Baldur's Gate 2: Тени Амна чит-файл №7

BALDUR'S GATE 2:
SHADOWS OF AMN
FAQ/WALKTHROUGH



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.

From now on, each version I'll outline the stronghold quest for each class.
With Paladin and Fighter already done, this version highlights the Thief
classes. Coming next: Cleric strongholds (this sounds like some kind of
magazine advert doesn't it…). Also to look forward to, probably in the next
version, is the Staff of the Magi…

INFO
By: hellkite_7
E-mail the dragon @: hellkite_7@yahoo.com
Version: 1.3

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 credits section. OK - let's go…

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HELP WANTED!!!
-------------------------------------------------------------

Help me!!!!

I'm looking for magic items - please PLEASE e-mail me if you discover ANY
magic items not mentioned in this FAQ. In particular, keep an eye out for:

Blade of Roses
Celestial Fury
Robe of Neutral/Evil Archmagi
Wand of Wonder
Ninja-to +1
any items from BG1 not yet mentioned.

Thankyou!

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 **THIEF STRONGHOLD**
d. Temple
e. Government District **PALADIN STRONGHOLD QUEST**
f. The Bridge District
g. Graveyard District
3. Walkthrough: chapter 3
a. The aid of the Shadow Thieves
4. Walkthrough: chapter 4
a. Spellhold Island
b. Spellhold
c. The Underwater City
5. Walkthrough - chapter 5
a. The Underdark
b. Ust Natha
6. Walkthrough - chapter 6
a. Exit from the Underdark
b. Small Teeth Pass and North Woods
c. Graveyard revisited
d. Forest of Tethir
7. Walkthrough - chapter 7
a. Suldanessellar
b. Woodland Clearing
c. Hell
7. Walkthrough - other non-Athkatla areas
a. D'Arnise Hold **FIGHTER STRONGHOLD**
b. Windspear Hills
c. Umar Hills
d. Temple Ruins
e. Trademeet
f. Druid Grove

APPENDICES

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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 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 (1000 xps).

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
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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
(34500 xps/head). 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 (the Adventurer's Mart
has a great selection, which I will cover soon). 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.

Near the NW entrance is a man in blue by the fountain. If he sees Viconia, he
will yell out that she is a Drow and all the citizens of the Promenade will be
your enemies - not the best way to get along. Either use another exit or make
Viconia invisible/blind him.

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2.a. The slums
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Monsters: Hobgoblins (Archers, Warriors, Shaman, Captain, Elites), Mustard and
ochre jellies, 1 otyugh, Myconids, 1 Myconid king, Kobolds (Commandos, Shaman,
Captain), Carrion Crawlers, Yuan-ti, Slaver Guards, Trolls.

Treasure: D'Arnisse signet ring (Nalia), Battle axe +1 (Korgan), Delryn Family
shield +1 (Anomen), Shaman's Staff, Gloves of Pickpocketing, Glasses of
Identification, Tuigan Short Bow +1, Studded Leather Armour +2, Bastard Sword
+1, +3 vs. Shapeshifters, Lilracor +3.

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 may get ambushed by Suna Seni, Eldarin and some slavers. Kill
'em.

Talk to Gaelan Bayle and agree to everything. Now chapter two begins. Note
that upstairs is a merchant with lots of magical ammo and the glasses of
identification.

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.

Talk to Garrol, and he'll refer you to Lehtinan, ask about 'entertainment' and
'other entertainment' and he'll let you through the locked door at the top of
the stairs.

Search the rooms for mostly minor treasures and the gloves of pickpocketing.
Head SE and on and enter the second secret door, then go through the door
here. You're in some sewers. Kill the Hobgoblins, then head in to a circular
room SW, kill all and search the grate in the middle of the room for a hand.

The hand is one of four keys to a sword. To get this quest, head onwards, SW
and on, over the TRAPPED bridge, then NE, into a room with four pipes. A voice
will talk to you, and then you should look at the four clues.

Quallo, as the voice mentioned, is found SW of here (beware a very nasty
cloudkill trap). Talk and he'll tell you about all the keys.

The hand is the first, place it in the third pipe. Second is a Ring, carried
by two skeletons just beyond the hobgoblins. Thirdly, kill Quallo's Carrion
Crawler and take its blood, this is the third key. Lastly, is the Shaman's
Staff, carried by a Kobold Shaman E of the bridge. The sword is the talking
Lilracor +3, handy but sometimes annoying.

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.

In the Copper Coronet back rooms, you can go right through to the back where a
man called Hendak begs you to free him and the other gladiators.

Head S then E to find the beastmaster and his animals - kill them all and grab
the key (the beastmaster also carries the Tuigan Short Bow +1).

Give the key to Hendak and wade your way through the Copper Coronet guards
(7500 xps). If you're present when Hendak kills Lehtinan, you get 48750 xps
and a request to infiltrate the slaver stockade (Lehtinan carries many gems
and spells).

In the Slaver Stockade, there are LOTS of enemies, and lots of traps, and lots
of minor treasures.

Go through, killing as you go. When you reach the two rooms containing
children, unlock them for 2500 xps each. Go onwards, kill the Slaver Captain
and take the key. Now enter the next room, kill the two trolls and free the
girl (3500 xps). If you pay 100 gps, you get reputation +1.

Now tell Hendak for reputation +1, quest xps, 3900 gps, Bastard sword +1, +3
vs. Shapeshifters.

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2.b. City Gate
-------------------------------------------------------------

Monsters: 1 Lich.

Treasure: Daystar, Rod of Terror, Ring of Invisibility, Wand of Fire, Wand of
Cloudkill, Wand of Lightning.

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.

The tomb is empty, but the chest behind is not.

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2.c. The docks
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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 or statuette, 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.

***THIEF STRONGHOLD QUEST***

When the Renal/Mae'Var quest is resolved, Renal gives you control over his old
guild. Enter the guildhouse and talk to the two men in the room where the
steps to the basement are.

They will tell you about all your rogues, what they do, and give you the
option of altering how they work, making things risky or less risky for them.

There are also several events that occur.
EVENT 1: Ama, Shadowmistress of the East, requires you to make a rendezvous
and assassination at Waukeen's Promenade. Go there at dark and Ama will spring
a trap of half a dozen muggers, herself and the bloke you thought you would
assassinate. Kill them all.

EVENT 2: One of the young thieves under Kretor is skimming off the top,
reducing returns. To deal with this, cut all their wages. In five days time
the matter will be resolved.

The amount Joster, Renal's quarter-master, demands, changes. It goes: 500,
500, 1000, 1000, 350.

There's got to be more to do on this stronghold, but I haven't come across it
yet.

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 a
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.

The Dwarf Cromwell will forge items out of component parts and monster hides.
Each work will lose you one day of possible adventuring and costs you 5000
gps.

He makes:
Red Dragon Scales – Red Dragon Scale
Ankheg Hide - Ankheg Plate Mail
3 parts of the equalizer - Long Sword: Equalizer
3 parts of the wave - Halberd +4: Wave
2 parts of the Gesen - Gesen Short Bow
4 parts of the Crom Faeyr - Crom Faeyr

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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, Pride of the Legion +2, Large Shield +2, Helm of
Glory.

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 quests (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. If you were to find the
statuette, go to the Lathander temple and in the E you will find a priest.
Wait for a bit and he'll leave, you can now loot for the statue and cash.

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.

Telwyn in the Helm Temple wants you to get the services of Sir Sales. To do
so, first go to Sales in the Jystevv Estate (Government District), then to the
Ore Merchant at Waukeen's Promenade. Ask for real stuff, for 1000 gps she'll
tell you to look for Unger in the Copper Coronet. He'll tell you Neb (yes, THE
Neb, the evil child murderer who lets you out of prison in BG1) stole his
ilithium and he is in the Bridge area.

Go to the derelict house here, attack Neb. He'll go invisible and cower in a
corner while four Child Spirits attack you. Now kill him with magic (this is
one sick man). Take the ilithium and give it to Sales (21750 xps) and tell
Telwyn (1000 gps, 20000 xps and Helm of Glory).

He now gives you a second task. Go to Dawnbringer Sain inside the Lathander
Temple and accept his task. Go to the N Slums exit by night and use some spell
(Dispel Illusion, Detect Invisibility, Invisibility Purge, True Sight etc.) to
reveal Travin.

Pay him 400 gps for information. Enter Borinall's locked house, and either (if
you are very evil or a priest of Talos) recite the vow OR (if you're anything
else) refuse and kill him and his muggers. Take the Dawn Ring and also search
for a Warhammer +1 and gold.

Take the Dawn Ring to Sain and he'll give you 16250 xps and 1000 gps.

At some point after chapter 5 a Githyanki will appear and demand the silver
blade of you. Fight or give as you desire.

***PALADIN STRONGHOLD QUEST***

When you've been given a recommendation by Garren Windspear (see Windspear
Hills), you can enter the High Hall of the Radiant Heart.

Inside, tell Squire Cathras you want to visit the Prelate. Accept his offer,
then talk to Sir William Reirrac. Accept his first task, head over to the Umar
Hills directly.

Here, a knight of the Most Noble Order of the Radiant Heart takes you to the
fight: two ettins, two ogre magi, four orcs and a spotted lion. Kill them all,
keep the knights all alive.

After the fight, a Squire will congratulate you. Head back to the High Hall
and accept your next task, taking you to the Umar Hills again (10000 xps).

Talk to the Baron in the Inn, then go outside and talk to Brunson, he'll
leave.

Go back to the Order HQ and you get another quest (1000 xps). Go to the
appointed building at the docks. Talk, don't let her out. Fight the assassins
upstairs and down. When her guardian arrives, let him take her.

Return to the Order. You're given a final task and your reward (magical armour
and 10000 xps). This task is to kill the Red Dragon under the Windspear Hills,
this is Fikraag. He is exactly where you last left him. This time though, kill
him. He carries the Holy Avenger: Carsomyr +5, Cloak of the Shield and some
Red Dragon Scales.

Return to the Order for 35000 xps. You've completed your stronghold quest.

-------------------------------------------------------------
2.e. Government District
-------------------------------------------------------------

Monsters: none so far.

Treasure: Techno-Gloves (Jan), Spectroscopes (Jan), Flasher Bruiser Mate
(Jan), Metal Repelling Adventure Wear (Jan), Ring of the Ram.

NPCs: Viconia deVir, Jan Jansen.

VICONIA (elf; female; neutral evil; cleric; str.10 dex.19 con.8 int.16 wis.18
cha.14; upon joining party loses reputation 2)

JAN (gnome; male; thief/illusionist; str.9 dex.17 con.15 int.16 wis.14 cha.10)


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. Go to the
Mithrest Inn at the Promenade. Talk to Sir William and suggest a peaceful
return to Keldon's home. Here, talk to his wife, and say Keldon must stay with
you, at least for now (15500 xps).

Head through the park and talk to Delon, accept. Carry on to the Council of
Six building. Agree to Madeen and Tolgerias.

Anomen will eventually demand he visit his father when he finds out his sister
is dead. Take him to his home. In the dialogue, convince him to take the path
of the magistrate (10500 xps), he'll be exiled from his family.

Talk to the magistrate in the Council of Six building for 7500 xps, just
convince Anomen to let things be.

Jan is here and tries to sell you his inventions. Trax will come and try to
arrest him. Tell Trax you were just discussing the weather for 8500 xps and
the chance to let Jan join up (11500 xps).

If you have Valygar's body, go to Tolgerias, threaten him for a promise of
death or give it to him for 11250 xps, 500 gps, -1 reputation and the Ring of
the Ram.

Talk to Corneil after doing this and for 5000 gps he'll let you cast spells in
Athkatla legally - very useful, and worth every penny.

-------------------------------------------------------------
2.f. The Bridge District
-------------------------------------------------------------

Monsters: 1 Shadow Fiend, 1 Fire Elemental, 1 Ice Salamander, Githyanki, Umber
Hulks, 1 Wyvern, 1 Elemental Lich, Muggers, Ghasts, Rune Assassins.

Treasures: Kundane +2: Sword of Quickness, Staff of Air +2, Melodic Chain +3,
Cloak of the Shield, Bracers of Defence AC6, Horn of Valhalla, Boomerang
Dagger +2, Neb's Nasty Cutter, Boots of Avoidance.

NPCs: none.


If Haer'Dalis is with you, go to the playhouse beneath the Five Flagons. Here
he will give Raelis Shai her portal gem and she will open a portal and let
stuff through, kill them.

When they go through, follow. In here, basically go right round killing
everything (avoid the disgusting bulbous things, they are portals into a room
of spell-casting and invisible Githyanki).

When you get the Orb of Mastery off of the Demon, use it on the brazier near
the beginning to destroy it. This makes the fight against the warden much
easier.

Now when you fight the warden, it doesn't have its thralls to help it. Kill
the Hulks and it (10000 xps for the warden).

W of here is a jail, it contains Haer'Dalis and the other bards, beware, there
is a Flesh to Stone trap! When you get through, Haer'Dalis can rejoin.
Everyone now leaves.

In a house S of Delosar's Inn, there is a basement containing an Elemental
Lich.

In Delosar's Inn itself there is a group of tough mercenaries, kill them for
good experience, cash and a magical item.

In a house in the NW there are several traps, minor treasures and the Horn of
Valhalla, a handy item in a tight combat.

In the E by the docks there is a house containing four people who fight you
and a bunch of brigands.

Lieutenant Aegsfield in the N tells you about some recent murders you can
investigate. Go to the Merchant Square, buy Rampah's hide and get Rose's
information on berries.

Now talk to Bel, he'll give you samples of things that small like guril
berries and identify Rampah's hide. Rose will tell you that it was the tannin
she smelt.

Go to the tanner and attack him, he'll admit to the crime and flee (23250
xps).

On the second floor down, there are several traps as well as damning evidence
(be sure to get the letter) and minor treasures.

One more floor down and you're attacked by two ghasts and rune assassins. Kill
them and search for the Gesen Shaft.

By the edge on the far W you find Am-Si, Tirdir's kidnapper. Talk to him, tell
him you know and follow him into the house. He'll be killed. Now pursue the
two others outside and kill them.

Back inside on the top floor, either free Lady Elgea (16750 xps) or get cash
by arranging to meet for the ransom outside the Copper Coronet.

-------------------------------------------------------------
2.g. Graveyard District
-------------------------------------------------------------

Monsters: Mummies, Skeleton Warriors, 1 Crypt King.

Treasure: Two-handed sword +1, Nether Scroll, Namarra +2, Nether Scroll.

NPCs: none.


The main purpose of this area is as a staging ground for Chapter 3.

There is a tomb to the E of the main entrance to the Lower Crypts containing a
dangerous Crypt King who attacks. Kill him and search the tomb.

There are several other tombs exactly like this, with a few undead monsters
and various treasures.

There are two quests: Firstly, you will see two gnomes mourning at Wellyn's
grave. Eventually Wellyn appears as a spirit and asks for his teddy,
explaining a man in the Copper Coronet's back rooms stole it.

Also, again E of the entrance to lower crypts, Tirdir has been buried alive
(you must "use" the grave). He'll give you a piece of red fabric that points
to his kidnapper. He is found in the Bridge District (above), as told by
Sethle to the E.

Both Edwin and Korgan want texts found in the Southern Dungeons of the Lower
Crypts, found S of the big spider nest thing. For more information on the
lower crypts, look in section 3.a.

When you reach the branch in the southern dungeons, head E first. Here, if you
have Edwin, you will meet Neveziah, a not especially powerful lich. Talk
twice, BE NICE. On the second time, Edwin will initiate a combat. Just keep at
him to disrupt spellcasting for an easy win.

If you win you get the Nether Scroll. Let Edwin keep it as his own if you want
to progress further with the spell (11750 xps).

Korgan finds the tomb he intended to rob already looted (11250 xps) and begs
you to give chase by going to Pimlico's house - you'll find it empty (8750
xps) except for dead.

Go now to the Copper Coronet's roof. Kill Shagbag and his party, and you can
recover the Book of Kaza (purely for gold - 5000 xps).

Edwin's Nether Scroll - after a few days he translates a bit, and a day later,
regardless of warning, he casts a transformation spell intended to turn him
into a kind of living lich, but fails and turns into a touchy woman (hilarious
?).

-------------------------------------------------------------
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.

-------------------------------------------------------------
4.c. The Underwater City
-------------------------------------------------------------

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).

-------------------------------------------------------------
5.a. The Underdark
-------------------------------------------------------------

Monsters: Drow, Drow Warriors, Drow Priestesses, Earth Elementals, Air
Elementals, Fire Elementals, Lizard Men, Kuo-toa wizard, monitor, warrior and
leader, Myconids, 1 Balor, Umber Hulks, 1 Greater Elemental each of Earth, Air
and Fire, 1 myconid king, Mind Flayers, Beholders.

Treasures: Jhor the Bleeder +2, CURSED Spear +3 'Backstabber', CURSED Ring of
Folly, Rod of Absorption, Bracers of Defence AC 4, Skullcrusher +3, Dragon's
Breath +4, Necradon's Crossbow +3.

NOTE: Drow equipment is typically better than any magic armour but will
disintegrate above ground. Be certain to keep hold of old armour and weapons
for when you leave. Drow equipment: Full Plate +5, Chainmail +3 (useable by
mages!), Long Sword +3, Light Crossbow +3, Flail +3, Amulet of Spell Warding.

NPCs: none.


From your starting position after the descent (20000 xps/head), head E. Talk
Duergars, buy a Freedom scroll. Beware the elemental respawn points, they keep
coming every time you kill one.

Head N. Fight Drow. You'll come to a crystal. By using the panels "lost
souls" will come out and attack you (except one, who tells you to visit his
village).

Now cast the Freedom spell. Between the crystal and the duergars a mage named
Vithal appears and gives you a quest - accept.

Head back to the crystal and head along E, killing the bridge guards.

Go back to the crystal now and head W, kill all the myconids, just further W
are three Mind Flayers that come round and attack.

From here, head N to the Dark Gnome village, accept peaceful entry, go around
and talk to their chief, accept. The cave is in the village, a little E. Use
the stone and kill the Balor (VERY, VERY, VERY HARD).

Now return to the king for a Light Gem and Skullcrusher +3.

In the next house along, talk to the Innkeeper and buy Vithal's book off him
for 300 gps.

The other Gnome is father of the gnome that you freed from the mage crystal
prison, the one that walked off. Talk to him for 10000 xps and the Bracers of
Defence AC 4.

Now go to the Earth portal and give Vithal his book. He'll summon a Greater
Earth Elemental, kill it (keep Vithal alive!!) and he'll disappear and return.

You'll repeat this three times, once for each portal. At the end he'll reward
you, press for more ONCE - more than once and he'll attack and win very
easily. Be happy with this good reward.

With the Light Gem go now to the Dark Cave near the entrance to Ust Natha.
Inside, accept the Silver Dragon's quest. As Drow, enter Ust Natha.

When you are back out again to hunt the illithid, a party of adventurers try
to kill you, it's a tough fight.

From here, go to the extreme SE, talk and kill those that appear. Head back to
the Drow City at your leisure (20000 xps).

When you've escaped the city, go to the Dragon, talk for your reward: 78500
xps/head and Necradon's Crossbow +3. You'll be taken to a gate, fight the
Drow. Go through, fight again. There are fights in the next room, the next and
the next. Eventually, you'll reach the exit to the Surface!!! At last!!!

-------------------------------------------------------------
5.b. Ust Natha
-------------------------------------------------------------

Monsters: Drow, Mind Flayers, Mustard Jelly, Gray Ooze, Green Slime, Ochre
Jelly, Beholder.

Treasures: BoneBlade +4, Ring of Spell Turning, Gorgon Plate +4.

NPCs: none.


At the Bazaar, you can buy and sell magical items and mostly scrolls.

Go straight to the Male Fighter's Association. Talk to Solaufein outside,
accept. Go right back to the exit (if asked which way the "quarry" went in a
pre-death chase, it was that woman that legged it past yelling, respond as you
wish).

Now talk to Imrae and accept. You can rest/restock as you wish before. Refer
back to the Underdark section now.

Back in the city, a Duergar will tell you to talk to his master, go up to the
tank, talk to Aboleth and accept.

Qilue's house is guarded by Servants, all with up to level 8 spells - beware!
Kill her, get her brain, take this to Aboleth for your reward, 10000 xps.

Talk to Phaene as agreed. Accept, go to the extreme SE, talk then murder the
Beholder (20000 additional xps).

Go back to the tavern.

You're given another task, this time to kill patrol of sverfneblin. Go to the
Myconid patch and kill the gnomes. Take the gnomic leader's helm as proof of
your feat.

Give this to Phaere and she'll tell you to meet her again. Go to the Female
Fighter's Association and accept.

There is a Drow Priestess, accept her quest, go to the SE and kill the lot.
There's no xps for completing that though.

Go to Solaufein and kill him. Tell Phaere. If you are male, at this point, you
sleep with her (I don't know what happens if you're female!).

Go to the Temple of Lolth, accept the quest. Go to the Beholder cave in the
Underdark (the southern tunnels on the map), and kill the Beholders, get the
eye from the Elder.

Go back to the temple (22000 xps). Go now to Phaere in her apartments at the
Female Fighters' again. Accept.

Enter the Temple, the treasury is in the NE. I suggest you cast (Improved)
Invisibility first. Replace the Egg in the N bowl-thing, the golems will
attack, shut the door on them. Kill the Egg Guards.

There are now to ways. Hard and Easy:

Hard:
Take the Egg to Phaere (10000 xps). She'll vanish, an Imp will appear and give
you instructions. Go to the Temple. In the ritual room, interrupt what Phaere
is saying, kill the Demon and her (the demon is VERY HARD). Outside, every
Drow in Ust Natha tries to kill you, you're only chance is to peg it outside
the city gates.

Easy: Keep the eggs and leave the city. Nearly no xps for that though.

Refer to the above Underdark section again now.

-------------------------------------------------------------
6.a. Exit from the Underdark
-------------------------------------------------------------

Monsters: none.

Treasures: none.

NPCs: none.


A nice short section. When out of the Underdark, you're taken to an audience
with Elhan, the War Elf leader. NOTE: Before you leave, remove all Drow
equipment, there is a bug in some versions that means the dust doesn't stop
re-spawning!

Agree to everything and be careful to tell the truth. If Viconia is with you,
she'll be put under a geas. He gives you a quest to find an artefact that
allows the Elves entry to Suldanesselar.

This is carried by Bodhi, you can ask for stakes and holy water to sort her
out.

The most interesting bit is that when you leave, Drizzt and his friends meet
you. If you're nice, Drizzt will agree to meet you at Bodhi's guild and aid
you. Of course, you can kill him and his friends, and nick all their brilliant
items, but it's so hard I wouldn't bother. My advice is perhaps kill Drizzt
when he's alone in the Graveyard District…

-------------------------------------------------------------
6.b. Small Teeth Pass and North Woods
-------------------------------------------------------------

Monsters: 1 Efreeti, 1 Dao, Wolfweres, Ankhegs, Gnolls (Veterans, Elites,
Slashers, Captains).

Treasures: several +1 items.

NPCs: none.


These two small and boring areas have been put into a single section because
it's pointless making two tiny sections.

Small Teeth Pass is basically a small monster-thump.

North Woods is a bit different, there are two groups, one of various
adventurers, one of an efreeti and a dao. Each holds/guards some minor
treasures.

-------------------------------------------------------------
7.c. Forest of Tethir
-------------------------------------------------------------

Monsters: Mist Horrors, Vampiric Mists, Poison Mists, Crimson Deaths,
Panthers, 1 Greater Wyvern, 1 Baby Wyvern, Kuo-toa, Wolfweres, Wandering
Horrors.

Treasures: Mana Bow +4.

NPCs: none.


The main purpose of this place is as a gateway to Tethir. To navigate the map
you must walk along the main tree-trunk down the centre and get off it at
certain points.

In the NW you find an old companion, Coran, who asks you to help him rescue
Safana. Go to the Wolfwere camp. Here, Safana turns out to be very nasty
indeed and both Safana and Coran will die. Kill the Wolfweres.

You can search his cabin also. Defeat the nasties inside (Horrors, Mists, and
Deaths) and search the cabin for several minor treasures and some
healing/extra healing potions (very useful, but beware, all three chests in
the N room are trapped with quite hard-to-spot traps.

In the central W you can fight two members of a wyvern-worshipping cult and
their idols, if you so desire. Not much on their bodies, however.

In the E there is a cave (literally a door in the ground, Alice in Wonderland
style). Inside is a pool to search for my favourite bow in the game, the Mana
Bow +4, and two bands of Kuo-toa.

-------------------------------------------------------------
7.d. Graveyard revisited
-------------------------------------------------------------

Monsters: Vampires, Fledgling Vampires, Vampiric Mists, Skeleton Warriors,
Grimwarders.

Treasures: Cutthroat +4.

NPCs: none.


At the district entrance, Bodhi appears, runs off and leaves you with four
vampires to fight.

Now the crypts can only be accessed by the roof of the building in the E.
Underneath, some minor treasures have been replaced or even changed.

In the NW, Drizzt and his party appear (if you enlisted their aid, that is).
Eventually only Drizzt will stay for you.

If you got Holy Water from Elhan, you can pour this into the pool of blood to
stop the vampires regenerating from it.

Head downstairs and kill Bodhi. Go to her coffin in the NE room, stake her
(55000 xps/head and you get her heart and the Lanthorn).

In the rooms you can also find the Cutthroat +4.

Tell Elhan of your success, and he takes you to the Elven city of
Suldanessellar, where a bitter war is raging…

-------------------------------------------------------------
7.a. Suldanessellar
-------------------------------------------------------------

Monsters: Stone Golems, Clay Golems, Adamantine Golems, Iron Golems,
Rakshasas, Rajahs, Maharajahs, Trolls, Skeleton Warriors, 1 Nabassu, 1 Sand
Golem, 1 Balor, Earth/Fire/Air elementals.

Treasures: Elven Chain Mail, Cloak of Elvenkind, Boots of Elvenkind, Girdle of
Stone Giant Strength.

NPCs: none.


After entering (74500 xps/head), and talking to Elhan, fight your way to
Demin's house. Inside, kill all your enemies, and talk to Demin, her route is
the only way.

Many rooms in the city have level 9 spell scrolls inside, I've uncovered Time
Stop, Meteor Swarm and Gate so far.

First, go to the House of the Talisman. Inside, use the puzzle box, the
correct order is: Corellan, Rillifane, Water, Tree of Life, Suldanessellar.

Now, go to the House of the Moon. Inside, simply get the Moonblade off of the
Elf's body.

Head to the NW now, and enter the Woodland Clearing (see that section)

There are also two stone artefacts, a horn and a harp, one held by the House
of the Horn, the other by the Harpists, which you need.

When you return from the clearing, go to the Temple of Rillifane. Place the
artefacts on the altar (65000 xps/head) and the avatar will appear and grant
you access to the palace.

Outside, Reirra will appear with useful items and the Staff of the Woodlands
+4.

In the palace, gather the nuts from the tree. Go through, and use the
harp/horn on the statues (3000 xps each) and go down (use option 2 when
talking to party members and they will stay).

Accept Ellesime, and find the three parasites. Attack them, and two elementals
will appear and attack. Kill them then the parasites.

You are automatically taken to Irenicus, where you must kill him. However,
instead of this being the end, you and all your friends are sucked into hell…

-------------------------------------------------------------
7.b. Woodland Clearing
-------------------------------------------------------------

Monsters: Nizidramonii'yt, a Black Dragon.

Treasures: Bladeslinger Chain +4.

NPCs: none.


Only one thing to do here, but it's a BIG thing, a black dragon. No matter
what you say, you are forced to kill it.

In its horde is the final artefact of the elven gods that you need to summon
the avatar. You're nearly there.

-------------------------------------------------------------
7.c. Hell
-------------------------------------------------------------

Monsters: Beholders, Gauth, Elder orbs.

Treasures: Blackrazor.

NPCs: none.


Don't worry about deaths from your fight with Irenicus, all your party will be
restored with their equipment.

You must go down each tunnel in turn and achieve a Tear of Bhaal. In order
from right to left, the tunnels contain:

E: PRIDE - show no pride, question why you should kill the enemy and the demon
will vanish. Walk through and talk to the dragon and you get your easiest
tear.

SE: FEAR - head along the N passage and kill all the Beholders (if you can!).
Now grab the tear from the crystals at the end.

S: SELFISH - to get the tear you must choose. Go down the right-hand path and
your part member will die, and you will become a Fallen character, losing
class-specific abilities (if you're good).

The left path means you keep your friend and abilities, and also lose 2HPS
from maximum, 1 dex., and some xps. You get the tear either way.

SW: GREED - take the sword. I recommend giving it to the genie, but you can
fight it (v. hard) instead. You get the tear one way or another.

W: SAREVOK - in here, you are forced to fight a wraith of Sarevok, the main
bad guy from BG1. Kill him for the tear. Note that he's every bit as tough as
last time round!

Now use the tears on the Abyssal Door. Save and prepare, this is the last
battle…

Irenicus will appear and summon two Glabrezus and two Balors to help him, in
addition he turns into the Slayer!

Here's how I did it. First concentrate on the demons. When dead, get rid of
the Misleading slayer, then head S. Here, use pierce magic, breach etc. to
remove his protections. Now fight him - use only hand-to-hand combat weapons,
and change into the Slayer. With a bit of luck and skill, Irenicus will
finally die!

Now you can watch and enjoy the sinister cut-scene… I think there's a BG3 for
the future…

*****CONGRATULATIONS, YOU HAVE COMPLETED BALDUR'S GATE 2*****

-------------------------------------------------------------
8.a. D'Arnise Hold
-------------------------------------------------------------

Monsters: Trolls, Ice Trolls, Giant Trolls, 1 Spectral Troll, Yuan-ti, Yuan-ti
mages, Umber Hulks, Flesh Golems, 1 Stone Golem, Clay Golems, 1 Iron Golem, 1
Otyugh.

Treasures: Ring of Earth Elemental Control, Dagger +2, Warhammer +1, +4 vs.
Giantkin, Elven Court Bow +3, Battle Axe +3, Frostreaver, Shield Amulet, Flail
of Ages, Orc Leather +3, Full Plate +1, Boots of Grounding, Staff of Striking.

NPCs: Nalia.

If you didn't get her in the Copper Coronet, she's in a palisade in the SW
corner. See The Slums section for her stats.


***FIGHTER STRONGHOLD QUEST***

When you've completed this section, a fighter gets his Fortress.

Initially, once you have the keep, all you can do is sort out taxes with your
Major. I advise keeping the taxes as they are for now.

Each week, you get 500 gps and a visitor to deal with.
VISITOR 1: A merchant whose caravan has been robbed by bandits wants to be
payed for the caravan. You can also hire mercenaries to deal with the bandits.

I suggest this: give the merchant 500 gps (cha.15 or more) or 1000 gps (less
cha.) and paying 500 gps for the mercs (15000 xps).

VISITOR 2: Captain Cernick has caught a man thieving. H's excuse is that he
needs money for his wife's medicine. Let him off entirely and buy the potions
he needs for 15500 xps.

VISITOR 3: Bolumir, Cleric of Tempus, wants to set up a chapel in the keep.
This is advantageous as not only will you now have access to healing, he sells
magic items (inc. Staff of Striking and Boots of Grounding), and accepting
gets you 15500 xps. He is found on the upper floor in the room previously full
of golems.

VISITOR 4: Roenall himself demands your land. Refuse.

VISITOR 5: Chantelle the maid wants to marry Jessup, but Malvolio wants to
marry Chantelle also. Let Jessup marry and pay the full dowry for 15500 xps.

VISITOR 6: Two moneylenders demand 2000 gps. Pay them 1000 and all will be
fine.

VISITOR 7: Four citizens demand 7000 gps for damage from a great flood and to
build dikes to prevent further flooding. Pay the lot for 15500 xps.

VISITOR 8: Finally, Lord Roenall attacks. You have a set time to kill him, or
you lose the keep. If you succeed, you get 50000 xps. He carries Full Plate +1
also.

In the SW, there is a secret door in the side of the Keep, marked on the map.
Enter, the idea on this level is simply wander around killing any stray trolls
and searching for the treasure littered around.

In the NW, there is a special forge that can be used to repair the Flail of
Ages (though it doesn't need all three heads, it's much better with them).
Repair it for the item and 223500 xps.

The second floor, head S. In the library, get the key, this opens the doors.
Same as before, wander, kill, search. On the W side you can enter a room where
you'll find Nalia's aunt. Free her. Through the far door there are two secret
doors. One leads to the stairs that take you to the basement where Lord
d'Arnise is being held.

In the other room are six golems. Whenever you disturb the alcoves (containing
powerful magical items), two golems attack. Take them two at a time, using
your mace/halberd armed men/women to block the doorway and kill them all.

You can access the roof from this level, but there isn't much to do up there.

In the basement, go through the first two doors, searching - in the third room
are the leader's pet Umber Hulks.

In the room to the E are the trolls and their grand leader, it's a tough
fight. Search the shrine and TorGal's body for some gems.

Go up and out to the courtyard, kill the otyugh and leave the dogs alone.
Nalia now rewards you (10650 gps, ??? xps) and if you're a fighter she gives
you the stronghold as your, er… stronghold.

-------------------------------------------------------------
8.b. Windspear Hills
-------------------------------------------------------------

Monsters: Ogres, 1 Gnoll Elite, 1 Baby Wyvern, Orcs, Wild Dogs, Ankhegs, Black
Bears, Goblins, Hobgoblins (wizards, elites, captains), Vampiric mists, Shadow
Fiends, Ruhk Transmuter, Kamikaze Kobolds, Vampires, 1 Adamantine Golem, Iron
Golems, Stone Golems, Clay Golems, Dread Wolves, Wolfweres, Greater Wolfweres,
"Guardians", Orc Archers, 1 Greater Wraith, Orogs, Trolls, Mutated
Gibberlings, Fell Ghasts, Werewolves.

Treasures: Amulet of Protection +1, Battle Axe +2, Large Shield +2, Dragon
Scale +2, Dragonslayer +2 (Peridan), Studded Leather +2, Two-handed Sword +2,
Heartseeker +3, Holy Avenger: Carsomyr +5, Cloak of the Shield.

NPCs: none.


At the start you are forced to kill some monsters who turn out, when all dead,
to be paladins (including Ajantis from BG1).

Accept Garren Windspear's aid and be very good to him and all his friends who
talk to you - some bandits will enter, make a spirited attempt to kill you and
teleport Garren's daughter off. Say you'll save her.

Head to the NE and enter the dungeons. Kill all, and in the main cavern, there
are two smaller ones. Go through the N door (the only door!), fight all inside
(beware the golems). Head W, accept Samia. Head NE, NW, NW, N, N, N, N and
then prepare yourself.

When you've cleared the floor of all its treasure (neat items!) Samia
reappears with a powerful war-party. Kill 'em all (hard!).

Now head back to the first golem fight and head E. Kill the vampires, carry on
and take the Greater Wraith. Get the chapel key.

Go now to the entrance to the maze and head down the W branch, kill the
wolfies, note that Greater Wolfweres regenerate amazingly fast, so
Disintegrate, Slay Living and similar are about the only ways to kill them.

From the circular room, W heads into a room where to "men" try to lure you
into their "den". To get the treasures w/out a fight, send an invisible
character through past the two men and get the goodies from the rooms past
there.

When you re-enter their room they'll tell you to follow them, don't go
through, nick the goodies from THIS room then leave.

NW heads to a room where some squabble between a troll, a wolfwere and a
hobgoblin leaves some minor items on the ground.

Through the secret door is a very hard fight with some golems - their treasure
behind them is the Heartseeker +3 longbow.

The N passage leads to another golem fight, then an orog fight. Go through the
locked door, over the stairs into the next room, where you find DigDag, two
orc lackeys and an old "friend" of yours, the ogre Tazok. Kill 'em.

Go into the cavern, talk to Fikraag, the red dragon (!) and when his wizard
dimension doors, run upstairs quickly! Kill him, get the key and free Iltha
(23750 xps). Now, leave!

Back at Garren's cabin, you'll be rewarded. If you're a paladin, you can now
enter the High Hall of the Radiant Heart, see Temple section.

If you've kept the acorns from the dryads in Irenicus' dungeon, the Fairy
Queen is found in the SE section. Give her the acorns for 32500 xps + 9750
xps.

-------------------------------------------------------------
8.c. Umar Hills
-------------------------------------------------------------

Monsters: Umber Hulks, 1 Killer Mimic, Shadows, Shadow Fiends, Spotted Lions.

Treasures: Corthala Family Armour (Valygar), Corthala Family Blade (Valygar),
Spear +1, Ilbratha +1.

NPCs: Valygar Corthala.

VALYGAR (human; male; neutral good; stalker; str.17 dex.18 con.16 int.10
wis.14 cha.10)


There is a quest from the Government District in Athkatla to kill Valygar. You
can let him join or kill him, it's you to you. He is the only way to enter the
Planar Sphere in the Slums, I'll cover this in a later version.

Most of this section centres around a series of odd murders. Go to the village
in the SW. Around the fountain, listen, then go to Minister Lloyd's house.
Accept his quest.

Madaulf and his band are found in the centre of the map. Talk to them and
they'll propose a peace deal, accept their quest to tell the village leader.

Go to Lloyd and tell him, he'll wander off (27500 xps). If you speak to
Vincenzo in the Inn, there is the amusing "Umar Witch Project" tale, which
takes the rip completely (fine by me because I HATE the Blair Witch Project!).

At the entrance to the town a group of youngsters give you 200 gps to buy them
some swords and ale. Buy the swords and ale from merchants in and around the
inn, give them the stuff for 2000 xps.

In the village, a mage named Jermien wants some mimic's blood for a golem.
This is found (along with a killer mimic and other monsters) in the Umar Cave
- open the chest once you've killed the killer mimic for some other stuff as
well. Give him the blood for 19250 xps and the Ilbratha +1. However, his golem
will attack - kill it and talk to him for 21250 xps. You can now search for
spells and potions.

The concerns about a hired ranger voiced in the town can be realised in the
SW, there are some interesting books to read here too.

Valygar, and whatever fate you have in store for him, are found in the NW
corner. If you come from the W, there are some rangers who may try to stop
you, come from the E and you'll meet them on the way out, if you head E,
anyway.

Jeb, just outside the village will sell you some information for 300 gps.
Accept, he'll tell you about Hendrick's chicken. Tell Hendrick you know about
his item and offer to buy it for 50 gps - it's a priceless gem, worth 600 gps
(not quite priceless then).

If you've solved the Skinner murders in the Bridge district you should have a
letter. Follow the instructions - by the History of the Zhentarim off Fael.
His "secret name" is Darcin Cole.

If you have the Human Skin on you, you can get silver dragon's blood as he
requests. I'll continue with this in another, later version.

-------------------------------------------------------------
8.d. Temple Ruins
-------------------------------------------------------------

Monsters: Shadows, Shade Wolves, Shadow Fiends, 1 Greater Shade Wolf, Greater
Mummies, Skeleton Warriors, Bone Golems, 1 Shadow Dragon, Wild Dogs, Giant
Lynxes.

Treasures: Cloak of the Stars, Halberd +2: Duskblade, Darkmail +3.

NPCs: Mazzy Fentan.


The Temple itself is found in the NE of the map. It is swarming with monsters.
By activating the Stained-glass window, you can dispel any shadows that come
into the light.

Beneath the dungeon, head N from the junction. Kill everything in this room
and the next, being sure to find the bones and the jail key.

In the jail is Mazzy Fentan, a famous Halfling knight. She offers advice and
can join your party.

Head W from the jails and get the sun gem. You can head N as well to kill
things, if you wish.

With the gem you can pass through the first shadow barrier. Go through and
over the bridge, get everything and kill everyone in this Room of Fire and the
E room.

In the W room from here, give the bones to the ghosts for part of the Sun Icon
and the Shadow Dragon Wardstone, plus 17750 xps.

Carry on and you'll come to a room with letters on the floor. This is done in
the same way as Indiana Jones and the Last Crusade was done.

The name is Amunator, just walk over those letters in that order and no damage
is done. Only send one man over.

In the next two rooms: the N room contains important items and the S room
contains a Shadow that can't be trusted (kill it) and the second part of the
Sun Icon.

Head back to the Statue at the beginning. Answer his questions on the rituals,
if you get them all right he gives you the last Sun Icon piece (45500 xps) and
you'll complete the Icon (21250 xps).

Go right back and now go straight past through the door into the cavern.

If you have the Wardstone the Dragon leaves you alone. Use the exit in the NW.
Here you have to defeat the Shadow Lord (25000 xps) and his Altar. When all
the enemies are dead, light returns (44250 xps/head). Merella appears and
dies.

-------------------------------------------------------------
8.e. Trademeet
-------------------------------------------------------------

Monsters: Dire Wolves, Giant Spiders, Wild Tigers.

Treasures: Staff of the High Forest (Cernd), Cloak of the High Forest (Cernd),
Shield of Harmony +2, Scimitar +2, Rashad's Talon.

NPCs: Cernd.

CERND (human; male; shapeshifter; true neutral; str.13 dex.9 con.13 int.12
wis.18 cha.15)


Fight the animals and agree to help the city when challenged by the Militia
Captain.

Go to the High Merchant Lord's house, accept. Go downstairs and find Cernd.

You should now head over to the Druid Grove.

When that matter is resolved, tell the High Merchant (2000 gps) and accept his
new quest.

Go to the tent of the Dao Genies. Give their Khan the head of Ihtafeer (the
Rakshasa in the Druid Grove area) for 10000 xps and a sword.

Tell the Guildmistress in the Mayor's home for 7500 xps, gems and a magic
shield. Tell the High Merchant himself and you'll be honoured and get
reputation +1, 25250 xps/head and 10750 gps.

You're also given the same quest by two feuding families. The best way to do
this quest is this: go to either mansion and accept, you'll get the key.

Go to the tomb and accept the High Merchant's offer when he appears. Go in,
kill all and get the Circlet.

Take it to the High Merchant for 250 gps, 8000 xps and reputation +1.

There is found in Trademeet Neeber, presumably cousin of Noober (from BG1) or
something. Talk to him loads of times and much like Noober, you get 1000
xps/head and some +2 bullets.

-------------------------------------------------------------
8.f. Druid Grove
-------------------------------------------------------------

Monsters: Trolls, Ice Trolls, Myconids, Spore Colonies, Rakshasas, Sword
Spiders, Phase Spiders, Giant Spiders, Spiders, Ettercaps, Spirit Trolls,
Spectral Trolls, Giant Trolls.

Treasures: Cleric's Staff +3, Amulet of Proof Against Poison, Scimitar of
Speed +2: Belm, Bracers of Archery, Spear of the Unicorn +2.

NPCs: none.


Once you've agreed to help Trademeet, head to the NW. Here, meet Cernd and let
him challenge Faldorn. Cernd will win, and you've freed the Druid Grove from
the depredations of the Shadow Thieves, leaving Trademeet safe. That was easy.

There is a cottage in the NE belonging to a woman who is actually a Rakshasa.
Kill her and her friends. You can get her head, and there are some minor
treasures in a chest in this cottage.

In the deserted Ogre's Tower, there is a magical scimitar.

There is a Troll Mound in the SW. Enter, kill all the (many) trolls, and you
can search the bones at the far side for some nice treasures.

-------------------------------------------------------------
NOTES ON THE SLAYER
-------------------------------------------------------------

At a certain point you gain the ability to shapechange at will into the
Slayer, an incredibly powerful avatar form of Bhaal.

This may seem like an excellent idea, but I warn against it. Use only when
ABSOLUTELY necessary.

Once the ability is used, you get one chance to turn back and stay as a human.
If you continue the transformation, you first lose 2 reputation points.

After a short period you will start taking damage due to your slipping control
on your self. Most likely if you start taking wounds as the Slayer you might
die before you can change back - you can only use the change once a day, so if
damage interrupts your "Shapeshift normal form" ability you're stuck as the
Slayer for a day.

You continue to sustain damage for roughly one turn.

The Slayer's merits though is that it has huge strength, high resistances,
causes horrific cold damage and looks very cool indeed.


-------------------------------------------------------------
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?).

NOTE: I've had a lot of e-mails telling me Avengers are very good. Why? They
lose 2 on two vital stats, their spells are mostly poor until level 6/7, they
make poor fighters and can't use most weapons/armour.

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.

Drow parties: Drow AI means they are very hard. Aside from being fast, all
carrying magical equipment as standard, having a huge magical resistance and
being able to cast spells (now see why I love Viconia?), they help each other
- great AI - if one Drow can't get to the fight but is near another taking a
battering he'll cast healing spells, which showcases the AI. This is more to
notify you of their cunning (they hide round corners too, just when you think
you've finally got rid of them…), but I recommend this course of action - use
your warriors and other tanks as a front line to fill the narrow Underdark
corridors, and use sling/bow armed thieves/mages at the back to mop up the
healers and spell-casters hanging about ruining everything - you won't do the
damage to kill, but you can easily disrupt their spells in this way. Good
luck!

The d'Arnise Hold golems: Take them on two at a time by pillaging the alcoves
one by one. Retreat to the doorway and use mace-armed, spell protected
characters to take out the golems as they appear in the doorway. Easy when you
know how!

All especially hard characters (ie dragons): If you have to talk to them to
attack, click to talk, then stop and attack. You've now got plenty of time to
thump it before it wakes up and starts thumping back!

-------------------------------------------------------------
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:

Mazzy (a great fighter, pure and simple)

Jan (the best thief with good stats and a few spells)

Minsc (tough, good stats and versatile)

Edwin (a very good caster)

Viconia (VERY good dex. And wis., high magic resistance, useful in the
Underdark)

I also like Valygar, Keldon, Aerie, Haer'Dalis and Jaheira in my party.

Select your formations carefully, based on ease of movement and various combat
situations.

That's my advice anyway.

-------------------------------------------------------------
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 confusion
Sahaugin/Rebel 3000 xps some cast spells
Bone Golem 18000 xps magic resistance
Ettin 5000 xps ---
Air Elemental 7000 xps immune TNW/air
Earth Elemental 7000 xps immune TNW/earth
Fire Elemental 7000 xps immune TNW/fire
Greater Elementals 10000 xps immune TNW/xxx
Lizard Man 270 xps ---
Drow (all kinds) varies spells, magic resistance
Efreeti 8000 xps medium spells
Kuo-toa Leader 2400 xps ---
Kuo-toa Monitor 1400 xps ---
Kuo-toa Wizard 2000 xps medium spells
Kuo-toa Warrior 1000 xps ---
Hobgoblin Warrior 34 xps ---
Hobgoblin Archer 34 xps ---
Hobgoblin Shaman 34 xps minor spells
Hobgoblin Elite 94 xps ---
Hobgoblin Captain 420 xps ---
Carrion Crawler 974 xps hold person, disease
Mustard Jelly 2000 xps immune TNW, magic
resistance, slow
Ochre Jelly 5000 xps immune TNW, magic
resistance
Myconid King 1200 xps ---
Sverfneblin 1250 xps ---
Sverfneblin Leader 4000 xps ---
Green Slime 64 xps magic resistance
Gray Ooze 274 xps magic resistance
Flesh Golem 2000 xps immune TNW, magic
resistance
Iron Golem 13000 xps only magic blunt/pierce
weapons kill.
Ice Troll 174 xps troll
Orc (Archer) varies ---
Baby Wyvern 6000 xps poison
Spotted Lion 974 xps ---
Killer Mimic 5000 xps hold person
Fell Ghast 850 xps disease, undead
Lich 22000 xps major spells, undead
Giant Lynx 174 xps ---
Wild Tiger 650 xps ---
Poison Mist 3500 xps poison, immune TNW
Crimson Death 9000 xps level drain, immune TNW
Gnoll 10 xps ---
Gnoll Captain 120 xps ---
Gnoll Veteran 34 xps ---
Gnoll Elite 64 xps ---
Gnoll Slasher 64 xps ---
Dao 5000 xps medium spells, immune TNW
Rajah 7000 xps medium spells, resistances
Nabassu 16000 xps immune TNW, magic
resistance
Pit Fiend 16000 xps magic resistance, gated
Adamantine Golem 25000 xps magic blunts/piercing
kills
Gauth 9000 xps mini beholder
Rune Assassins 4500 xps short swords +1, potions
Child Spirit 1500 xps immune TNW, magic resist.
Crypt King 15000 xps immune TNW, magic resist.
Goon 164 xps ---
Black Bear 200 xps ---
Grizzly Bear 1150 xps ---
Leopard 270 xps ---
Panther 420 xps ---
Winter Wolf 974 xps cold breath


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
King Ixilthetocal 4000 xps ---
Alchra Diggot 22000 xps major spells
Riti 8000 xps backstabber spear
Raevilin Strathin 20000 xps major spells
Madman Agnalo 6000 xps jhor the bleeder +2
Simbja 5000 xps ---
N'ashtar 4000 xps medium spells
Chandrilla 4000 xps medium spells
Boz 6000 xps dragon's breath +4
Damien 4000 xps minor spells
Qilue 4000 xps BoneBlade +4
Phaere 12000 xps minor treasures
Solaufein 6000 xps drow stuff
Glacias 9500 xps minor treasures
TorGal 15000 xps troll
Samia 9000 xps ---
Legdoril 6000 xps s leather +2, m shield +1
Akae 8000 xps plate mail +1
Chak 6000 xps b axe +2, l shield +2
Kaol 8000 xps ---
Chieftain DigDag 2000 xps ---
Tazok 6000 xps 2-handed sword +2
Conster 6000 xps medium spells
Fikraag 64000 xps major spells, red dragon
Adsaan 15000 xps rakshasa
Sarevok 20000 xps ---
Captain Dennis 7300 xps boomerang dagger +2
Valeria 12000 xps priest spells
Falchar 12000 xps ---
Dracondro 8000 xps minor spells, BoD AC6
Pitre 6000 xps ---
Neb 3500 xps Neb's nasty slasher.
Shagbag 4000 xps Book of Kaza
Scrooloose 1950 xps ---
Tabitha 650 xps animal
Ama 2000 xps poison t. daggers
Sir Greshal 1600 xps mace +1
Reti 1250 xps boots of avoidance
Camitis 3000 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.

Of course, Greater Malison is one of the game's best spells, and nearly all
spells work under its effects.

-------------------------------------------------------------
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 priest of xxxxx: For healing and creeping doom.
Half-orc Kensai: Tres tres nasty, my friends, with str. and con. at 19!

-------------------------------------------------------------
HOW TO KILL A DRAGON
-------------------------------------------------------------

Possibly the most powerful and diverse species you encounter is the dragon.
There are four in the game, all of different species, that do different
damage. And you might think that your hero with 125% magic resistance, cloak
of mirroring and the Dragonslayer sword is safe, but oh no…

Here's a run down on the three dragons you fight (you help the Silver Dragon,
and she helps you, see Underdark section).

Red: The Red Dragon is actually Lord Jierdan Fikraag. He is found underneath
the Windspear Hills.
BREATH TYPE: fire damage, circular radius.
MAGIC RESISTANCE: very high.
ITS MAGIC: level 3/4 spells (hold person, dispel magic, stoneskin).
HORDE: money, red dragon scales, Holy Avenger Carsomyr +5.

Shadow: This Dragon is under the Ruined Temple. You can be rendered invisible
to it by a Wardstone.
BREATH TYPE: electric damage, cone radius.
MAGIC RESISTANCE: medium.
ITS MAGIC: level 3/4 spells.
HORDE: money, shadow dragon scales, crom faeyr scroll.

Black: Called Nizidramonii'yt, this is Irenicus' steed, found in the Woodland
Clearing NE of Suldanessellar.
BREATH TYPE: acid damage, cone radius.
MAGIC RESISTANCE: low.
ITS MAGIC: equivalent to level 1/2 with stoneskin too.
HORDE: money, cup of life, bladeslinger chain +4.

In addition all dragons do great damage with their slashing claws and have
"wing attack", which blows your party away unconscious (I believe there is a
save vs. Spells, but it has a very large penalty).

Of course if you have Lower Resistance then suddenly that high magic
resistance is not so much of a problem, and Finger of Death preceded by
Greater Malison will finish off most any beast.

-------------------------------------------------------------
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.
Medanmann for far too much stuff to list here!
Michael Koo for plenty of stuff.
Jody Hehenkamp for even more help.
Drogo (keep up the Dragon's Breath Tavern!), Cyber_bob and many, many
others for bringing stuff to my attention. There are literally dozens so
instead of mentioning everybody here, I'll thank you all as a whole!
The many of you who have answered my pleas for magic item help!
I'd especially like to re-mention Medanmann, Mike Koo and Jody H, as
they gave hordes of help and were very supportive, polite and courteous.
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.
-preliminary 0.5 completed.
Information added to the Slums section.
The Underdark section added.
Ust Natha section added.
New monsters + NPCs added to list.
-preliminary 0.6 completed.
Exit from the Underdark section added.
D'Arnise Hold section added.
Windspear Hills section added.
Umar Hills section added.
Temple Ruins section added.
Trademeet section added.
Druid Grove section added.
Small Teeth Pass and North Woods section added.
Forest of Tethir section added.
Graveyard revisited section added.
Bridge District section added.
Suldanessellar section added.
Information added to Temple section.
Information added to the City Gates section.
Information added to the Government District section.
New monsters + NPCs added to list.
-preliminary 0.65 completed.
Woodland Clearing section added.
Information added to the Forest of Tethir section.
Information added to Suldanessellar section.
New monsters added to list.
Added How To Kill A Dragon appendice.
-version 1.0 completed.
Information added to Suldanessellar section.
Hell section added.
New monsters and NPCs added to list.
Corrected some misleading errors.
-version 1.1 completed.
Information added to D'Arnise hold section.
Information added to Government District
section.
Information added to Bridge section.
Corrected some misleading errors.
-version 1.2 completed.
Information added to Government District section.
Information added to Umar Hills section.
Information added to Temple section.
Information added to the Bridge section.
Information added to De'Arnise hold section.
Information added to Waukeen's Promenade section.
Corrected a misleading error.
-version 1.3 completed.
Information added to the Slums section.
Information added to Umar Hills section.
Added Graveyard District section.
New monsters + NPCs added to list.
Information added to Trademeet section.
Information added to Docks section.
Corrected a misleading error.
Information added to Bridge District section.