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INTRODUCTION
Welcome to my FAQ and walkthrough for Baldur's Gate II: Shadows of Amn. Due to
the inclusion of class-specific quests, it will be a long time before I
complete this FAQ - but bear with me. For this preliminary guide up until
v.1.0, I will be playing as a cavalier. Further versions will include all the
extra quests I missed, as well as information on the different strongholds
other classes can use.
INFO
By: hellkite_7
E-mail the dragon @: hellkite_7@yahoo.com
Version: preliminary 0.4
E-MAIL POLICY
Please please please e-mail me. I'm after corrections in particular, as well
as any hints or tips you have, your discoveries, and any quests I've missed.
Include in the subject line "bgate2", and I'll try to give an answer if I can.
If its specially good, I'll add your info in the next version, and you'll get
mentioned in the (currently non-existent) credits section. OK - let's go…
CONTENTS
1. Walkthrough: chapter 1
a. Dungeon under Waukeen's Promenade
b. Waukeen's Promenade
2. Walkthrough: chapter 2
a. The slums
b. The city gate
c. The docks
d. Temple
e. Government District
3.a. The aid of the Shadow Thieves
4.a. Spellhold Island
b. Spellhold
c. The Underwater City
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1.a. Dungeon under Waukeen's Promenade
-------------------------------------------------------------
Monsters: Goblins, lesser clay golems, mephits (lightning, magma, ice, steam,
smoke, mineral, radiant, dust, fire, air), duergars, 1 cambion, 1 ogre mage, 1
otyugh, 1 vampire, 1 greater doppelganger.
Treasures: Long sword +1, Bastard sword +1, Helmet of infravision, Bracers of
defence AC 8, Amulet of metaspell influence, Helm of Balduran, Quaterstaff +1,
Katana +1 (Yoshimo), Mail of the Dead +2 (Ilyich), Girdle of Bluntness, Ring
of Protection +1, Sword of Chaos +2.
NPCs: Imoen, Jaheira, Minsc, Yoshimo.
IMOEN (human; female; neutral good; mage/ thief; str.9 dex.18 con.16 int.17
wis.11 cha.16)
JAHEIRA (half-elf; female; true neutral; fighter/ druid; str.15 dex.17 con.17
int.10 wis.14 cha.15)
MINSC (human; male; chaotic good; ranger; str.18/98 dex.16 con.16 int.8 wis.6
cha.9)
YOSHIMO (human; male; true neutral; bounty hunter; str.17 dex.18 con.16 int.13
wis.10 cha.14)
After the opening cut-scenes, Imoen will come up to you and free you. Be nice
to her and she'll join you (a very useful thief/mage).
Head to the north-west room as she advises. Equip yourself with weapons and
armour and take the key. You can now open Jaheira's cell (3000 xps) and let
her join. Now talk to Minsc - if you're clever, he'll break free (dialogue
options 1,2,1,2,1; 3000 xps), and join you.
Once equipped, head SW into a room full of lightning mephits (they hurl
electricity). Kill them and turn off the machine at the switch to stop more
arriving.
Now carry on into a room with crystals. Talk to Aataqh and answer his riddle
(say you'd press the button). He'll summon an Ogre Mage. Kill it and he'll
congratulate you then disappear.
Head W still. Enter the room with the sewage golem. Talk to it. Search the
room for goodies, inc. long sword +1.
In the panelled corridors, enter the first room on the right, and talk to
Rielev. Agree to release him (4000 xps) for some energy cells which you CAN
use on the bodies in the room W of the sewage golem for some weird dialogue.
At least be sure to search the room thoroughly (quaterstaff +1).
Wade through into the library area. Head NW and kill the duergars. Collect the
acorns from the dead body of their leader, Ilyich.
Taking the NE corridor (trapped!) will bring you to a room containing a
bizarre machine and beside it a cambion with a force-field around it. All
weapons are useless until you activate the machine twice - doing this will
drop the force-field and leave you free to kill your enemy.
Get the activation stone from Rielev's table and give it to the sewage golem
(3000 xps). Follow it and enter the door it opens (or any of the others).
Fight, search, enter door (simple).
Now head up the passage to the master's room, complete with traps. Search it,
get the Air Elemental Statue. Head back to the corridor between the Cambion
and the Duergars. The statue opens the locked portal. Inside, head N then W,
fighting the mephits. Rub the flask and a genie will pop out and ask for the
real flask in return for a weapon of yours. Head SE from the Master's room
through the forested area. Accept the dryads' quest to deliver the acorns to
the Fairy Queen (9500 xps). Also get the flask off them. Head back to the
genie and give him the flask (15000 xps). He'll give you the Sword of Chaos
+2, Sarevok's sword.
S of here is the mistresses' room, very like the master's. Search for the key
and other treasures. When you leave back to the master's room, two lesser clay
golems may attack you (I believe it is necessary to look in their room first,
it is found near Rielev's body). Now head NW to the teleportation portal and
enter.
On the second level, allow Yoshimo to join your party (he's very worthwhile).
Search the crates and head NE into a room. As told by Yoshimo, kill the four
elemental portals to stop the mephits coming through (5000 xps each). You'll
now be treated to some dialogue as Jaheira finds Khalid's desecrated body.
Head through the Westernmost of the two doors. A battle between a clone and an
assassin will take place, with the clone winning then attacking you. Kill her
for xps. Through the Emost door, go across the bridge (beware deadly steam
trap!) and kill the duergars.
With the keys, "activate" each of the pillars along the western edge to get
the wands. All the wands have one charge left. Loot the statue. Through the W
door you'll fight a vampire and shadow thieves - not too tough and probably
worth it.
In the NE there are two corridors. The N one leads through a goblin-guarded
forge to a room containing four duergars, minor treasures and the Girdle of
Bluntness.
The lower one leads into a room with a division. On the other side of the
division is Frennedan who asks for rescue. Check the chests for minor
treasures and the key. Release him and he'll follow you.
Go down the SE corridor from the wand room. You'll come into an area where
three Shadow Thieves challenge you. Kill them. At this point, Frennedan turns
into a greater doppelganger, so kill him (3000 xps).
Follow the passage down and over the bridge. Simply continue along and leave
the Irenicus' dungeon.
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1.b. Waukeen's Promenade
-------------------------------------------------------------
In the open, you'll fight Irenicus (cut-scene, don't worry) and some Cowled
Wizards will come and arrest Irenicus and Imoen for illegal use of magic. Soon
you'll have to get her back. First though, you have this area to explore.
Monsters: Illusionary Werewolves, Shadows.
Treasures: Girdle of Piercing, Ring of Human Influence, War Hammer +1, CURSED
sword of berserking +3, Cloak of non-detection.
NPCs: Aerie.
AERIE (elf; female; lawful good; cleric/mage; str.10 dex.17 con.9 int.16
wis.16 cha.14)
The only major thing here is the circus tent. Talk to the guard outside and
say you'll try to end the evil inside. Inside, answer the genie on the
bridge's riddle as 3 (19500 xps). Enter the tent. Talk to Aerie and agree to
help her free herself.
Head W and talk to the spider. Be nice. Now go over and kill the peasants. One
of them has the sword that will free Aerie. Give it to Aerie (18500 xps) and
let her join.
Enter the door guarded by the pleasure slave. Inside, kill all the monsters
and enter the door at the top of the staircase (the genie will reappear and
give some information).
Inside this circular room, Kalah will try to kill you, but first he tries to
kill Quayle while some monsters kill you. Use part members to disrupt Kalah's
spellcasting, and deal with the monsters. KEEP QUAYLE ALIVE. Kill Kalah (2000
xps).
Everything will be back to normal, and Aerie will stay with the group. Take
Kalah's treasure and leave. Outside, talk to the guard again for reputation
+1.
Otherwise, the only obvious thing to do here is shop. There are some
distractions though:
On the top floor of the Den of Seven Vales, there is a group of adventurers.
Be nasty to them and they'll attack you. A tough battle, but ultimately
rewarding. Search the bodies and chests for some of the magic items from BG1.
Once you get Aerie's message (if she's with you), go into the Circus tent and
talk to Quayle. He'll ask you to go and talk to a friend under the playhouse
in the city gate section, see below.
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2.a. The slums
-------------------------------------------------------------
Monsters:
Treasure: D'Arnisse signet ring (Nalia), Battle axe +1 (Korgan), Delryn Family
shield +1 (Anomen).
NPCs: Nalia, Korgan, Anomen.
NALIA (human; female; chaotic good; mage/thief; str.14 dex.18 con.16 int.17
wis.9 cha.13)
KORGAN (dwarf; male; chaotic evil; berserker; str.18/77 dex.15 con.19 int.12
wis.9 cha.7)
ANOMEN (human; male; lawful neutral; fighter/cleric; str.18/52 dex.10 con.16
int.10 wis.12 cha.13)
On your way you'll get ambushed by Suna Seni, Eldarin and some slavers. Kill
'em.
Talk to Gaelan Bayle and agree to everything. Now chapter two begins.
I'll cover the copper coronet in detail, now. There's a lot to do here.
First, talk to Nalia, and accept her quest. You can let her join or not - see
D'Arnisse Hold section for more on her quest.
Talk to Amalas and he'll challenge you to a fight in the pit. Defeat him (9500
xps). You can also talk to Surly and bet 10 gp on a dog fight. You get 20 back
if you win. Woohoo…
Korgan has a quest to get a grimoire from a tomb in the graveyard and give it
to a sage he knows. He wants to join up and get it done. Accept, if you like.
Talk to Lord Jierdan. He'll ask for help on the Windspear Hills, agree - its
for the cash.
Doubtless there is more to do. I'll return to this section when new quests
have been uncovered.
When Brus has met you again, come back. Travel to Gaelan's house. On the way,
Bregg and Cohrvale stop you. Kill 'em.
At Gaelan's house, he'll lower the price to 15000 gps. You may well be able to
afford this now. Accept or decline as you will.
Tanova and two other vampires attack a bloke at the northern district exit.
Fight or flee as you desire.
-------------------------------------------------------------
2.b. City Gate
-------------------------------------------------------------
Monsters: 1 Lich.
Treasure: Tomb - ?
NPCs: none.
A very small area, the only interesting area is the Crooked Crane tavern.
However, at the start you'll witness ANOTHER vampire vs. Shadow Thieves
battle. Then talk to Flydian and readily accept his quest (10000 gps will get
you nearly there).
In the Crane, everybody is talking about Aulava and Tiiro. You can talk to
them upstairs, if you so desire.
I don't recommend trying this now, but later, enter the secret door in the
tavern. It leads to a tomb guarded by a VERY powerful Lich. I'll do this later
when I can actually kill it.
-------------------------------------------------------------
2.c. The docks
-------------------------------------------------------------
Monsters: Mephits (Magma, Fire, Ice), Stone Golems, Vampires, Thugs, Muggers,
Pirates.
Treasure: Helmet of Charm Protection, Staff spear +2, Spear +1, Bracers of
defence AC 6 (x2), Bracer of defence AC 7, Quaterstaff +2, Short sword +2,
Katana +1, Two-handed sword +1, Cloak of protection +1, Ring of Wizardry,
Boots of Stealth, Shadow Armour.
NPCs: Edwin Odesserion.
EDWIN (human; male; lawful evil; conjurer; str.10 dex.10 con.16 int.18 wis.10
cha.10)
YOU CAN PROBABLY GET THEM ANYWHERE IN ATHKATLA, BUT THERE WERE TWO MESSAGES
DELIVERED: FIRSTLY, TO AERIE TO SEE QUAYLE (SEE WAUKEEN'S PROMENADE SECTION),
AND FOR JAHEIRA TO GO STRAIGHT AWAY. Next time you rest after Jaheira leaves,
she'll come back, and tell you to go to the Harper HQ. Inside are five people
who try to kill you. Get there first.
If you have Yoshimo with you, he'll tell you that you need to see Renal
Bloodscalp. On the way to the Shadow Thieves' Guild, you'll find a Mad Cleric
who tells you to convert to Cyric. Say no then kill him (750 xps).
Inside, go forward then up and follow round. Accept Renal's offer to spy on
Mae'Var. Leave and go to Mae'Var's guildhouse. Inside, show Gorch the
documents given to you, then go through and down.
Accept Mae'Var's task. Go over to the TEMPLE area (see temple area section for
details of what to do here).
Having got the amulet, give it to Mae'Var (29500 xps), he'll tell you to visit
his assistant, Edwin (yes, THE Edwin from BG1).
Speak to Edwin and he'll give you a hard errand. Accept it, and search the
chests and rooms for treasures.
Go to Rayic's house and enter kill the mephits, then SAVE - it gets TOUGH.
Upstairs are two stone golems. Kill them, then go upstairs and kill Rayic.
Search his body.
Tell Edwin, he'll give you another task: collect some documents from Marcus in
the Sea's Bounty Tavern. If you have Jaheira with you, do this later - you'll
find out why in a later version - I'm at boarding school and am REALLY cramped
for time, so I can't do this bit just yet.
If you don't have Jaheira, enter and get the documents off of Marcus for 200
gold. Give them to Edwin (10000 xps). Go to Mae'Var, accept. Go to Embarl and
kill him. Bring back the dagger (28750 xps).
Go to Edwin again, he knows the truth, agree for the key. Enter Mae'Var's
chamber and open the locked chest. Take the letter to Renal (48250 xps). He'll
tell you to kill Mae'Var.
Everyone in his guild will know about it, so wade in and kill everybody. With
Mae'Var dead, head back to Renal for your reward: ???? xps and 10500 gps.
Back in the Sea's Bounty Tavern, there is a secret door. Inside is a bunch of
pirates, search the water after killing them for cash.
If you have the body of Renfeld (you'll get this if you try to travel to the
D'Arnise Hold) , deliver it to the estate in the SW. Give it to Rylock outside
for 14550 xps and 125 gps.
As you leave, another old "friend", Xzar, will come up to you and give you
quest (accept it).
Go back to Rylock and ask to enter. He'll make you perform a service first. Do
this by going to Prebek's house and killing everyone inside (loot for
treasure).
Report back to Rylock (14500 xps), he'll let you enter. Inside, search the
rooms especially the end room for an amulet. Put this on your best thief and
send him upstairs. Doing this will stop the spectral harpers attacking.
Search, but head into the first door you see. Enter the cage and take the
bird.
Deliver this to Xzar, who thinks it is Montaron, polymorphs it: it is Lucette
who kills Xzar (don't know how many xps, but there are some). Loot his corpse.
Near the first exit, a bloke will come up to you then get attacked by
vampires. You can flee or fight as you wish, but three vampires is a tough
prospect.
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2.d. Temple
-------------------------------------------------------------
Monsters: Rakshasa, Kobolds, Kobold Commandos, Kobold Captain, Kobold Shamen,
Kobold Witch Doctor, Sea troll, Gibberlings, Mutated gibberlings, Mephits
(Ice, Dust, Magma, Fire, Lightning), goblins, Salamanders, Ice salamanders.
Treasure: Hallowed Redeemer (Keldon), Firecam Full-plate armour (Keldon),
Cloak of the Sewers, Rod of Resurrection, Necklace of Form Stability, Harp of
Discord, Entropy (Haer'Dalis), Chaos (Haer'Dalis), Full plate +1, Wyvern's
Tail +2, Hangard's Axe +2.
NPCs: Keldon Firecam, Haer'Dalis.
KELDON (human; male; lawful good; inquisitor; str.17 dex.9 con.17 int.12
wis.16 cha.18)
HAER'DALIS (tiefling; male; chaotic neutral; blade; str.17 dex.17 con.9 int.15
wis.13 cha.16)
You will be waylaid by Orogs on the way - a tough fight. Here, a man will
ramble on about the "Unseen Eye" cult. After his sermon, a priest of Helm will
escort you to his temple. Here, talk to both High Watcher Oisig and Telwyn for
quest (do them after finishing with the Shadow Thieves).
Go now to the Talos temple. There are three rooms here with some handy minor
treasures to loot. The amulet you were sent for is in the W room, collect it
and leave (20000 xps). Head now back to the docks.
Once finished with all that, enter the sewers at the entrance by the Prophet.
Inside, head straight on to a fight with Kobolds and a deadly Rakshasa (which
carries the Cloak of the Sewers).
Continue on to a fight with a sea troll (remember to use fire or acid on it
when it drops!). At the last junction, head N, kill the gibberlings and
continue. Let Keldon join - he's very good with cool magical items. Head NE,
and kill the goblins. Here there is a secret door, go through, right and up.
In this room (from BG1's Durlag's tower), kill the mephits then go south. Go
round and enter Mekrath's room, threaten him and kill him (warning: hard
wizard!). Search the room for a Cloudkill Wand and the Rod of Resurrection.
Upon leaving you will be approached by Haer'Dalis, who can join. He'll ask you
to get a gem and return it to its owner at the Five Flagons. This gem is a
Portal Gem on this level (trapped shrine).
Head NE from the secret door to a fight with six tough opponents. Try it -
it's hard but rewarding.
Talk to Roger the Fence south of the central area. If you're persuasive he'll
give you 250 gps. You can buy/sell too.
Outside Valen will tell you you are being spied upon and you should meet with
her mistress in the graveyard. Directly after, Brus tells you to visit Gaelan
Bayle again - they seemed to be linked…
There is an exit NW of where you got Keldon to the sewers beneath the Bridge,
but I'd leave this for later, as it's not at all easy.
-------------------------------------------------------------
2.e. Government District
-------------------------------------------------------------
Monsters: none so far.
Treasure: likewise.
NPCs: Viconia deVir.
VICONIA (elf; female; neutral evil; cleric; str.10 dex.19 con.8 int.16 wis.18
cha.14; upon joining party loses reputation 2)
If Keldon is with you, he'll ask to visit his family.
Just outside the prison Viconia is about to be burnt at the stake. Untie her
and you'll have to fight three fanatics, then she can join.
Visit Keldon's estate and his wife will admit to seeing another man. I'll
pursue this later.
Head through the park and talk to Delon, accept. Carry on to the Council of
Six building. Agree to Madeen and Tolgerias. Again, I'll do all this lot
later.
-------------------------------------------------------------
3.a. The aid of the Shadow Thieves
-------------------------------------------------------------
Monsters: Vampires, Phase spiders, Sword spiders, Spiders, Giant spiders,
Fledgling Vampires, Greater ghouls, Grimwarders, Grimwarder archers,
Ettercaps, 1 clay golem, Shadows, 1 Shadow fiend, Wights, Wraiths, Ghasts,
Mummies, Skeleton warriors.
Treasures: Amulet of power, Ring of protection +2, Mace of Disruption +1,
Spear +1, Halcyon, Black spider figurine, Ashen Scales +2, Katana +2.
NPCs: none.
Go to Gaelan Bayle and accept his offer of 15000 gps (???? xps). Go to the
Shadow Thieves' and head E then down the passage. Carry on, head NE from this
room.
Accept Aran Linvail's first quest. Head down to the shipyard docks. Talk to
Mook. Lassal will appear and kill Mook, fight him, he'll eventually run away.
Head back to Aran and accept again. Go to the Bridge and enter the five
flagons. Upstairs, enter the far NE room of the four, kill the traitors. Then
the contact will appear, his name is Gracen. Kill him (1400 xps).
Again accept Aran's quest. Head to the graveyard district, enter the tomb S of
where you meet Uncle Lester and his relative.
Inside, follow on, beware of traps. Head N through the spiders' lair, then
meet Haz and his golem. Kill the warders then purge the inner sanctum through
the blue doors.
In the NW door, kill and search the blood pool. Head S, kill the clay golem
and stake the vampires in their coffins (9000 xps each).
Head SE. Kill Tanova - don't enter the next room.
Along the spider area, enter the "cocoon" thing over the "drawbridge". Kill
those inside.
Enter the Southern Dungeons. Kill all the monsters, beware the painting on the
floor - it's trapped.
Head S, killing as you go. At the junction, go E. Open the sarcophagus, kill
the skeleton warrior and take his magical weapon. Further on is a small room
with treasures.
On the S branch, beware traps and enter room for more minor treasures.
Head back to the Inner Sanctum. Go down the NE stairs. Go along, enter and
fight the vampires and grimwarders. Search the NW and NE rooms for treasure.
Lassal will appear and tell you to meet him upstairs.
Head to the room full of spikes, blood and very deadly traps. Lassal is on the
far E side. Kill him.
Now head back to the room where you staked the vampires in their coffins.
Stake the last one and Bodhi will appear, talk a bit, then attack you - you
can't kill her, she'll run when wounded sufficiently (18750 xps).
Now go back to Aran and he'll take you to a ship, which will take you all the
way to Spellhold Island (??? xps).
-------------------------------------------------------------
4.a. Spellhold Island
-------------------------------------------------------------
Monsters: Pirates.
Treasures: Quaterstaff +2, Flail +2, Leather Armour +3, Longbow +2, Light
Crossbow +1.
NPCs: none.
Leave the ship, you'll be attacked by Del, Parisa and Valen, vampires. Kill
them.
Head to the tavern (The Vulgar Monkey), and talk to Sanik. He'll get
assassinated (kill the assassin) before he can help you at all. Great.
Now talk to the innkeeper who'll tell you to find Claire. To do this, go to
Lady Galvena's Festhall and talk to the appropriate courtesan outside. For 100
gps you'll be taken to an inner room. Inside, tell her you'll leave then give
her 100 gps to shut up about it.
Outside, head NW, kill the guards. Enter the room guarded by the first guard
and take the skeleton key.
Head through the far NW door to the prison. Enter the NE door and kill Vadek
and Galvena. Be nice to Claire and she'll take you to see her captain by the
docks (10000 xps).
Take his information (2000 xps).
Go to Ginia, and agree to help her. Go to Chremy and kill him. Now head to
Calahan and agree to pay (2000 xps). Go back and tell Ginia, she'll be very
happy (9000 xps).
Now go to the Pirate Lord's home. Tell the door guard and the lord himself
that Golin sent you. Tell him you need to get into Spellhold and act mad. If
Yoshimo is in your party, this is very easy (36500 xps each).
Inside, get out and open the locked door S of where you are (talk several
times to the bloke on the left and you get gems every time).
Attack Wanev and Irenicus appears and takes you in. He'll explain Yoshimo's
treachery and you'll be put in the same process Imoen went through.
In your dream, enter the Library and talk to Imoen. Go back out, head W and
tell Bhaal to "catch you if he can". Run back to Imoen and fight Bhaal. If you
win, you're sent back to Irenicus' lab.
You'll be put in the labyrinth under the asylum.
-------------------------------------------------------------
4.b. Spellhold
-------------------------------------------------------------
Monsters: Yuan-ti, Ice salamanders, Salamanders, Gibberlings, Mutated
Gibberlings, Mephits (Ice, Fire, Air, Smoke, Steam), 1 ruhk, Umber hulks, 1
mist horror, kobolds, kobold commandos, kobold witch doctors, imps, quasits,
shadow fiends, skeleton warriors, trolls, spirit trolls, minotaurs, shadows,
wraiths, 1 mind flayer, murderers, goblin commandos, 1 djinni, clay golems, 1
stone golem, 1 spectral troll.
Treasures: Spear +3, Ring of Regeneration, Ring of Free Action, Malakar +2,
Flame of the North, Cloak of Reflection, Bone Club +2, +3 vs undead.
NPCs: Imoen.
Inside, Bodhi will gloat a bit and give you a "fighting chance". Talk to
Imoen, she can join again (hurrah!). Head through the SW door, fight, loot the
statue will give you a clue to how to leave (this is the exit). Head through
the NW door. In the W door, search, E, fight and search - easy enough. Go
through N door. The N from here leads to a tough fight. The E door leads to a
room full of faces. Activating these faces will lead you to the Statue of
Riddles who will pose a riddle. The answers (in no order) are: darkness;
stars; candle; coffin; fire; ice; shadows; sponge; breath; fish; a secret; a
hole. Answer all the riddles for 5000 xps per head.
Carry on through, fight the yuan-ti, carry on again - beware squashing
mechanism. Enter the room, fight the clay golem and search.
In the next area (use the door from the main square), fight the umber hulks
(v. hard, obviously).
At the end of the corridor, head NE. Keep going until you find a yellowed
book. Keep using it to make these enemies (in order) appear: Kobold captain,
sword spider, umber hulk, mind flayer, beholder). Kill them all, the re-use
the book for 2 spells, a Ring of Free Action and 8000 xps each.
In the secret door, kill all the enemies. In the room with the kobolds'
crystal, kill the "avatars" to get a crystal shard, which you need.
Back to the end of the corridor. Head SW. Kill the enemies, there is a lot to
search for here and in the library just N of your position.
Go onwards, enter and kill Dace Solan, a very powerful vampire. When he
retreats to his coffin, stake him for the hand you need to escape.
Go back to the statue on the first level, use the hand on it to open the door
(29500 xps per head). Go through.
Down here, enter the W door. Go along a bit. Enter the S secret door, and turn
the wheel to open the N one. Enter and kill the trolls, search.
Head on, and when you've killed all the minotaurs, head NE. Search the water,
then the statues - beware!!!
W statue: troll painting, disintegrate trap
N statue: umber hulk painting, cloudkill trap
E statue: djinni painting, fireball trap
Head right on, you'll soon encounter Bodhi. This bit's fixed. You will turn
into the Slayer, avatar of Bhaal and attack everything, friend or foe. Bodhi
will flee, you're the big danger here.
Note: if you have a romance, you will transform again and kill your girl/boy.
In this room are four globes. If you stand on the mosaic then activate them
one-by-one, they'll cast spells: slow, heal, haste, lightning bolt.
From this room, head N, wipe this place clean (not easy!!!).
Go back then SW and search. With the two stone horns, use them on the statue
to open the door - but do this later, first, go right back to the start.
Now go down the E tunnel. Kill the yuan-ti, then enter, one by one, the doors
corresponding to the paintings you should have.
Behind them are: MIND FLAYER: kill the mind flayer (11000 xps)
TROLL: Kill the Spirit Troll (8000 xps)
DJINNI: kill the djinni (10000 xps)
UMBER HULK: kill the umber hulk (10000 xps). Go on until you reach a junction.
Go SW. Kill the Stone Golem guard, search. Now head SW again. In here is a
machine that gives you magical items for mithril tokens, which are scattered
around. I've found 21 so far. They get you:
5 tokens: Boots of the North
10 tokens: Boots of Grounding
15 tokens: Boots of Speed
20 tokens: Jester's Chain +4
Head back NE from the first junction. There is a bit of dexterity needed here.
Inside is a chest guarded by three clay golems that attack when you open the
chest.
To do this, send one person in hasted. Unlock the chest then open it and
pause. Take the contents then RUN! Shut the door behind and for some reason
(presumably so it's actually possible to get the loot) the golems don't come
through.
Now leave into a room full of commandos, kill 'em all. Back at the stairs an
apparition appears. Let him test you, it's the way out. For the first test you
have to kill a big mushroom with spell abilities - not too hard. Now he'll ask
a question, the answer is splinter.
Now you go to a dining hall with four apparitions. Search the table then talk
to any one and you'll get four questions, the answers are: nothing, a river,
fear, memory. You'll now be taken on to a platform. The apparition will free
you, go down the invisible steps. Through here your treacherous captain will
appear again.
Go upstairs and kill Lonik the Sane. You'll be taken to a room full of all the
captives. Be nice and they'll join you as you attack Irenicus himself… Beware,
they can be a liability, especially Wanev!
Eventually Irenicus will run away and Yoshimo will arrive with a bunch of
murderers and you'll be involved in a HUGE battle.
Complete it (be sure to get the heart off Yoshimo's body) and rest. You'll
have a dream in which you'll be granted the ability to shapeshift into the
Slayer at will.
Go back up, Saemon will appear again and offer you an exit over sea or through
the Underdark. I'll be pursuing the sea route this time round.
Back outside, head W and along, killing all and make your way to the SW corner
where you can finally get to Brynnlaw at last!
Back in the town, go to the Tavern and talk to Saemon. Accept, when it's night
go to Cayia's house. Fight the guards, the horn is on the table.
Take it to Saemon Havarian and you'll board ship. Desharik will appear, kill
his lackeys and you'll leave.
On your way your ship will be attacked by two different parties, and you're
captured by the Sahaugin.
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4.c. The Underwater City
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Monsters: Rebels, Sahaugin, 1 Ettin, Sword Spiders, Ettercaps, 1 Bone golem.
Treasures: Cloak of Mirroring, Cloak of protection +2, Boots of etherealness,
Rod of Lordly Power.
NPCs: none.
You'll be taken to the underwater city by the sahaugin. You're taken to an
audience with their king, Ixilthetocal.
He'll explain you are to save the city as part of an old prophecy by their
god. To prove your worth, you're put in an arena to kill an ettin. When dead,
accept all.
Go to their High Priest and she'll change everything - accept all.
Go to the Drow SE section, beware traps. Kill as you go. You will come to an
area where some imps will set you a challenge - accept.
The answer is: Helmet - Piergorian
Pipe - Elminster
Scimitar - Drizzt
Staff - Khelben
Amulet - Alaustriel
Get the treasures, head N, talk to the Spectator. Kill it (it's a Beholder, of
course it's hard). The chest contains the tooth you need.
Now head to the NE corner, go down the steps and through the door, fighting as
you go onwards. Inside the door, accept an offer of an audience (if you kept
the orb the Priestess gave you).
Accept all his offers and head back to the throne area. Give the false heart
to the King then you're discovered, so kill them all (the rebels will arrive
to help you).
At the end, the Prince of the Rebels will give you all the treasures and a way
down to the Underdark you tried to avoid in the first place (60500 xps/head).
-------------------------------------------------------------
GENERAL HINTS/TIPS
-------------------------------------------------------------
a. Creating a character
Due to higher levels than BG1, mages are finally powerful from the very start.
At the end? Well, they're amazing.
For experienced role-players, a mage can be extremely deadly, and is probably
the best choice. For a novice or one who is not into the magical arts (or,
like me, just loooves paladins), the cavalier is probably the ideal class.
Loads of protective and healing abilities, resistances to acid and bonuses
against the tougher monsties make them perfect at combat.
However, the lack of ranged power is probably a bitter blow to the real
newbie, so I recommend beginners pick a fighter. No restrictions and easy to
get to grips with, there is no easier class to use.
Class by class rundown:
Fighter: easy to use, no restrictions, ideal for those new to TSR.
Kensai: an even more dangerous fighter. Not recommended to new players
due to the lack of any armour - careful use required.
Berserker: probably a bit better than the bog-standard fighter due to the
beserk ability but the disadvantages mean that it isn't as easy to handle as
the standard fighter.
Wizard Slayer: in my humble opinion the second weakest class. Sure they
can do serious damage to all wizards including the game's main protagonist,
but the lack of magical items means that against non-wizards they can be very
weak late on in the game, which is when it counts.
Mage & Specialist Mage: excellent now for a clever or experienced player. The
reason they are not as good for beginners is their lack of staying power.
Always choose a specialist over a standard one - the extra spells can make a
HUGE difference to your game.
Sorcerer: strong in the hands of a good player, but very hard to get to
understand properly. Beginners should stay well clear until they have reached
a respectable level of ability. Play up its strengths and try to hide its
weaknesses.
Ranger: Ahh, a characterful and powerful warrior. Racial enemies and stealth
make them very dangerous when used correctly. Use them as trackers and
hunters. The only real weakness is their lack of large bonuses, but stacks of
minor ones can be nasty.
Stalker: Good a stalking (obviously), high stealth, pretty good. A few
mage spells are handy too. They lack metal armour, but it's a fair trade.
Beastmaster: Good for bringing help to the fray and no lack of combat
strengths. They just aren't powerful enough to over-rule other classes.
Archer: Again, not an ideal beginner choice due to lack of armour, they
are perfect snipers. Very good class this. Use called shots often.
Bard: fairly weak at the lower levels, only really useful for identifying
stuff and boosting morale.
Blade: Good defensive power but they have a lack of rogue-ishness as the
penalty. Can be good used carefully, but very poor in the thick of things,
though they have staying power.
Jester: Appalling. The ability to cause confusion against weak enemies
(which are in short supply) traded for rogue abilities and just about
everything worthwhile in a bard. Stay well clear, everyone.
Skald: Nothing special at lower levels, but a very strong addition later
on. Huge bonuses from their bard songs at high levels can swing entire
battles.
Paladin: tough, many abilities and ideal for beginners. Can't say much more.
Inquisitor: a worthy addition to the class list, their ability to almost
ignore defensive magics mean that they actually beat the wizard slayer at
their own job.
Cavalier: my favourite. Stacked full of defensive upgrades and offensive
bonuses against the super-powerful monsters make them characterful and
dangerous in the extreme. The lack of any ranged power is a gripe but is
easily outweighed.
Undead Slayer: very powerful against the undead, but there isn't enough
dead activity in the game to recommend them - they're just too specialised.
Monk: Weird and super powerful at high levels. Ki energy abilities means that
they can get away with costing little to equip and doing powerful damage. A
bit complicated but very good. My second favourite.
Cleric: Can't get to high enough levels and their spells are mostly a bit
rubbish. Not that bad, but in my opinion not worth bothering with. Priests are
better but a bit similar.
Thief: Cunning and guile in a PC can turn these not too tough characters into
stealthy killing machines. Setting traps makes them even better.
Swashbuckler: good in combat, but not good enough at their thieving
skills to be as good as the standard thief.
Assassin: a cunning player can take out very powerful characters very
quickly with this kit. Deadly but quite difficult to use and not as good at
thieving stuff as they could be.
Bounty Hunter: the best thief, their custom traps and nasty abilities
make up for the lack of thieving effectiveness.
Druid: More poor priest spells, low armour and poor weapons. WTF is going on?
Don't even bother.
Totemic druid: a druid with very weak bonuses. Don't bother.
Shapechanger: A better option but still not really worth your while.
Avenger: the most powerful druid, but it still suffers from the often
woeful restrictions of its mother class. Stay clear of all these classes if
you want my advice (and if you don't, why are you here?).
Multi-classes: Hmm… the best for a cunning player is the mage/thief. Annoying
weapon restrictions aside, they can make themselves invisible and stab the
enemy in the back, hard.
If you insist on priest spells, a fighter/druid is the best bet. The fighter
knocks off the terrible restrictions of the standard druid and improves the
class vastly. I prefer to steer away from multi-classers, as they take too
long to level up to satisfactory levels and often never reach high enough
levels to do any real damage.
My character is: human; male; lawful good; cavalier, with weapon abilities
spread across all sorts of weapons and fighting styles. This gives you a
close-combat monster.
b. stats
Charisma - use it! A high charisma is your best friend and can get you cheaper
goods and makes people generally kinder to you. Coupled with a high reputation
and it's a huge bonus. However, I say skip it. Why? Because before it becomes
at all useful you can get the Ring of Human Influence. Problem solved.
Wisdom - unless you're a type of spellcaster, I'd keep it down to 9 unless you
have plenty of extra points.
Intelligence - vital for mages but not that hot for anybody else. Mages should
get it up, but keep it to 10 for others.
Constitution - the most important. Get an 18 here if at all possible. It makes
your character tougher, more resistant to all sorts of things and more likely
to stay on his feet.
Dexterity - handy for mages, thieves, bards and druids but those capable of
wearing decent armour might as well forget about it. If the Gauntlets of
dexterity turn up you might be able to ignore it altogether.
Strength - second most important after constitution. Again, do your best to
get 18+ on this. The 19s possible on str. And con. Make half-orcs an enticing
prospect.
-------------------------------------------------------------
MONSTER FIGHTING TACTICS
-------------------------------------------------------------
Stone Golems (Edwin's first quest): Use polymorph self to get a mustard jelly,
much less killable and more dangerous, then use magical spears to finish the
job. It's the only way…
The Umber Hulks' room in Spellhold: This is so @!"%* hard I'd just turn the
difficulty down to Easy to do it. Cast spells galore and with a little luck
you can take them down. It's not easy though.
-------------------------------------------------------------
PARTY SKILLS
-------------------------------------------------------------
The ideal party should be capable of performing any task, and should include
about one of each main class section. If I'm playing as the cavalier, my party
is always as follows:
Imoen (does magic and thieving - see multi-class section above for more
precise details)
Yoshimo (a pure thief with good stats)
Jaheira (tough, good stats and provides priest spells [HEALING])
Aerie (a good mix of classes, very good caster)
Viconia (VERY good dex. And wis., high magic resistance, useful in the
Underdark)
I also like Minsc, Keldon, Edwin, Haer'Dalis and Mazzy in my party.
Select your formations carefully, based on ease of movement and various combat
situations.
-------------------------------------------------------------
MONSTER/NPC INFO
-------------------------------------------------------------
Monster Experience Notes
Mephit (all types) 420 xps spell abilities
Ogre Mage 650 xps spell abilities
Goblin 20/60 xps some carry bows (60 xps)
Duergar 420 xps ranged weapons
Cambion 6000 xps protective field?
Lesser clay golem 1000 xps magic resistance
Otyugh 650 xps non-magic resistance
Vampire 8500 xps level drain, undead
Greater doppelganger 3000 xps ---
Assassin varies ---
Shadow 420 xps ability drains, non-magic
resistance
Shadow Thief varies ---
Thug varies ---
Mugger varies ---
Stone golems 8000 xps only magical spears/
blunts kill
Slaver varies ---
Orog 600 xps ---
Sea Troll 1400 xps use fire/acid to kill
Kobold 6 xps ---
Kobold captain 14 xps ---
Kobold commando 34 xps uses fire arrows
Kobold shaman 64 xps minor magical spells
Kobold witch doctor 64 xps minor magical spells
Rakshasa 3000 xps very resistant
Gibberling 34 xps ---
Mutated gibberling 14 xps ---
Salamander 2000 xps minor spells
Ice Salamander 3000 xps medium spells
Fanatic 2000 xps ---
Dire Wolf 124 xps ---
Phase spider 850 xps poisonous
Skeleton varies undead
Pirate varies ---
Sword spider 2000 xps poisonous
Spider 10 xps ---
Giant spider 450 xps poisonous
Fledgling vampire 8500 xps vampire
Grimwarder (archer) 4000 xps immune to normal weapons
Greater ghoul 2000 xps haste, paralysis
Skeleton warrior 4000 xps undead
Clay golem 8000 xps only magical blunts kill
Ettercap 650 xps poisonous
Wraith Spider 2000 xps poisonous, immune to
normal weapons.
Zombie 974 xps undead, immune to normal
weapons.
Ghast 650 xps hold person, disease
Vampyre 2000 xps level drain, immune to
normal weapons
Mummy 3000 xps undead, immune TNW
Wraith 2000 xps immune TNW
Shadow Fiend 2000 xps immune TNW
Bandit varies ---
Guard varies ---
Yuan-ti 1500 xps ---
Yuan-ti mage 7000 xps spell abilities
Ruhk 7000 xps immune to magic, minor
spell abilities
Umber Hulks 4000 xps confusion, burrowing
Mist horror 3000 xps minor spells, immune TNW
Mind Flayer 9000 xps major spells, magic
resistance
Beholder 14000 xps very major spells
Imp 1400 xps ---
Quasit 2000 xps ---
Troll 1400 xps regenerate, use fire/acid
Spirit Troll 12000 xps minor spells, as trolls
Minotaur 3000 xps ---
Goblin Commando 34 xps ---
Spectral Troll 3500 xps minor spells
Myconid 420 xps ---
Sahaugin/Rebel 3000 xps some cast spells
Bone Golem 18000 xps magic resistance
Ettin 5000 xps ---
NPC ENEMIES
Ilyich 520 xps Mail of the dead +2
Kalah 2000 xps Girdle/Piercing,
Ring/Human Influence
Mencar Pebblecrusher 10000 xps Full Plate, W/hammer +1
Smaulev Orcslicer 4000 xps Cursed sword/berserking +3
Pooky 4000 xps ---
Sorcerous Amon 6000 xps Cloak/non-detection,
wand of lightning
Rayic Gethras 9000 xps quaterstaff +2, BoD AC7
Eldarin 480 xps plate mail +1, mace +1
Suna Seni 4480 xps arbane's sword +2, s sword
+1
Bessen 2500 xps BoD AC6
Kail 3000 xps short sword +1
Iko 3000 xps Katana +1
Nardinal ???? xps cloak/protection +1, ring
of wizardry, q/staff +1
Amalas 1800 xps ---
Mekrath 14000 xps major spell abilities
Gaius 4000 xps spell caster
Zorl 2000 xps spell caster
Gallchobhair 7200 xps spell caster
Rengaard 6000 xps ---
Draug Fea 7000 xps wyvern's tail +2
Tarnor the Hatchetman 8000 xps full plate +1, helmet/
charm prot., hangard's axe
Bregg 4000 xps ---
Cohrvale 6000 xps ---
Embarl 750 xps ---
Gorch 14 xps ---
Mae'Var 14000 xps shadow armour
Caehan 1400 xps ---
Jaylos 1400 xps ---
Gellal 14500 xps vampire
Embarl 750 xps ---
Durst 14500 xps vampire
Tanova --- vampire, major spellcaster
Pai'na 4000 xps black spider figurine
Lassal 11500 xps vampire
Vadek 8000 xps spells, q/staff +2
Galvena 4000 xps flail +2, l armour +3
Dale Solan 8500 xps vampire
Gauth 9000 xps mini beholder
King Ixilthetocal 4000 xps ---
One day I'll put this in some kind of order. Don't hold your breath.
Note that many of these characters carry potion etc. but I have only noted the
most valuable items they have.
-------------------------------------------------------------
SPELL TACTICS
-------------------------------------------------------------
There are countless different spell combinations that can lead to victory.
Here I'll show you through a handful of them.
"Lay Down And Die!": A tactical spell to put any opponent out of the picture.
Either naturally or in a Sequencer cast Greater Malison followed by Emotion
(both level 4). This should make any opponent fall down on the ground in
despair. If it still doesn't work, try a Stinking Cloud, but the original
effects with a -8 penalty should be enough. Doesn't work on magic resistance
though.
"Don't cast that spell at me!": Similar to above, but replace Emotion with
Creeping Doom or Miscast Magic. No spellcaster can handle that. Couple with a
Wizard Slayer for maximum effect.
The Elemental Risks: I don't recommend summon elemental spells (especially the
lesser summonings) as either one of two things tends to happen: they either
attack you or stand about doing nothing (this is especially true of Air
Elementals, they just sit there doing nothing.
The many uses of Magic Missile: Annoying spell protections nos. 1 and 2:
Mirror Image and Stoneskin. Either of these (and Iron Skins too) fall quickly
to one or two Magic Missiles. A level 9 missile will inflict this spell
removal against any of these with almost guaranteed effect.
-------------------------------------------------------------
PLAYING MULTIPLAYER ON YOUR OWN
-------------------------------------------------------------
A valuable tool that lets you make your own party meaning maximum effect
against all enemies. I recommend this party:
Human cavalier: The ultimate unkillable combat monster.
Elf archer: The ultimate ranged beast.
Halfling thief: Full thief skills, essential.
Human conjurer: Spell casting power doesn't come any easier.
Human fighter/cleric: For healing and creeping doom.
Half-orc Kensai: Tres tres nasty, my friends, with str. and con. At 19!
-------------------------------------------------------------
CREDITS AND ADDENDUM
-------------------------------------------------------------
Credits: To Rasskazov Konstantin and eagle3 for information on the Plane of
air bit.
Jay h cunningham for some player character info.
To all of you who send e-mails of encouragement - it's appreciated!
Page History: -preliminary 0.1 completed.
-preliminary 0.2 completed.
The slums section added.
City Gates section added.
The docks section added.
Temple section added.
New monsters + NPCs added to list.
Misleading errors corrected.
Clarity of FAQ improved.
Added to Monster Fighting Tactics section.
-preliminary 0.3 completed.
Information added to Dungeon under Waukeen's Promenade
section.
Information added to Temple section.
Government District section added.
The aid of the Shadow Thieves section added.
Spellhold Island section added.
Information added to the Slums section.
Information added to the Docks section.
New monsters + NPCs added to list.
Misleading errors completed.
-preliminary 0.35 completed.
Information added to Spellhold Island section.
Spellhold section added.
New monsters + NPCs added to list.
-preliminary 0.4 completed.
Information added to Spellhold section.
The Underwater City section added.
Added greatly to appendices.
New monsters + NPCs added to list.
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