants, elves and so forth).

The place where you are standing changes a bit, but you're still in Hell.
Everyone gets 25,000 experience, while the main character gets 30,000
exp. The main character also gets the Pocket Plane ability, which will
return you to your private dimension.

Time to go...


-------------------------------------------------------------------------------
3. > > > > Saradush, City Under Siege (AR 5000)
-------------------------------------------------------------------------------

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

- MELISSAN

You appear in the middle of a ... disagreement. The authorities believe
you to be hostile and attack on sight. Better clear them out quickly.
After they're all dead, Melissan talks to you. She sums up the situation
for you: the city is under siege by Yaga Shura (Bhaalspawn) preventing
anyone from leaving, and the city is under control of Gromnir
(Bhaalspawn) who is quite Mad and probably will get everyone killed.
After that you can ask her some questions. Ask everything you can.

Note: As this is a city under siege, don't stay in any place too
long... fire tends to rain from the sky.

There are various Minor Bhaalspawn in town. Unless I
specifically mention them, they aren't important.

Also, there are various random treasures to be found in the
containers of the city.

The Harlot in the main city has nothing at all to do with the
Vampire Courtesan plot you'll find later. In fact, she simply
wants to wish you well in getting to Gromnir. There are some
interesting Romance notes here as well, if you do agree to go
with the Harlot it ends a romance with Aerie, however, Viconia
is simply amused and convinced that this will make you realize
just how much better she is. After killing Gromnir, talk to
the Harlot again to get everyone 1000 experience points.

- THE TAVERN (AR 5003)

Enter the Tavern (x 1050 y 1550). The first thing you'll notice are some
soldiers pestering a waitress. Confront them about it. You can either
bribe them off (500 gold) or fight them. Once they're dispatched (1400
exp, various +2,3 weapons and armors) talk to the waitress to learn that
Gromnir has a secret entrance in the sewers. Naturally.

Note: You'll also find Viekang in here... he's the guy who "blew up"
in a tavern back in Trademeet. If you talk to him you'll learn
that he simply teleports away whenever he felt threatened. He
has a quest too, see below.

Also you can find Volo in the back room.

Talk next to Pyrgam Aleson. Ask him for a secret way into the castle,
and he'll tell you... for a fee (1000 gold). Of course, if you have 14
Charisma or more you can negotiate this down to nothing. He tells you
that there is a way through the old abandoned jail (which has become
overrun with undead). He refers you to the Temple of Waukeen for more
information.

There are 3 containers in this tavern: (x 420 y 530), (x 750 y 220),
(x 420 y 900)

2 Potions of Extra Healing
2 Potions of Superior Healing
Oil of Speed
Random Treasures...

- KEYS

Go over to the temple of Waukeen (x 1280 y 1900) and talk to Farielle.
(she won't help you willingly if you're evil) Ask her about the key to
the castle that Pygram mentioned and she'll tell you. She gives you the
key to the jail, and warns you about the undead there. Everyone gets
1000 exp.

The pool behind her (x 370 y 350) has a:

Water Opal

Also the 2 bookcases to the side have some random treasures. You may
want to buy some Elven Holy Water if you don't have any... *hint*

We now have the key to the Prison, let's get the key to the Sewers. Exit
Waukeen's, then head left to the Barracks (x 630 y 1800).

Once in there, you'll be accosted. Be as hostile as you wanna be, there
is no way out of this fight. Slaughter the troops. Search the room for
treasure (practically all of it is Random) and the Key to the Sewers
(x 375 y 290).

You now have 2 different keys, each leading to roughly the same place in
the end, Gromnir. They merely differ in their methods. After finishing
whichever of the Quests from below, enter either the Sewers (any of the
entrances on the ground) or the Prison (x 1350 y 2250).

Quests:
-------

QUEST: Mateo's Imminent Execution

Militia HQ - Saradush (AR 5000, x 1740 y 810)
Countess's Manor - Saradush (AR 5000, x 1370 y 1370)
Kiser's Home - Saradush (AR 5000, x 2080 y 1820)
Errard - Saradush (AR 5000, x 2370 y 700)

Enter the Militia HQ (x 1740 y 810) and watch the, um, trial take
place. A man named Mateo is taken away based on, well not much
evidence. Looks suspicious. Talk to the captain and get him to
agree to let you talk to Mateo and investigate this further. You
can also ask him more questions, but he doesn't know much.

The bookcase against the wall has some:

2 Potions of Superior Healing

Go up and into the prison. Get the jailer to open the door, then
go up and talk to Mateo, who is in the closest cell. Ask him
whether Kiser is involved and he thinks this somewhat likely. He
says that if Kiser is involved then the Countess is in trouble.
You'll need to talk with her next.

Also, search the back wall of the other cell for:

5 Superior Healing Potions

Exit the building.

You'll find the Countess's building just down the large stairs, to
the left (by the Harlot). Enter. Talk to the Countess and mention
that you have spoken to Mateo. She quite quickly tells you that it
was Kiser behind everything. Kiser, you see, has kidnapped her son
and the only way to get him returned was to turn on Mateo like
that. She also says that Kiser will never give up her son. She
wants you to visit with Kiser to somehow get her son back. Sounds
reasonable.

Note: Her treasure chests raise an alarm if you touch them.

Head out, and down to Kiser's place. Inside bug him about what you
know. Ask him about Mateo. Now if you have a 15 CHA, or have
talked to the Countess, or are evil, or are neutral with a bad
reputation you can get him to divulge more information. He says
that he does indeed have the Countess's son, but he won't give him
up unless you kill Errard, whom he says is the real evil force
here.

Note: You can pickpocket Kiser for a Shakti figurine. (Ken
Adams)

Kiser also has quite a bit of treasure in his house, many of which
is horribly trapped (and all of it Randomized too). I don't think
that you can de-trap these either.

EVIL Note: Following the evil path, he asks you to kill either
the countess or Errard. If you do kill the countess,
he gives you 10,000 gold. If you kill Errard you
get 2,000 gold. Either way gets you 5000 exp for
every party member.

Errard: 20,000 experience
Cleric's Staff +3
Robe of Good Archmagi

Avoiding Errard Note: In Kiser's basement, there's three hidden
switches that can be found by using 'detect traps'
(two in the main room and one in the small bedroom
behind a door). When you press all three, it opens
the secret door that leads to Ardic, and Kiser
appears and attacks you like he normally would after
you talk to Errard. (Dave Loveland)

Interesting. Head out. You'll find Errard at the top of the city
standing on the wall. Talk to him. If we're following the Good
path, tell him that Kiser sent you to kill him. He is a little
shocked, so fill him in on the details. Errard will then track
down the Countess's son for you, and tell you that he is within
the home of Kiser himself.

Return to Kiser's, and drop down to the basement. Kiser threatens
to kill both you and his hostage for revealing his intentions.
Bah. Kill him.

Fighter (2) - 6500 experience (various magical treasures)
Kiser - 6500 experience
Shakti Figurine
Secret Jail Key
other treasures
Fighter - 8000 experience
Thief - 10,000 experience
Mage - 10,000 experience

Find and talk to Ardic for 7000 quest experience points. Besides
3 containers of potions and/or random treasures, search the
cabinet at (x 650 y 350):

Starfall Ore (a component of a more powerful item)
King's Tears

Return to the Countess for your reward: 2000 gold, 5000 exp for
everyone.

QUEST: Tazit's Dead Father

Tazit - Saradush (AR 5000, x 2425 y 1550)

Just to the right and down from where you started, a man will get
whacked by some fire from the sky. Talk to his son, Tazit, who is
quite distraught over this. Offer to have a cleric help (or if you
are a Cleric, to do it yourself). Have your cleric talk to the
boy, and offer to try the spell. When he is raised everyone gets
1000 experience and a Reputation +1.

Alternatively, if you have the Rod of Resurrection you can use
that.

QUEST: Save the Elves

Elves - Saradush (AR 5000, x 1240 y 1180)

Just above the tavern, some elves are having trouble with the local
authorities (seems familiar). Threaten the guard by telling him
that you are a Bhaalspawn, then talk to the elves. They believe
that as soon as possible, the guards will make their move again.
If only someone would offer them refuge.

Head down to the Temple of Waukeen and talk to Farielle. She'll
help the elves out. Return to the elves and tell them the good
news. You also get a reward: Reputation +1, 3000 exp for all
party members.

QUEST: Stop the Dwarves

Dwarves - Saradush (AR 5000, x 1010 y 2180)

Just below the Temple of Waukeen some dwarves are getting angry at
the local authorities. Talk them out of violence for: 1000 exp
each. You could side with the dwarves in a violent struggle, but
you won't get much to make it worth your time.

QUEST: Help Viekang

Tavern - Saradush (AR 5000, x 1050 y 1550)

When you first talk to Viekang, the Bhaalspawn who "exploded" back
in Trademeet, you learn that when he feels fear, he is
uncontrollably teleported away. So, you think he could just get
out of a city under siege. Problem is that Melissan cured him of
his fear. So, if you have an INT of 18 or more, talk to him again
and suggest that maybe a Horror spell could make him feel fear
again. He thinks it could work.

Note: The main character needs the INT of 18. So, if you don't
actually have the Smarts for this one, there are always
potions for that.

Next, have someone cast Horror on him, and he'll be cured. For
this everyone gains 2000 experience points.

QUEST: Lazarus's Missing Spellbook

Arcana Archives - Saradush (AR 5000, x 710 y 1280)
Hectan - Saradush Tavern (AR 5003, x 1070 y 530)
Squip - Saradush (AR 5000, x 990 y 1140)

In the Arcana Archives, you'll discover its caretaker, Lazarus has
had his spellbook stolen. Therefore he can't really sell you
anything. Agree to help him with his problem. He suspects that
Hectan is involved, but can't prove it. Ask for any other clues
to learn of a set of VERY small muddy footprints. Hectan is not a
small man.

You'll find Hectan in the Tavern, in the back. Talk to him and he
denies any involvement. In fact, he has numerous witnesses that
place him in the tavern.

EVIL Note: If you have a low reputation (say, 8 or lower) just
threaten him and he'll cop to the whole story.

Go outside, go up and talk to Squip. Ask him about the spellbook,
and he'll want 1000 gold to tell you anything. You could be nice
and give that to him (heh), but he'll settle for nothing. He tells
you that he did steal the book, and then immediately gave it to
Hectan.

Back to the tavern. This time Hectan admits to it, but says he
only took it because he believes that Lazarus has a teleportation
spell. He wants you to get this from Lazarus. Very well... Go
to Lazarus and get the scroll. However, the scroll is useless as
Yaga has powerful magics preventing anyone from teleporting out.
Take the scroll to Hectan and he'll exchange that for the
spellbook.

Note: If you tell him to TRY using the scroll right there you
lose 1 Reputation.

Return with the spellbook and give it to Lazarus. This not only
reopens his shop, but also gets everyone in your party 5000 exp.

QUEST: Peltje's Vampires

Peltje - Saradush Tavern (AR 5003, x 980 y 815)

Inside the tavern you'll find a fellow named Peltje who believes
that he is not insane. Seems that he believes that all the
"courtesans" have become vampires and have a secret lair where they
drain the blood of innocent mortals like him.

At night, enter the tavern, and go to the top left corner (where
the elves and dwarves sit arguing) to find the Dark Courtesans.
Conveniently, there is one of each gender. Instead of doing the
usual services, they take you to the vampire nest and attempt to
kill you.

OTHER: Kill Fire Giants (from CY Lee)

During the siege of Saradush. Go to northern end of the battlement
where Errard is (the mage in Mateo's quest). You will notice that
the militia is shooting arrows at some unseen Fire Giant. The Fire
Giant is located behind the tower and is NOT selectable as a
target. However, equip your men with missile weapons and set to
aggressive scripts and they will start shooting at the Fire Giant
(XP : 8000, instant re-spawning) and the best part is that the Fire
Giant would not attack your party members and there's no random
flamingballs from the sky (probably to avoid killing Errard). Leave
them there for unlimited xp.

Average : 8000 xp ( per kill ) every 20 sec. i.e. ~ 1.5 million
xp/hr

Note:
- Unlimited ammo missile weapons (eg. Firetooth, Azure Edge,
Gesen Bow, Sling of Everard, etc.) would be useful.
- Be sure to check on your men occasionally as they get fatigued
(after a couple days of shooting at some giant) and also to
level up (to avoid wasting excess xp)


-------------------------------------------------------------------------------
4. > > > > Gromnir (AR 5013)
-------------------------------------------------------------------------------

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

- SEWERS

I'll assume you took the track into the sewers. Wherever you entered,
your goal is at the very top of the area, somewhat to the right of
center. (x 2000 y 150)

Of course, along the way, you have lots of monsters blocking your path.
There are no major treasures (just +2,+3 stuff), and certainly no
treasure chests.

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

- UPPER SEWERS (AR 5007)

For getting through the sewers, everyone gets 3000 experience. There is
quite a bunch of treasure in these first two rooms. Only one of it is
really interesting (x 365 y 885):

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

The two doors to the southeast lead to the prison. There are a bunch of
enemies in there (mages, thieves and fighters) that can be pretty tough
if you aren't prepared for it. Also, in each of the cells are prisoners,
and each time you free one you get a Reputation +1 (which could be a good
or bad thing). There is a container on the wall of the lower passage:

20 Bullet +3

Also, beware of traps in this passage. In the top right cell (x 1600
y 1260) is a passage to the vampire area. You'll also meet a woman who
is escaping from Gromnir. She warns you to stay away, that Gromnir is
quite mad. Go to the vampire nest.

- VAMPIRES (AR 5006)

This is more or less where you would have appeared had you gone with the
vampire Harlots. Enter the cell to the left, and search the wall for
a secret passage. Open that to get to the upper hallway. There's
another vampire here. Go left and up into the next hallway. There are
three cells here, the first tells you that it is a grave that is missing
a skull, the second has a Rusted Amulet (x 480 y 730) and the third is
empty.

Go up the leftmost hallway, open the door. Here you'll find the Prison
Spirit, who isn't terribly happy about his lot in unlife. Anyway, about
where he was standing there is some treasure: (x 1330 y 325)

Skull
Random Item

Keep the skull for the moment. Open the secret (x 1175 y 300) on the
nearby wall and enter. There are two cells to each side of you, and
another hall in front of you. Ignore the cells, go forward and open the
next hallway door. The table here has some interesting arrows. The
first locked cell has some treasure.

Back to the shallow grave (x 365 y 665). The spirit appears again, and
gives you a Clue. Whatever. Place the skull and rusted amulet in the
grave container. This causes the spirit to rematerialize, mention how
great it would be if you had Elven Holy Water (hence why I recommended
buying it), so put some of that in the grave as well.

The spirit takes you to the one cell that you couldn't open, and opens
it. Everyone also gets 10,000 experience. Enter the cell and get the:

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

Back to (x 125 y 975) and exit.

- PRISON... AGAIN (AR 5007)

Back to the large room, now open the upper door (x 875 y 750). Kill the
monsters in here, and up to the next room. Kill the monsters here as
well. There are a couple of things of treasure in here (press TAB to
see them light up). Nothing major.

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

- GROMNIR'S CASTLE (AR 5001)

When you get here, there will be 5 bad guys waiting for you. These guys
are fairly powerful (not YOUR level, but who is?).

Battle Mage - 21,500 experience
2 Soldier - 12,000 exp each
Solder - 12,500 exp
Soldier - 12,300 exp

And many small treasures...

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

Note: Be absolutely SURE to save it before going to fight Gromnir.
There is a bug in the script that can make it impossible to
complete the game, and if you get it you don't want to have to
start over, do you?

- GROMNIR (AR 5002)

Watch the little cutscene as Melissan and Gromnir argue about whether
you are a Bhaalspawn assassin, and so forth. You might notice something
missing in Gromnir... his sanity. They take her away, and Gromnir
notices you ("hah! good fun!"... in case you're wondering, one of the
regulars in the Interplay Message Boards was named "Gromnir" and that was
how he closed each of his messages... looks like Bioware is having a
little fun with their fans).

Anyway, time for battle. I'd take out his two mages first, then Gromnir,
then his soldier goons that appear from out of nowhere (although the one
with a Bow is a tempting target, isn't she?).

Gromnir - 22,500 experience
Lavendar Ioun Stone (+1 AC, +4 save vs. death)
Roranch's Horn (item for Cespenar to use)
Rogue Stone
5 Potions of Superior Healing
Full Plate +2
Ice Star +4 (1 to 4 extra cold damage)
1200 gold
Eler Had - 12,500 experience
Grandmaster's Armor (studded +6, works like Boots of Speed)

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

Melissan arrives after the battle, a little upset at the violence that
occurred here. She wants you to help get the people out of Saradush.
After all, you killed their best defender (Gromnir), it's the least you
could do... well, short of doing nothing anyway. The way to win, she
claims, is to defeat Yaga Shura, who is invincible. So, first you must
travel to the Forest of Mir and the Marching Mountains to discover how he
became so powerful in the first place. Agree to help, and she goes away.

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

When you're done in Saradush, use your Pocket Plane ability. Once there,
all you need to do is leave, and it gives you the option to go to the
Marching Mountains.


-------------------------------------------------------------------------------
5. > > > > Yaga Shura
-------------------------------------------------------------------------------

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

- NORTH FOREST (AR 6400)

As you first pop in here, you get a little dialogue explaining what you
are supposed to do here. There are also some soldiers who need to be
dispatched. They were busy slaughtering some poor merchants. The only
one you can really save is, coincidentally, the one with a name, Karthis
al-Hezzar. Ask him for a reward to get 4240 gold. Also ask him about
the area (there is a temple nearby) and you can also shop here.

Note: This is the first opportunity in the Expansion to head over to
the Watcher's Keep.

Go down and use the stones to cross the river. There were some Fire
Giants on this island. Continue to the right. Here there were many
Yaga Shura soldiers, and one mage. Besides the mage, they're all
complete wimps. Go up, fight through the Fire Giants and Officers.
Once they're dead, exit this area to the east. Head over to the Forest
of Mir.

- FOREST OF MIR (AR 5202)

We are on a road, walk up it. Gorion will appear and talk with you. He
is quite disappointed in the way you turned out, it would seem. He even
claims that you murdered him. With a 12 WIS you can point out that
Gorion would never say such things. He then zaps you with some magic.
(20 fire damage) Next he chews out your companions, Sarevok and Imoen
(if they're around). Again if you have 17 WIS you'll be able to say that
Gorion would not say such things. If you do have the 17 WIS option you
take no damage from his next spell. He punishes you again, this time
for 15 electric damage.

Next he tries to pick apart your romance (if you have one anyway), and
just to be cruel, he summons someone out of your loved one's past. This
person then says things designed to hurt your loved one deep down to
their soul. Big meanie. With a 17 WIS you can try to tell your loved
one that this isn't real. Gorion punishes you yet again, by knocking
everyone down (they even make the "dead" sounds, but are not dead).

Finally you get to resist his efforts. You get 5000 quest experience
and he summons some monsters to attack you.

Master Wraith - 30,500 experience

After any conversation with your romantic interest, enter the temple.
Here you'll find various undead running around. They want to destroy
you for some reason. Ah well. Not only do they have a Skeleton Cleric
but a Skeleton Mage as well (aren't those called... Liches?). Turn
Undead works well enough here.

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

Go over to the right side, and search the tile that is propped up against
the wall: (x 1430 y 480)

Nymph's Tear (upgradeable by Cespenar)
other treasures...

Go up the stairs to find Nyalee. She is the one who raised Yaga Shura,
and taught him how to be invulnerable. However, she feels that he has
disrespected her (by literally stealing her heart) and wants your help
to kill him. It just works out that you also want him dead, doesn't it?
He is invulnerable because he keeps his heart outside of his body,
eternally bathed in flames. She asks you to find both their hearts and
bring them to her. Then she can douse the fire and make him mortal once
more. Ask where the hearts are and she'll tell you that they reside in
the mountains.

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

- MARCHING MOUNTAINS (AR 5200)

You start in the very bottom of this area, and the entrance to the cave
is in the top right. Go up along the path. You'll have to fight some
giants. Go right along the lava lake.

Here you'll find a party of... interesting Bhaalspawn. In short, they're
all tiny. How did Bhaal mate with a rabbit anyway?

Go back left, then down the path to (x 1260 y 1500). Here go up and to
the right. A Fire Giant along here (whom you should kill) is carrying
many non-Magical weaponry. Almost as if he's trying to tell you that
you'll need these to kill Magic Golems. Spooky.

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

- MARCHING MOUNTAIN INTERIOR (AR 5201)

There are many Fire Giants in here, including the brand new Elite Fire
Giants (who have 250 HP and are worth 26,000 experience). Also, don't
walk on the lava, it hurts (a lot). Finally be sure to constantly be on
the lookout for traps, this place is covered with them.

The 2 side rooms aren't important just yet, so go up. As you go by you
will see 2 barriers to the sides. Keep going up. In the center of the
area is a great Machine (x 1930 y 1160). There are passages to the left
and right, with the blocked exit being up.

Go left. There will be a pool of lava here, with a container in the
center (x 1200 y 700). Oh, and it is completely surrounded by traps.
Search the container: (you'll take damage from the lava)

Girdle of Fire Giant Strength (STR set to 22)
Hammer Wardstone
other treasures...

When you search this, monsters are summoned to fight you, including the
brand new Fire Troll, which requires Acid or Ice to kill (once you knock
it down).

Head over to the right passage (which I found crawling with Fire Giants)
and do the same thing as in the previous passage to get:

Skull Wardstone
other treasures...

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

Head all the way back down to the beginning, enter the 2 side rooms
and click the Plate on the wall. This will open the 2 blocked passages.
Each of these is worth 5000 quest experience (for 10,000 overall).

Head up to the right side passage (x 1770 y 2100). There are all manner
of beasties in here. Search the container here:

Blood Wardstone
Psion's Blade +5 (immunity to Psionic attack)
other treasure...

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

Go across to the other passage. There are other beasties in here that
are just begging to be slaughtered. Search the container for:

Flame Wardstone
other treasures...

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

We now have all the Wardstones, and can head up to the Machine in the
center. Click on it to open up the northern passage. Using the machine
gets you 20,000 quest experience points. Go up (x 2400 y 540) to the
next level.

- YAGA SHURA'S BEDROOM (AR 5204)

I probably don't need to keep reminding you, but keep searching for
traps. There's a trap just above the stairs. There are also some Fire
Giants there too. Once up the stairs, go left, when you see the lava,
go up and into the main room.

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

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

Berenn - 40,500 experience
Balor's Claw (Cespenar can upgrade)
other treasures...

Tip: The fire giants, including Berenn, can’t get through the low
arches near the start. Draw them there and take them apart with
ranged weapons. (from Xar)

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

Continue right and fight the bad-guys here. Further right is another
treasure (minor) (x 2500 y 1800).

Go up to the Brazier at the top of this room (x 2075 y 1100). Click on
it to get Yaga Shura's Heart. Getting this item gains you 20,000 quest
experience points.

Go over to the right, and find the door that leads up (x 2900 y 1400).
In order to open this door, you must have the Strength of at least a
Fire Giant (STR 22). There are Fire Giant STR potions on the ground if
you need them. Open the door and enter.

You'll find a slave woman in here. Free her if you like (15,000 quest
experience) and ask her any questions that you have.

Just to the woman's left, on the wall is a TRAPPED container (x 3050
y 840):

Stone Golem Page (Upgradeable by Cespenar)
3047 Gold
other treasures...

Go left to find Yaga Shura's mighty bed. In the center of the bed is a
TRAPPED container (x 2500 y 670):

Bag of Plenty +1 (Upgradeable by Cespenar)
Yaga Shura's Journal
Beating Heart

Yaga Shura's journal reveals one important Clue, that he is under orders
from someone else. Interesting...

Go left to find and fight Imix, the Fire Elemental Prince (x 1620 y 450).
He's a pretty tough battle, requiring good magical weaponry to even hit.
He is standing pretty much right on top of some traps, which also makes
the battle more difficult.

Imix - 50,000 experience
Ravager +4 (Upgradeable by Cespenar)
Amulet of the Master Harper (+20% find traps, pick locks, +3 AC)

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

- FOREST OF MIR (AR 5202)

Be ready for a fight here. Go up and talk to Nyalee, give her the two
hearts that you found. This is worth 20,000 quest experience. She'll be
restored, and she'll make Yaga Shura mortal again, just as she promised.
However, she begins to have second thoughts, and decides to attack you
anyway. She also summons a Nymph, and some Shambling Mounds to help.

Nyalee - 12,000 experience
minor treasures...
Shambling Mound - 16,000 experience

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

- SIEGE CAMP (AR 5203)

After a brief bit of text explaining the destruction of Saradush, and
that you can't find Yaga Shura anywhere, you get control. Be prepared
for a large battle, it's not far off. Go down and to the left, and some
peasants will be fleeing some archers. As you cross the bridge, Yaga
Shura and his mighty army rush towards you. Concentrate all fire on
Yaga himself, as his army will keep on coming until you kill him.

Yaga Shura can be found in camp at (x 1850 y 1570). Once you wound him,
he flees in terror, and returns a moment later with better troops. Again
concentrate on Yaga himself.

Yaga Shura - 150 HP -5 AC -5 THAC0
30,000 experience
Runehammer +4 (upgradeable by Cespenar)
Shuruppak's Plate (AC of -2, +1 DEX, 20% fire res.)
Shield of the Order +4

As soon as Yaga is dead, the Solar will summon you back to your Pocket
Plane for your continuing education...

(AR 4500)

The Solar summons forth your mother who explains how you came to be. She
gave birth to you, son/daughter of Bhaal with the intention of
sacrificing you on an altar to restore Bhaal after his death. Gorion
appeared and stopped this from occurring. Gorion's disruption of the
ceremony had some unintended consequences... like the other Bhaalspawn
getting free as well.

When the Solar talks to you again, if you are Good say these lines:
(Whether you say Good or Evil things affects your ending)

"I feel sorry for my mother. Gorion did what he had to." &
"Yes, there is a debt. I could have just as easily have had his life,
and he mine."

If you wish to get the Evil ending, just say any line that sounds
particularly evil (as with anything, it is easier to be evil than good).

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

(AR 5203)

Melissan greets you when you return. She tells you that all the
Bhaalspawn in the city were destroyed, and that she and a few peasants
were the only ones who could escape. She has some information for you
about the other Bhaalspawn who were allied with Yaga Shura: Illasera,
whom you already killed, Abazigal and Sendai. She wants you to go
after these guys. She also shows you a new place you can go for help,
Amkethran (ruled by her ally Balthazar).

Viconia Romance Note:

I don't normally take asides for romances, but this one is fairly
major. You can help change Viconia's Alignment here. After
Melissan leaves, Viconia will comment on the carnage of the battle.
If you agree with her that this is quite impressive, she becomes LESS
likely to change alignment.

Tell her that this is horrible.

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

"Power doesn't automatically equal death and destruction, Viconia.
This isn't me." OR

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

"All this killing is wrong, Viconia. And the fact it's happening
because of me is worse!"

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

There are 2 containers of minor treasure in this area. (x 650 y 1630) &
(x 2350 y 1550)

Return to the Pocket Plane.

(AR 4500)

Time for the second challenge. Head over to the left, to the passage
that the Solar recently opened. (x 1330 y 1660) Here is where you face
down what you would have been had Gorion taken Sarevok over you. And
of course, this incarnation of you doesn't care much for you, and
attacks.

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

Once he and his goons are defeated, the place is altered to fit your
alignment. You get 30,000 experience, everyone else gets 25,000 quest
experience.

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


-------------------------------------------------------------------------------
6. > > > > Amkethran
-------------------------------------------------------------------------------

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

- OASIS (AR 6300)

Hope you're ready for a battle, because you're getting one really quick.
The Tethyrians here have apparently decided that you are guilty of
destroying Saradush and must be killed. This army consists of many
pikemen, archers, battlemages and good clerics.

Search the general's body after the battle:

The Answerer +4 (slow, but powerful long sword)
Long Sword +3
Full Plate +2
Note from Tethyr's Monarch

The other troops have various minor treasures (like a Composite Long
Bow +3). There are also 3 containers here with minor treasures (and you
can see the bounty notice they put out on you!). (x 1580 y 350) has the
best treasure.

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

- AMKETHRAN (AR 5500)

Walk up the path, and you will get an immediate audience with Balthazar
the head of the city. He'll give you directions to several new areas
(where you might find some Bhaalspawn) then leaves you alone. There is
no sign of Melissan.

Beyond the subquests here, nothing to see at the moment. Pick one of
the 2 new areas to go to, and go there.

Quests:
-------

QUEST: The Mayor's Daughter

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

A short time after you arrive, the Mayor's Daughter will have her
life threatened by some mercenaries. The Mayor asks you to help
out in this matter. Agree to help out. Talk to one of the
mercenaries. You can, if you want, offer to repay what she stole,
however, the merc's want far more than she actually took, 5000
gold. With a Charisma over 16 your can convince them to take 3000.
Of course, you could just fight them.

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

Montolio's Cloak (upgradeable by Cespenar)
500 gold
Reputation +1
5000 quest experience

QUEST: Saemon Havarian ... again

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

The local mercenaries are quite upset at Saemon for stealing their
items and selling them on the black market. When you get near,
Saemon manages to get them to believe that you somehow have their
items, such that they attack you. Well, at least you know Saemon
hasn't changed any.

Head over to the Smuggler's Cave and enter. There you will find
the Monks busting up the Smuggling operation. They spot you and
tell you to beat it. Time to take out the trash. Fight them.

Monks - 10,000 exp each

In the back of this cave are 4 chests, 2 of which are trapped.
They have minor treasures.

Within a day, the smugglers will be gone.

Special Items from the Smugglers: (from Dave Loveland)

Once the monks are dead, Carras will come up and talk to you.
Select dialogue options 2,1,2 to get into the buy screen. You
will be able to purchase Enkidu's Full Plate, Gargoyle Boots, and
K'logarath (throwing axe). If you leave the buy screen those
items will disappear, you will not be able to buy them if you
talk to Carras again. Also, if you don't follow the dialogue
into the buy screen when he first comes up and talks to you,
those items will not be available. The smugglers will disappear
if you leave the cave and come back in.

This is also the best place in the game to generate gold. The
first time that you go into the buy screen they will pay you much
more than normal for items (4800 for a full plate mail instead of
1500, etc.).

QUEST: The Cleric of Waukeen and the Monk

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

Near the temple, a Cleric will argue with a Monk. He wants the
monks to care for the town again, and the monk points out that
Balthazar cares nothing for these people. A fight ensues. Kill
the monk. A mage will teleport in to chide you about this, but
they don't seem to care too much.

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

Oaken Ring (Cespenar can upgrade)
2000 quest experience

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

Oaken Ring
3000 quest experience
Reputation +1

QUEST: Marlowe

Tavern - Amkethran (AR 5500, x 2730 y 1380)
Marlowe's Home - Amkethran (AR 5500, x 3650 y 430)
Cave of the Dead - Amkethran (AR 5500, x 1800 y 700)

When you enter the tavern, the man Marlowe will come up to you and
ask for help. He won't talk more of it here, and tells you to meet
him at his home at the cliff. To get up there, you must go through
the house to the right of the tavern, up the ladder, then across
the roofs.

Once inside, listen to what Marlowe has to say. A powerful lich
by the name of Vongoethe wanted to steal the soul of his daughter,
so he had to beat a hasty retreat from whence he came. However,
this didn't stop the lich who sapped her soul anyway. The lich is
in this town's graveyard, which the monks sealed. He says that
he'll have a guard let you in. Agree to his proposal.

Head out, get back to the main level and head over to the Cave of
the Dead. You can talk to the Boy here for some info on the
situation. When you're ready talk to the guard and have him open
up the sealed cave.

Walk forward and the lich appears. Talk to him. He tells you that
he and Marlowe had a deal, Marlowe would get 20 years of fortune
and whatnot in exchange for his immortal soul. When the 20 years
was up, he refused to give up his soul and fled. The lich
eventually tracked him down and swiped his daughter's soul to get
him to pay up. At this point you can either fight him, or make
a deal. You go bring Marlowe here, and the lich will give up the
girl's soul.

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

Head back to Marlowe. You may as well tell him the truth about
this one, he comes quite willingly. You and Marlowe are taken back
to the Lich, and Marlowe gives up the ghost. (so to speak) You
are given possession of the girl's soul. Once you have her soul,
you can become as hostile as you wanna-be with the lich.

Vongoethe - 25,000 experience

If you fought the battle, you can give Marlowe the soul for 15,000
quest experience and a Reputation +1. Or you can keep it yourself
for a reputation -2 and 6000 quest experience.

OTHER: The Complete Pantaloons

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

Note: To enter the smithy, you must go through the house to the
right of the tavern, up the ladder, then over.

You may have noticed the various metallic pantaloons in the
Baldur's Gate games, well they finally have some payoff. Take all
3 pairs (the Golden, Silver and Bronze pantaloons) over to the
smithy here and talk to Kerrick. He'll use these to construct one
of the most interesting Easter Eggs in the game.

Here's where you get the items: Bronze Pantalettes are in
Abazigal's Lair, you must send the Petrified Adventurers out to
retrieve the Eyestalk. Silver Pantaloons are a reward for the
Buried Alive quest back in the Graveyard (hope you got them) and
the Gold Pantaloons were in the Friendly Arm Inn back in the
original Baldur's Gate. (which means you would have had to import
a party that carried the pantaloons)

Having trouble finding the Pantaloons? Here are the three item
codes for them:

misc47 misc5o misccb

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

Big Metal Rod (gun)
Pulse Ammunition
Frag Grenade
Scorcher Ammunition
Big Metal Unit

The BMU is usable by anyone, and gives an astonishing series of
bonuses, not the least of which is the fact that you suddenly look
like an Adamantite Golem. As such, there are many places that you
can't walk in it because it is simply too large to fit.

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

OTHER: Archery Practice

Near the lower part of the area, archers are taking some needed
target practice... on monsters that are continually summoned up
just to be killed. Talk to the captain and get into a fight. The
only thing of importance you get out of this is the:

Darkfire Bow +4 (Cespenar can upgrade)

With thanks to Dave Loveland.


-------------------------------------------------------------------------------
6.1 > > > > Sendai (AR 6100)
-------------------------------------------------------------------------------

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

- WOODSMAN

Go up and talk to the "woodsman." Ask him about the Bhaalspawn named
Sendai, and he'll plead ignorance. He did, however, see some "funny"
looking elves in the southwest of this area and asks that you
investigate.

Enter the cabin.

(AR 6111)

Loot this place! There are no traps, although some of the 5 containers
in here are locked. There are lots of minor treasures, and one more
notable treasure: (x 520 y 340)

Rune of Clangeddin (Upgradeable by Cespenar)

Exit.

(AR 6100)

If you do wander over to the southwest part of this area, you will be
attacked by Umber Hulks and Drow as well as a Hive Mother (Beholder).

Hive Mother - 50,000 experience
Drow (2) - 5000 experience
Umber Hulk Elder - 18,000 experience

Head up and to the right to find the Graves (x 2000 y 160). Click on
these, then head back to the Woodsman. Ask him about the graves. (He'll
also try to set up another ambush around the grave for you) Keep
pestering him and he'll turn into a Drow and attack you (with
reinforcements, of course).

When these Drow are dispatched, the hidden entrance to Sendai's lair
appears. This is worth 10,000 quest experience points.

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

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

- MONSTER PASSAGE (AR 6101)

This area is mostly just a long running battle against Myconids, Spore
Colonies, Spiders and Umber Hulks.

Once at the platform (x 2650 y 1000) you have 3 choices on where to go
next, two passages to the left and one above you. You'll need a key for
the 2 left passages. Enter the upper passage first (x 2920 y 730).

(AR 6109)

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

Thelynn'ss - 15,000 experience
Amulet of Cheetah Speed (Speed +2, Improved Haste 1/day)
Drow Guard's Key

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

(AR 6101)

We can now open both of the doors to the left. Each of the doors will
lead us where we need to go. The upper left door leads you through a
spider infested area, the other through a slave infested area. Since
there are no treasures worth mentioning in either one, I prefer to take
the lower, slave passage.

(AR 6102)

As you enter here, you are attacked by Derro slaves (they look like
dwarves). Fight your way along the passage. As you go along, more
monsters will be summoned, possibly even behind you (annoying if you have
a weak archer back there). Just keep moving until you get to kill the
Slavemaster. As long as the Slavemaster is alive, more monsters will
continually be summoned.

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

- INNER PASSAGE (AR 6104)

Head out to the center platform. We're going to have to go left first.
Fight your way through the Drow there, to get to the door beyond (x 950
y 770). Before entering, be sure you are ready for a battle with a Lich.

(AR 6110)

Beware of traps between you and the Lich.

Yep, there's a battle with a Lich in here, all right. You can summon
things without him seeing you, if you don't move. I just attacked him
with a Planetar and that worked pretty well. In another game, my main
character was a cleric of high enough level that her turn undead blew
the lich to pieces.

Odamaron - 22,000 experience
Drow Wardstone
Heart of the Damned (Cespenar can upgrade)
Eye of Tyr (Cespenar can upgrade)

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

Skull of the Lich (Cespenar can upgrade)
other treasures...

The other 2 containers in here have minor treasures. Exit. (again you
get to see what Sendai is up to. This is worth another 5000 quest exp)

(AR 6104)

Go back to the center, then up. (there may be some Drow on the center
platform) Fight through the Umber Hulks here to get to the doorway
beyond (x 2525 y 600). This door is opened by the Drow Wardstone that
we got from the Lich. Whenever you're ready for a fairly large, battle,
enter the door.

(AR 6105)

Diaytha confronts you here, and opens the door to the right. Her idea
is that you go over there and get killed by the mighty Ogremoch, an
Earth Elemental Prince. Concentrate your attack on Ogremoch as he is
quite mighty. Nothing tricky here, just straight-out melee.

Ogremoch 220 HP -7 AC 2 THAC0 3 Attacks
56,000 experience

Once that is taken care of, go over to the room on the left to fight
Diaytha and her goon squad (vampire, beholder, etc). I'd prioritize this
one a little, take out Diaytha and the Beholder first, then the Vampire,
then the rest.

Diaytha - 14,000 experience
Darksteel Shield +4 (10% fire, cold, acid, poison res.)

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

(AR 6106)

As you come through, Captain Egeissag wants to kill you, but is afraid
that Sendai will take credit for his actions. To remedy this, he has
a suggestion for you: The two of you fight alone in the pit, winner
take all, loser dies. Sounds like fun. (The alternative is to simply
fight everyone in here) If you have a good Fighter type of character,
this will be easily winnable. If you are a mage, you may want to
reconsider. The Spectator Beholder casts a Geas such that whoever loses,
all his allies die as well.

Captain Egeissag - 20,000 experience
Bowstring of Gond (Upgradeable by Cespenar)
other treasures...

After the battle Spectator (the very same Spectator you met in the
Sahuagin city) is very amused by how he got out of the service of the
dopey drow. You could ask to fight him as well, but he'd much rather
not fight you. And with that, he's gone.

(a brief cutscene follows where Sendai sends out the last of her forces,
the Mindflayer. This is worth 5000 quest experience)

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

(AR 6107)

Time for some Mind Flayer madness. If you have anyone with the Psion's
Blade, then you are going to have one easy time in here. Just have them
rush in and slaughter everything. (Psion's Blade was in the Marching
Mountain so you SHOULD have it) In fact, I gave the Psion's Blade to
Sarevok and had him and him alone fight the battle.

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

Liquid Mercury (Upgradeable by Cespenar)
other treasures...

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

Open the upper door. Go through the passage, and the next door into the
next room. More Mind Flayers and an Umber Hulk. Kill them.

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

- SENDAI (AR 6108)

Although you have quite mercilessly slaughtered her army, Sendai isn't
about to let that faze her. In fact, she used that time to prepare to
fight you. She creates 7 statues of herself (with either 122 or 130
hit points) and vanishes. They are of diverse Classes (1 Cleric, 2
Fighter, 1 Thief, 1 Fighter/Thief, 1 Mage, 1 Mage/Cleric). The statues
can be defeated only one at a time. Also, Drow will be coming in from
the entrance. I'd summon up some high level monsters to guard the
entrance, then use your party to slaughter the statues. Once the statues
are defeated, Sendai reappears and should be killed on sight.

Sendai 182 HP 8 AC 8 THAC0 1 Attack
18,000 experience
Wong Fei's Ioun Stone (+1 AC, +15 HP, Regeneration)
Studded Leather Armor of Thorns +6 (1d4 damage to attacker)
Wand of Cursing
other treasures...

Sendai is a very dangerous Cleric/Mage, you will need to keep removing
any protections that she puts on herself. I find Khelben's Warding Whip
works well for this purpose. Once she has no protections, she is weak
as a kitten. You get 40,000 quest experience for killing her.

Once she's dead, you are drawn into another Solar Dream. The Solar wants
you to wonder about the present, what is your role in this prophecy? She
summons a clone of yourself, who is irritated to be here. (10,000 quest
experience) There is only one GOOD thing to say here, the rest are evil.
Good: (this has to do with Good-Evil choices only)

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

The dream-you then proceeds to explain the prophecy to you (the one
that says Faerun will be ravaged by the Bhaalspawn) saying that you are
the one set out to prevent the destruction, not to cause it. At this
point there are 2 Good things to say (and the rest are Evil):

Sorta Good: "If I exist to stop the prophecy instead of making it true,
then so be it."
Really Good: "That is a relief...I had no desire to cause the
destruction the prophecy tells of."

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

Sorta Good: "The quicker I get this 'destiny' over with, the quicker I
can start the rest of my life."
Really Good: "I will prevent the destruction of the land because it is
the right thing to do."

You get 10,000 quest experience, and the Solar opens another path in your
Pocket Plane for yet another challenge. Go to your pocket plane...

- POCKET PLANE CHALLENGE NUMBER 3 (AR 4500)

Once you've rested up, head down the next path (x 1700 y 2000). Here you
meet with your lost innocence. He wants you to forget your recent
troubles and become innocent once more. Of course, there isn't even the
possibility of doing such a thing. Your innocence then becomes the
Slayer and attacks you. It is worth 25,000 exp to kill, plus you get
another 25,000 quest experience for completing the challenge (the main
character gets 30,000 quest experience).

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


-------------------------------------------------------------------------------
6.2 > > > > Abazigal
-------------------------------------------------------------------------------

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

- DRACONIS (AR 6000)

Prepare for a battle. Summon anything you want, protection spells, the
works. I'd also go with a True Sight spell, in case a certain enemy
casts Invisibility... repeatedly. You'll be fighting a mage/dragon if
that helps. You want enough Summoned creatures to overwhelm someone
very quickly... (I had a Planetar, an Elemental Prince and 2 Mordenkainen
Swords)

Walk forward to find Draconis. He does not seem terribly happy to see
you. He will taunt you for a bit, then attacks. He is a mage of fairly
high level, so expect Time Stops and all manner of Protections. When he
cast Protection from Magic weapons, I simply switched over to the
non-Magic weapons I got for dealing with Magical Golems, and that worked
just fine. When he goes invisible, hit him with a Remove Magic.

Draconis 190 HP -5 AC 4 THAC0 3 Attacks

When his human form is defeated, he tells you that it isn't so easy to
kill him and becomes a Dragon.

Dragon Draconis 190 HP -10 AC -4 THAC0 3 Attacks
61,000 experience
Draconis's Head (used to open the door)
Tzu Zan's Bracers (+1 AC, +15 HP)

His Dragon form is quite a bit tougher. First he becomes Invisible at
the drop of a hat, making it impossible to dispel his weapon's
protections without first getting rid of the Invisibility (hence the
True Sight earlier). He knocks your guys unconscious a LOT, which
complicates matters. He'll even summon Invisible Stalkers to help out.
I cast a Time Stop to get rid of his spell protections (Remove Magic,
Khelben's Warding Whip, Breach, etc.), then just hit him a lot with
fighters. Whenever my guys got low on HP I used Potions of Superior
Healing.

My summoned monsters didn't last long against the dragon, but they'd
gotten rid of his human form so quickly that it helped a lot.

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

- ENCLAVE (AR 6001)

There's a trap right near the entrance here.

When you enter, Ekim Cyre yells out for help, then locks down the
Enclave. He is in a bit of a panic that Draconis is dead. Then he will
attack. Did I mention that he is a Werewyvern?

Ekim Cyre - 15,000 experience
Empty Breath Potion Flask (take it)
Stone to Flesh scroll

You'll notice several pools around, only two of these can be used at the
moment, the other two require that you fill the Empty Breath Potion
Flask. Go to the far left pool and click it twice to dive into it.
(x 290 y 600)

(AR 6008)

This little area is crawling in Frost Salamanders. Once they're dead,
go down and through the door.

(AR 6012)

This little library is home to a couple of Bone Fiends. They need some
re-education on the true nature of bones! (ie dead and buried) There
are 3 containers in here, the dresser, the table and the TRAPPED
bookcase. They contain mostly minor treasures (but another Stone to
Flesh scroll).

Click the pool here to fill it with ... well Breath. It becomes a
Breath Potion. Go back to the previous area.

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

(AR 6008)

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

(AR 6001)

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

(AR 6002)

This is a prison level, of sorts, and its guards are Kuo-Toas. Kill them
all. Go left, kill them there, then go up and kill them there too. To
the left are some Water Elementals (and an Olhydra, which must be their
leader, it's worth 27,000 experience). Go over to the right.

Kill the guard, then lockpick (or bash, or Knock) the jaildoor to talk to
the Monk inside. He was sent here on a secret mission for Balthazar.
He is close to death, so he wants to help you with what he has:

Rope (yay)

Also, he tells you about a Dragon that guards Abazigal. This dragon is
being compelled to serve Abazigal. Therefore you must find the Scroll
that will release her from her service. He won't reveal what his secret
mission was... sounds suspicious.

Be sure to search him later for:

Hindo's Hand (Upgradeable by Cespenar)

Go left then back down. There will be a new door opened here (x 630
y 820) that takes you back to the beginning. Take it.

(AR 6001)

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

(AR 6003)

You're going to have to fight through a LOT of "eyes." They're fairly
annoying, but not terribly deadly. Go left, then up to find Lycanth the
Mad. (x 530 y 700) Ask him about the Scroll of Reversal, then explain to
him what it is and what it does. He does, in fact, have such an item,
but he wants you to work for it. Seems that he has taken a fancy to the
eyestalk of a Gauth Beholder and wants you to go get it for him. (you
could just kill the mage for the Scroll, but that's no fun) Agree to
this. Tell him that this is a bit beneath you and he suggests
subcontracting this out to the three petrified adventurers.

Since the secret wall to his lab is barred, you'll need to find another
way in. Use the nearby pool (x 460 y 800) to enter the lab. Search
the Right Table for:

Juggernaut Golem Page (Cespenar can upgrade)
Stone to Flesh scroll

Go down and open the "secret" wall. Use the Stone to Flesh scrolls
(that you've been getting throughout this dungeon) to bring the
"adventurers" back to life. Next you must convince them to take up the
quest to get the Eyestalk. This isn't terribly difficult, just convince
them that this is to Save the World and they'll even do it for free....

They'll return several days later and a very amusing cutscene unfolds.
("Bondari reloads" refers, of course, to the habit of players to try
doing something stupid, then reloading and doing the smart thing... The
designers seem to be having fun with the gaming public) They'll give
you the Eyestalk and...

Bronze Pantalettes (yay!)

Go up to the Mad Mage and give him the Eyestalk to get the Scroll of
Reversal. This gets you 30,000 quest experience.

Note: Clicking on the Eggs releases several Eye monsters.

Head down, and just below where the adventurers were, take that pool
(x 670 y 1170).

(AR 6004)

Head over to the left to find the Dragon. It asks for you to free it
with your Reversal Scroll. In exchange, it will give you the Wardstone
which will allow you to pass. This gets you 10,000 quest experience.

Alternatively: You could attack the Dragon.

Fll'Yissetat 280 HP -8 AC -6 THAC0 5 attacks
60,000 experience
Ring of Improved Invisibility
Abazigal's Wardstone

Or you could free it, THEN kill it. (Amusingly, one
hit with the Ravager Halberd and it died to a 10%
vorpal effect)

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

- ABAZIGAL (AR 6005)

Before moving forward, prepare for a big battle against a Dragon.
Summon. Protective Magic. You know the drill.

You'll have to battle your way through some Frost Salamanders before you
get to the Dragon. You'll find Abazigal in the center of this area,
looking a little blue around the gills. Again, like his son Draconis,
when you defeat his human form, his Dragon form emerges.

You MUST defeat his dragon form quickly and efficiently as he can Heal
himself fully. Not sure why, but I found him easier than Draconis
outside. Again I had the Planetar, 2 Mordenkain Swords and an Elemental
Prince (who didn't get blown away by the Dragon wing flap). And again
I used time stop to remove any protections (then I just attacked him
while time was stopped... hey free damage).

Abazigal 290 HP -12 AC -8 THAC0 3 Attacks
Gram the Sword of Grief +5 (Upgradeable by Cespenar)
Flail Head (Electric, Upgradeable by Cespenar)
Blue Dragon Scales (Upgradeable by Cespenar)

When he dies, he tells you that your victory will be short lived...
Defeating him is worth 40,000 quest experience.

When you have defeated both Sendai and Abazigal then you get to see the
cutscene of Balthazar betraying Melissan and ordering her death. (this is
worth 4000 quest experience)

Next, it cuts away to another Solar dream. She tells you that you near
the end of your journey. The following responses are GOOD:

Really Good: "I only hope I will be able to hold onto what is good and
righteous."
Pretty Good: "Then any help you could provide would be appreciated."

She then tells you that the 5 most powerful Bhaalspawn gathered together
to form the Five. They plotted the Doom of their lesser siblings. She
then summons forth Yaga Shura to explain this to you. He tells you that
they plotted to rule the world and resurrect their father, Bhaal. Time
for you to respond with what you think:

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

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

Good: "I'll just have to stop Balthazar and Bhaal, too, if it comes to
that."
Really Good: "If I can kill Balthazar before he raises Bhaal, I'd
prefer not to deal with my so-called 'father' at all."

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

Leave via the big blue portal to the left. As you reach the outside,
Elminster appears. He tells you that you have grown so powerful, even
he wouldn't take you on. Sweet. Anyway he also will advise you on who
to go see to get into Balthazar's lair. You are to find and talk to
Saemon Havarian again. (Or if you killed him, Zakfee Rafeya)

Head back to your Pocket Dimension.

- CHALLENGE FOUR (AR 4500)

Head over to the right to take the 4th challenge (x 2700 y 1700). Here
you meet up with Cyric, who teleports your party away. He asks you if
you recognize who he is, and depending on your WISDOM, you will recognize
him as the current God of Murder (13 WIS min). He explains the situation
as it stands among the godhood, and how he is gauging your threat to
his station. He finishes by deciding to test you with some goons
fighting you.

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

Once the challenge is completed, you get 30,000 quest experience while
your party each gets 25,000 quest experience.

Leave the Pocket dimension and go back to Amkethran.


-------------------------------------------------------------------------------
7. > > > > Balthazar
-------------------------------------------------------------------------------

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

- BACK TO AMKETHRAN (AR 5500)

Any mercenaries you find here will be hostile. Head up to the Smuggler's
Cave (x 2800 y 700).

(AR 5504)

Here you'll find Saemon Havarian yet again (unless you managed to kill
him). All his smuggling buddies have been slaughtered, thus giving
Saemon some better perspective on life. He has a proposal for you, one
that will get you in to see Balthazar. (Or if you prefer, you can
refuse and ask for the alternative route that leads through the Cave of
the Dead... you'll have to get the key for this one from Faheed) Agree
to go with Saemon and the dialogue ends. Talk to him again when you are
ready to proceed.

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

(AR 5500)

Saemon gets you inside the gates, the rest is up to you. You'll have to
fight through some monks immediately. Head inside (x 1450 y 400).

(AR 5505)

This is Balthazar's throne room, so head up to his throne. Balthazar
will appear and explain a few things to you. For starters, it was
Melissan herself who created the Five, the group of powerful Bhaalspawn.
Despite what you saw in that cutscene, he talks about her as though she
is still alive. Also, he plans on exterminating all Bhaalspawn, so
you're going to have to defend yourself.

Balthazar 280 HP -10 AC -5 THAC0 5 Attacks Monk
40,000 experience

Although everyone says that Balthazar is the most powerful of the Five,
I found this battle pretty easy... it's almost a straight out melee
fight as he has no good mage with him.

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

Finding Balthazar to be too easy? Try David Gaider's (a senior
designer at Bioware) more difficult version:

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

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

The Solar tells you that you have beaten the Five (Melissan is not a
child of Bhaal) but that Bhaal has not reawakened. Melissan is summoned
forth and it soon becomes obvious why she has been doing what she has
been doing... by destroying Bhaalspawn she can step in and fill the void
of power, thus becoming a Goddess. She explains all of her recent
wheelings and dealings for quite a while before you get to respond. Again
there are Good things to say and Evil things to say.

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

She says that she controls most of the Abyss, and wonders if you have the
guts to face her there. Well... duh.

Really Good: "I'd confront your kind of evil wherever I had to go...
and I will win."
Good: "I will never let you get away with this! Someone has to stop
you!"

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

- THE FINAL CHALLENGE (AR 4500)

Head up and right to the final challenge (x 2650 y 1050). Here you will
meet up with the Ravager, a great big demon from the depths of your own
soul.

Ravager 534 HP -6 AC -6 THAC0 5 Attacks
50,000 experience

The Ravager will summon several Bone Blades (like Mordenkainen's Swords)
to attack you. The Ravager also has a great deal of weapon and magic
resistances.

100% to fire, electricity, cold and acid
90% to magic
50% to magical cold
75% to magical fire
75% to all weapon types
Immune to Time Stop (if you cast it, he won't be stopped)

I used some Mordenkainen's Swords to distract the Ravager, after all, he
can't hurt the sword. This allowed me to more or less get a free shot
at attacking him. Problems occur when he Dominates your people, or puts
them to sleep. Since he has a LOT of HP you need to hit him a LOT, so
I would also suggest Improved Haste and any of your new Attack abilities.
Luckily he doesn't use any protection from magical weapons spells.

Once he is dead, rest up, and prepare to enter the Throne of Bhaal. You
can't come back to the Pocket Plane, so make sure that everything is
finished (such as all of Cespenar's items being made, proper spells
memorized and whatnot).

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


-------------------------------------------------------------------------------
8. > > > > Throne of Bhaal (AR 6200)
-------------------------------------------------------------------------------

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

- MELISSAN

Melissan talks to you here, but nothing important is said. The result
is a battle. You need to knock off about 200 HP to get her to talk to
you again. She'll say that she can't waste time with you. She goes into
the center to gather more Essence of Bhaal. This is your chance. Go
over to the Mana Pool to the left (x 600 y 1400). Here you must defeat
the guardians (Air Elementals). Once they're dead, click the Pool.
This cuts Melissan from her source of Essence, causing her to attack you
once more.

Concentrate all attacks on Melissan and she won't last too long. When
she is defeated, all her monsters go with her. She needs more essence
so goes back to the center. Heal everyone, cast more summons/protections
then head over to the right pool (x 2000 y 1400) to take on Cryonax the
Prince of Ice Elementals.

Again when her pool is cut off, she reappears and attacks you yet again.
This time she summons up some Slayer Shadows, which are pretty neat.
She'll even teleport away leaving you with this mess. Defeat her again
and she'll do the same thing with the pools. Again, restore your party,
then head up to the last pool (x 1950 y 450) to fight its guardians.
This battle is the hardest in this level so far, having the awesomely
powerful Fallen Solar as well as Mariliths, Succubus and Alu Fiends.
Try to draw just a few of the monsters out and defeat them separately.
You'll probably want to concentrate your fire on the Fallen Solar as he
is the most powerful. Cut off the pool to get to the Final Battle.

After the nastiness of the previous pool battle, whacking Melissan here
is practically easy. When you get her down enough, the Solar reappears
and tells her that it's all over. You've won...

You get to make the choice of whether to become a God or whether to give
up the power and become a mortal. This is where all that Good and Evil
comes into play as it affects what type of ending you get.

Ending 1: Become a Good god.
Ending 2: Become an Evil god.
Ending 3: Don't become a god at all.

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

===============================================================================
< < < < < FREQUENTLY ASKED QUESTIONS > > > > >
===============================================================================

Q: In the spell descriptions it lists durations in terms of "Rounds" and
"Turns." What are these?

A: A round is 6 seconds long. When the game says you get "2 1/2" attacks
per round, it means you get that many attacks every 6 seconds. A Turn is
10 Rounds long, or 60 seconds (1 Minute).


Q: What is Imoen's Belt for?

A: It prevents her from getting killed. It is used to prevent the game from
going nowhere as she needs to survive the first dungeon. After that
it isn't needed for plot purposes, and is taken away. As near as I can
tell, it makes her immune to the following:

Slay (& Instant Death magic)
Charm
Panic
Berserk
Sleep
Hold Person
Petrification
Poison
Stun
Polymorph


Q: I can't get Find Familiar to work. It keeps saying "FF must be cast by
the Protagonist". What's wrong? How can I get it to work?

A: The Protagonist is the main character. In the Single Player Game it is
whoever you created yourself, while in the Multiplayer it is whoever is
in the First slot. If this character CANNOT cast magic, then they can't
Find a Familiar. Only the Protagonist can find a Familiar. So, if your
Protagonist can't cast magic, you won't get a Familiar in your game.

Even if you start with a Fighter, you can always Dual Class over to a
Mage later and THEN cast Find Familiar. Works just the same.


Q: When I fight an enemy, it says that my weapon is "ineffective". How
then can I kill anything?

A: Two reasons your weapon can be ineffective: One, that monster requires
a magical weapon of certain magnitude to hit (say a +1 weapon), or Two,
they have Magical Defenses around them (such as Protection from Normal
Weapons). In the first case you need to find a better weapon, or try
casting spells. In the second, you have to lower their defenses first,
try casting the Breach spell. (Mage Lvl5)

Also, any monster that has 100% resistance to a type of weapon will
result in a "weapon ineffective" notice. Clay Golems are a good example
of this, as they can't be hurt by blades.


Q: I've messed up the Drow city (they won't let me in, etc.), how can I
get out of the Underdark?

A: 2 ways: 1.) After talking to Adalon and taking the form of a Drow, talk
to the Drow guards in the Kuo-Toa dungeon. If you have high charisma, you
can convince them that you are joining the war topside, and they let you
out. 2.) Kill Adalon and loot her corpse. (answer from Khadgar)


Q: Where is Edwin? I searched the Shadow Thieves Guild, but couldn't find
him!

A: You have to talk to Renal Bloodscalp on the second floor of the Shadow
Thieves Guild. Then in the course of doing his quests you will run into
Edwin. This is the ONLY way to get Edwin to join your party.

And if you have already joined up with Bodhi, you can't get Edwin to
join you. So, if you want to do both, get Edwin first. John Messinger
states that if you have Yoshimo in your party, when you visit the Docks
he'll let you talk to Renal again.


Q: I have Viconia, Edwin or Korgan in my party and a reputation of 18. How
can I lower my reputation to keep these people in my group?

A: Go hit a peasant. Preferably one in a house where other people won't
see you (if too many people see you, they all go hostile and you can
potentially ruin the game). It isn't necessary to kill the peasant,
simply hitting them should be sufficient (use your fists, unless you are
a monk). Or you could find a shop somewhere that you don't have much
respect for, and steal from it. They catch you stealing and your
reputation suffers.

Finally there are several quests that if done in an EVIL manner will
drop your reputation somewhat. These are noted in the walkthrough. Just
do a document search for "reputation". (in IE, do a CTRL-F)

Be careful not to let your reputation drop too low. For one thing, it
will cause Paladins and Rangers to become "fallen" (lose their abilities)
and another, at really low reputations you become a target for every
law enforcement person in the area.

Notably, if you get one of these people to join when your reputation is
already higher than 18, they will stick around. If your reputation
changes and is still higher than 18 (such as going from 20 to 19) then
they will leave.

SPOILER

Once you can turn into the Slayer, you can drop your reputation by 2
points any time you please.


Q: Viconia/Edwin/Korgan just took off and left, how do I get them back?

A: They likely left due to reputation concerns (see the above question).
When they leave like this, there isn't a real way to get them back.


Q: I'm having difficulty with the Harper's and Jaheira. Every time I leave
the Underdark, I'm attacked by the Harper's, which in turn makes the
elves hostile. How do I deal with this?

A: Answer from Baldurdash's Bug List page. Download the Improved Jaheira
Romance Script:

http://www.baldurdash.org/

This fixes several buggy aspects of the romance. You can find the
Baldurdash Bug List here:

http://www.baldurdash.org/buglist.html


Q: I want to Dual Class, but the button is grayed out on the Records page.
How can I Dual Class?

A: In order to Dual you must meet these requirements: First your character
MUST be Human. Only humans can dual class. Second your character must
START from a class that CAN dual. (Bards, Paladins, Sorcerers, Monks
and Barbarians CANNOT dual) Third you must have good stats in both your
current class, and the one you wish to dual to. This works out to at
least a 15 in the prime stat of your current class, and a 17 in the
prime stat in your desired class. (Prime stat is what that class uses
most, for example, STR for fighters, DEX for thieves, WIS for priests,
and INT for mages)

So, to dual a Kensai to a mage, you must have 15 STR and 17 INT. To
dual a Fighter to a Thief you must have 15 STR and 17 DEX.

There are also Alignment restrictions on which class you can become.
Thieves, for instance, cannot be Lawful Good. So if you have a Human
Kensai with the appropriate stats, but are Lawful Good, then you CANNOT
dual to a Thief. Druids must be True Neutral, etc.


Q: I dualled a Berserker to a Mage, but I can't cast spells. Why not?

A: You need to download that patch to get that Dual to work:

http://www.bioware.com/bgate2/bg2patch.shtml

Once that patch is installed, your Berserker/Mage should work fine. Also
remember that you can't cast spells while in armor.


Q: How do I get back into Bodhi's Lair? The door won't open!

A: Referring to Baldurdash's nifty Buglist, we find a small download to
fix this problem:

http://www.baldurdash.org/FixedBG2BodhiLairInaccessible.zip

The address for Baldurdash's Buglist is:

http://www.baldurdash.org/buglist.html


Q: Phaere told me to go to the SE corner of Ust Natha to fight some
Beholders, but when I get to her, she has nothing to say to me! What do
I do?

A: With the Cheat Console, type in this:

CLUAConsole:SetGlobal("PHAERESPEAKBEHOLD","GLOBAL",0)

This resets her conversation about the beholders allowing you to talk to
her again about it. (from Marc Oliver)


Q: Who is this Malchor Harpell chap that I keep running into? Every time I
go somewhere, he teleports after me.

A: Malchor is the game's built in defense to you killing Drizzt and stealing
his stuff. He should only appear after Bodhi has been finally dealt with
to reclaim any gear from any member of Drizzt's party who has died. If
you refuse to simply give the gear up, he will simply steal it back
anyway. From what I have heard, this doesn't work quite right and he
is unable to talk to you. To get rid of him, simply dump all of Drizzt's
items.


Q: Help me with these romances! How do I get Viconia/Aerie/Anomen/Jaheira
to like me?

A: They will automatically start a romance with you by virtue of your
main character's gender. If you show interest in Jaheira, (or anyone)
then you are stuck with them (at least until you stop showing interest).
The main reason I don't mention the romances in this guide much is that
it is completely optional, and doesn't help your game out much. Sure,
it will affect your game a lot if you are suddenly attacked by Bandits
(Jaheira), but you won't get anything significant out of it, save for the
love of one half-elven druid.


Q: How do I recharge Wands and other items with limited Charges?

A: Sell them to the store and rebuy them. Sure you take a financial hit,
but the items come back with 50-100 charges to them.


Q: What does a weapon's speed factor do?

A: Influences when your character can attack, the lower the number the
better. Let's say that there are two identical characters facing off.
Each has 3 attacks per round. One is using a Heavy Long Sword with a
Speed of 10, the other is using a Superlight Long Sword with a Speed of
0. The lighter sworded warrior will get to attack first, possibly even
attacking twice before the other warrior gets in one attack. Thus having
a low speed can allow you to kill monsters before they even touch you.

Note: Speed does not affect how many attacks you get per round. If it
says 3 attacks per round, that is how many you get, regardless of
speed.


Q: What do I do with all these gems I get?

A: There are very few gems with a purpose. Most are just for sale to get
yourself some money. However, you might want to save a Diamond, Beljuril
and Rogue Stone as these can be significant later. The Diamond and
Beljuril are used to upgrade the Silver Horn of Valhalla and the Rogue
Stone is used to enter the Mysterious Door in the Bridge District.


Q: I cheated to create a Familiar for a character that normally doesn't get
a Familiar (Fighter, for instance). Now, when it is created and put into
the pack, everything is fine, however if I release it again, it vanishes.
Also the Familiar changes from the one I created, to a different type
(one that now matches my alignment). What's up with this?

A: (from Harry Smith) I've played around with the familiars more, and it is
the mixed alignment problem that kills it. The trick works just fine as
long as the familiar that you are getting is the proper one for your
alignment. It also appears to work fine for other alignments, as long as
you don't put the familiar in your backpack. That's a pretty big
limitation, but perhaps some people would be willing to live with it.
This might be something to add to the FAQ to let people know what they're
getting into before they waste their time on something that can't be
done.


Q: Why can't Imoen (or any other dual/multi classed Mage) cast spells? The
entire icon is grayed out.

A: You can't cast mage spells while wearing any armor. So, if you are
wearing some Studded Leather Armor, your mage spells will be deactivated.
Also note that Robes do not count as armor.


Q: What is fatigue?

A: It penalizes your party by -1 to luck. Luck affects all your party's
"rolls", such as THAC0 (your ability to hit), Saving Throws (your ability
to not be affected by spells and such), Damage, etc. Your luck gets
worse the longer you go without resting.


Q: I didn't preorder or buy the Collector's Edition. Is there a way that
I can get those items anyway?

A: Yes, just download a little fix.

Quick Fix: http://www.sorcerers.net/index.shtml and check the Games >
Baldur's Gate II > Editors, Hacks & Custom Characters >

http://www.sorcerers.net/Games/BG2/BG2extras.zip


Q: Is there a patch? What does it fix?

A: Yes. This patch fixes all the major gaming problems I ever experienced
with BG2, and since installing it I haven't had any major crashes.

http://www.bioware.com/bgate2/bg2patch.shtml


Q: Is there a patch for Throne of Bhaal?

A: There is one that gets it to work for Win2000, but nothing for a general
patching purpose.


Q: Will there be an Expansion? Sequel?

A: Yes, it is called Throne of Bhaal and you should go out and buy it.
As for a sequel, well... maybe. Though, if there is a sequel, I really
doubt it will use the same game engine.


Send in all questions to: dsimpson.faqs@gmail.com

 

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