Baldur’s Gate II: Shadows of Amn Walkthrough



Baldur’s Gate II: Shadows of Amn Walkthrough




Chapter One

Irenicus Dungeon Level 1



You wake up to Imoen releasing you from your cage- You've been captured,

and mentally tortured as you can slightly recall..



After you get out of your cage, go and talk to Minsc, the way to get him

out is to make him mad. Tell him you're leaving him in the cage, and he'll

get mad and bend the bars, then he'll say that you knew he'd do that, and

tell you "You're a Smart one"!



After that, go to the small room that is off of to the Southwest,

this is where you will find a key that allows Jaheira to be freed.

lots of your equipment is also on the table and chest. Get it all, and rest. (It's save)



After you rest, and have had Imoen and Jaheira memorize some spells

(Important) its time to find a way out. Remember that Imoen is a thief,

and you'll need to have her pick some locks, and detect traps, because

there are a few in this map area.



You'll see a few dead bodies in the hallway, follow it to a room with a

huge alter in the middle- its creating Lightning Mephits, so you'll need

to switch this thing OFF (See Map for switch location)



Continuing on, you'll enter another room, this is where you will meet up

with a Genie named Aataqah who will ask you a riddle, the two answers you

can give are either "Push the button" or "Don't push the button". Either

way you will have to fight something afterward. If you answer "push the button"

an Ogre Mage will spawn who is worth some good exp so choose that one.

The other answer will just spawn some worthless Gibberlings.



Next, go to the next room down the hallway, where a Sewage Golem resides.

tell him that you're his master, and he'll tell you that you need the activation

stone to 'control' him, allowing him to open the doors to the central room. next,

you'll see a room with two clay golems, you need to take these guys out, because

later on, when you enter a private room (Near the Dryads greenery area, an alarm

will sound, and they will come running to attack you, so kill'em now!



Next, enter the room to the North, and you'll see a tank, where a creature/thing

named Rielev. He is a product of Irenicus' evil spell effects. Talk with him.

He'll ask you to kill him, because he's suffering - do it. Take the Energy cell

and the Activation stone that is on the table, among other items.



Go back to the Sewage Golem and use the Activation Stone, and have him open

up the four doors to the central room. - you'll get 3000XP for this. You can

also use the Energy Cell to activate 4 of the Water tubes and speak to those

creepy things. You don't have to, but they give you some idea of what this freak Irenicus is!



Next stop is the Library (See map), you'll encounter some gray Dwarves here,

go directly for the magical user, and the battle will be won. Remember to pick

up the Acorns here, then proceed to the next room where a guy named Cambion here,

trapped in a magical sphere. use the machine in the middle of the room to turn the

sphere off, and kill him for 6,000XP!



Now that you've cleared out the outer dungeon, its time to enter the central room,

where an Otyugh is awaiting you. These things are pretty easy to handle, send everyone

up for the kill. Be warned, there are traps on a few chests here, have Imoen check for

traps first before you go looting!



Now head down the tight hallway and you'll enter an odd wilderness type room,

where 3 Dryads are. They will tell you about the evil dude, and his name. They

ask you to find some acorns so they can escape, You should have them already, so

tell them you have them and you'll get 9,500XP for that! After you've talked to

them, talk to them again, and ask for the Gene Flask. (After visiting the Genie. see below)



To the south is a room that is full of traps, again, have Imoen clear the way and

loot this room. (If you didn't kill those 2 Clay golems, then they will be arriving

in a minute to attack you since the alarm went off). In this room, you'll find an

Air Elemental Statue and more goodies. In the Master bedroom, you'll find the

Portal key - this will allow you to use the Stargate.. um, er.. I mean Portal!



Using the Air Elemental Statue, enter the the door that was locked by the Library.

You'll be in an odd place, where you will end up talking to a Genie. He requires his

Genie Flask, so that he may be freed. (the 3 Dryads have it). Once you return,

and give it to him, he will give you Sarevok's Sword of Chaos +2! and you'll

gain a whopping 15,000XP for completing this quest.



Now that this Dungeon is cleared out, its time to head into the Portal

(Stargate I say!), and on to the 2nd level!











Irenicus Dungeon Level 2



NPCs in this Map:

Yoshimo (Human/Male - Bounty Hunter)



On the second level, allow Yoshimo to join your Party- He's a good thief/Bounty Hunter!

Search the crates and head Northeast into a room. As told by Yoshimo, kill the four

Elemental Portals to stop the Mephits coming through 5,000XP each. You'll now be treated

to some dialogue as Jaheira finds Khalid's desecrated body, and you get to listen to her

while a bit.. ugh!



Head through the two doors towards the west. A battle between a Clone and an Assassin

will take place, with the clone winning then attacking you. Kill her for experiance

points. Through the East door, go across the bridge (Warning, there is a trap here,

have Imoen Disarm it) and kill the Duergars.



With the Keys/Wands, "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 Western door

you'll fight a Vampire and Shadow Thieves - not too tough and probably worth it.



In the Northeast there are two corridors. The North passage 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 Southeastern corridor from the 'Wand' Hallway.

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 and get 3,000XP!



Follow the passage down and over the bridge. Simply continue

along and leave Irenicus' Dungeon.











Waukeen's Promenade

(Following is a Cut-Scene)

As you exit, you'll see Irenicus killing off lots of Thieve

s out in the open, then you'll fight Irenicus! Some Cowled

Wizards will Appear and arrest Irenicus and Imoen for illegal

use of magic. You'll have to get her back, but first things first, explore the area!



NPCs in this Map:

AERIE (Elf Female Cleric/Mage)



The only major thing here besides the Adventurers Mart 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 19,500XP. Enter the tent. Talk to Aerie and agree to

help her free herself.



Head West and talk to the Spider- don't attack it, the Spider

is really an illusion of a Elf. Go over and kill the peasants

(Monsters that look like Humans). One of them has the sword that

will free Aerie. Give it to Aerie 18,500XP and let her join.



Before you enter the next area, REST. and memorize spells that

Aerie has, then go through 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.

Keeping Quayle alive & Killing Kalah will earn you 2,000XP!



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 a Reputation increase of +1.



Otherwise, the only obvious thing to do here is shop. There are some distractions though:



On the top floor of the Den of Seven Vales, there is a group of adventurers. Be a

smart-ass to them and they'll attack you. A tough battle (the Dwarf has 200 HP!), but worth it!

Search the bodies and chests for some of the magic items from Baldurs Gate 1!



Chapter One Concludes, and you're off to the Slums!





Chapter Two







As you enter the Slums, you will be greeted by Gaelan Bayle. This guy says that he

can get Imoen back for you for a whopping 20,000 Gold!











The Copper Coronet



NPCs in this Map:

Anomen (Lawful Neutral | Human/Male - Fighter/Cleric)

Nalia (Chaotic Good | Human/Female - Mage/Thief)

Korgan (Chaotic Evil | Dwarf/Male - Fighter/Berserker)





Getting 20,000 Gold is going to take a bit of work (and fighting), so

you'll need to be hired to do some side quests. Your first, and best

choice will be the 'Copper Coronet'. Talk to all the people in there,

and you'll get some quests to go on, and as a reward, they will give you

gold. There are 3 NPC's in this Tavern as well; Anomen, Nalia and the

Chaotic Evil Korgan! But before you enter, and get any quests, you should

walk around the area a bit, and talk to a few people in town as well.











The Slums map has many buildings to enter, such as the Copper Coronet,

Borinall's House, the Slaver Stockade, the Planar Sphere, and the Temple of Ilmater.



There are some side quests here too, one is a Slaver's quest, where you

must enter the Copper Coronet and talk with Lehtinan and ask him about

'other' types of entertainment. Once inside, you'll meet this guy with a

chick, this is the guy that mean old hag is looking for. If you wanna bust

him, then do so. But this hag will come upstairs and fight the whore and

kill her (I let her live, she was cute... lol). . Anyway, now walk down

the hall, you can now either take the way down to the Slavers 'fighting

pit' or talk with the pimplady and even get laid - Jaheira will NOT allow

this, but you can remove her from your party just to see what happens!



Once you reach the Pit area (Behind it), you'll encounter the Beast Master,

along with a few bears and big kitties. I had Minsc charm 2 of the bears, and

all my other fighters went for the Beastmaster and killed him.



Alright, after you whacked ole' Beastie boy, take his stuff, then whack off

the rest of the guards and go to the prison cell.

Free the kids and the dude named Hendak (The REAL Hendak), now he'll ask you

to help him free all the slaves. Don't worry if you loose him, just go back

to the Copper Coronet main hall where you talked to the false Hendak, (Sigh),

the REAL one will be there, and tell him you'll go clear out the slavers in the City now..



Now go back close to the cells again and 2 secret doors should appear

(as pink outlines). one is where a pervert is, another will take you to

the Underground Sewer Maze. Enter there!











The second you appear on the map, you'll be attacked by some goblins,

go for the magic user goblins first.. kill them and head down the first

hallway, this area opens up into a huge circular room with a grate in the

middle. First you'll have to dispatch of the Otyugh, Ogre Jelly and Mustard

jelly. hell, while you're at it, make a peanut butter and jelly sandwich!!

now with the monsters dead, click on the grate. you'll be stung by something,

but you will receive Vallah's Hand. Exit the hallway and head south, get the

'Lovers Ring' and the next hallway has an exit, but it just goes to a small

greenery dwelling that a few Mycontids call home. I'd save before you enter,

because they can cast some Charm or Confusion spells that could harm you or

.... just annoy you!



Next, go down the hallway till you see a waterway. go west till you see the

crossover bridge/plank but MAKE SURE you have someone detect traps, because

there are a few on the plank..



After you disarm them, walk over and kill the Kobolds and grab the Shaman's Staff.



Go over and talk to the old man named Quallo. Kill his pet Carrion Crawler

and take the Blood sample from it.. Now you should have the Blood, the Ring,

Hand and the Shaman's Staff. take all of these to the next area in the

northeast. Its a puzzle. all those items I just spoke of are actually 'keys'

for this puzzle, and the reward for this puzzle is a Lilarcor +3 2-Handed Sword that talks!

This is the actual order you need to put the items in the pipes:



Pipe 1: Ring

Pipe 2: Blood

Pipe 3: Hand

Pipe 4: Staff





Head towards the South now, and up the stairs to the Slavers Boat! Time

for some butt-kicking goodness! (Save the Game before going up the stairs).













The Slavers will attack you the second you get in the room, so be ready,

and go for all the spell casters FIRST. then take out the rest of the guys,

loot'em and get Haegan's Key and Telbar's Studded Leather +2. Go into the next

room and kill the Troll, then once he is down, use either a fire or Acid spell

on him to kill him permanently.



If you give the little girl 100 Gold, she will be grateful, and you will

receive a reputation increase of 1.



Next, walk up the stairs and free the 2 kids from their cells, and get ready

for a fight with some slightly powerful wizards. (Save the game again too).



I sent my Thief in, (Hidden in Shadows), and had a look around. I went to the

left room first, and backstabbed the one guy that was in there. then went into

the other (Hidden in Shadows again) and just checked out the area. go back to

your other people and its up to you now.. you can all rush the Wizards, or summon

some monsters to block the doorway, while you attack them from air.. which

ever way works for ya.. after you kill them, search their bodies, and you'll

get a Cloak of Protection +1 and a Wand of Fear.



Now, once you've cleared out all the slavers, and let all the Slaves go, its

time to return to the Copper Coronet main hall, where the 'Real' Hendak is

still. Tell him that you have killed all the slavers, and freed the slaves,

and you'll earn 38,000XP Each, and he'll also throw in 3,900 Gold, a Bastard

Sword +1 / +3 vs. Shape shifters.

and a set of Plate Mail.















Nalia's Quest

If you talked with Nalia in the Copper Coronet, and added her to your

party, or agreed to help her, its time to head to the de'Arnise Hold,

(See Map) for some more battles, and some more goodies!



Now, you probably won't have 20,000 Gold yet, so this quest will help

fill the coffers a bit.. ok, you go to de'Arnise. Once there, search around

the area (Around that Castle) and you happen upon some dudes, talk to the

one called Captain Arat. and he'll tell you what's going on here with the

Tolls and such. Afterwards, he'll give you some Firearrows. Now, head north

and you'll find the secret enterance to the Keep, once in, you need to pick

the lock on the door to gain enterance, then you fight a Troll. Kill him then

find the secret door and enter it.











* You'll gain 1,400 Experiance points per Troll & 12,000XP for killing

Spirit Trolls! Nice!



As you enter, you meet a guy named Daleson. Now before you start talking,

know this: If you are a goodly party, and like to have a good reputation,

be nice to this guy, because being mean will lower your rep by 4 points!

Just deal with him .



Talk with Daleson and proceed through the set of secret doors all the way

down the hallway. if you have the game set to hard, you'll fight more Trolls

here, now loot the thing between the lion statues, and return back the way

ya came, to the main area.



Prepare for some battling here, lots of Trolls! What I did was cast all my

powerful spells to get them down, then fireball to kill them permanently.

also, you can do the ole' trick of summoning animals or Monsters and use them

as fodder while you use Bows and Slings & Spells . Fun! Boo would approve!



Take whatever you want from the Troll corpses and head out of one of the main

exits, kill the ugly little (heh) Otyugh and run down the hall and to the left,

kill the dogs. Take the chunks of Dog Meat (lovely..) back down to the kitchen

stove and cook the nasty stuff.. you'll get back a Bowl of Dog Stew back, and

some experiance.. keep it for a future use..



Now, send one of your party members up the stairs to lower the drawbridge, and

return outside with the rest of your party members, now you'll get some help

from the Castle Guards!



After you've finished up, head for the second floor.











Once upstairs, head south and you'll come to a door, go in and you'll need

to battle a some more Trolls. Now grab the Keep Key and make your way back to the hallway.



Next, you will come to a hallway full of secret doors (Pink outlines)

that will lead you up to Glacias. Talk with him, and just be nice.. this guy

is an ass, but all conversation paths lead to a fight, so take his sorry ass out.

His guy is pretty tough, (120 Hitpoints), so have your mage use some spells on him

and fighters pummeling him, afterwards, loot the git's corpse , and go back to

the main hallway. now that you have the Keep Key, you can enter Lady Delcia's

room. Talk with her and you'll find out that the Trolls are in the basement too.

Now, there are 3 secret rooms off of this one, make sure you don't mess with the

one where the Golems are just yet. (Trust me, you don't ).



Take the secret door that has a stairway down-to the basement. now prepare to

fight a lot of baddies here, so you should Save up in Lady Delcia's room and Rest

(I think you can in her room).











Now, to the battle: Now, take care of the Trolls then give the Thief in your

party the Dog Stew and have him/her hide in shadows and pass by the Umber Hulks

and put the Stew on the Dog bones. This will make the Umber Hulks come back to

munch on the food and create a diversion for you. Instead of fighting, this diversion

tactic will give you 18,500XP!



Now, you can either just ignore them and go for Torgal, and the Umber hulks

will come later to help him, or you can do the ole' "Summon the Monsters to

block the doorway" maneuver. (If you didn't already kill them that is.



Anyway, in any event you'll be fighting Torgal. This guy is also pretty

tough (140HP). so remember to save after the Umber Hulk thing. .



To fight Torgal and win is tricky, but not impossible. Have everyone just

pour onto him, and he'll die.



Now, after you have all 3 heads, go to the Forge (Near where the Loin

Statues were) and put all 3 heads in the forge, this will create for you a

Flail called "Flail of the Ages". Its a +3 Flail.



After he's dead, loot him, and then search the base of the Pillar and get

all the goodies there, then head back to the main level.

Now we're going to do the Golem room... this is how you can do it (one way

that is). on your way back up, have all your characters enter the Courtyard

except one. Make sure this "one" has some haste potions or is a magic user

that can caste haste, have that character enter the Golem room and haste

yourself. then grab the goodies, pause, grab goodies, pause etc... then

hall ass out back down where your other characters are, and leave. You'll get

around 40,000XP for this..



* If your main character (The one YOU created/imported from BG1) is a Fighter,

then you can talk with Nalia, and she will offer the De'Arnise Hold to you!

All you need to do is check in from time to time and keep the hold in good shape,

and protected.. Later on in the game, you'll get lots of side quests from being

the Owner of this Hold. You will also gain 10,000 Gold when she hands over control

of the hold to ya, then 500 Gold every week there after, so this will help out

A LOT with that 20,000 Gold required to help get Imoen back!





Chapter Three

On your way back to the Slums (going through the city gates) -- (With all the Cash

you have collected), you'll be stopped by Delon who needs your help in Umar Hills

(only if Minsc is in your group). Listen to his request and offer your help, but

wait until later to complete that quest .

When you arrive in the Slums, a messenger will deliver a request from Quayle

(Aerie's uncle) telling you to return to the Circus when you can. This quest

is optional though, and you should wait a while to do it... Now head on over

to Gaelan Bayle's home, when you arrive, and speak with him, you'll find out

that he's lowered the fee to 15,000GP!! (Which will allow you to now buy

some goodies at the Adventurers Mart!!

Pay him, and you'll receive 45,000XP per character, along with the Shadow Thief

Cellar Key. When you leave Gaelan's house and head for the Thieves Guild in the

Docks area. If you don't have Minsc in your party (to meet Delon), you'll find

him in the center of the Government District near Jan Jansen.

The Docks - The Shadow Thieves

When you enter the thieves guild, you'll be in a very small room littered with

desks, shelves, and chests. Talk to the thieves that are hanging out here.. then

head to the northern-most room on the first floor. You'll find a secret door

which leads to the REAL Shadow Thieves Guildhall.

Now head out, going through the secret door...

When you enter the REAL Thieves Guild, have a look around before passing through

the secret door that leads down to Aran Linvail's living quarters!!

Talk with Aran Linvail, and you'll find out that he has a few small tasks for

you to complete before helping you with Imoen. Accept his offer (Yeah I know..),

and he'll give you an Amulet of Power and a nice little Ring of Protection +2. Your

first quest will be to meet Mook down by the docks (at night), (see the Map), after

which you'll need to return back to Aran and tell him what happened. Each character

will receive 28,000XP for completing this quest.

Aran will assign you his second quest, which is to go to the Five Flagons Tavern

(in the Bridge District) and seek out Jaylos and Caehan on the second floor. When

you meet, your best bet is to take care of them as quickly as possible. When you

do, the Guild Contact will appear and you can kill him as well. Grab all the loot,

some of it is decent quality and head back to Aran Linvail once again. Each character

will get 28,000XP for completing the quest. Aran's third assignment is a little larger

than the previous two!

The Graveyard

Before going on to finish off Aran Linvail's quest, check out the Graveyard for the

mini-quests that await. First, talk to the Ghost Boy and you will see that he is in

need of a stuffed bear, to get the Stuffed bear, return to the Copper Coronet and go

up to the back rooms where people rest, you'll meet a scared dude that tells you he

is being haunted by a ghost-Kill this bastard, and take the stuffed bear with you back

to the Ghost-boy and you'll earn 15,000XP.

Now, talk to Arenthis in the Graveyard.. then find Kamir and tell him of Arenthis'

problem. You'll get 12,000XP just for making him aware of the person buried alive,

and another 3,000XP if you follow him back over to Arenthis.

Now, check out all the other small Crypts, and loot them if you are that type of

party , The fights are in some of these Crypts are kinda tough, so be careful-especially

of the Mummies.

Bodhi's Underground Dungeon

When you Enter, you'll be attacked by some Sword Spiders. They have some wild attacks, but

they are susceptible to Hold spells, so use them! Continue down the path and clear out all

the small groups of Spiders as you go.

When you get to the ugly looking Cocoon building/dwelling, stop and prepare for a pretty

tough fight.. Remember to SAVE right outside, because you can easily lose this fight if

you choose a bad battle strategy, have several Slow or Neutralize Poison spells memorized,

and casting Haste before entering the room will help gain some extra attacks that could turn

the tide in the battle.. Pai'Na isn't that tough, she only has a total of 68 Hit Points,

but with the 20 or so Spiders she summons, the battle can be hard.. Keep Pai'Na busy with

a Fighter, and have the rest of your party attack the Baby Spiders, and get them out of the way!

Their poison acts quickly, so be ready with your Neutralize poison spell/potions.. Remember

to check the floor and loot the little nook you find..

Enter the southern part of the Dungeon well-rested, and make sure to get your undead

spells set as quick keys. As soon as you cross the Pharaoh's head, a throng of undead

monsters will pop out and ambush your party. Make sure to disarm the traps in the eyes

and hand of the Pharaoh before continuing on!

Pass through the secret door in the southwest corner of the room, and proceed to clean

house as you continue down the main path. Pick up the few scattered items, disarm the

traps, and then backtrack to the main room when it's clear.

Continue north until you meet with Haz, and he'll open up the sealed door so that you

may continue. Lassal will appear and draw you ever deeper into their lair, hoping that

his minions will weaken your party before you reach the inner sanctum. Take out Vampires

quickly, then focus your energy on Tanova before doing anything else.

With Tanova dead, clean out the rest of the floor before heading down the stairs and into

the inner sanctum. Here, you will have to battle yet another room full of Vampires, and

you will finally enter Lassal's quarters. He'll flee back upstairs in the circular-room

with the spikes, remember to loot the area too. Now, head back up the stairs and to the

room with the spikes for your showdown. Lassal only has 67HP, but you'll earn 8,500XP for

killing him.

Once Tanova, Durst, Gellal, and Lassal have been killed, find the room with the coffins

and stake the beasts to exterminate them for good (you'll get 9,000XP per pop, so make sure

you have enough stakes). When you stake Lassal's coffin (the bottom one), Bodhi will appear

and begin a talking with you... This will end in an attack, so don't hold back ,

nail the Vamp with full strength and your mission will be completed! Bodhi has 102HP,

but she has some critical hit attacks, so be careful. You won't get any XP for 'almost'

killing her, because she flees.

Return to Aran Linvail and give him with the info you've learned and you'll get a

whopping 50,000XP for EACH character!

Now, on to the Asylum.....







Chapter Four



The Town of Brynnlaw

First thing we get to see what Irenicus has been up to all this time,

testing various things on Imoen (and that also explains why Bodhi captured all those Shadow Thieves). Then you are taken across the sea to the town of Brynnlaw, which is a stone's throw away from the Asylum Spellhold.



If you followed the Shadow Thieves, then Sime will say that she doesn't trust Saemon, your captain. He does seem suspicious...



If you followed Bodhi, then Bodhi will have Saemon show you around

town before vanishing into the night. Saemon tells you to seek the tavern, before ending his tour. He isn't very motivated.







FIND INFORMATION

Once off the Shadow Thieves ship, Saemon turns traitor and has some

Vampires attack you, before vanishing himself. Fight off the three

vampires and Sime will talk to you. She recommends talking to Sanik in

the tavern to discover an entrance to Spellhold.



If you got off Bodhi's Ship, Saemon merely waits by his ship. He also

recommends talking to Sanik in the tavern to gain entrance to Spellhold.



Head out to the Vulgar Monkey Tavern. It is up one level (seeing as the city is built on several terraced levels), about in the center of the

map (x 2000 y 1550). You will find Sanik inside, he is dressed as a

green mage. Talk with him. He begins telling you some stuff, but is

quickly assassinated in the name of Guildmistress Galvena. The innkeeper will then talk with you. He provides some details on the situation, telling you that Sanik's bride likely knows a way into Spellhold, but that she would be currently held by Galvena. This would require getting into the Guild, one way or the other.





GALVENA'S GUILD

We can now enter the Guild (x 1080 y 1485) on the first level of town.

However, talk to one of the Courtesan's just outside the guild and get

them to take you inside (which may require that you buy their services for 100 gold). Once inside, tell the courtesan that you are there to rescue Claire and they should leave you alone.



Leave that room. You are in the main hallway, go leftwards. Kill the

guards (one has a Halberd +2). Enter the room to the right of the guards (x 345 y 195), and search the wardrove in the back to find Galvena's Key.



Go back to the hall, and enter the last door.



Search the jail until you find Galvena. Tell her that her evil ways are

over, then kill her. (4000 exp) She also has her mage, Vadek, with her

(8000 exp) and they have some minor magical treasures.















PERTH THE ADEPT

Talk to Claire and she'll agree to take you to see Golin who may know

how to get into the Asylum. (10,000 exp) Golin thanks you and will even give you 22 gold (2000 exp). He mentions that only 2 types of people can enter Spellhold, Cowled Wizards and Magical Deviants. There is one crazy Cowled Wizard living in town, Perth the Adept who may have a way in. You can also have the Pirate Captain throw you in there if you prove to be unstable enough.



The best option is to go find Perth and take his wardstone. You will

find Perth's house at the top of the city (x 3000 y 1200). Perth is

apparently being Dominated by Irenicus as he wants to "test your limits." Interestingly, Yoshimo tells him that there will no testing with Yoshimo around, and Perth calls that inconsequential. Hmmm...



Perth - 20,000 experience

Wardstone for the Asylum

Book of Infinite Spells



We can now go to Spellhold (x 3500 y 2).













PIRATE KING

Alternatively you can go seek the Aid of the Pirate King. Head up to

the pirate king's house, and talk to his door guard (x 1115 y 665). Tell

him that Golin sent you and he'll open the door to the house. You get

38,500 exp for convincing him that you are crazy. And there is no reason that you can't get Perth's experience then have the Pirate King commit you.



Trick: I didn't see a little trick I found when asking the pirate king

to commit you to Spellhold the game auto saves after your party

receives the XP award. So if you load the auto save after you

get into Spellhold, you can talk to him again and receive the

XP award again. You can do this as many times as you want.

(Jason Smith)



QUEST: Liberate Ginia the Courtesan



Ginia - Brynnlaw (AR 1600, x 3450 y 1700)

Chremy - Brynnlaw (AR 1600, x 1820 y 1450)

Calahan - Brynnlaw (AR 1600, x 1590 y 1740)



At the top right of the city you will meet a woman named Ginia who

was recently forced into prostitution. Instead, she tries begging

instead and says that she has done the deed. Ask her what the

trouble is. You see, Chremy holds her brother captive, and as long

as he does, she is forced to gather money for him. Agree to help.



You will find Chremy to the left of her. Talk to him. He doesn't

see reason (did you think that he would?), forcing you to kill him.

Interestingly, he has Galvena's Medallion on him, which you could

use to get into Galvena's Guildhall if you wanted. Now we have to

smuggle Ginia out of town. Drop down another level and find

Calahan, the Smuggler.



Talk to Calahan and ask him to get Ginia out of town. For 200 gold

he will smuggle them out to Ulgoth's Beard for you. (2000 exp)

Return to Ginia and tell her the good news (9000 exp).



QUEST: Ason the Little Thief



Ason - Brynnlaw (AR 1600, x 560 y 1170)



In the western part of the city, a young boy will approach you and

swipe 10 gold off of you. He mentions that if he doesn't steal

from you then someone will hit him. This is related to the above

quest about Ginia (Ason is her brother).



OTHER: Pirates



This town is crawling in Pirates. Some will attack you, others

will attack each other. None of them have any good treasures.



OTHER: Priestess of Umberlee

Temple of Umberlee - Brynnlaw (AR 1600, x y )



Within Brynnlaw there is a temple to the goddess Umberlee. Makes

sense as Umberlee rules the waves. Anyway, you can buy several

interesting objects from her, like a Girdle of Bluntness, but you

can also kill her for no loss of reputation and 14,000 exp.













Spellhold

As there are two ways into Spellhold, there are two places you can end up. If you simply walked to the Asylum using Perth's Wardstone, you must enter the Asylum on your own. In that case you enter through the front doors. (x 625 y 1050)



If you asked the Pirate King to have you committed you will find yourself already inside one of the cell's in the Asylum. However, you won't stay there long, as soon enough Irenicus teleports in. You can talk to each of the inmates several times, and some give you items (gems and worthless scrolls).



If Yoshimo is in your party, he turns traitor. Turns out that he was

working for Irenicus the entire time. Not that he was actually doing

anything to hamper your efforts, but still. Whether he was in your party or not, the results are the same.



You are drugged and put to sleep, when you awaken you are in the tube...





THE (ALMOST) FINAL DREAM

Remember the three dreams that you had in chapters 2 and 3? Well now is the time for the (near) Final Dream, and this time you are given control. After listening to Imoen we're on our way. First thing first, go through the gate to enter the castle (this is the Dream Candlekeep, and if you didn't play the first Baldur's Gate, Candlekeep is where that game started).



You will find a Demon barring your way. He wants you to make a sacrifice to enter. What will you sacrifice?



Your mind -1 INT

Your Health -1 CON

Your agility -1 DEX

Your wits -1 WIS



Give up whatever you can afford to give up (fighters should drop Wisdom or Intelligence, mages Constitution, etc. Try not to give up Dexterity whatever class you are). You lose whatever you chose to lose, and can then enter the castle (x 2000 y 1500). Go to the back of this room to find the dream Imoen. She tells you to "lead the beast here." Sounds easy enough. Leave the castle.



Go left to find Bhaal (about x 1000 y 1800). Talk to him and get him to

chase you. Now return to the castle, go in and go to Imoen. Don't worry Bhaal will follow you. Imoen then says she will make it vulnerable. Attack. Once defeated Bhaal gets irritated.



SPOILER: The Imoen in your dream is actually your own soul taken form to help you out. This is why the dream ends with "Imoen"

screaming... your soul has just been sucked out of you.







Maze Beneath Spellhold (AR 1512)

Bodhi was given the task of killing you, and instead she dumped you in a maze to play with you some more. She says that she will give you time to escape and stop Irenicus from his evil plans...



Also you can pick up Imoen again (and you really should, she IS your

sister). I assume that Yoshimo turned traitor to make room for Imoen to return to your party.



Due to the nature of this maze, all the optional items (the riddles and

the portal) have been integrated into the walkthrough. This is just for

convenience sake.







EXPLORE THE MAZE

Ok, we are in a big evil maze, and need to find the way out. Don't be

afraid to rest. Sure, Bodhi said you are on a clock but she is an evil

vampire who can't be trusted. Go down the southwest passage, kill

whatever is there (for me it was Umber Hulks and Minotaurs) to find the big statue head (x 750 y 2100). He asks you to find the Builder's Hand. Also you can search a pot near him for some spells. Back to the

beginning.



There are now three directions we can travel: Northeast, Northwest and Southeast. (we've been southwest) Go up the northeast passage first, (x 2170 y 1200). There is a door dead ahead, open it. Kill the Clay Golem within. Then you can search for treasure (trapped!):



Bag of Holding (container that holds a lot)

Opal Stone (keep this, and don't put it in a container)

Rogue Stone (useful if you want to go in that one Bridge door)

Spells - Prismatic Spray (Mage)

Arrows (etc.)



Go back to the start, then go up the northwest passage (x 1300 y 1210) and open the door to the right (x 1350 y 960). Kill whatever is in here (Gibberlings). Search the 2 containers in here:



Ruby Stone (don't put this in the gem bag, but keep it)

Spear +3 Magical Arrows (etc.)





RIDDLES

Head west to the next room (x 760 y 1075) and go in. Welcome to the

riddle room! In the center is a chest full of bizarre riddly objects.

These objects are then placed in the arms of the statue that they solve the riddle for. Starting from just left of the door and going around, the riddles are:



Riddle: Answering Object:



At night I come without being fetched, at Star Medallion

day I am gone without being stolen.



No beginning. No end. I am a symbol of the Golden Circlet

world's cycles.



Two brothers we are, great burdens we bear, Worn Out Boots

all day we are bitterly pressed; Yet this I will say - we are full all the day, and empty when we go to rest.



Here, in this place, you swallow me. Yet, were I Jar of Water more, I could swallow you.



I have seen the mountains rise. I have seen the fall of Netheril. You shall die but still shall I march on: Sundial



To those within the dungeon I am joy. To those

fully beneath my gaze, I can be Hell: Sun Medallion



I will save your life but yet can you die by me. I

will settle disputes yet not with words: Sword Medallion



Name me and so shall you break me. Gagged Man



Always do I tell the truth, yet cannot speak.

Look to me and see what really is: Mirror



I have two heads but one body. The more I stand still, the faster I run: Hourglass



Try to defeat me but try in vain. When I win I Grinning Skull

end your pain.



Complete all the riddles to get 20,000 experience. Then search the

center chest again to find:



Sapphire Stone (don't put in gem bag, but do keep it)

Dusty Rose Ioun Stone



Open the next door (x 875 y 915), and then open the next door to the

right (x 1033 y 700). This is the second riddle room. Go up and click

each of the faces twice to be teleported into the center. There you will

be asked a riddle. Get it right and you are rewarded, get it wrong and

you are punished. There are 12 faces and 12 corresponding riddles:



Riddle:



Lighter than what I am made of, more of me is Ice hidden than is seen, I am the bane of the mariner, a tooth within the sea. Speak my name.



A spirited jig it dances bright, banishing all Fire but darkest night. Give it food and it will live; give it water and it will die.



The man who invented it, doesn't want it for himself. A Coffin The man who bought it, doesn't need it for himself. The man who needs it, doesn't know it when he needs it.



The life I lead is mere hours or less, I serve all my A Candle time by being consumed. I am quickest when thin, slowest when fat, and wind is the bane of the gift that I bring.



The more that there is, the less that you see. Squint Darkness all you wish when surrounded by me.



They come to witness the night without being called, Stars a sailor's guide and a poet's tears. They are lost to sight each day without the hand of a thief.



They follow and lead, but only as you pass. Dress Shadows yourself in darkest black, and they are darker still. Always they flee the light, though without the sun there would be none.



I have holes throughout, from back to front and top A Sponge to bottom to core. More nothing than something within, and yet I still hold water.



I am free for the taking through all of your life, Breath though given but once at birth. I am less than nothing in weight, but will fell the strongest of you if held.



Alive as you but without breath, as cold in my life as Fish in my death; never a thirst though I always drink, dressed in a mail but never a clink.



Of all your possessions, I am the hardest to guard. If A Secret you have me, you will want to share me. If you share me, you no longer have me.



I can have no color, though there may be darkness A Hole within. I have no weight and hold nothing, and if placed in a container it becomes all the lighter.



When all 12 riddles are answered, then everyone gets 5000 experience

points and you receive:



Ring of Regeneration (regenerate 1 HP every 6 seconds)



THE PORTAL

Go back to the previous passage, and open the other door (x 750 y 800). Fight the monsters in here (Rakshasa and Mephits). Past them is a big portal. Remember those gems that we gathered that I told you not to put in your gem bag? (Opal Stone, Sapphire Stone and Ruby Stone) They are the key to this portal. Click the portal once and a Greater Wolfwere appears, twice and a Demon appears, three times and a Djinni appears and gives you: Doomplate +3 (Plate Mail AC 0)





LEVEL TWO (AR 1513)

We are done here, so go back to the start, then take the southeast

passage to the next level (x 2100 y 1800).



We start in a room. That is ordinary enough. Just ahead, the room

narrows quite suspiciously. When someone goes through that narrow, a gate shuts and lots of Umber Hulks appear in this room and the next. Which means that your party will probably be split in two for this

battle. To avoid this fate, I sent out a Wizard Eye to scout out the

area, it triggered the gate and left my entire party on one side. You

can also have a thief pick the lock on the gate to open it.



Prepare yourself for a big battle with a Lich. Wander down the passage to the first door (x 2100 y 1800) and go in it. Here you will find the aforementioned Lich and his undead buddies (Greater Mummies and Skeletal Warriors). With Protective Spells active, you shouldn't lose any people (or if you do, you shouldn't lose too many). Keep the Liches defenses down by Breaching, Piercing Magic, etc. Also make sure you have good undead fighting weapons equipped (Daystar, Mace of Disruption, etc.)



Liches are worth 22,000 experience. After the battle you can search the pots here for some minor treasures (Cleric's Staff +3, etc.).



Enter the room right here, and search it for treasure. (spells and gold

mostly, as well as some arrows)



Head further down the passage, it turns to the west. Follow it to the

door (x 1050 y 2070). Open it to find Dace, a vampire. This ends in a

battle. Kill him and he retreats to his coffin. Then you stake him to

get his Hand (the object we need to escape this place). If you don't

have stakes, then when you go by the library again, he reappears inside

and tells you that your job is half finished. You can find a Stake

later on in this level when you get to the Kobold Shamans.





KOBOLDS

Back to the main passage, then continue north to the next room.

(x 3000 y 1100) I found a Wandering Horror here to fight. There are also 3 containers in here with spells (Simulacrum, etc.) and other minor treasures. Open the next door.



In the middle of this room (x 2340 y 515) you will find a book on a

pedestal. Click it twice to turn the page. Each time you do this it

summons forth a "bloodthirsty" monster:



Kobold Captain

Sword Spider

Umber Hulk

Mind Flayer

Beholder



Treasures: Ring of Free Action

Spells - Simulacrum

Summon Fiend



Search the wall (x 2030 y 520) for a secret door, open it and go through. This is the Kobold/Imp room. Past this is the Crystal Room, which also has the Kobold Witch Doctor. More Kobolds will appear around the Crystal, and summon forth its "defenders" (more kobolds... and one xvart looking guy). When they are dead, you get a Piece of the Crystal.



Go back to the book room, open the door and go up the stairs.







THE GIANT STATUE HEAD

Go now to the southwest passage again to the big giant statue head. Talk to it with both the Crystal from the Kobolds and the Hand from Dace to get it to open the passage. For this everyone gets 29,500 experience. The head doesn't physically move, however you can now enter the door behind it. (x 470 y 1890)









FINAL LEVEL (AR 1514)

There are two doors to the right, we want to take the bottom one (x 630 y 820). Open the secret door to the right (x 820 y 1020). Inside is a switch, click twice to open the secret door to the left (x 560 y 1020). Within here are a group of trolls (including one 12,000 exp troll). Search the nearby pot to find:



2 Mithril Tokens (used later to gain an item)

Spell - Breach

Arrows +2



Back to the passage, and take it down to the next door

(x 650 y 1500). There are Minotaurs (3000 exp) in here. Near the door we came in is a pot:



2 Mithril Tokens (so we have 4 total now)

Spell - Sunfire

Bolts +2

Gold



Open the door at the top of the room (x 1000 y 1450) and go in. Search the pool in the center of the room to find:



Minotaurs Horn (used much later)

2 Mithril Tokens (6 total)

Mind Flayer Painting



There are 3 statues in this room, each of which has another "monster"

painting. So click on each statue twice to get their painting. They

WILL shoot spells at you, no matter what you do. Once you have the 4 paintings, head back to the beginning room. Then open the top door

(x 900 y 650), go through the passage and open that door too.







THE PAINTED DOORS

This leads to a room full of monsters (for me it was Yuan-ti) that must

be dispatched before anything can be done. There are then four doors in here, each with a picture of a monster on it that corresponds with one of the paintings we got. From left to right:



Mind Flayer - 11,000 experience

Flame of the North (2Hnd +2, 10% magic res., +4 vs Evil)

Spirit Troll - 8000 experience

Katana +2: Malakar (+2 AC vs. Slashing weapons)

Umber Hulk - 10,000 experience

Djinni - 10,000 experience

Bloodstone Amulet



The Umber Hulk door leads to the next passage to go in. There were a

number of Wolfwere's in this passage. Go up and search the pot

(x 2280 y 185):



Gems

Arrows (Bolts and Bullets)

Spell - Phantom Blade



Then enter the room to the right. In this room you will find 3 Clay

Golems guarding the one treasure chest there. Funky. When you take the items from the chest, the door slams shut and the Clay Golems attack. Make sure you have Blunt weapons. Then I would kill the Clay Golems first (Fake Talk works fine) and then unlock and take the treasures:



4 Mithril Tokens (10 total)

Gesen Bow String (final part of the powerful Gesen Bow)

Gem



Back into the passage, now take the southern door (x 2025 y 515). I

found a Stone Golem in here. Search the table:



3 Mithril Tokens (13 total)

Gold

Lots and lots of throwing darts and axes



And also search the pot to the left:



2 Mithril Tokens (15 total)

Gems

Throwing Items

Spell - Maze



Open the next door to the south to find the Vending Machine. This is the reason we are collecting Mithril Tokens. Depending on how many tokens are put in, you get a treasure:



5 Tokens - Boots of the North (50% cold resistance)

10 Tokens - Boots of Grounding (50% electrical resistance)

15 Tokens - Boots of Speed (Haste permanently on user)

20 Tokens - Jester's Chain +4 (AC 1)



Right now you should have 15 tokens. There are more than can be found throughout the level. I found the Jester's Chain to be quite useless, so I would get the Boots of Speed. Then later come back and spend whatever tokens you have on the Boots of the North. (If you plan to come back, you should probably mark it on your map)





THE ORB ROOM

Go back to the beginning, then back down the bottom passage to the

Minotaur room. (x 933 y 1667) Open the door on the southeast wall.

This passage leads to another door, which opens up to the Orb Room.

There are 4 orbs in here that will cast a spell on whoever is standing

on the mosaic in the center of the room. From left to right the Orbs

cast:



Slow (x 1400 y 1575)

Heal (x 1500 y 1500)

Haste (x 1750 y 1525)

Lightning Bolt (x 1850 y 1600)



A great place to Heal people, but the Haste Orb is probably more useful. Head up the next passage.





BODHI AND THE (VAMPIRE) SLAYER

Within the next room is a giant Minotaur statue, some vampires, and, oh, Bodhi. She has decided to kill you once and for all, well before you

were supposed to meet (at least that is what I got out of that

conversation). A battle breaks out, but quickly, the main character

changes into the Slayer. This rightly freaks Bodhi out and she flees

taking her vampire cronies with her.



Which leaves you as the Slayer, and you aren't entirely in control of

your power. Keep everyone else in the party away from the Slayer else they might get killed by it. Your party members will rightly comment on this when you revert to normal. The Slayer is the Avatar form (mortal form) of Bhaal and if you are turning into Bhaal...



The next time you rest after this, you turn in the Slayer again, and

chase someone in your party around (possibly the person you are in a

romance with). You may even end out killing them.



The next time you sleep after that, you MAY get the Slayer Dream, where you gain the ability to change into the Slayer. The cost of turning into the Slayer is a reputation loss of 2 points. Also you cannot stay the Slayer for too long else you will die. (It says "you feel yourself losing control" when it gets close)







ESCAPE THE DUNGEON

Open the door to your left (x 1965 y 1150). There will probably be a

Minotaur here to kill. Then search the pool near the door:



4 Mithril Tokens (19 total)

Spell - Chain Lightning



If you go further up this passage you will find a Gauth (small green

Beholder like creature, worth 9000 exp) and more Minotaurs. No

treasure. Back to the Statue room.



Now take the lower right passage. (x 2330 y 1425) This leads to a small room with yet more Minotaurs. When they are dead, search the pot to find:



Minotaur Horn (used on the statue)

2 Mithril Tokens (21 total)

Spell - Limited Wish

Gold

Arrows



You now have all the Mithril Tokens in the game, so you can go back to the Vending Machine and get whatever you want from it.



Put the Horns on the Minotaur Statue (everyone gets 29,500 experience) to open the exit. Go out.





THE CHALLENGES

Oh, but we aren't free yet! You will be in a small circular room with

6 enemies, goblins and hobgoblins for you to kill. Once they are dead,

the Tester Apparition appears to administer the test to you. These

tests have right and wrong answers, a right answer makes your life

easier (sends you to an easier area) and a wrong answer makes your life a little harder. I will document only the easy path (although the hard path has nothing special in it):



Agree to take the test and you will be teleported to a small room with

a Spore Colony. Kill it.



Answer the next question with 'Splinter,' and be teleported to a room

with a table:



Cloak of Reflection (reflects electrical damage back to source)



Then talk to the Apparitions around the table and answer their riddles:



Rich have need of it, poor have it: Nothing

Runs as it wills: A River

Dwell with weak, rarely brave: Fear

Shines laughter or tears: Memory



Note: If you messed up the 'table riddlers' last question (memory)

you will be teleported to a room with a machine. The correct

order of the machine is:



1. Mithril 2. Ruby 3. Emerald 4. Sandalwood 5. Jade 6. Onyx



This will get you a Bracers AC 5. (from Redd Barren)



This takes us to the Troll room. Kill the three trolls you find and

take from one of them a Head. Go up and the Apparition will appear and mention that this room isn't part of the test. Tell him you'd like to

stay. Then put the Head in the Troll Altar. This gets you the:



Bone Club +2, +3 vs. Undead



Talk to the Apparition to get out.



You will then be judged. If you took the Easy Path (the one I just

described) then everyone in your party gets 51,250 experience points. If you took a harder path, then he teleports in a Mind Flayer for you to fight. (Everyone then gets 41,250 experience on the harder path)



There is one thing of Minor Treasure (x 970 y 380), but nothing

important. Leave this area.





Escape from Spellhold

Once you return to the Asylum, you will be met by Saemon (the captain who brought you to Brynnlaw, if you forgot). He offers you one sage bit of advice, get the deviant mages to help you defeat Irenicus.



GAIN ALLIES TO FIGHT IRENICUS

Avoid the big room in the middle of this area for the moment, if you go

in there you WILL be destroyed by Irenicus (it's not even a fight! He

just kills you!). There are some minor treasures in a northern room

(x 1720 y 550). Open the door at (x 1400 y 400) and go up the stairs.



You will immediately meet up with Lonk the Sane. Convince him to free

the inmates (one way or another). Then convince the Inmates that

Irenicus should be killed and they will teleport you into his room

downstairs. Quickly a fight between you and him breaks out. This battle is one of the larger battles in the game, as not only do you have Irenicus to face, but soon he summons forth a small army (of clones that look like your party) to help him. Plus you have allies in the Deviants (so, if it says "Wanev casts Death Spell on Mazzy", it means that he is casting that on your evil clone). Defeat Irenicus and everyone in your party gets 68,500 experience.



Irenicus flees, leaving you to face another group of "murderers".

(thieves mostly)



If Yoshimo betrayed you, then he enters the scene after this and will

attack you. Kill him and take his heart. This heart will allow you to

undo the Geas on Yoshimo and give him peace in death.





ESCAPE FROM SPELLHOLD

Go back upstairs. Follow the passage up and left to find Saemon again. He says that he wants to help you and that he knows a way out. You have three options here: one, trust him and go with him; two, kill him; and three don't kill him and enter the portal downstairs. Do the first one, trust him and he will teleport you outside. He goes to town and tells you to follow. Don't, re-enter the Asylum.



Note: If you take the Portal you will skip the Sahuagin City (and its

wonderful treasures). No matter which you choose, you will end

out in the Underdark eventually.



Enter Irenicus' Office (x 1550 y 1000). There was a Stone Golem here.

Search the dresser for: Staff of Thunder and Lightning



Search the desk for: The Complete Journal of Jon Irenicus

(parts 1 and 2)



Go into the next room. Search the cabinet on the wall: Horn of Silence



Then search the drawers south of the bed for: Rogue Stone



Jon's Key (if you took the portal in the basement, this would open the

secret door, but don't do that) - Leave the Asylum and head back to Brynnlaw.







Escape From Brynnlaw

Go to the Vulgar Monkey Tavern and talk to Saemon again. His ship was destroyed by the pirate lord (who probably had good reasons for doing that). What he needs is for you to steal the Pirate Horn for him so that you can steal one of the Pirate Lord's ships. Without the horn you will not make it out of the harbor. He offers you the Vorpal Blade in exchange for doing this. You will find the Horn on the lord's mistress

Cayia at night.



Go to Cayia's house (x 615 y 1475) at night, enter. After listening to

Cayia and her current lover's pillow talk, they call the guards and flee.

Kill the pirates, then search her Table to find the Pirate Horn (and

another Rogue Stone). Leave her house.



Head over to the Pirate Ship (x 1700 y 1900) where a group of pirates

will attempt to enslave you as a rower. Disabuse them of that notion. Continue east to find Saemon (x 2950 y 2500), and talk to him. This gets you aboard the ship, but soon the Pirate Lord tracks you down. There is a bit of a scene, and Deshark, the Pirate Lord, even kills his own mistress, Cayia. Saemon, ever courageous asks you to kill Deshark for him.



Kill the pirates and Saemon rewards you with a Silver Blade

(part of the Vorpal Sword!)



The ship casts off...









The Githyanki Incursion

Soon the ship is overrun by Giths looking for their sacred Blade.

Although Saemon tries to get a non-violent solution to this, it isn't

meant to be and a battle soon breaks out. You have a very brief window to kill Saemon, if you want (18,000 experience). Soon this battle is forced to a conclusion when the Sahuagin capsize the ship sending everyone overboard...







Chapter Five

Sahuagin City

Chapter 5 begins when you are taken in front of the Sahuagin Priestess. At first you cannot understand what they are saying, but soon they cast a spell that allows you to hear them. They don't seem hostile (for once). They tell you that your coming was prophesized (they usually eat surfacers that they capture). Their city will be destroyed lest you save them.

Go willingly for the moment, as you are best served by listening.



THE CHALLENGE

You are brought before their King, who soon enough asks you whether you are the surfacers of prophecy. It doesn't matter what you say as they think the same thing of you in any case. Accept their challenge to fight one of their slaves.

You are set to fight an Ettin, nothing that challenging. Kill it (5000 experience) to prove that you are indeed the prophesized one. The losing priestess is sacrificed, and you are told about the Sahuagin Rebels. The King wishes the Rebels to be exterminated, while the priestess who sponsored you wishes them to be negotiated with. Agree to the King's demands to bring back the heart of the Rebel Prince to him. The Priestess wishes to speak with you before you leave to go do the deed.

Head over to the temple (x 1335 y 225) and you can watch the losing priestess get sacrificed. Then she gives you a couple of jobs to do, first retrieve a Tooth from a Drow temple. This will allow you to leave the city later, and second to try to get the Rebels back in power within the city. In other words, to do the opposite of what the King asked you to do. Agree to do that as well and she gives you an orb that the Prince will recognize. Now you have a choice of which plots to do, kill the Prince or kill the King.

THE DROW TEMPLE

Head down then right (x 1350 y 1900). You will be warned of Drow in the area. Continue right, then down (careful to look for traps). You will bump into some spiders. Continue south and take out the Bone Golem (x 940 y 3470).

Go left (careful to look for traps), then up. Several Imps here have a game they want you to play in order to get the Drow treasure. They will create images of 5 famous people of the realms in front of 5 chests. Each person has a treasure. What you need to do is gather these treasures, then put them in the chest behind the person they belong to. Oh, and this entire platform needs to be deTRAPPED.

Needs: Has: Alustriel - Pendant Elminster's Pipe Drizzt - Scimitar Piergeiron's Helmet Elminster - Pipe Drizzt's Scimitar Khelben - Staff Alustriel's Pendant Piergeiron - Helmet Khelben's Staff

Once all the items are in their proper place, the Imps open the final chest. For this everyone in your party gets 18,500 experience. Within the chest you will find: Boots of Etherealness Cloak of Protection +2

Continue up the passage until a Beholder named Spectator appears. Talk to him. He doesn't have a great existence as he was set to guard the treasure chest behind him for 99 years. If you try to take the items in the chest, he will attack you. But, you need the item. So, ask him if there's no way that you could see the item. With a bit of verbal wrangling (either you must have Cernd, Haer'Dalis, or Edwin in your party or have at least 13 Wisdom yourself) he agrees to let you check inside the chest. Open it and grab the tooth. Spectator seems disappointed in it, and leaves. (15,000 exp)

Note: Or you can have anyone with at least 13 Wisdom talk to the Spectator.

ENTER THE REBEL BASE

Head all the way north (x 2680 y 50). Then go right until you reach the stairs (x 4600 y 1200). Don't worry about killing the rebels on the way there, they're insignificant. Go down the stairs. Go through this ambush to the doors (x 3700 y 2340).

Here you find the Sahuagin Chieftang who will take you to see the Rebel Prince (if you have the Priestess' Orb, that is).

SIDE WITH THE PRINCE

Now you have to make a choice which side to go with. On the one hand you can go with the Prince's schemes, accept the Fake Heart and give that to the King. (if you want to do it the other way, see below) If you have a Monk, I would recommend siding with the King.

Take the Heart over to the King and give it to him. He does fall for it and would reward you. Then the Prince and his goons attack the city and you are forced into combat with the king. Kill the king to get his items:

The Impaler Spear +3, +10 piercing damage Key to Treasury (etc.)

The Prince then enters and takes control of the city. He then rewards you for your efforts: 60,500 experience for each person Magical Rope

Go over and open the treasury (x460 y670) to loot the contents: Rod of Lordly Might Magical Rope Spell - Protection from the Elements.

Of course, now you can also double cross the prince and kill him. That way you can still get the Wave Blade (you could probably also pickpocket it off him, but Imoen has a horrible Pickpocket rating, so if you have her, you probably can't do that).



SIDE WITH THE KING

Or, you can assault the rebel prince and take his real heart. He also has some treasure on him:

Wave Blade (part of the Wave Halberd) The Impaler Spear +3, +10 piercing damage

Return to the King with the Heart and he will take you to the entrance to the Underdark. He also gives you a fairly generous reward:

Gauntlets of Crushing (+4 to THAC0, DMG, for unarmed combat) Rod of Lordly Might (can change into different weapons) Magical Rope 2000 gold 58,500 experience for each character

In case you are wondering, you get nothing for turning in the Priestess. Also, the King vanishes so you can neither talk to him again nor double cross him and kill him.





LEAVE FOR THE UNDERDARK

Once you are done here, you will be shown to the exit. Simply go down.

The Cloak of Mirroring

Fish Head - Sahuagin City (AR 2300, x 2350 y 1140)

There are many rebels throughout the city, and one of them has the fabled Cloak of Mirroring on his person. Head to the giant Fish Head, and stand in the center. You will then be ambushed by several Sahuagin, one of which has the cloak. The cloak reflects spells back to their source.



Sea Zombie Lord

Zombie Lord - Sahuagin City (AR 2300, x 2630 y 3120)

One of the stranger sights to see in the city is a bloody pit filled with zombies and the Zombie Lord. (6000 exp) Not worth much in terms of experience OR treasure, but it is interesting.

If you took the portal from Irenicus' basement, you will come straight here. The other way here is from the Sahuagin City.

You get to watch as Irenicus has sided with the Drow to defeat the surface elves. An ... interesting alliance to say the least.



FIND TRACES OF IRENICUS

Walk east and a little south (x 1600 y 3700) to find a group of Duergar. These are traders, and they have seen Irenicus and Bodhi hanging around the Drow city, but believe that you wouldn't be able to simply walk into the city (and believe me, you can't). One of them thinks he has a better way. Then you get to shop if you want. (You can also do the Imprisoned Mage quest while here)

Head north, through the Drow, then west, through the Mycontids and north to get to the Svirfneblin city. (x 630 y 1135) The Deep Gnomes want you to talk to their leader, and say you "could be useful." Enter the city, go around the passage, south, then west. There are two rooms here, and the leader is in the right room. Go in and talk to him.

He wants you to deal with an otherworldly creature that they accidentally dug up, and in exchange he agrees to help you get into the Drow city to hunt Irenicus. Within a deep dark cave is a creature called Adalon, who can help you enter the city. However, you can't get in her cave without getting a gem from the gnomes. (Svirfneblin is another name for "Deep Gnome") Agree to help them with their demon problem for the gem. (Of course, if you were Evil, you could just kill him and take the gem... IF you were evil)

DEFEAT THE GNOME'S DEMON

He tells you that the demon can be found in the new passage to the northeast. You will find the passage at (x 3600 y 600). Talk to the guard there to open the door. When you are ready, click on the pit and the Balor will appear. He requires about a +3 weapon to hit. (But if you followed this walkthrough, you should have several +3 or better weapons by this point) Kill him to get 26,000 experience. But we aren't done yet! Oh no. Put that scroll (that the gnome gave you) in someone's Quick Item slot, and use it. That seals up the hole.

Head back to the leader Gnome to get your reward:

Mace +3, Skullcrusher (extra damage to Humanoids), Light Gem 25,000 experience for each character.



TALK TO ADALON

Leave the city, then head eastwards. You may have to fight through the Kuo-toa's, but possibly not. Then you go north to get to the bridge (x 3950 y 1890). When you cross this bridge, a Drow war party ambushes you. Make sure that everyone who can, is wearing some of the spiffy Drow armor. (Spiffy)

This path then splits into two groups, take the left path. (x 4100 y 1200) Enter the cave.

This is the lair of the Silver Dragon Adalon. (If you are evil, and need Silver Dragon's Blood to make the "Human Leather Armor"... WAIT and do it later!) Go down and talk to her. She wants your help (of course). Her eggs were stolen by the Drow to keep her from interfering with them as they invaded the surface for Irenicus. In exchange for this she will help you get out of the Underdark to chase Irenicus at your leisure. To assist with that goal, she casts a powerful illusion on your party making them all appear to be Drow.

ENTER THE DROW CITY, UST NATHA

Leave the cave, go down then take the other passage up to the Drow Gates. The gates will automatically open and a Drow guard confronts you. Be confidant and tell them that you are "Veldrin from Ched Nassad". You are told to be in the Males Fighters Society within three days.

Enter Ust Natha.

Mind Flayers - Underdark (AR 2100, x 200 y 2650)

Just north of where you first enter the area you will find some Mind Flayers. These three goons make for good practice at fighting them, which you might need if you want to take on the Illithid city. (9000 exp each)

First Drow Battle

Drow - Underdark (AR 2100, x 1735 y 2170)

The first real battle against the Drow occurs just north of the point where you free Vithal (see the next quest below). Drow fight well with magic, summoning creatures to help them defeat you and casting spells fairly intelligently. The most notable thing about them is their Drow Armor, which you should definitely take. Drow Full Plate +5 is the best armor in the game. It will dissolve when taken to the surface, but that will still give you a lot of good use with it.

The Imprisoned Mage

Uder Mordin - Underdark (AR 2100, x 1770 y 3800) Mage - Underdark (AR 2100, x 1930 y 2090) Svirfneblin - Underdark (AR 2100, x 1633 y 750) Vithal (later) - Underdark (AR 2100, x 2375 y 3320)

Talking with the last Duergar, Uder Mordin, he brings up the story of a mage who was imprisoned in the earth after a battle. Seems this fellow was looking for some artifact of importance. Talk to the seller Duergar and buy a Freedom Scroll. Don't scribe this to your spellbook, simply cast the spell, then move north to find the mage. (10,000 experience)

Talk with Vithal to learn that he was searching for a great treasure of some sort. He asks for your help in completing his work. Agree. He wants you to fetch his Book of Rituals from the Svirfneblin. The Svirfneblin city can be found at the top left of the area. You will find the book on the Innkeeper in the left room of their city. You can buy it off him for 300 gold.

You will find Vithal standing just northeast of the Duergar position near one of the three portals in the area. Talk to him and give him the book of rituals. Agree to help him out. Then a Greater Earth Elemental (10,000 experience) appears. Keep it from killing Vithal. Then Vithal enters the portal. Wait a moment, then he reappears and tells you to come to the Fire Gate, which is just above this gate. Talk to him again. A Greater Fire Elemental (10,000 experience) appears. Same thing happens with Vithal entering the portal. Then you go leftwards to the Air gate.

Talk to Vithal again and the same thing happens with a Greater Air Elemental this time. (11,000 experience)

When Vithal returns (everyone gets 20,000 experience) he offers you some treasure:

Rod of Absorption

If you complain, he will give you a couple of spells (Simulacrum and Abi Dalzim's Horrid Wilting). If you complain further he will attack you.

Vithal - 20,000 experience Skull of Death (Helm, casts Death Spell) Spells - Wail of the Banshee Incendiary Cloud Time Stop Infravision





QUEST: The Giant Soul Gem

Gem - Underdark (AR 2100, x 1940 y 1860) Dagglefodd - Underdark (AR 2100, x 1770 y 610)

Just left of center in this area is a giant soul gem. This gem has 6 facets, when each facet is manipulated a new monster is freed. These will then fight you. From left to right:

Facet 1 (x 1845 y 1862) - Madman Aganalo - 6000 experience Jhor the Bleeder (Bastard Sw +2) Facet 2 (x 1872 y 1901) - Raevilin Strathi - 974 experience Spells (summoning) Facet 3 (x 1920 y 1920) - Riti - 8000 experience Spear +3, Backbiter (Cursed) Spells - Improved Haste Facet 4 (x 1980 y 1920) - Alchra Diagott (Lich) - 22,000 exp Spells - Summon Nibshruu Delayed Blast Fireball Spell Turning Facet 5 (x 2025 y 1885) - Bedlen Dagglefodd (don't attack him) Facet 6 (x 2035 y 1850) - Gont of Riatavin - 7000 experience (if you let him go, you get nothing but advice)

Then talk to the elder Dagglefodd up in the Svirfneblin city to get an extra reward: Bracers AC 4 10,000 experience

He will also sell you items from then on (not that he has anything that good).

When you enter the city you get to watch a little display between a Drow and his slave. He kills the slave, and is in turn killed by his mother. This just emphasizes that Drow are evil. Really evil.

Do NOT reveal yourselves as "non-Drow" or the entire city becomes hostile. Worse than that, they might seal you in.



GETTING ESTABLISHED IN THE CITY

We are here to do one thing and one thing only, get the Silver Dragon eggs to give to Adalon. In order to do that we need to keep our ears to the ground and search for information. Also we need to ally ourselves with a Family. Once we are allied then the quests become available (for instance, you can't "Free the Humans" until you have become allied).

Head over to the Male Fighter's Society (x 3535 y 1650). Here you will meet up with Solaufein. He asks for your name, tell him that it doesn't matter what your name is and he will be amused and like you more for it. He tells you that you are going to be working for the Matron Mothers, and to meet up with her handmaiden on a platform near the entrance. From this point you have three days to get to that platform and meet with the Handmaiden.

On your way back to the entrance, you will see a meeting between some Mind Flayers (Ambassadors, no less) and Drow. This isn't particularly important, but it is interesting. Go to the platform. (x 1550 y 3300) Talk to Solaufein again. He explains that some "devourers" have taken a priestess hostage. He asks if you know what those are:

INT 15+ - You can say "Illithid" and Solaufein likes you more INT 9 to 14 - You can say "Mind Flayers" and nothing happens INT 8 or less - You say "Otyugh" and Solaufein likes you less "I don't know" - nothing happens

You are to rescue that Drow from the Illithid before they take her to their city. You have three days.



RESCUE PHAERE FROM THE ILLITHIDS

So, exit the city, and head south. I encountered an adventuring group, that naturally assumed that I was evil. (x 3300 y 2225) One of these goons has:

Dragons Breath, Halberd +4 (+1 ice, fire, elec., poison & acid dmg)

Continue south, then cross the bridge to find Solaufein (x 4715 y 3100). He asks if you have any questions. If you apologize to him, he will like you more. After which he tells you to get ready for battle. Cast all your protective spells (Protection from Evil is very useful) and get ready for combat with some Mind Flayers. You must fight 3 Mind Flayers as well as 2 Umber Hulks. I would take out the Flayers first, one at a time, then the Hulks. After the battle, Phaere (whom you just rescued) sort of thanks you. (20,000 experience) Nothing you say to Phaere matters. They both go back to the city. You have three days to go back and talk with Solaufein again.

WORKING FOR HOUSE DESPANA

Enter the tavern and find Phaere and Solaufein. Phaere automatically talks to you and asks you to join forces with her house. Respond to this in the affirmative (say "yes")... you can also intimate that you would rather have her as a reward (if you know what I mean), but that has some bad consequences if you are currently in a romance with someone else. She wants you to meet her at the same platform as before... but not right now. For now she wants you to enjoy yourself in the Tavern. (see the Quests below if you need something to do) When she leaves the Tavern you have 3 days to get to the Platform.

Get to the Platform and talk with Phaere. She tells you that a Beholder is in the city smuggling Adamantine. She wants you to go over there and kill it. Solaufein and her will scout it out ahead of time. You will find Phaere again in the Southeast part of the city (x 4200 y 3340). Talk with her to get the battle rolling.

Kill the Beholder (14,000 exp) and Solaufein seems happy about things. Phaere mentions that the body is going to be collected for... other uses (20,000 exp). Phaere tells you to visit her in the tavern within 3 days.

DROW VS. SVIRFNEBLIN

Phaere wants you and Solaufein to attack a Deep Gnome patrol to keep them properly fearful of the Drow. Solaufein naturally hates being sent on such stupid missions, especially given how weak the Gnomes are. You will meet up with Solaufein west of Ust Natha near the gnomish city. (x 890 y 2225)

Talk to Solaufein. If Solaufein likes you, you can convince him to let you handle this on your own. At that point he goes back to the city. (of course, if you have been cheesing him off, then he won't leave) The Gnome Patrol arrives, tell them that you were sent to kill them, and that you won't. Then ask for their helmets as a sign that the deed was done. Head back to the tavern.

PHAERE

Phaere is pleased that you brought her the helmet, and asks that you meet her in her chambers at the Female Fighters guild within ONE HOUR. (everyone gets 28,000 experience) Head over to the Female Fighters (x 2500 y 2050), enter and talk with Phaere. She wants Solaufein dead. Why? Who knows. She wants you to enter his home in the Male Fighters guild, kill him, and take his Piwafwi Cloak as proof of his death. Agree to her demands. You now have 3 days to get to Solaufein. (x 3500 y 1575)

Talk to Solaufein and tell him that you were sent to kill him, but that you don't want to do it. Then ask him for his Piwafwi Cloak as proof that he is "dead." Solaufein has a little speech, and he likes you more. You can then search his place, but there is nothing good here.

Report back to Phaere. (everyone gets 30,000 experience) If you are male then she wants to talk to you alone... for a little nooky. If you refuse her, she will sound the alarm and the entire city turns hostile. Of course, you could try to convince her that you "*really* can't", I.e. are impotent. In order to pull off one of these deceptions you need either 17 INT or 13 CHA (and in some cases 17 CHA).

After that (whether you talked your way out of it, did it, or didn't get offered because you are female) she wants you to meet the Matron Ardulace Despana, who is currently in the Temple. You have 3 days to get there (everything takes 3 days, for some reason). Oh, and if you did sleep with Phaere, then anyone you had a romance with is upset with you.

MATRON ARDULACE

Head down to the Temple of Lolth (x 4200 y 2350). Enter, and walk forward until you find Phaere, who will automatically talk to you and introduce you to the Matron. The Matron wants you to prove yourself to her, and in order to do that you must bring back the Blood of one of the "noble races", which are Beholders, Mind Flayers or Kuo-Toa's. Oh, and it can't be any of them, it must be something special.

So, depending on what you want to do:

Beholders go to the next section "Beholder City" Mind Flayers go to the section after that "The Illithid Lair" or the easiest Kuo-Toa's "Exit from the Underdark"

If you don't retrieve one of these items in a timely fashion, (three days) then Phaere will track you down (wherever you may be) and tell you that your disguise has failed, thus instigating a battle (and forevermore keeping you out of Ust Natha). So don't waste time.

Come back when you have one of these items and she will take them and reward you with 22,000 experience for each character. Phaere then asks to see you in her rooms, within one hour. (she lives in the Female Fighter's Society, if you have forgotten)

THE DRAGON'S EGGS

Phaere details her plans to overthrow the Matron Ardulace and set herself up as head of the house. She wants your help in this, so agree to help her get rid of the Matron. House Despana is going to use the Blood you collected along with the Silver Dragon's Eggs to summon a demon. What Phaere wants to do is replace the Eggs with false ones so that Ardulace is destroyed when the demon is summoned. She can then use the real eggs to gain control of the demon. She gives you a key and a set of false eggs marked as "Phaere's". Leave her house.

Return to the Temple as that is where the eggs are kept. If you did well by Solaufein, he will appear near the entrance with a further proposition for you. He wants to give you a second set of false eggs that you can give to Phaere. This way both the Matron and Phaere get killed by the Demon. Agree to his plan and enter the temple.

Once in the temple, take the passage immediately to your right, and take that up to the Egg Room (x 2067 y 780). Kill the 2 guards and enter. There are 5 Golems in here, just waiting to pounce on you once you have taken the eggs. Kill the Golems. Take the Real Eggs and REPLACE THEM with PHAERE'S EGGS. (don't forget to do that!)

Back to Phaere's. Give her Solaufein's Eggs (20,000 experience) and she seems awfully pleased. Well, that won't last. Listen to the Imp when it appears, then get back to the Temple. Phaere is right within the first passage and soon the Ritual of Summoning begins. The Demon kills the two Drow women one by one, then will leave if you remain silent. Be sure to search the two corpses for treasure:

Ring of Spell Turning Gorgon Plate +4 Lots of Gems 4500 gold

Now, QUICKLY, leave the Temple and get OUT of the city as fast as is humanly possible. If you delay, you will be trapped in the city forever.

Return to Adalon and give her the real eggs. She gives you an Item: Necaradan's Crossbow +3 78,500 experience (for each character)

And you are then teleported to the Exit from the Underdark. The gate out is just to the left, but you can explore around if you didn't already. (see the "Exit from the Underdark" section for more details)

Trick: On the surface, Drow items are meant to turn to dust. Want to keep that nifty Drow stuff you got? If you have NOT gotten the Harper's Pin for Jaheira, you can give her all of your Drow items, and kick her out of the party. She should go out to the Harper Hold in the Docks District. (If you have done all the Harper quests already, then she just leaves for good) Then when you pick her up again, all the Drow items are still there and can be worn in the daylight! As long as you never take these items to the "Exit from the Underdark" area, you can keep them forever. (Gabriel)

QUEST: The Duergars Tank, the Aboleth

Duergar - Ust Natha (AR 2200, x 1050 y 3150) Qilue - Ust Natha (AR 2200, x 2725 y 1890)

Just after freeing Phaere from the clutches of the Mind Flayers, a Duergar near the entrance will tell you to talk to his "master" who is in a big tank just behind him.

Talk to the Aboleth, the creature in the tank, and he wants an exchange. You get him Qilue's brain and he won't reveal that you are not Drow. Sounds good. You can find Qilue's home right next to the Female Fighter's society. Enter.

Alternatively: When talking to the Aboleth the first time, you can refuse to do his quest. Then when he asks why, simply tell him that if he reveals you, then you will reveal his treachery as well. For this you get 12,000 experience. (from Cyrille Artho)

Once inside, kill everything that moves. Besides Qilue, there are 5 servants (mages mostly) to be killed. You can find most of these to the right. Search Qilue: (4000 exp) Boneblade Dagger +4 Qilue's Brain

There isn't really anything else here, so return to the Aboleth, who gives you 10,000 experience and promises not to tell anyone who you are.

QUEST: Free the Humans

Slave Trader - Ust Natha (AR 2200, x 1111 y 1808)

Just north of the tavern is the slave area, where humans are sold to Drow masters. If you've been on the second floor of the Tavern you probably know that slaves don't have much to look forward to in Drow Culture.

After you have talked to Matron Ardulace, talk to the Slave Trader and buy the slaves. We want them armed, so pay him the full price of 2000 gold. He will actually lower the cost to 1500 if you ask him. The slaves will be teleported near you. Tell them that they are now free, and that they should head to the surface. For this you get Reputation +1 and 7500 experience.

QUEST: Defeat the Cultists

Taso Kala - Ust Natha (AR 2200, x 2480 y 2100) Cult - Ust Natha (AR 2200, x 4200 y 3340)

After accepting the quest from Matron Ardulace, you will find Taso Kala in front of Phaere's doorway. She automatically talks to you and ORDERS you to find and destroy the Cult of Ghaunadaur. Accept this (if you don't want your cover story blown). You will find the "cultists" where the Beholder was earlier, in the southeastern part of the city. You have one day to complete this quest.

This battle consists of Drow, Otyugh and Oozes of all colors. Destroy them. None of them have any significant treasure. Go back to the Priestess to report your success. Be subservient and she'll go away (you weren't expecting a reward were you?).

QUEST: The Trapped Djinn

Dola Fadoon - Ust Natha (AR 2200, x 1930 y 3180)

Just to the right of the entrance is a djinn being tortured for the fun of it (or whatever). It begs for someone to destroy it. I wouldn't do that until you have talked to Matron Ardulace. Kill it. Then the torturer will demand compensation. She wants 4000 gold as compensation and if you don't have it, you get a day to come up with it. If you have talked to Matron Ardulace, then you can wheedle it down to a mere 2000 gold.

This quest is best done just before you leave the Underdark forever. That way you can kill Dola Fadoon, tell her that you don't have the money, and leave the Underdark before anything bad ever happens to you. For all this you get a measly 5000 exp.

QUEST: Deirex the Lich and Jarlaxle the Mercenary

Visaj - Ust Natha (AR 2200, x 3000 y 2275) Deirex's Tower - Ust Natha (AR 2200, x 3700 y 2850) House Jae'llat - Ust Natha (AR 2200, x 3260 y 1460)

Just after meeting the Matron Ardulace for the first time, Visaj appears on the path just north of Deirex's Tower. He approaches you and wants to sell you a Rope. Not just any rope, but a magic lich-defense negating rope. Useful, no doubt, for breaking into Deirex's Tower and stealing his items. There is the small chance that the famed mercenary Jarlaxle will come looking for it, but how likely is that? Buy the rope for 1000 gold. (If you don't have that much he'll sell it for 750 gold. If your charisma is 15 or higher, you can talk him down to 500, OR you could just threaten him and take the rope from him)

Now head down to Deirex's Tower and enter. Deirex is right there, and although the Rope does seem to do what it was advertised to do, you are soon teleported to Jarlaxle's Pocket Dimensioní‚®. There isn't really any way to change how things turn out in here. He tells you that he wants some Gems from Deirex, as his men are imprisoned within them. He gives you a day to accomplish this before teleporting you back to Deirex's Tower.

Fight with Deirex. He is a fairly standard Lich and fights as such. (Time Stop, Abi Dalzim, etc.) By this point Liches shouldn't present too tough a challenge for you. (22,000 experience) Be sure to search his body for the Lich's Tooth and the Jae'llat Wardstone.

Then search the place for treasures: (4 containers, not all in this room, and some are trapped)

Spells - Glitterdust Wizard Eye Deafness Contagion Remove Magic Limited Wish Melf's Minute Meteors Spook Leather Armor of the Viper +5 Jarlaxle's Gems

Take the Gems and you will instantly be teleported back to his little Pocket Dimension. Jarlaxle takes the Gems and thanks you for your efforts. Now you can either accept his thanks (2500 gold and 10,000 experience) or you can attack and kill him and his mage (14,000 experience and 12,000 experience). They don't have any good items for you to take. In any case you will be teleported back to Deirex's Tower.

Go up to the next door (x 3475 y 2730), and enter. Search the lake for treasure:

Gold Gems Spells - Cacofiend Ruby Ray of Reversal Spear +3 Wand of Frost & Wand of Magic Missiles Two Handed Sword +2 Crossbow of Affliction +4 (-2 STR, +4 DMG & THAC0) Short Sword +2 Ring of Folly (cursed)

That's it for the Lich's treasure (the other door on the outside leads in here). Leave the tower, go up and right to reach the House Jae'llat (it's marked on the map). The Wardstone will allow you entrance. (x 3260 y 1460)

This is, of course, a fairly large battle against many Drow warriors and priestesses. It just wouldn't be a Drow House without those elements. Each Jae'llat Guard is worth 6000 experience. This is the first battle, there is another one when you go over to the right. This battle has Hindra Jae'llat in it (14,000 experience) as well as Istar Jae'llat (16,000 experience). Then search the place for treasure: 2500 Gold And a LOT of Gems (about 50)

If you are wondering about the other warded door out there, it also leads into the Jae'llat house.

OTHER: The Running Girl

Near the female fighter's society you will see a human girl running for her life. Later a couple of Drow warriors ask you which way she went. You can lie or tell the truth, I've seen no real consequences of it.

OTHER: The Tavern Duels

Tavern - Ust Natha (AR 2200, x 1835 y 2550) Sondal - Tavern (AR 2202, x 580 y 1133)

On the main level of the tavern, to the left near the stairs, you will find Sondal, the Duel master. Agree to watch the first duel. One Drow easily defeats four others, comes out and asks for your opinion on the matter. Tell him that he shouldn't gloat over children and he challenges you to a duel. Accept.

Note: If you lose any duel, you will be permanently barred from dueling. Also, all the duels here are One-on-One (unlike the Monster battles).

When Lasonar is close to being defeated (30,000 experience) he yields the fight and gives you his sword. Blade of Searing +3 (Bastard Sword, with extra "searing" dmg)

After the battle, Chalinthra challenges you to a duel. (She was involved with Lasonar, and found insult in you beating him) When you are ready, talk to Sondal again to get the duel going. Chalinthra is a Cleric of no small ability. However, she dies just the same. (12,000 experience)

The next fight is against a Mage, and requires a Mage from your party to duel him. So send a mage over and let the battle begin! (6000 experience) The next battle is also a mage battle, but this one is slightly more difficult (8000 experience). After that there is one final mage (11,000 experience). I won these battles by summoning a Nibshruu and using the Cloak of Reflection.

OTHER: The Tavern Monster Battles

Tavern - Ust Natha (AR 2200, x 1835 y 2550) Szordrin - Tavern (AR 2202, x 1450 y 840)

On the main level of the Tavern is a man standing to the right, Szordrin. Talk to him if you want to duel some animals. He has several combats, which must be done in order: (return to him after the battle to get a reward and another battle)

Umber Hulk - 4000 exp, 250 gold (from Szordrin) Nabassu - 16,000 exp, 500 gold (from Szordrin) Sahuagin Prince - 2000 exp, 750 gold (from Szordrin) Beholder - 14,000 exp, 1000 gold (from Szordrin)

He then claims that he will go to the pens to find more challenges for you to fight, but he never returned (for me at least).



BEHOLDER CITY

You will find the entrance to the Beholder City in the Southeast part of the Underdark (x 4120 y 3700). It is the passage that leads down. (The other one goes to the Illithid Lair)

We are here to find a Beholder Eye Stalk, and conveniently enough, we can find it on one of the first Beholders here. Kill the Elder Orb to find:

Elder Orb Eye Blade of the Equalizer Amulet of Spell Warding

Once you have the Eye, you can head back to Ust Natha and give it to the Matron Mother. Or you can finish exploring in here and kill a LOT of Beholders. If you have either the Shield of Balduran (from the Collector's Edition bonus shop) or the Cloak of Reflection (from the Sahuagin City), then this place is a breeze. Put those items on your two best fighters, and only send them out. The Beholders won't be able to touch you.

FURTHER EXPLORATIONS

Go up and right to find Drow battling a Beholder. Explore the place at your leisure. There are many Beholders, Gauth and a few Mind Flayers.

Just above and to the left of the Drow (x 790 y 605) is a small nook of treasure: (all treasures here are hidden in "nooks")

Minor Treasures

Just to the right of the Drow (x 1213 y 770) is another nook

o' treasure:

Sling of Avoreen +4 (casts Sonic Boom once a day)

Minor Treasure

Along the path to the top of the map (x 2500 y 580) is some treasure:

Greenstone Amulet (can protect user from Charm, Stun and Psionics, useful against Mind Flayers, no doubt) Rainbow Obsidian Necklace

There is treasure at the top of the map (x 2130 y 175):

5200 gold Gems

Just left of that one is another treasure (x 1815 y 195):

Minor Treasures

Well south of that (x 2450 y 1080) in a passage to the left is a larger thing of treasure (it's not a nook, I mean): Minor Treasures

That is that for the Beholder City. Once you have killed all the Beholders, you can take your leave and know that you have done good work here.



THE ILLITHID LAIR

Note: You WILL want to make an Archive Save before going in here! So, do a normal save, and call it "Illithid Lair", and don't save over it until the entire lair is finished. That way, if you screw up, you can easily go back to the beginning.

The most difficult, and potentially rewarding, of the three lairs is the Illithid Lair, which you can get to via the Underdark. It is located in the Southeast corner of the map, and you go right (x 5070 y 3400).

Once you have entered, you will be quickly captured by a group of Mind Flayers who then enslave you.

ENSLAVED

You wake up in a very small cell. Despite being slaves now, you still have all of your items. After all, Illithids don't really fear physical attacks.

A minute or so later, an Ogre will open your door and tell you that it is time for you to fight. Remember the Gladiators back in the Copper Coronet? Same idea, except now YOU are the gladiators. Soon enough you are thrown into a pit to fight 3 Umber Hulks. Beat them and you will be put back in your cell. When you are back, you will be given Healing Potions.

Open the side door and talk to the Gith, Simyaz, inside. These Gith were here to recover the Silver Blade (which you now possess, assuming you went with Saemon) and ended out here instead. He offers no solutions. Soon the Ogre comes again and this time takes the Gith out to fight.

Soon the Gith return and tell you that they are to fight you in the next battle. However, they have a better idea. They will keep the Mind Flayers busy, while you try to find an escape from the Lair. You will soon be taken into the battle. Defeat the Kuo-Toa's and then escape out to the right while the Githyanki keep the Mind Flayers busy.

ESCAPE

Kill the Ogre Jailor here (10,000 exp). Then search the table: Hilt of the Equalizer (which means that you probably have all 3 pieces)

Go right into the next half of the room. There are four doors here. Open the bottom one first (x 3390 y 1760). Kill the 2 Kuo-Toa's here. Then open the top right door (x 3270 y 1515) next to kill a couple of Sahuagin. Next open the right door (x 3380 y 1620) and follow this passage right. Kill the Mind Flayer here. Then go to one of the Vats, and manipulate it until you get the Goo.

Go back to the Ogre Jailer room, and open the southern door (x 3050 y 1960). Go down this passage, fight the 2 Mind Flayers, and then go right into a weird slave-control room. Find one of the smaller machines and pour the Goo into it (via clicking it twice). This frees the slaves from their stasis. They tell you of a way to make Control Collars, as well as ask you to find them a way out.

Go up to the big machine in the room and Use it to make Collars. Keep using it until it no longer works. You will get 4 Collars. Equip these in your Quick Item slot to use them. Then when you find a Mind Flayer, use the item on him to control him permanently.

Note: How to get extra Mind Flayers (to open doors for you). There is a room where you get the "Goo" which frees the slaves. In this room a lone Mind Flayer will spawn once every minute or so (if one is there, a new one won't spawn). There are at least two doors that require a mind flayer to open and for both doors I just went back to this room, controlled the mind flayer with one of the collars and marched him over to the door. I didn't have to turn into the Slayer once throughout the game (after the first time which you don't control). (from Rakhiir)

Return to the right portion of the jail, and open the northern door (x 3050 y 1450). Go through the passage and into the room. Search the grate on the northern wall to find:

Methild's Harp (Bards can dispel Hold Person effects, 3x day)

Now try to open the door to the right and you get a strange message. Only a great mind or a creature with godlike strength can open this door. Which means either you go capture a Mind Flayer with the collars... or you turn into the Slayer and force the door open. Turn into the Slayer (unless you managed to keep a Mind Flayer alive), lose the 2 reputation points, and go through the LEFT door. Once you are in the next room, go up through the north door until you reach the Brine Room.

The Githyanki will now be freed and will come out to congratulate you. Oh, and they aren't going to help you get out of here. (everyone gets 25,000 experience)

Once in the Brine Room, try to capture some Mind Flayers (don't use all your collars). Click on the 8 vats to create 8 Brine Potions, which can be used to protect your party from Psionic Attacks. Give these potions ONLY to front line fighters, and use them ONLY when you are near Mind Flayers, they have a very short effectiveness.

Go back to the previous room and open the lower left door (opening these doors requires only that you have a Mind Flayer in the party, x 1690 y 1235). Have only your best fighters proceed, each having taken a swig of the Brine Potion. (or using the Greenstone Amulet from the Beholder City) Continue left to find a large group of Illithid and Umber Hulks.

>From this room there are 3 doors, one to the north, one to the south and a secret door to the northeast. Since we are being thorough, take the south door first. This leads to a room with three bizarre Pod-like things in it. Open each of them to reveal an enemy.

Kuo-Toa Priest - 2000 exp, Magic Bolts, etc. Insane Dwarf - 1750 exp, Ring of Fire Control (50% fire res., spells) Umber Hulk - 4000 exp

Back to the other room. Now open the Secret Door (x 1140 y 1300). Go up this way to find 3 Mind Flayers and several Umber Hulks. Once they are dead, search the table to find:

Staff of Command +2 (casts Domination once)

Back to the other room. That leaves only the northern door to go through. (x 950 y 1280) I'm not sure why, but I had to turn into the Slayer to open this door. What then was the point of taking control of several Mind Flayers? If you have a Mind Flayer in your party, you can then Lockpick the door as normal. Anyway go through there to find the Big Evil Illithid Brain. Kill that first (40,000 experience), then concentrate on the other Illithids in there, then the Umber Hulks and finally the Brain Golems. When the Brain dies you automatically gain some of its blood to give to Matron Ardulace.

EXIT

Head back and then right to (x 3730 y 1100) to find the slaves who are now escaping. They thank you (45,000 experience and a Reputation +1) and leave. You should do the same.

You will find the Githyanki outside in the Underdark under the Tent. If you have the Silver Blade on you, then they want it back and are prepared to fight and die to get it.

Exit from the Underdark (AR 2402)

KUO-TOA DUNGEON (for the Kuo-Toa blood for Matron Ardulace)

This one is by far the hardest to spot. From the Underdark head west. Go to just south of the Svirfneblin bridge. Then continue west into the darkness. You will find that you can travel at (x 150 y 1840). It's not marked on the map, and if you didn't know it was there, you might go right by it.

If you did the Silver Dragon Quest, then you will appear at the END of this particular level. In that case you may want to backtrack to find all the spiffy items.

Anyway, go right. There are many strange symbols drawn on the ground. The spiral indicates "danger". Go up the northern "spirally" path to find some beholders. (well one Beholder and 2 Gauth) These things are easily killed by anyone with the proper Cloak of Reflection (or Shield of Balduran). Go back.

Now go up the northeastern passage (x 1230 y 1315). There are a group of Kuo-toans here, including some wizards. Finish them off. Then search the nearby pool to get some Tainted Tadpoles. Go back.

This time we go right. The path will split, one portion going north and another continuing right. We want to keep going right, however, the way is dangerous as a Flame Strike will hit you. Cross over and open the big door (x 2800 y 1670).

THE DEMOGORGON

Within is an empty room with several statues. At the top of the room is a gigantic statue of a Demogorgon. It asks you to put a sacrifice in front of it to "awaken the five." This is best done by casting "Animal Summoning" or a similar spell, and putting the animal in front of the statue. The animals dies, and the five demon knights appear.

Each of the Demon Knights is tough, does level drain and has some odd spell casting abilities (such as Horror). Kill them.

16,000 experience each Two Handed Swords +1 Soul Reaver: Two handed Sword +4 (not usable by Good) Girdle of Frost Giant Strength (21 STR, part of the Crom Faeyr) Armor of the Hart: Full Plate +3

Go back to the passage, and take the northern path.



BLOOD OF A KUO-TOA

Just a little ways up the passage you will run into another large group of Kuo-Toa's. Take these goons out.

Continue northeast into a small round room. It may have Kuo-Toa's in it, or they may be in its two side rooms. In the right room you will find the Kuo-Toa Prince. Kill him.

Kuo-Toa Prince - 4000 experience Blood Gems Gold Bracers of Blinding Strike (casts improved Haste)

Oh, and if you want to, you can put the Tainted Tadpoles in the pools in the right room. (If this is done before the battle, it weakens the Prince)

EXIT

Now if you did the quest for Matron Ardulace, go back the way you came. However, if you need to, you can leave the Underdark completely to the left. I wouldn't recommend that, but if you have to, why not. (Your disguise WILL fail if you attempt to leave, and then you can never return to Ust'Natha)

If you were merely teleported here by Adalon, then fight through the Drow guards (some have good EXP, but none have good items) to exit the area through the gates to the left.



TO THE SURFACE (AR 2401)

This next series of passages leads to the surface. You will first encounter a large Drow war party that needs to be taken out. Go up to the next room to find Drow warring with surface Elves. They tell you to get to the surface and talk to Captain Elhan. There is another battle through the northwest doors.

Open the southwest doors (x 800 y 520) and go through. There is yet another battle with Drow here. Continue through. Open the last door and exit to the surface.





Chapter Six



You exit and are confronted by Elves who at first think you are Drow, but even when they realize their error, still don't like you. You are taken to see the Elven leaders, first a General, then Elhan...



ELHAN'S QUESTIONS

Elhan now will grill you on your various adventures. He has a sage behind him who will verify the veracity of your statements (sort of like a polygraph test). Just answer truthfully and things will go better. For example, on the first question I told him that I left the Drow "bloodied and battered... I did not flee." The conversation at first is an exchange of information... mostly from you to them. Then once they know that you know more than they, they want you to help them. They need the Lanthorn to re-enter the city, but it was stolen by Bodhi. You must find her and retrieve the item. Ask for their help in this matter and get Holy Water and Stakes off of them.

If Viconia is in the party they force her to swear a Geas to serve you.

GATHER ALLIES TO ASSAULT BODHI, DRIZZT

Naturally the first thing you will want to do upon exiting the Underdark is to head over to Cromwell to make the Crom Faeyr, Long Sword of the Equalizer and Gesen Bow. (all of which we have now found all the pieces for)

However, on your way anywhere, you will bump into Drizzt Do'Urden and his friends: Bruenor, Wulfgar, Regis and Catti-Brie (from the Salvatore novels). If you happen to have killed Drizzt in the previous game (and imported a save-game) then Drizzt is fairly hostile to you. If your imported character had any of Drizzt's items, then he starts out fairly hostile to you. Otherwise he is fairly friendly to you. He is, after all, a force for GOOD in the world.

The point of Drizzt is to ask him to help you fight down the evil Vampire Bodhi, which he promises to do. If you do that, then you can simply meet him in her crypt in the Graveyard.

EVIL Parties: I'm betting, however, that many of you are going to fight Drizzt to try to steal his nifty items. First off, this makes you EVIL, as Drizzt is good. Secondly, several party members will leave your party (or attack you) if you do this:

Jaheira (leaves, goes to Athkatla) Keldorn (leaves your party and attacks you)

Others aren't happy about it, but don't complain.

When the fight begins, Drizzt immediately summons forth his spectral panther, Guenhwyvar to help him. I'd take out Drizzt first, followed quickly by Catti-Brie. They are the two fiercest here. Then concentrate on Wulfgar, Guenhwyvar and Bruenor. Save Regis for last. This battle shouldn't be too hard for you.

Catti-Brie - 12,000 experience.

Tansheron's Bow +3

Long Sword +2

Chainmail +2

Regis - 1500 experience.

Leather Armor +1

Mace +2

Ruby Pendant (Dire Charm 1x/day)

Bruenor - 3500 experience

Battle Axe +3

Mithril Field Plate +2

Wulfgar - 3000 experience

Aegis Fang (War Hammer +3)

Guenhwyvar - 1400 experience

Drizzt - 12,000 experience

Scimitar +5

Defender Scimitar +3 Frostbrand

Mithril Chainmail +4

If you DO kill them and steal their things, later Malchor Harpell will appear and attempt to retrieve these items. (This often leads to strange bugs, where he doesn't actually do anything, but keeps hanging around).



GATHER MORE ALLIES

If you didn't want Drizzt as an Ally, there are other places to look for friends. (You don't actually need any allies if you are confident enough in your battle abilities)

The Shadow Thieves: Talk to Aran Linvail (basement of the Shadow Thieves Guild) and ask him to back you up when you invade Bodhi's place and he will send his "best" assassins out to help you.

Order of the Radiant Heart: Head over to the Order and a Squire will meet with you. Then talk to Prelate Wesselan in the side room and ask for his help in defeating Bodhi and he will send a contingent of Paladins out to the Tomb to help out. (Interestingly, one of the Paladins sent has the Two Handed Sword +3: Harbinger, that when it hits may hit with a Fireball as well)

You may also be able to convince a Temple to help you IF that Temple is your Stronghold.



BODHI FINALE

Head over to the Graveyard to listen to Bodhi. If you are currently in a Romance with someone, that person will be turned Cyan (such that you cannot talk to them) and a battle between your party and Bodhi's vampires breaks out. Your romantic interest will then be spirited away.

Head out to the entrance to the lower levels (x 590 y 980). The other entrances are mostly barred to prevent entry. Go down into the crypt. If you have allies down here, you will find them fighting away. I will assume that you have no allies, so any allies you have will merely help you. (although you get no experience for anything the "allies" kill)

Search the two nearby containers to find some spells (and some Stakes if you need them):

Spells - Finger of Death Symbol of Death

We're on the same battle plan as the first time we came here, namely kill Vampires with names, and Stake them when they retreat to their coffins. Go up the passage to find Valen and Del. Kill them, then enter the room to the left to Stake the two of them.

Go up the the northern passage (x 360 y 1080) to the blood bath room. Here you will find more vampires (Salia, Meredath) and a pool of blood. Kill the vampires. Neither of them deserve staking. Then go up to the Pool and click it twice to use the Holy Water on it. This cleanses the pool and weakens the vampires.

Go through the passage to the right. There you will find a HORDE of vampires (hence why you wanted the allies, I would think). Simply go forward until a couple vampires come your way, kill them, go a little further forward, do some more, and so on. When the last of this room's many vampires are dead, go back to the Coffin room and Stake it.

Head into the next passage to the right to get to the Spikey Room. Here you find a Guard Vampire, who casts spells on himself. Nothing a good Breach spell can't remove. (x 2150 y 675) Enter the spikey room. There are many Vampiric Mists and Traps in here. Search the center blood pool to find:

Gauntlets of Weapon Expertise (+1 THAC0, +2 Damage) Stakes

Back to the main room, and take the stairs to the lower level.

(x 1575 y 550)

If any of the three allies came with you (Drizzt, Eric the Paladin or Arkanis the Shadow Thief) then they will automatically appear with you (even if it didn't look like they understood what stairs are). This first passage has 2 traps in it before you reach the door.

Open the door to find Bodhi. She gives her final Evil Rant and attacks. If your lover was turned, you will find them here and they will attack you forcing you to kill them. Go up to the Pool (any of them) and use a Holy Water on it to weaken the vampires further. Kill Bodhi (91,000 experience) and she will flee to her coffin in the top right room. Go up there and Stake her. (x 1700 y 100) This gets you:

55,000 experience for each character Rhynn Lanthorn (needed to enter the elven city)

Before leaving be sure to get:

Bodhi's Black Heart

Body of your Lover (if applicable)

The Vapiricus Omnibus: Unabridged (from the top left room)

RESTORE YOUR LOVER

Well, before we go to Chapter Seven we have to undo the rest of what Bodhi did, namely we have to reverse the vampirism. The Vapiricus Omnibus mentions the god Amaunator, whose temple we restored when we defeated the Shade Lord (or, if you didn't do that, check out the Umar Hills section). Go to the Temple Ruins area.

Enter the temple ruins. Make your way to the lettered-floor room (where you can only cross safely by stepping on the letters AMAUNATOR) cross and enter the left room with the giant statue. Place the Body and Bodhi's Heart in the arms of the statue (x 2615 y 1620). Your lover will be restored back to life and will be very thankful.

RETURN THE LANTHORN

Go back to the 'exit from the Underdark' area and talk to Elhan again. Everything he says just reveals more and more that the elves knew Irenicus and Bodhi from before. However, he does not wish to tell you the entire story, and says that if you can rescue the Priestess Demin from the city, Suldanessellar, then she will reveal all to you. (everyone gets 74,500 experience) This is continued in the section titled 'Suldanessellar.'

QUEST: Restore Yoshimo's Soul

If you still have Yoshimo's (black) heart, you can try to remove the Geas that holds his soul. Take it to any Priest of Ilmater (for example, the Temple that is on the Roof of the Copper Coronet) and ask that they help him. For this you gain 200,000 experience.

And no, Yoshimo cannot be resurrected after this. But hey, you did save his soul!

OTHER: Find the Silver Hilt for the Vorpal Sword

You've had the Silver Blade forever now (assuming you went with Saemon) and are probably wondering just when you are going to get that pesky hilt for it. Well, when wandering near the Adventurer's Mart in Waukeen's Promenade I encountered Kruin, a mean Gith who needs the Sword to re-enter Limbo.

Refuse to hand over the sword and he starts casting spells like crazy. Did I mention that he has several Gith buddies around? Kill them to get the Silver Hilt, used to finish the Vorpal Sword. (Rhetorical question, why didn't the Cowled Wizards show up when the Gith started casting spells?)

The Doppelganger Brigands

While traveling between areas you will be "waylaid" by a group of what appears to be peasants. They ask if you are the famous adventurer, renowned throughout the Sword Coast. Say yes and they suddenly turn themselves into cloned versions of your party! Who knows what diabolical scheme they have concocted to use with a cloned version of your party. Kill them. I didn't really find anything else remarkable about them.



AREA ONE: SMALL TEETH PASS (AR 1700)

You probably couldn't help but notice that when you emerged from the Underdark there were 3 new areas on your map. From left to right these are: Small Teeth Pass, North Forest and the Forest of Tethir. We'll hit them in that order starting with the Small Teeth Pass. There is nothing in the Small Teeth Pass. Sure, you can fight some Wolfwere's, or Vampiric Mists or even Gnolls, but other than that you won't find a single thing of significance here. On to the next area.

AREA TWO: NORTH FOREST (AR 1800)

This area is very small, but actually does have more significant things in it. There is a grave (x 1550 y 525) near the top of the map that has some random treasures in it. Yes, you heard me, random. Nothing great, possibly some spells, potions or gems. At night this grave is guarded by some Genies (a Djinn and an Efreeti).

Further down from that you will find another set of graves, this one defended by a Mage, a Priest and their goons. I would take out the mage first to prevent him from casting his Time Stop and other spells. You can search them, but they don't have any great treasures.

AREA THREE: FOREST OF TETHIR (AR 2600)

Unlike the previous two areas, this one actually has something in it! A Quest even! With murder and intrigue! You will likely start out at the top of the map. Immediately to your right you will see a cage hanging from a tree (x 2320 y 225). This is the Wolfwere camp and becomes significant later. From there go south to the branch (x 2430 y 1630) go left onto the branch and from there onto the really big fallen tree. Go north up this tree to the next branch (x 1600 y 1180). Go left on this branch to reach the Cabin.

Here you will meet up with Coran (x 580 y 1130) who tells you that he wandered out here with Safana but now she has been kidnapped by Wolfweres. Agree to help him out. (Also you can search the left side of the cabin to find a minor treasure, it's on the wall) If you enter his cabin you will find it overrun by Vampiric Mists and similar creatures. There are also some +1 and +2 items in here, but by this point in the game that isn't very noteworthy!

Leave the cabin and return to the Wolfwere camp to find Coran. Lanfear has been "holding" Safana captive, but it turns out that they are in cahoots and are out to get you for some bounty or another. Treachery! And you thought Yoshimo hurt! (Safana and Coran were with you in Baldur's Gate) However, Lanfear has her own plot to steal Coran away, and kills Safana once he is there. A battle soon breaks out. Try to keep Coran alive if you want (isn't important). If your main character was Female then Lanfear simply kills Coran before the battle. (such is life, I suppose) And that is that for Coran.

Back onto the left log (x 2020 y 1620). This time take it south to where it intersects with another log (x 3040 y 3800). Now there is a branch just to the south (and a little east) that leads south off of this log (x 3240 y 2960). This leads to another branch that goes east.

Go north once you are off the branch until you reach the Door (x 4500 y 2220). Enter. Search the lake:

Mana Bow +4 (20% magic resistance)

Minor treasures

There's nothing else worth looking at in here, so leave. (If you did go into the back room, be sure to check for traps first) We're also done with this area, so you can leave.





Chapter Seven



SULDANESSELLAR

Elhan uses the Lanthorn to open a hole in the tree to the Elven City of Suldanessellar (everyone in the party gets another 74,500 experience). The elves then re-enter their city and bid you to follow them... In case you are wondering, you are in the Forest of Tethir to start with (see the above section 'Three New Areas' if you haven't been here already). Enter the city. The elves move out to look for survivors, and Elhan tells you to be careful and look for Ellesime.

We are currently in the bottom right portion of the map. Go north to find the first building (x 4640 y 2500). Enter. Kill the three Golems in here to save the two elves. They reveal that you will find Priestess Demin in a house in the Southwestern part of the city, then leave. Search the large bookcase on the right (x 680 y 270) to find the:

Stone Horn (needed) Darts

The container just north of that bookcase holds a: Cloak of Elvenkind (Hide in Shadows +50%)

The rest of the containers hold merely minor treasures. Exit the building. Head up the northwestern path (x 4515 y 2450). Beware Golems that may lurk around here. There was a group of Rakshasa's (x 4060 y 1950) just outside the next building. Be ready for a large battle, and enter the building. If you cast Protection from Evil 10' on your party, then the Glabrezu will not attack you. Once inside take out the mage first and the rest will be easy. There is nothing else to be done here for the moment, but remember this place (Temple of Rillifane), we will be back. Exit.

Note: If you have the artifacts of Rillifane before coming here the first time, and quickly placed them in the Altar, you could let the Avatar of Rillifane fight this battle for you. (Rolander)

Head down the southwest path to the unmarked building (x 3160 y 2730). There will probably be more Golems here to fight. Go up the stairs on the building to rescue some elves. Tell them to get to the gates. South of this building is a platform where some elves and trolls are fighting. Once the trolls are defeated the elves "move out" to help out other sections of the city.



THE SYMBOL OF RILLIFANE

Go down the next southwest passage to the next building (x 2080 y 3240). Enter the TOP room first, and search it until you find the Wardstone. Then leave that room and enter the lower room. You can find the Meteor Swarm spell on the fireplace mantle. To the right you will see three dead elves around an odd piece of furniture. The answers to this thing's questions can be found on the wardstone. Go up and use the thing:

First: Press the Rune of Corellan Lotharian 2nd: Press the Symbol of Rillifane 3rd: Press the elven Symbol of Water 4th: Press the Rune that denotes the Tree of Life, do that correctly to get the Symbol of Rillifane. Leave this room.



THE PRIESTESS DEMIN

Go west (where you will see Elves battling skeletal warriors), then northwest to get to Demin's House (x 780 y 2140), which is guarded by a Drow and a Demon. Go up the stairs and enter the building. Inside you will find Demin fighting three Rakshasa's:

Girdle of Stone Giant Strength (20 STR)

On the shelf behind her you will find: Spell scroll - Absolute Immunity

Afterwards talk to Demin to learn all about Irenicus' past and why he has invaded the elven city. She also has an idea to help clear the city of its current pest problem, to restore the Guardians of the forest. What you need is to find the three artifacts of Rillifane: The Cup, the Symbol and the Moonblade. We already got the Symbol, all we need is the Cup, which is on the Dragon to the northwest and the Moonblade, which is in the Temple of the Moon to the east, then leave her house.



THE ARTIFACTS OF RILLIFANE

Go up the northern path to the Harpist's House (x 1060 y 625). Outside the house a group of elves are fighting some golems. If you manage to save the elves they give you 13,000 experience. Enter the building. Search the desk in the top left to find: Stone Harp (companion to the Stone Horn) now, leave the building.

Go up to the northwest passage (x 500 y 725). This path leads to a new area with the Black Dragon that we must defeat to get the Golden Cup of Rillifane. Take the passage. Once at the new area, cast whatever protective spells you wish (I used Haste, Protection from Evil and Mazzy's Protection from Fear), then go southwest and fight the dragon.

You can try to reason with him, but he won't fall for it, and a battle is inevitable. Just keep his spell defenses down and attack. By this point in the game you should be mighty enough to easily whack this pest.

Nizidramanii'yt - 52,000 experience Golden Goblet of Life (fancier name) Bladesinger Chain +4 (elven Chainmail, AC 1) Minor Treasures

Once the Dragon is dead, head back the way you came.

Go southeast, past the Harpist's House, southeast down the next passage to get to the House of the Moon (x 1830 y 1450) and site of the final artifact of Rillifane. Enter.

Within the house you get to watch as an elf kills a Balor, but is destroyed himself in the process. Search the elf's remains to find the Moonblade. Then search the rest of the room to find: Boots of Elvenkind Spells - Gate





Return to the Temple of Rillifane and place the three sacred objects (Cup, Moonblade and Amulet) in the Altar in the center. This will create the Avatar of Rillifane who is irritated that his temple has been defiled by Irenicus. (everyone gets 65,000 experience) After talking with you he summons forth the Guardians of the Forest, who clear out the city and unseal the Palace for you to enter. You also get: Staff of the Woodlands +4 (+3 AC, best weapon for Druids)

Leave the temple. Just outside the temple will be a new elf, Reirra, who offers to sell you things. When you are ready head up to the Palace (x 3450 y 600). Near the House of the Moon you will find some elves in conflict with some monsters. Help out (although the elves seem to get dominated).



THE PALACE

Go up to the tree and keep using it until you get all the nuts (the screen will fade to black). There is now only one door to go through, so go through it. This leads to a pleasant garden with a waterfall in the center. To the left are two statues, use the statues to put the Stone Horn and Stone Harp on them. (3000 exp each) This removes the waterfall and replaces it with a staircase. Go down the stairs. (after first talking to your party members about the upcoming battle)



THE TREE OF LIFE

When you first enter this area, Ellesime talks to you. She tells you that you need to slay 3 parasites on the tree in order to weaken Irenicus to the point where he can be defeated.

>From where you start, go all the way left (x 1970 y 450) and one of your Seeds will grow into a new branch that continues left. Go left to find the first parasite (x 1430 y 140). Click on it to try to kill it, however it has a defender that leaps out to attack you. (for me it was 2 Earth Elementals) Once they are dead, click on the parasite to kill it. One down, two to go.

Go a little left and down from the first parasite and a new branch will grow in. Cross it and go down. (x 877 y 1070) Follow this path down to find the second parasite (x 1180 y 1480). Click on it until its guardians attack you (air elementals). Once they are dead, kill the second Parasite and Ellesime will contact you again. She is very excited now and thinks there is a good chance that you could kill Irenicus. (or as she calls him, Joneleth) One more Parasite to go.

Go down. You will pass right by Irenicus (x 1800 y 2035), go past him on the path that leads eastwards. (x 2340 y 2400) Another branch will grow in, cross it. Keep going right until you find the final parasite (x 2875 2025). Do the same thing to kill it. When the last parasite dies you are automatically teleported over to Irenicus.



BATTLE WITH IRENICUS

There are many ways to fight Irenicus. Some might suggest summoning a Nibshruu or Hakashar to deal with him. Others would recommend using Protection from Magic scrolls. An easy strategy that often works is to let him cast some spells, then just wander off for awhile. Most mages don't follow you, and it can easily allow you to do what you will (protective magics, healing, etc.).

I would recommend summoning a Hakashar if you have one and sending it to deal with Irenicus, then I would pull back your party and wait. Let the Hakashar (or Nibshruu) do its thing (namely getting rid of Irenicus' spells) and when it gets unsummoned send everyone in to finish him off. Don't worry about the Hakashar's tendency to destroy items as you won't have time to get any items anyway. Also, if anyone in your party dies, BE SURE TO GET THEIR ITEMS! Quickly! Once Irenicus is dead you won't be able to pick them up. (although they will be on the ground when you arrive in your next destination)

When Irenicus is dead, everyone is sucked into hell with him.





The Nine Hells (AR 2900)

When Irenicus died, your stolen soul did not return to you and as a result you followed Irenicus into hell. Imoen has a theory as to why the same didn't happen with her, that Bodhi's vampirism made the soul transfer easier. In any case, you must find Irenicus and finish things, once and for all.

BHAAL'S TEARS: SAREVOK

Well that big giant door to the north seems like a likely place to have to end out eventually, if only you could open it. Go over to the left (x 575 y 840) and down the stairs.

Note: Each of these "tests" has a GOOD and an EVIL way to accomplish them. Which you do has some fairly drastic effects when you get around to opening the final doors.

Walk forward a little to find Wraith Sarevok (he was the final bad-guy in the first Baldur's Gate, if you didn't play it). Talk to him. He tells you just about everything you will need to know about this hell you are in. How you need to collect the Tears of Bhaal to open that door, and to confront Irenicus for your soul. If you get really mad at Sarevok and yell at him and so forth, then your stats will be increased. (It's along the lines of you deserving the power of the Slayer) My Barbarian gained +1 STR. That, however, is the EVIL path. Go back up. Then go down, and left to the next staircase (x 830 y 1830).



BHAAL'S TEARS: GREED

You will immediately confront a demon by the name of Greed. He greets you and gives you the Blackrazor Longsword (a +3 weapon with many good effects).

Walk forward to find the trapped Genie. He gives you a little riddle. The gist of which is that to free him and gain the Tear of Bhaal that you need requires the use of the Blackrazor. You can either give him the sword (20,000 exp) or you can kill him with it. (11,000 exp) In any case once you have the tear go back up. Giving him the sword is the GOOD path, killing him the EVIL path.

Go right, then down the center stairs (x 2100 y 2200).



BHAAL'S TEARS: SELFISH

Walk forward to find the demon Selfish. It tells you that it has a Tear but that you have to prove yourself worthy. It then steals one of your companions (and if you happen to HAVE no companions, then it steals a mortal from some random place). Then the choice becomes thus, if you go on the left path you must sacrifice to save this person, if you go right you sacrifice nothing (but the person being held is killed).

If you take the Left path, you will lose:

First Door: 2 HP from maximum Second Door: 1 point of Dexterity Third Door: Experience

If you take the right path, YOU lose nothing, but the person held dies. Also if you are a Paladin or a Ranger you will become Fallen. This is a permanent death (unless you have the Rules set to the easier levels). Naturally making the sacrifice is GOOD, and getting them killed is EVIL.

There is also some minor treasure by where your companion is held. Time to leave this area, go back and get to the next set of stairs to the right.



BHAAL'S TEARS: FEAR

You will immediately encounter the Fear Demon. He tells you that there are horrible fiends beyond him that will devour you alive. Your only hope is a magical Nymph-skin cloak that he has. Don't take the cloak as you don't need it. Taking the cloak is the EVIL path, not taking it is the GOOD path.

Past this demon there are two paths, a northern one that leads to Beholders and a southern one that has a Fear aura on it. Take the southern passage to the right, skip by the treasure chest. At the end of the path is a bright red crystal. Click it to get the Tear of Bhaal.

Go back out, and there is only one last set of stairs to hit. (x 3385 y 1000)



BHAAL'S TEARS: PRIDE

Here you will meet with the final demon, Pride. He has a big long speech since he is the last demon (actually any of them will give you this speech if you do them last). Then he tells you that to get the last tear you must defeat a big evil monster. Ask him what KIND of monster it is. Then keep bugging him about the creature. Why does it deserve death? Keep bugging him until he admits that the creature might just give you the tear anyway.

Go forward to find the Dragon and it will give you the tear. That was easy, wasn't it. Doing it that way is the GOOD path, fighting the dragon anyway is the EVIL path.

If you chose to fight whatever was in there, it will be a Red Dragon and it will have some interesting treasures, but at this point in the game, it isn't really worthwhile. Go back out.



IRENICUS FINALE

I bet you're just saying to yourself, just how many times must I kill Irenicus before he finally dies!? Well just this one more time, honest.

Head up to the Big Door (x 2050 y 400) and click it. Click it again to remove the seals. (and again...) Depending on whether you did the tests as "Good" or "Evil" you get these bonuses: (bonuses from ANDY)

FEAR TEAR (the Nymph cloak) Good: Immunity to +1 weapons or less Evil: +2 CON

SELFISHNESS TEAR (sacrifice for companion) Good: +10 resistance to magic Evil: +2 to your AC

GREED TEAR (the Blackrazor sword) Good: +2 to all saving throws Evil: +15 to HP

PRIDE TEAR (the dragon) Good: +20% resistances to fire, cold and electricity Evil: Gain 200,000 experience

WRATH TEAR (Sarevok) Good: +1 to WIS and CHA Evil: +2 to STR



IMPORTANT NOTE: If in any of the above tests you choose the Evil Path, you lose one reputation point and also have the alignment changed over to evil (if you were good or neutral).

When the door opens, Irenicus blasts out to face you one last time. This time, it's personal.

This time Irenicus summons forth 4 demons and then becomes the Slayer. I ignored Irenicus and killed the demons first, then I concentrated all firepower on Irenicus. I found this battle to be easier than the earlier battle with him, but that is just me. He also will teleport around the area. When he dies, he dies rather spectacularly. And so the game ends...





Below are secondary Quests you can complete:



The Limited Wish Adventure

This quest can be done whenever you feel like it, in either chapters 2, 3 or 6. You must have the Mercenaries of Riatavin still alive in Delosar's Inn. Then cast Limited Wish, ask for a One-Time wish and select the Adventure like you've never had before (it does require 10 or better WIS to cast). A scroll appears at your feet.



THE SCROLL

Reading the scroll reveals several things about this quest: One, it is about a gong, two, you should talk to the mercenaries of Riatavin at the Delosar's Inn (Bridge) and three, there is someone named Captain Dennis who should have the Gong.

Head out to the Bridge District and go near the Delosar's Inn. (x 1830 y 2880) Just outside you will meet with a man named Vittorio who asks for your help in collecting money off of Dennis, who is inside. Agree to help him and follow him inside.

DENNIS

Captain Dennis and Vittorio are having a shouting match when you enter. Listen to what they say. Seems that Vittorio stole and sold Dennis' mother's gong in order to buy ale. That sounds bad. Agree to help Vittorio find the gong. He says that he sold it to one Roger the Fence, who you will find in the sewers beneath the Temple District.

ROGER THE FENCE

Go to the Temple District and enter the sewers. You will find Roger in the southern part of the sewers (x 1680 y 2300). Ask for a Gong and say that you want Vittorio's gong. He doesn't have it, and won't tell you where it is until you take care of a small problem he has. He wants you to kill a local Sea Troll before he'll tell you anything. This troll can be found by going left from Roger (x 400 y 2366). When it is good and dead, return to Roger. Aside from whatever rewards you get for killing the Troll (see the Sewers section above) he will also tell you that he sold the gong to a Troll Shaman in the Troll Mound out by Trademeet (you will probably have to talk to him again to get him to reveal that).

Head out of the city and over to the Druid Grove (which may require going through Trademeet).

THE TROLL SHAMAN

At the Druid Grove, head left to find the Troll Mound (x 1330 y 2210). Grae, the shaman, will be just outside of the mound. When asked about the Gong she attacks you instead of giving it to you. When it gets close to being defeated it tells you where the Gong is in exchange for its life. (you can always kill it anyway) She says that she sold it to an Ogre Mage in a tower to the northeast of here.

OGRE MAGE

Wander north, then east, across the bridge to find the big house. We don't want to enter the house, we want the tower that is south of it. (x 4840 y 1270) (There is a little path leading southwards just past the bridge) Enter the tower. This Ogre Mage is quite the peaceable sort and is quite willing to trade the Gong for a Wand of Frost. If you have a Wand of Frost, then you can trade for the gong. (12,250 exp) Oh and don't mind the smell. Also in here you can find:

Scimitar +2: Belm (+1 attack per round)

Return to the Bridge District and give the gong back to Vittorio. Everyone is happy and you get your reward:

1500 gold 16,500 experience for each character Boomerang Dagger +2 



Special thanks to Revolution reader Martin Scally!