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Enter the right cell and talk to the dying Apprentice. Ask him about
Carston and the exit to the next level. The key is the Machine, of
course. He dies, and you can then search the table behind him for more
small treasures. For helping him die (I guess) you get 1000 quest
experience.
Open the southern door, and go down the passage to another circular
room. There are 3 illithids in here and some Umber Hulks. Kill them.
One of the illithids has the second part of the Illithid Rod key, once
you get it you get 4000 experience and the completed key. The container
in the center of the room here is TRAPPED and has minor treasures.
Go back up to the cell room, then left (x 1200 y 1000).
This is the Red Oil Room. When you take the red oil from the vat you
will be attacked by a couple of Vampiric Illithids (the best of BOTH
worlds there). They're each worth 14,000 experience.
Head back up to Carston's level.
(AR 3017)
Drop down to the lower stairway (x 4000 y 2600) and go down.
(AR 3022)
If you thought that the Gith might be more reasonable than the Illithid
were, well you're wrong. They're not.
Note: Some of these Gith are considered to be Anti-Paladins. Don't
you wish that you could be an Anti-Paladin?
There are 3 chests in this first room, and the "middle" one is trapped.
Blue
Purple
Red
Click on each torch and light them according to the pattern. (You get
the pattern from the tiles in the two side rooms, if you're curious...
it's easier to see if you look at the mini-map) When all the torches
light, the door opens and everyone gets 10,000 quest experience points.
Enter the last room.
Here you must fight two Minotaurs, Rock and Garock. Somehow they also
summon other monsters to help them. But after clearing out a dragon and
demi-lich, what are 2 minotaurs?
Rock - 15,000 experience
Green
Green
Blue
Blue
Green
Square
Red
Short
Red
Medium
Long
Long
Short
Short
Triangle
Long
Medium
Medium
>
>
>
>
>
>
>
>
>
chance
chance
chance
chance
chance
chance
chance
chance
chance
chance
the portal to the next level. This is worth 25,000 quest experience.
The portal you want to enter is the Right Portal (x 2800 y 1400).
- LEVEL FIVE (AR 3019)
Well here we are on the final level. In fact, you can see the Final
Seal just ahead. All you have to do is figure a way to open it. The
other portal here takes you out of the dungeon.
There are 3 doors around this area, one below, one to the left and one
to the right. Open the lower door (x 2460 y 2460) and talk to the
Helmite Ghost. Be confident and tell him that you are ready for anything
that might be ahead. Tell him that you are ready for the challenge and
he tells you to enter the 3 doors behind him.
Enter the left door first (x 2300 y 2950).
(AR 3025)
You will be fighting orcs in here. Lots and lots of orcs. This area is
on a timer. As long as the timer is going, there will be a constant
supply of orcs for you to fight. So, until the end, there will be 10
orcs in the room.
After a short while, the spirit appears, congratulates you and gives you
21,000 quest experience.
Search the pool for:
Ixil's Nail (Cespenar can upgrade)
5 Potions of Extra Healing
minor treasures...
Go back up.
(AR 3019)
Now open the middle door (x 2640 y 3000) and go down. You will be
fighting a Dragon, so be warned.
(AR 3024)
This challenge is much more interesting, you get to fight a Green Dragon!
I found this dragon quite a bit easier than the Red one earlier. Anyway
I simply summoned up some Mordenkainen's Swords (2), a Fire Elemental.
Then I cast a few protection spells and hacked at the dragon till he
died.
Dragon - 62,000 experience
Warrior's Skull
Hindo's Doom +3 (upgradeable by Cespenar)
1500 gold
other treasures...
With the dragon dead, you get congratulated by the ghost and another
21,000 quest experience.
Exit.
(AR 3019)
1:
2:
3:
4:
Summons
Summons
Summons
Summons
Hobgoblins
Kuo-Toas
Trolls
Greater Wolfweres
Blue
Blue
Blue
Blue
1:
2:
3:
4:
Purple
Purple
Purple
Purple
Green
Green
Green
Green
1:
2:
3:
4:
1:
2:
3:
4:
Summons
Summons
Summons
Summons
a
a
a
a
Mage
Mage
Mage
Mage
(11,000 exp)
(14,000 exp)
(20,000 exp)
(6000 exp)
Summons
Summons
Summons
Summons
Skeletal Warriors
Shadows
Vampires
Liches
Summons
Summons
Summons
Summons
Mutated Spiders
Umber Hulks
Earth Elementals
Beholders
Note: Each button pressed gives you 1000 quest experience for a total
of 16,000 quest experience.
Tip: With the "purple" undead monsters, I turned the script off of my
Cleric, and had her stand near where the monsters appear. Then,
because of being at a high level, every undead was blown to bits.
Here's a list of what the first 3 orbs do for each color: (Dave Loveland)
Green - Summon Shambling Mound
Green - Melf's Acid Arrow
Green - Temporary +5% magic resistance (on caster)
Blue - Cone of Cold
Blue - Greater Restoration
Blue - Protection from Normal Missiles
Purple - Invisibility
Purple - Mass Cure
Purple - Cloud Giant Strength (on caster)
Red - Fireball
Red - Good Luck (temporary +1 to saves for each member of your party)
Red - Heals 64 hit points
When you're done, you get the Mind Key, which is worth 10,000 quest
experience. 2 down, 1 to go.
Go over to the right door (x 2900 y 1300) and go in. You'll have to
fight through some enemies, but nothing you can't handle. Go up to the
pedestal and click it to place the Skull you got from the dragon on it.
This teleports you to a hidden realm ...
(AR 3023)
You cannot move. In fact, all you can do is control the Spirit Warrior
and tell him where to go. This dungeon has been reduced to almost a
Text Adventure level. Your Spirit Warrior has 50 HP, 7 AC, 10 THAC0.
Map: (start in Room 1)
Room 12
Mummy
Room 7
Ghost
-- Room 11
-- Room 10
Chest > Heal
Gibberling (use scroll)
(Req. Key)
|
|
|
-- Room 8
-- Room 9
|
Desk (Bracers +1 THAC0)
Chest (Helm)
|
|
|
|
|
Room 4
-- Room 5
Poison
Scroll
Fountain
|
|
Room 1
-- Room 2
Goblin
Wand Note: If you don't use your wand beforehand, it will be more
powerful when you fight the Mummy later.
Fleeing Note: If you flee the goblin you take 2 damage.
If you flee the skeleton or War Dog you take 5 damage.
If you flee the ghost you take 7 damage.
Experiences: You get 4000 quest experience for getting the Helm.
4000 QExp for getting the Potion & Key.
4000 QExp for getting the Scroll
4000 QExp for getting the Bracers
3000 QExp for using the Scroll on the Gibberling
4000 QExp for using the key and opening the chest
As you can see from the map, there are many ways to do this one. The
route I favor is this:
Room
Room
Room
Room
Room
Room
Room
Room
Room
Room
Room
1:
4:
7:
4:
1:
2:
3:
6:
5:
8:
9:
Go North to 4.
Go North to 7.
Kill ghost, open chest to get the +1 AC Helm. Go south.
Go south to 1.
Go east to 2.
Fight goblin. East to 3.
Open chest, fight skeleton, get Wand. Go up to 6.
Fight War Dog, search for Potion (Heal) & Key. West to 5.
Search for Scroll. Up to 8.
East to 9.
There is a 33% chance to get poisoned if you open the desk.
The Bracers +1 THAC0 are nice, however. North to 10.
Room 10: Use Scroll to kill Gibberling. West to 11.
Room 11: Open Chest (needs the Key from room 6) to get healed. Go
through the Arch to 12.
Room 12: Fight the mummy. Use the Wand first, then attack.
If you don't want any of the items, the non-violent (at least until you
get to the Mummy) route is:
Room
Room
Room
Room
Room
Room
Room
Room
1:
4:
5:
8:
9:
10:
11:
12:
Go north to 4.
Go east to 5.
Search for scroll. North to 8.
East to 9.
North to 10.
Use Scroll to kill Gibberling. West to 11.
Go through Archway to 12.
Fight Mummy. I believe the mummy is stronger if you don't
have the Helm and Bracers.
Thus you are released from the Spirit Warrior, having succeeded in
getting the final key. For this you get 21,000 quest experience.
(AR 3019)
Go over to the great Seal on the floor. There are 3 pedestals around it,
click on each of these. Each key used gets you 20,000 quest experience
(for 60,000 total). Now that we've stuck the keys in, we still have
to turn them. And when you turn the keys, monsters appear. As soon as
you turn the key, I'd pause it and survey your enemies. If you have any
mages, take them out quickly to avoid getting Time Stopped.
Upper Right - Spirits of Priests (and one mage)
Items: Club of Detonation +3
Lower
- Lich (25,000 experience), Flaming Skulls
Items: Erinne Sling +4 (upgradeable by Cespenar)
Serpent Shaft (upgradeable by Cespenar)
Upper Left - Final Guardians
The Final Guardians are meant to be very tough, and so they are. They
consist of:
Nalmissra - Tanar'ri
25,000 experience
Scroll: Wish
The Huntress - Demonic
20,000 experience
Taralash Bow +4 (increases movement rate, Upgradeable)
Y'tossi - Demonic
23,000 experience
Gauntlets of Extraordinary Specialization (+1 THAC0, +2 dmg
+ 1/2 attack per round)
Amerilis Zauviir - Cleric
20,000 experience
Hive Mother - Beholder
50,000 experience
Xei Win Toh - Fighter
28,000 experience
There are also lots of minor treasures too.
To prepare for the final battle, I summoned up some Mordenkainen's Swords
and placed them around the portal. I then moved my party well over to
the left, cast protective magics on them (and a Simulacrum as well).
If you have the Cloak of Reflection or the Shield of Balduran, be sure
to have those equipped on someone, and have them rush the Beholder.
I had the Swords attack Y'tossi as she is very tough and requires high
enchantments (the Swords are +5) to even hit. I then hit Nalmissra
(after doing a Remove Magic on her) since she was close before
concentrating more fully on the Beholder. Once those monsters are gone
it's practically smooth sailing.
Note: Getting killed by Instant-Death attacks? Try using the Death
Ward (cleric) before hand.
Saving after the battle is a GOOD idea.
Alan Cherry has a good idea: Keep everyone near the exit portal. Take
out one or two of the opponents, then use the portal and leave as soon as
someone's hurt bad. Heal up and recharge spells, and come back in. As
long as nobody's too far from the portal, you can exit anytime. Cast
Resist Fear before entering, since you can't control a character who
panics.
Konstantin has a more magical strategy: All it requires is a Mage or a
Sorcerer and the skull trap spell. I call this the chain reaction.
Anyway, the best kind of fight is when you get the XP for free. So I had
my thief set snares around the room and then using project image I had my
Sorcerer pump the room full of skull traps about 12 in each of the places
where the monsters would appear. This of course took a few minutes.
Then I took a rest and cast all of my protective spells, and got ready
for a fight. I carefully came up to the key thing (whatever it is) and
turned the key. There was a laugh, then my screen froze for a few
seconds as the skull traps were going off, when everything was finished
all the guardians were dead. They did not touch me once.
Xander77 offers the following strategies:
To begin with. it may be a good idea to kill all the monsters at the
monster machine except for the purple (undead) ones. Then start turning
undead with a sanctuaried cleric and recruit a bunch of Vampires,
Skeleton Warriors and Liches to your cause before going after the
guardians.
Finish the other seal guardians, rest-up and buff-up (For this battle I
suggest summoning 1 planetar 2-3 skeleton warriors/hashekars and 1-2
Mordenkainen's Swords. Cast a storm of venegance over the area if you
feel like it. Now. arrange everyone according to the strategy of your
choice and - open the last seal.
Strategy 1 - General pile-up.
Simple enough - send all the summoned creatures into battle. Let your
characters stand back and use every area-damage spell they know
(preferably summon-friendly ones). Chain-contingency + horrid wiltings
might work here (it might work in any big combat). Timestop + Improved
Alacricity is also nice.
Strictly according to the rules. A bit-touch-and-go, but doable
(especially if your level is 20+)
OTOH - It does seem somewhat impersonal, doesn't it? Going on to:
Strategy 2 - divide and conquer.
Make sure that all your guys and summons take their assigned places
(see below) except for one mage that opens the final seal. At this
point we handle 3 of the guardians on a party-monster basis, while the
summons distract the other 3. Simple enough.
Nimarha - Send a guy with negative plain protection (IMOD for example)
and charm protection against her. All her attacks are ignored, while
the guy uses a ranged weapon to help his friends. If you can find a
mage with the above specifications - even better. We need all the
fighters we can get taking down Ytossi and the Hive mother - the mage
can just stoneskin, and sit there doing his thing.
Ytossi - a fighter or 2. Breach her protection from magic weapons (a
mage should alternate between breaching her, breaching the hive mother
and magic missiling anyone who seems to be up to something).
Yaga himself, as his army will keep on coming until you kill him.
Yaga Shura can be found in camp at (x 1850 y 1570). Once you wound him,
he flees in terror, and returns a moment later with better troops. Again
concentrate on Yaga himself.
Yaga Shura - 150 HP -5 AC -5 THAC0
30,000 experience
Runehammer +4 (upgradeable by Cespenar)
Shuruppak's Plate (AC of -2, +1 DEX, 20% fire res.)
Shield of the Order +4
As soon as Yaga is dead, the Solar will summon you back to your Pocket
Plane for your continuing education...
(AR 4500)
The Solar summons forth your mother who explains how you came to be. She
gave birth to you, son/daughter of Bhaal with the intention of
sacrificing you on an altar to restore Bhaal after his death. Gorion
appeared and stopped this from occurring. Gorion's disruption of the
ceremony had some unintended consequences... like the other Bhaalspawn
getting free as well.
When the Solar talks to you again, if you are Good say these lines:
(Whether you say Good or Evil things affects your ending)
"I feel sorry for my mother. Gorion did what he had to." &
"Yes, there is a debt. I could have just as easily have had his life,
and he mine."
If you wish to get the Evil ending, just say any line that sounds
particularly evil (as with anything, it is easier to be evil than good).
For this you get 40,000 quest experience and are thrown back out to the
army camp...
(AR 5203)
Melissan greets you when you return. She tells you that all the
Bhaalspawn in the city were destroyed, and that she and a few peasants
were the only ones who could escape. She has some information for you
about the other Bhaalspawn who were allied with Yaga Shura: Illasera,
whom you already killed, Abazigal and Sendai. She wants you to go
after these guys. She also shows you a new place you can go for help,
Amkethran (ruled by her ally Balthazar).
Viconia Romance Note:
I don't normally take asides for romances, but this one is fairly
major. You can help change Viconia's Alignment here. After
Melissan leaves, Viconia will comment on the carnage of the battle.
If you agree with her that this is quite impressive, she becomes LESS
likely to change alignment.
Tell her that this is horrible.
Then, to get her to switch, say one of these lines:
"Power doesn't automatically equal death and destruction, Viconia.
OR
Walk up the path, and you will get an immediate audience with Balthazar
the head of the city. He'll give you directions to several new areas
(where you might find some Bhaalspawn) then leaves you alone. There is
no sign of Melissan.
Beyond the subquests here, nothing to see at the moment. Pick one of
the 2 new areas to go to, and go there.
Quests:
------QUEST: The Mayor's Daughter
Asana - Amkethran (AR 5500, x 2340 y 1256)
A short time after you arrive, the Mayor's Daughter will have her
life threatened by some mercenaries. The Mayor asks you to help
out in this matter. Agree to help out. Talk to one of the
mercenaries. You can, if you want, offer to repay what she stole,
however, the merc's want far more than she actually took, 5000
gold. With a Charisma over 16 your can convince them to take 3000.
Of course, you could just fight them.
Once she's safe, talk to the mayor again to get your reward:
Montolio's Cloak (upgradeable by Cespenar)
500 gold
Reputation +1
5000 quest experience
QUEST: Saemon Havarian ... again
Saemon - Amkethran (AR 5500, x 2600 y 1916)
The local mercenaries are quite upset at Saemon for stealing their
items and selling them on the black market. When you get near,
Saemon manages to get them to believe that you somehow have their
items, such that they attack you. Well, at least you know Saemon
hasn't changed any.
Head over to the Smuggler's Cave and enter. There you will find
the Monks busting up the Smuggling operation. They spot you and
tell you to beat it. Time to take out the trash. Fight them.
Monks - 10,000 exp each
In the back of this cave are 4 chests, 2 of which are trapped.
They have minor treasures.
Within a day, the smugglers will be gone.
Special Items from the Smugglers: (from Dave Loveland)
Once the monks are dead, Carras will come up and talk to you.
Select dialogue options 2,1,2 to get into the buy screen. You
will be able to purchase Enkidu's Full Plate, Gargoyle Boots, and
K'logarath (throwing axe). If you leave the buy screen those
items will disappear, you will not be able to buy them if you
talk to Carras again. Also, if you don't follow the dialogue
into the buy screen when he first comes up and talks to you,
those items will not be available. The smugglers will disappear
if you leave the cave and come back in.
This is also the best place in the game to generate gold. The
first time that you go into the buy screen they will pay you much
more than normal for items (4800 for a full plate mail instead of
1500, etc.).
QUEST: The Cleric of Waukeen and the Monk
Cleric - Amkethran (AR 5500, x 2974 y 2417)
Near the temple, a Cleric will argue with a Monk. He wants the
monks to care for the town again, and the monk points out that
Balthazar cares nothing for these people. A fight ensues. Kill
the monk. A mage will teleport in to chide you about this, but
they don't seem to care too much.
The cleric thanks you. There is a standard reward here:
Oaken Ring (Cespenar can upgrade)
2000 quest experience
You can also donate 1000 gold to him for a slightly better reward:
Oaken Ring
3000 quest experience
Reputation +1
QUEST: Marlowe
Tavern - Amkethran (AR 5500, x 2730 y 1380)
Marlowe's Home - Amkethran (AR 5500, x 3650 y 430)
Cave of the Dead - Amkethran (AR 5500, x 1800 y 700)
When you enter the tavern, the man Marlowe will come up to you and
ask for help. He won't talk more of it here, and tells you to meet
him at his home at the cliff. To get up there, you must go through
the house to the right of the tavern, up the ladder, then across
the roofs.
Once inside, listen to what Marlowe has to say. A powerful lich
by the name of Vongoethe wanted to steal the soul of his daughter,
so he had to beat a hasty retreat from whence he came. However,
this didn't stop the lich who sapped her soul anyway. The lich is
in this town's graveyard, which the monks sealed. He says that
he'll have a guard let you in. Agree to his proposal.
Head out, get back to the main level and head over to the Cave of
the Dead. You can talk to the Boy here for some info on the
situation. When you're ready talk to the guard and have him open
up the sealed cave.
Walk forward and the lich appears. Talk to him. He tells you that
he and Marlowe had a deal, Marlowe would get 20 years of fortune
and whatnot in exchange for his immortal soul. When the 20 years
was up, he refused to give up his soul and fled. The lich
eventually tracked him down and swiped his daughter's soul to get
him to pay up. At this point you can either fight him, or make
a deal. You go bring Marlowe here, and the lich will give up the
girl's soul.
Note: If you fight him before he gives you the soul, the girl
WILL die.
Head back to Marlowe. You may as well tell him the truth about
this one, he comes quite willingly. You and Marlowe are taken back
to the Lich, and Marlowe gives up the ghost. (so to speak) You
are given possession of the girl's soul. Once you have her soul,
you can become as hostile as you wanna-be with the lich.
Vongoethe - 25,000 experience
If you fought the battle, you can give Marlowe the soul for 15,000
quest experience and a Reputation +1. Or you can keep it yourself
for a reputation -2 and 6000 quest experience.
OTHER: The Complete Pantaloons
Smithy - Amkethran (AR 5500, x 3070 y 860)
Note: To enter the smithy, you must go through the house to the
right of the tavern, up the ladder, then over.
You may have noticed the various metallic pantaloons in the
Baldur's Gate games, well they finally have some payoff. Take all
3 pairs (the Golden, Silver and Bronze pantaloons) over to the
smithy here and talk to Kerrick. He'll use these to construct one
of the most interesting Easter Eggs in the game.
Here's where you get the items: Bronze Pantalettes are in
Abazigal's Lair, you must send the Petrified Adventurers out to
retrieve the Eyestalk. Silver Pantaloons are a reward for the
Buried Alive quest back in the Graveyard (hope you got them) and
the Gold Pantaloons were in the Friendly Arm Inn back in the
original Baldur's Gate. (which means you would have had to import
a party that carried the pantaloons)
Having trouble finding the Pantaloons? Here are the three item
codes for them:
misc47 misc5o misccb
When he's done making the item, you get:
Big Metal Rod (gun)
Pulse Ammunition
Frag Grenade
Scorcher Ammunition
Big Metal Unit
The BMU is usable by anyone, and gives an astonishing series of
bonuses, not the least of which is the fact that you suddenly look
like an Adamantite Golem. As such, there are many places that you
can't walk in it because it is simply too large to fit.
Note: Once Kerrick finishes this, he leaves town forever.
OTHER: Archery Practice
Near the lower part of the area, archers are taking some needed
target practice... on monsters that are continually summoned up
just to be killed. Talk to the captain and get into a fight. The
only thing of importance you get out of this is the:
Darkfire Bow +4 (Cespenar can upgrade)
With thanks to Dave Loveland.
------------------------------------------------------------------------------6.1 > > > > Sendai (AR 6100)
------------------------------------------------------------------------------Walkthrough:
------------ WOODSMAN
Go up and talk to the "woodsman." Ask him about the Bhaalspawn named
Sendai, and he'll plead ignorance. He did, however, see some "funny"
looking elves in the southwest of this area and asks that you
investigate.
Enter the cabin.
(AR 6111)
Loot this place! There are no traps, although some of the 5 containers
in here are locked. There are lots of minor treasures, and one more
notable treasure: (x 520 y 340)
Rune of Clangeddin (Upgradeable by Cespenar)
Exit.
(AR 6100)
If you do wander over to the southwest part of this area, you will be
attacked by Umber Hulks and Drow as well as a Hive Mother (Beholder).
Hive Mother - 50,000 experience
Drow (2) - 5000 experience
Umber Hulk Elder - 18,000 experience
Head up and to the right to find the Graves (x 2000 y 160). Click on
these, then head back to the Woodsman. Ask him about the graves. (He'll
also try to set up another ambush around the grave for you) Keep
pestering him and he'll turn into a Drow and attack you (with
reinforcements, of course).
When these Drow are dispatched, the hidden entrance to Sendai's lair
appears. This is worth 10,000 quest experience points.
If you head up to the gravesite now, you will get ambushed by more Drow.
Go up to Sendai's Entrance, just left of the graves (x 1500 y 100).
- MONSTER PASSAGE (AR 6101)
This area is mostly just a long running battle against Myconids, Spore
Colonies, Spiders and Umber Hulks.
Once at the platform (x 2650 y 1000) you have 3 choices on where to go
next, two passages to the left and one above you. You'll need a key for
the 2 left passages. Enter the upper passage first (x 2920 y 730).
(AR 6109)
Time for a nice battle against more Drow... and a Drow Kensai no less!
Thelynn'ss - 15,000 experience
Amulet of Cheetah Speed (Speed +2, Improved Haste 1/day)
Drow Guard's Key
Go back. (and see what Sendai is up to... which is worth 5000 quest
experience)
(AR 6101)
We can now open both of the doors to the left. Each of the doors will
lead us where we need to go. The upper left door leads you through a
spider infested area, the other through a slave infested area. Since
there are no treasures worth mentioning in either one, I prefer to take
the lower, slave passage.
(AR 6102)
As you enter here, you are attacked by Derro slaves (they look like
dwarves). Fight your way along the passage. As you go along, more
monsters will be summoned, possibly even behind you (annoying if you have
a weak archer back there). Just keep moving until you get to kill the
Slavemaster. As long as the Slavemaster is alive, more monsters will
continually be summoned.
Go to the end of the passage, and exit to the next area (x 2500 y 1550).
- INNER PASSAGE (AR 6104)
Head out to the center platform. We're going to have to go left first.
Fight your way through the Drow there, to get to the door beyond (x 950
y 770). Before entering, be sure you are ready for a battle with a Lich.
(AR 6110)
Beware of traps between you and the Lich.
Yep, there's a battle with a Lich in here, all right. You can summon
things without him seeing you, if you don't move. I just attacked him
with a Planetar and that worked pretty well. In another game, my main
character was a cleric of high enough level that her turn undead blew
the lich to pieces.
Odamaron - 22,000 experience
Drow Wardstone
Heart of the Damned (Cespenar can upgrade)
Eye of Tyr (Cespenar can upgrade)
There is a trapped container near the stairs (x 800 y 100):
(AR 6107)
Time for some Mind Flayer madness. If you have anyone with the Psion's
Blade, then you are going to have one easy time in here. Just have them
rush in and slaughter everything. (Psion's Blade was in the Marching
Mountain so you SHOULD have it) In fact, I gave the Psion's Blade to
Sarevok and had him and him alone fight the battle.
The small pool in here (x 600 y 600) has:
Liquid Mercury (Upgradeable by Cespenar)
other treasures...
The two doors to the right have Vampiric Illithids in them (14,000 exp).
Open the upper door. Go through the passage, and the next door into the
next room. More Mind Flayers and an Umber Hulk. Kill them.
When you feel up to taking on Sendai, go up to the last door and go
through.
- SENDAI (AR 6108)
Although you have quite mercilessly slaughtered her army, Sendai isn't
about to let that faze her. In fact, she used that time to prepare to
fight you. She creates 7 statues of herself (with either 122 or 130
hit points) and vanishes. They are of diverse Classes (1 Cleric, 2
Fighter, 1 Thief, 1 Fighter/Thief, 1 Mage, 1 Mage/Cleric). The statues
can be defeated only one at a time. Also, Drow will be coming in from
the entrance. I'd summon up some high level monsters to guard the
entrance, then use your party to slaughter the statues. Once the statues
are defeated, Sendai reappears and should be killed on sight.
Sendai 182 HP 8 AC 8 THAC0 1 Attack
18,000 experience
Wong Fei's Ioun Stone (+1 AC, +15 HP, Regeneration)
Studded Leather Armor of Thorns +6 (1d4 damage to attacker)
Wand of Cursing
other treasures...
Sendai is a very dangerous Cleric/Mage, you will need to keep removing
any protections that she puts on herself. I find Khelben's Warding Whip
works well for this purpose. Once she has no protections, she is weak
as a kitten. You get 40,000 quest experience for killing her.
Once she's dead, you are drawn into another Solar Dream. The Solar wants
you to wonder about the present, what is your role in this prophecy? She
summons a clone of yourself, who is irritated to be here. (10,000 quest
experience) There is only one GOOD thing to say here, the rest are evil.
Good: (this has to do with Good-Evil choices only)
"I would prefer to find a way to avoid my destiny, if I could."
The dream-you then proceeds to explain the prophecy to you (the one
that says Faerun will be ravaged by the Bhaalspawn) saying that you are
the one set out to prevent the destruction, not to cause it. At this
point there are 2 Good things to say (and the rest are Evil):
Sorta Good: "If I exist to stop the prophecy instead of making it true,
then so be it."
kept detecting traps even though the Thief class was inactive!
Editor's Note: Technically this script works for ANYONE, even those who
have no "find traps" ability. If the trap is a 0 level
trap, they can even detect it. (Not too likely, but still)
Alexander Ferguson found a few:
I wanted to report a possible Bug I have found with the some
of the various Books that upgrade abilities. (Tome of Clear Thought, etc.)
On my system, only some of the books are actually usable. The others
can not be placed into the QuickSlots for use. They fail with the message
"Wrong Item Type". In addition, when you pick them up to move them into
the QuickSlot, the QuickSlot does not highlight, as it does with the usable
ones.
I have noted below the status that I have found with them.
======
Works
Works
Works
NOTE:
Works
FAILS
FAILS
Grammar mistake: In Brynnlaw when you pay Calahan for Ginia and Ason's
passage he says, "There passage is assured" when it should be "Their passage
is assured." (from John Jung)
In the bard stronghold, if you speak to the players the first time you are
able to, one of them will say "out rehearsal" instead of "our rehearsal".
(Xander77)
During your first moment of weakness, after Irenicus took your soul, if Jan
is the one you talk to, he says "upsidedown" instead of "upside down".
(Xander77)
------------------------------------------------------------------------------G. > > > > Strange Things
------------------------------------------------------------------------------Near the Circus is a cage with a Moose... and a Squirrel. Rocky and
Bullwinkle, anyone? (many, many people sent this in)
Create an Elf and name him Drizzt. Then by Chapter 6 have a reputation less
than 12. When you bump into Drizzt... he is annoyed that you swiped his
name! Sure, he fights you for his name's honor, but it sure is funny.
Also if you
then Drizzt
necessarily
party won't
imported from Baldur's Gate and had any of Drizzt's Items on you,
will be very upset when he meets up with you. He won't
fight you, but it could lead to that (anyone who is GOOD in your
assist you, though).
In the back of the Adventurer's Mart are two paintings. Look at them closely
and also click on them. Recognize them? They are taken from the old
Dungeons and Dragons cartoon!
There's also a picture of Elvis on the second floor of the Five Flagons.
(again many people sent this one in)
Fearghus (Waukeen's Promenade) is the name of the Black Isle division
director.
There is a commoner named "Neeber" in Trademeet who constantly pesters you
with inane questions and comments. Just like a certain "Noober" used to do
in the first game.
Biff the Understudy (in the really awful theatre play) is the character that
would appear in Baldur's Gate when the regular character could not appear.
(i.e. if that character was dead, but still had something to say)
Ask the barkeeper in Imnesvale about the Umar Witch and he'll give you a
book titled "The Umar Witch Project."
The Knights of Solamnia in the Planar Sphere are from Dragonlance.
There's another, bit more obscure AD&D reference in the Planar Sphere...the
halflings. Took me a bit to place them, but the cracked dry earth and the
village built from bones...those are feral halflings from the old Dark Sun
setting. (Bill Ray)
One of Edwin's plots goes awry leaving him in the form of a woman. Jaheira
mocks, Anomen pretends to want to champion "Edwina", and so forth. Then take
"Edwina" to see Silvanus at the Copper Coronet (the Elf by the counter), who
------
http://www.planetbaldursgate.com/
http://www.teambg.com/
http://www.gamefaqs.com/
http://www.baldurdash.org/
http://spitfire.ausys.se/johan/names/default.htm
Portrait Sites:
Kirith
Havak's
-- http://www.kirith.com/
-- http://havak.db-forge.com/index.php
_________________________
Special Thanks: (Credits)
________________
Version History:
Edited the Mod information and gave it a new section to call home.
Reorganized somewhat, edited somewhat and added some stuff here and there.
Added TOB information to the kits section.
Version 8.5 January 17, 2005 902k
Changed my email address.
________
Stinger:
Viconia: Minsc, that tattoo on your face. Does it have tribal significance
or did some nursery's fingerpainting class assault you with the
blue pastels?
Minsc:
I do not like the tone of your voice, Dark Elf. The face I have is
the face the ladies love! Boo loves Minsc's face, too! Don't you,
Boo?
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