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potions, etc.
Enter the right cell and talk to the dying Apprentice. Ask him about
Carston and the exit to the next level. The key is the Machine, of
course. He dies, and you can then search the table behind him for more
small treasures. For helping him die (I guess) you get 1000 quest
experience.
Open the southern door, and go down the passage to another circular
room. There are 3 illithids in here and some Umber Hulks. Kill them.
One of the illithids has the second part of the Illithid Rod key, once
you get it you get 4000 experience and the completed key. The container
in the center of the room here is TRAPPED and has minor treasures.
Go back up to the cell room, then left (x 1200 y 1000).
This is the Red Oil Room. When you take the red oil from the vat you
will be attacked by a couple of Vampiric Illithids (the best of BOTH
worlds there). They're each worth 14,000 experience.
Head back up to Carston's level.
(AR 3017)
Drop down to the lower stairway (x 4000 y 2600) and go down.
(AR 3022)
If you thought that the Gith might be more reasonable than the Illithid
were, well you're wrong. They're not.
Note: Some of these Gith are considered to be Anti-Paladins. Don't
you wish that you could be an Anti-Paladin?
There are 3 chests in this first room, and the "middle" one is trapped.

They mostly have minor treasures with one exception...


Be sure to get the Flint and Tinder from the lower chest (x 880 y 550).
The door to the right has more Giths and some minor treasures.
Open the lower-left door and go through (x 900 y 800).
Fight off the Giths in this room, then search it for treasure. There is
another Handwritten Note here at (x 400 y 950).
Open the door in the lower right (x 900 y 1200) to go to the next room.
You'll have to fight through a wave of Gith, but if you can take on the
Illithids, the Gith should present no problems at all. When they're
dispatched, go further to the right to find the captain. You can't talk
him out of a fight, so don't bother trying.
Captain - 7500 experience
Diary of Carston's Apprentice (a Clue!)
Angurvadal (Long Sword +4, upgradeable by Cespenar)
Search the "teeth" of their ship (x 1350 y 1550) to find:
Montolio's Clasp (part of Montolio's Cloak, upgradeable by Cespenar)
other treasures...
Search the purple pool (x 1550 y 1700) to get:
Purple Oil
Open the door in the bottom right corner here (x 1830 y 1960) and
descend.
(AR 3018)
Follow this down to find a great red Dragon, Saladrex. In case you're
planning on attacking him (don't yet), here are his general stats:
244 HP -12 AC -6 THAC0 3 Attacks 30% all weapon res. 64,000 exp
Staff of the Ram +4 (Upgradeable by Cespenar)
Rogue Stone
1500 gold
other treasures...
Anyway, let's just have a pleasant chat with him for a bit. You can
attack later if you want. Try to use the "flattering" answers whenever
possible ("oh mighty Saladrex") as he is a very vain dragon. Ask him
what he's doing here, and he'll tell you that he was summoned by the
Mad Mage Carston like everyone else, but he found that he liked it here.
Depending on how flattering you were, you'll be able to ask him some
questions. Ask him everything that you want...
Then, if you so desire, you can attack. Most of the "trick" strategies
for killing dragons that worked in BG2, no longer work (Fake Talk,
tossing out Cloudkills, etc.), so you might actually have to prepare for
a real fight. I'd make sure to cast Resist Fear on everyone, as Dragons
tend to be frightening.
Tips: Killed the dragon by using one of the many spell striking

wands to lower its resistance (cast about 3 times), then


used wand of lightning a bunch of times. Used cleric to
heal/cast resist fire/resurrect. Important to note that the
dragon in watcher's keep cannot fit through its big doorway,
allowing you to stay out of range of all but it's fire
breath. Fun stuff. If you're really crafty, you can grab
some additional fire protections, and nix the cleric. This
method is mainly for those who go straight from Irenicus'
Dungeon to Watcher's Keep. (from Braden)
Once you're done here, go back up.
(AR 3022)
Want to fight a Demi-Lich? Whenever you've prepared, head over to the
left, open the door (x 750 y 1850) and descend.
(AR 3027)
Nothing here, but a Demi-Lich! I'd send in only one character and
attempt to draw him out of his little hidey-hole. I'd keep your mages
WELL away from this battle so they can cast Freedom on anyone who happens
to get imprisoned by him. So, what I did was cast Simulacrum, and had
that stay in the battle with me, and had my real mage go hide somewhere.
I'd also send your main character away as well, this prevents him/her
from getting imprisoned and ending your game. Of course, if you have a
Berserker in your party, just Berserk and hit him hard and fast.
Berserking makes you immune to imprison.
Demi-Lich - 55,000 experience
Star Dagger +4 (upgradeable by Cespenar)
20,000 gold
other treasures...
Be sure to check his coffin for more treasures.
Go back to the Gith level, and from there back to the main Mad Mage
level.
(AR 3017)
Head left to the torches (x 1680 y 2860). There are 6 torches, 3 on the
left and 3 on the right. Here's the color coding...
Red
Red
Purple

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

Axe of the Unyielding +3 (Upgradeable by Cespenar)


2 Potions of Superior Healing
Battle Axe +3
Garock - 10,000 experience
2 Potions of Superior Healing
Battle Axe +3
Time to search the Vaults. The left one is trapped, the right one is
locked.
Get the Crystal Mallet from the left vault.
Be sure to get the Clay Golem page from the right vault. The other
treasure is decidedly minor.
Head back to the great machine, and click on it. You need to hit the
thing SIX times in order to get Carsten out of it. Once he is removed
from his cocoon, he isn't quite as arrogant. Let him live and he'll
give you his journal. You get 10,000 experience for letting him live.
(He's worth only 6000 to kill) Read his journal to learn how to activate
the portal to the next level. However, we have a machine to play with
first...
Save it first, then use the machine. All the handwritten notes you have
been gathering are the formulas for what you can do with it. Each
valid combination requires 3 switches/buttons/whatever to be pressed.
They can be done in any order. The bonuses work on whoever used the
machine, not just the main character. So, if you need your priest to
gain some wisdom...
Here is a complete list of the valid combinations:
Triangle
Blue
Circle
Square
Red
Circle
Circle
Square
Triangle

Green
Green
Blue
Blue
Green
Square
Red
Short
Red

Medium
Long
Long
Short
Short
Triangle
Long
Medium
Medium

>
>
>
>
>
>
>
>
>

Storm Star +3 (Cespenar can upgrade)


Gain Magic Res.
+1 INT
+1 DEX
+1 CHA
+1 WIS
+1 CON
+1 STR
Exit to next level

Note: You can only do the Stat bonuses ONCE.


If you enter in an INVALID combination, you get some really bad random
effects (well, mostly bad):
10%
10%
10%
10%
10%
10%
10%
10%
10%
10%

chance
chance
chance
chance
chance
chance
chance
chance
chance
chance

to gain a Potion of Superior Healing.


to get 100,000 experience (only for whoever used it)
to become Imprisoned (bad if it's your main character)
for 50 fire damage
turned to stone (bad if it's your main character)
to lose 1 INT
for 75 lightning damage
to be poisoned
to lose 15 levels
to lose 1 DEX

Anyway, use the machine's Triangle, Red, Medium combination to open up

the portal to the next level. This is worth 25,000 quest experience.
The portal you want to enter is the Right Portal (x 2800 y 1400).
- LEVEL FIVE (AR 3019)
Well here we are on the final level. In fact, you can see the Final
Seal just ahead. All you have to do is figure a way to open it. The
other portal here takes you out of the dungeon.
There are 3 doors around this area, one below, one to the left and one
to the right. Open the lower door (x 2460 y 2460) and talk to the
Helmite Ghost. Be confident and tell him that you are ready for anything
that might be ahead. Tell him that you are ready for the challenge and
he tells you to enter the 3 doors behind him.
Enter the left door first (x 2300 y 2950).
(AR 3025)
You will be fighting orcs in here. Lots and lots of orcs. This area is
on a timer. As long as the timer is going, there will be a constant
supply of orcs for you to fight. So, until the end, there will be 10
orcs in the room.
After a short while, the spirit appears, congratulates you and gives you
21,000 quest experience.
Search the pool for:
Ixil's Nail (Cespenar can upgrade)
5 Potions of Extra Healing
minor treasures...
Go back up.
(AR 3019)
Now open the middle door (x 2640 y 3000) and go down. You will be
fighting a Dragon, so be warned.
(AR 3024)
This challenge is much more interesting, you get to fight a Green Dragon!
I found this dragon quite a bit easier than the Red one earlier. Anyway
I simply summoned up some Mordenkainen's Swords (2), a Fire Elemental.
Then I cast a few protection spells and hacked at the dragon till he
died.
Dragon - 62,000 experience
Warrior's Skull
Hindo's Doom +3 (upgradeable by Cespenar)
1500 gold
other treasures...
With the dragon dead, you get congratulated by the ghost and another
21,000 quest experience.
Exit.
(AR 3019)

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


(AR 3026)
Here you meet up with a gaming imp. No way out, you'll just have to
answer her questions. Oh, and if you fail, she Imprisons your entire
party.
First, here is her riddle:
"I have as many brothers as sisters, but my brothers have twice the
number of sisters as brothers. How many children do my parents have?"
Answer: Seven
This is worth 10,000 quest experience.
Next you play the Game of Coins. Here is the way to win at this:
You take:
2 coins (he'll take 1 coin)
3 coins (he takes 3 coins)
1 coin (leaving him the last coin, so he loses!)
Beating the Imp again is worth another 10,000 experience. The Spirit
appears again, congratulates you and gives you another 21,000 quest
experience.
There are 3 containers in here with various minor treasures. Also, the
chest against the wall is TRAPPED. When you're done looting, exit.
(AR 3019)
When you appear, the Spirit talks to you, and gives you the Heart Key.
(actually, for me, he gave it to Jaheira)
1 key down, 2 to go.
Go up and to the left, and open that door (x 1240 y 1580). Kill off any
monsters in here. This is the Orb Room, where colored balls shoot out of
a machine to be deposited in large pillars. Why, you ask? For a key.
Go up and examine the machine. You'll have to go through the Notes
before it actually lets you play with the machine. You're going to have
to press each of the 4 buttons 4 times. Each time you press a button you
get a new Orb of the same color as the button. After you get an orb,
place it into the same colored Pillar. There are some side effects to be
aware of:
Note: Despite what the machine says, you only have to put ANY ONE of
the colored globes into their proper Pillar. That means you can
get away with pushing only 4 buttons total, rather than 16.
Red
Red
Red
Red

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

chance to be poisoned when opened


-- Room 6
War Dog
Search for Potion (Heal) & Key
|
|
-- Room 3
Treasure Chest (Wand)
Skeleton attacks when opened

Wand Note: If you don't use your wand beforehand, it will be more
powerful when you fight the Mummy later.
Fleeing Note: If you flee the goblin you take 2 damage.
If you flee the skeleton or War Dog you take 5 damage.
If you flee the ghost you take 7 damage.
Experiences: You get 4000 quest experience for getting the Helm.
4000 QExp for getting the Potion & Key.
4000 QExp for getting the Scroll
4000 QExp for getting the Bracers
3000 QExp for using the Scroll on the Gibberling
4000 QExp for using the key and opening the chest
As you can see from the map, there are many ways to do this one. The
route I favor is this:
Room
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).

Hive mother - one guy with Cloak of reflection. An enraged Korgan is


good - maze and imprisonment won't work. Possibly another guy with high
MR\Cloak of Balduran to help him send her on her way before she starts
targeting the other party members.
BTW - If your main char is a fighter, you can distract them all the 3
on the right by yourself, and let the summons help your party. Both the
kensai and the archer have +1 weapons (the archer has a +2/ or maybe
+3 sword, but she only uses it once she runs out of arrows) so they
can't hurt you. You should carve the drow up bad enough that she won't
have time to fire of a spell.
Vice versa - you can handle the 3 on the right with your party (just
run on in and keep hitting them. Keep a mage free to keep the 3 on the
left in line) and let the summons handle the ones on the left in the
meantime. In which case:
Namirra - One skeleton warrior, or something else she can't charm and
can stay alive after a level drain or 2.
Ytossi - one mordy sword. 2 if you feel like breaching and letting them
finish her.
Hive mother - one skeleton warrior and one Hakeashar. Both magic
resistant.
Planetar - wanders around and kills anything that needs killing.
Cast a death word on your weaker party members in case a spell goes
after the wrong person, and finish the whole thing quickly - they start
turning to opponents other then the ones they're currently facing after
a while.
Once they're dead and gone, time to click the Wheel above the Seal to
open it.
Going down...
- THE IMPRISONED ONE (AR 3020)
Ah, finally we meet the elusive "Imprisoned One"... He'll try to talk
you out of using the Scroll you were given, at the moment we don't want
to listen to that. Get out of the conversation, put the scroll in a
Quick Item Slot and use it. This is worth 80,000 quest experience.
Of course, the Imprisoned One was right, and you are now trapped down
here. You can go up the stairs and look at the portals, but you sure
can't do anything about it. Talk to the demogorgon again. Listen to its
plan, it will open a small rift in the seal to let you out, you go talk
to the false-Helmites and trick them into coming to check on the
Imprisoned One, he kills them and everyone is happy. Sounds like fun.
Agree, and he'll open the portals.
Use the Right Portal to get back to the beginning.
(AR 3000)
You'll appear on the ground level, find the stairs up to the roof to
talk to Odren. Tell him what the Imprisoned One told you to tell him,
(that you killed the Imprisoned One) and they'll go rushing down to

check for themselves.


After that a Specter appears and talks to you. She tells you that Odren
was indeed corrupt, that it was He who was supposed to do the ritual
binding the Demogorgon (prince of demons) in the Keep. He wimped out
and thought to sacrifice you. She says Helm has sealed his fate. She
gives you three options to do:
Flee in Terror
Enter the Keep and Save Orden
Use a New Scroll to Seal both Demogorgon and Orden inside
Pick either Enter the Keep or Use the Scroll and she'll give you the
scroll (just in case). This is worth 25,000 experience.
The easiest is to simply take the New Scroll, use it and seal both
inside. This gets you 80,000 quest experience.
Note: Once you seal the Demogorgon in with the Scroll, you can never
again attempt to kill him.
... Except for a very small area on the door that still allows
you to enter, that is.
Of course, many people might think it too easy to simply use a scroll,
if so the it is time to go back inside. Drop down the stairs to the
ground, then over to the left and into the Demogorgon's Lair.
If not, then congratulations on completing the Watcher's Keep.
(AR 3020)
Everyone dies really quickly around the Demogorgon, so you can't expect
help from the "knights." Demogorgon also summons up a pair of Mariliths
(similar to Y'tossi from earlier) making this a very tough battle indeed.
Anyway, before dropping down to his level, you'll want to prepare
yourself. Protection spells, summonings, anything you think might help.
Make sure everyone has +4 weapons so that they can actually hit something
down there (otherwise, just leave them up by the portals). If you kill
one set of minions, he'll summon more. In order to hit the Demogorgon
you'll need to lower his defenses. I would suggest Khelben's Warding
Whip. Use all of your special abilities/items/spells that you can while
in the battle. There's no better time than now to try out your Whirlwind
attacks. It is not ESSENTIAL to take out his Mariliths, you could leave
them be and just try to kill Demogorgon. If you do kill his Mariliths
he'll summon more... again and again. Remember, you can't hurt him
if he has protections on, so use Warding Whip!
If you have the higher abilities, summon Planetars and other similar
creatures (those can sure take a beating). You may get poisoned, so
either have an antidote, or a spell handy. Set up Contingencies if you
can, and Spell Triggers.
Demogorgon - 290 HP
36,000
Mariliths - 23,000
Balor
- 26,000
Glabrezu - 12,000
Cambion
- 18,000

-12 AC -8 THAC0 5 Attacks


experience
experience
experience
experience
experience

Note: This is probably the most difficult battle in any of these


games, so if you can't do it after several attempts, try
coming back later.
Also, you cannot cheat to kill the Demogorgon. It won't work.
Demogorgon is not stopped by Time Stop, so unless your mage
can fight him on his/her own, don't use it.
Exploits work against Demogorgon quite well. Drop a "Pit
Trap" in the center before he appears (Or, drop several). Or
if you're into magic, use the Project Image spell exploit to
summon multiple Planetars.
Find Demogorgon too easy? Try David Gaider's (a senior designer
at Bioware) more difficult Demogorgon:
http://www.baldurdash.org/ToB/TOBtweaksandcheats.html
Killing the Demogorgon is also worth 100,000 quest experience. Talk to
Orden to get 20,000 quest experience.
Either way, you are done with the Watcher's Keep!
------------------------------------------------------------------------------He's a pretty tough battle, requiring good magical weaponry to even hit.
He is standing pretty much right on top of some traps, which also makes
the battle more difficult.
Imix - 50,000 experience
Ravager +4 (Upgradeable by Cespenar)
Amulet of the Master Harper (+20% find traps, pick locks, +3 AC)
Time to go. Leave the Marching Mountains and head back to the Forest of
Mir.
- FOREST OF MIR (AR 5202)
Be ready for a fight here. Go up and talk to Nyalee, give her the two
hearts that you found. This is worth 20,000 quest experience. She'll be
restored, and she'll make Yaga Shura mortal again, just as she promised.
However, she begins to have second thoughts, and decides to attack you
anyway. She also summons a Nymph, and some Shambling Mounds to help.
Nyalee - 12,000 experience
minor treasures...
Shambling Mound - 16,000 experience
Time to find Yaga Shura himself. To the Siege Camp!
- SIEGE CAMP (AR 5203)
After a brief bit of text explaining the destruction of Saradush, and
that you can't find Yaga Shura anywhere, you get control. Be prepared
for a large battle, it's not far off. Go down and to the left, and some
peasants will be fleeing some archers. As you cross the bridge, Yaga
Shura and his mighty army rush towards you. Concentrate all fire on

Yaga himself, as his army will keep on coming until you kill him.
Yaga Shura can be found in camp at (x 1850 y 1570). Once you wound him,
he flees in terror, and returns a moment later with better troops. Again
concentrate on Yaga himself.
Yaga Shura - 150 HP -5 AC -5 THAC0
30,000 experience
Runehammer +4 (upgradeable by Cespenar)
Shuruppak's Plate (AC of -2, +1 DEX, 20% fire res.)
Shield of the Order +4
As soon as Yaga is dead, the Solar will summon you back to your Pocket
Plane for your continuing education...
(AR 4500)
The Solar summons forth your mother who explains how you came to be. She
gave birth to you, son/daughter of Bhaal with the intention of
sacrificing you on an altar to restore Bhaal after his death. Gorion
appeared and stopped this from occurring. Gorion's disruption of the
ceremony had some unintended consequences... like the other Bhaalspawn
getting free as well.
When the Solar talks to you again, if you are Good say these lines:
(Whether you say Good or Evil things affects your ending)
"I feel sorry for my mother. Gorion did what he had to." &
"Yes, there is a debt. I could have just as easily have had his life,
and he mine."
If you wish to get the Evil ending, just say any line that sounds
particularly evil (as with anything, it is easier to be evil than good).
For this you get 40,000 quest experience and are thrown back out to the
army camp...
(AR 5203)
Melissan greets you when you return. She tells you that all the
Bhaalspawn in the city were destroyed, and that she and a few peasants
were the only ones who could escape. She has some information for you
about the other Bhaalspawn who were allied with Yaga Shura: Illasera,
whom you already killed, Abazigal and Sendai. She wants you to go
after these guys. She also shows you a new place you can go for help,
Amkethran (ruled by her ally Balthazar).
Viconia Romance Note:
I don't normally take asides for romances, but this one is fairly
major. You can help change Viconia's Alignment here. After
Melissan leaves, Viconia will comment on the carnage of the battle.
If you agree with her that this is quite impressive, she becomes LESS
likely to change alignment.
Tell her that this is horrible.
Then, to get her to switch, say one of these lines:
"Power doesn't automatically equal death and destruction, Viconia.

This isn't me."

OR

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


"All this killing is wrong, Viconia. And the fact it's happening
because of me is worse!"
Be sure to get the treasures from Yaga Shura before continuing onward.
There are 2 containers of minor treasure in this area. (x 650 y 1630) &
(x 2350 y 1550)
Return to the Pocket Plane.
(AR 4500)
Time for the second challenge. Head over to the left, to the passage
that the Solar recently opened. (x 1330 y 1660) Here is where you face
down what you would have been had Gorion taken Sarevok over you. And
of course, this incarnation of you doesn't care much for you, and
attacks.
Dark Version of You - 183 HP 6 AC 1 THAC0 4 Attacks
Once he and his goons are defeated, the place is altered to fit your
alignment. You get 30,000 experience, everyone else gets 25,000 quest
experience.
Return to the real world, then leave this area and head to the Oasis.
------------------------------------------------------------------------------6. > > > > Amkethran
------------------------------------------------------------------------------Walkthrough:
------------ OASIS (AR 6300)
Hope you're ready for a battle, because you're getting one really quick.
The Tethyrians here have apparently decided that you are guilty of
destroying Saradush and must be killed. This army consists of many
pikemen, archers, battlemages and good clerics.
Search the general's body after the battle:
The Answerer +4 (slow, but powerful long sword)
Long Sword +3
Full Plate +2
Note from Tethyr's Monarch
The other troops have various minor treasures (like a Composite Long
Bow +3). There are also 3 containers here with minor treasures (and you
can see the bounty notice they put out on you!). (x 1580 y 350) has the
best treasure.
Go across to the other side of the Oasis, and out.
- AMKETHRAN (AR 5500)

Walk up the path, and you will get an immediate audience with Balthazar
the head of the city. He'll give you directions to several new areas
(where you might find some Bhaalspawn) then leaves you alone. There is
no sign of Melissan.
Beyond the subquests here, nothing to see at the moment. Pick one of
the 2 new areas to go to, and go there.
Quests:
------QUEST: The Mayor's Daughter
Asana - Amkethran (AR 5500, x 2340 y 1256)
A short time after you arrive, the Mayor's Daughter will have her
life threatened by some mercenaries. The Mayor asks you to help
out in this matter. Agree to help out. Talk to one of the
mercenaries. You can, if you want, offer to repay what she stole,
however, the merc's want far more than she actually took, 5000
gold. With a Charisma over 16 your can convince them to take 3000.
Of course, you could just fight them.
Once she's safe, talk to the mayor again to get your reward:
Montolio's Cloak (upgradeable by Cespenar)
500 gold
Reputation +1
5000 quest experience
QUEST: Saemon Havarian ... again
Saemon - Amkethran (AR 5500, x 2600 y 1916)
The local mercenaries are quite upset at Saemon for stealing their
items and selling them on the black market. When you get near,
Saemon manages to get them to believe that you somehow have their
items, such that they attack you. Well, at least you know Saemon
hasn't changed any.
Head over to the Smuggler's Cave and enter. There you will find
the Monks busting up the Smuggling operation. They spot you and
tell you to beat it. Time to take out the trash. Fight them.
Monks - 10,000 exp each
In the back of this cave are 4 chests, 2 of which are trapped.
They have minor treasures.
Within a day, the smugglers will be gone.
Special Items from the Smugglers: (from Dave Loveland)
Once the monks are dead, Carras will come up and talk to you.
Select dialogue options 2,1,2 to get into the buy screen. You
will be able to purchase Enkidu's Full Plate, Gargoyle Boots, and
K'logarath (throwing axe). If you leave the buy screen those
items will disappear, you will not be able to buy them if you
talk to Carras again. Also, if you don't follow the dialogue

into the buy screen when he first comes up and talks to you,
those items will not be available. The smugglers will disappear
if you leave the cave and come back in.
This is also the best place in the game to generate gold. The
first time that you go into the buy screen they will pay you much
more than normal for items (4800 for a full plate mail instead of
1500, etc.).
QUEST: The Cleric of Waukeen and the Monk
Cleric - Amkethran (AR 5500, x 2974 y 2417)
Near the temple, a Cleric will argue with a Monk. He wants the
monks to care for the town again, and the monk points out that
Balthazar cares nothing for these people. A fight ensues. Kill
the monk. A mage will teleport in to chide you about this, but
they don't seem to care too much.
The cleric thanks you. There is a standard reward here:
Oaken Ring (Cespenar can upgrade)
2000 quest experience
You can also donate 1000 gold to him for a slightly better reward:
Oaken Ring
3000 quest experience
Reputation +1
QUEST: Marlowe
Tavern - Amkethran (AR 5500, x 2730 y 1380)
Marlowe's Home - Amkethran (AR 5500, x 3650 y 430)
Cave of the Dead - Amkethran (AR 5500, x 1800 y 700)
When you enter the tavern, the man Marlowe will come up to you and
ask for help. He won't talk more of it here, and tells you to meet
him at his home at the cliff. To get up there, you must go through
the house to the right of the tavern, up the ladder, then across
the roofs.
Once inside, listen to what Marlowe has to say. A powerful lich
by the name of Vongoethe wanted to steal the soul of his daughter,
so he had to beat a hasty retreat from whence he came. However,
this didn't stop the lich who sapped her soul anyway. The lich is
in this town's graveyard, which the monks sealed. He says that
he'll have a guard let you in. Agree to his proposal.
Head out, get back to the main level and head over to the Cave of
the Dead. You can talk to the Boy here for some info on the
situation. When you're ready talk to the guard and have him open
up the sealed cave.
Walk forward and the lich appears. Talk to him. He tells you that
he and Marlowe had a deal, Marlowe would get 20 years of fortune
and whatnot in exchange for his immortal soul. When the 20 years
was up, he refused to give up his soul and fled. The lich
eventually tracked him down and swiped his daughter's soul to get
him to pay up. At this point you can either fight him, or make

a deal. You go bring Marlowe here, and the lich will give up the
girl's soul.
Note: If you fight him before he gives you the soul, the girl
WILL die.
Head back to Marlowe. You may as well tell him the truth about
this one, he comes quite willingly. You and Marlowe are taken back
to the Lich, and Marlowe gives up the ghost. (so to speak) You
are given possession of the girl's soul. Once you have her soul,
you can become as hostile as you wanna-be with the lich.
Vongoethe - 25,000 experience
If you fought the battle, you can give Marlowe the soul for 15,000
quest experience and a Reputation +1. Or you can keep it yourself
for a reputation -2 and 6000 quest experience.
OTHER: The Complete Pantaloons
Smithy - Amkethran (AR 5500, x 3070 y 860)
Note: To enter the smithy, you must go through the house to the
right of the tavern, up the ladder, then over.
You may have noticed the various metallic pantaloons in the
Baldur's Gate games, well they finally have some payoff. Take all
3 pairs (the Golden, Silver and Bronze pantaloons) over to the
smithy here and talk to Kerrick. He'll use these to construct one
of the most interesting Easter Eggs in the game.
Here's where you get the items: Bronze Pantalettes are in
Abazigal's Lair, you must send the Petrified Adventurers out to
retrieve the Eyestalk. Silver Pantaloons are a reward for the
Buried Alive quest back in the Graveyard (hope you got them) and
the Gold Pantaloons were in the Friendly Arm Inn back in the
original Baldur's Gate. (which means you would have had to import
a party that carried the pantaloons)
Having trouble finding the Pantaloons? Here are the three item
codes for them:
misc47 misc5o misccb
When he's done making the item, you get:
Big Metal Rod (gun)
Pulse Ammunition
Frag Grenade
Scorcher Ammunition
Big Metal Unit
The BMU is usable by anyone, and gives an astonishing series of
bonuses, not the least of which is the fact that you suddenly look
like an Adamantite Golem. As such, there are many places that you
can't walk in it because it is simply too large to fit.
Note: Once Kerrick finishes this, he leaves town forever.
OTHER: Archery Practice

Near the lower part of the area, archers are taking some needed
target practice... on monsters that are continually summoned up
just to be killed. Talk to the captain and get into a fight. The
only thing of importance you get out of this is the:
Darkfire Bow +4 (Cespenar can upgrade)
With thanks to Dave Loveland.
------------------------------------------------------------------------------6.1 > > > > Sendai (AR 6100)
------------------------------------------------------------------------------Walkthrough:
------------ WOODSMAN
Go up and talk to the "woodsman." Ask him about the Bhaalspawn named
Sendai, and he'll plead ignorance. He did, however, see some "funny"
looking elves in the southwest of this area and asks that you
investigate.
Enter the cabin.
(AR 6111)
Loot this place! There are no traps, although some of the 5 containers
in here are locked. There are lots of minor treasures, and one more
notable treasure: (x 520 y 340)
Rune of Clangeddin (Upgradeable by Cespenar)
Exit.
(AR 6100)
If you do wander over to the southwest part of this area, you will be
attacked by Umber Hulks and Drow as well as a Hive Mother (Beholder).
Hive Mother - 50,000 experience
Drow (2) - 5000 experience
Umber Hulk Elder - 18,000 experience
Head up and to the right to find the Graves (x 2000 y 160). Click on
these, then head back to the Woodsman. Ask him about the graves. (He'll
also try to set up another ambush around the grave for you) Keep
pestering him and he'll turn into a Drow and attack you (with
reinforcements, of course).
When these Drow are dispatched, the hidden entrance to Sendai's lair
appears. This is worth 10,000 quest experience points.
If you head up to the gravesite now, you will get ambushed by more Drow.
Go up to Sendai's Entrance, just left of the graves (x 1500 y 100).
- MONSTER PASSAGE (AR 6101)

This area is mostly just a long running battle against Myconids, Spore
Colonies, Spiders and Umber Hulks.
Once at the platform (x 2650 y 1000) you have 3 choices on where to go
next, two passages to the left and one above you. You'll need a key for
the 2 left passages. Enter the upper passage first (x 2920 y 730).
(AR 6109)
Time for a nice battle against more Drow... and a Drow Kensai no less!
Thelynn'ss - 15,000 experience
Amulet of Cheetah Speed (Speed +2, Improved Haste 1/day)
Drow Guard's Key
Go back. (and see what Sendai is up to... which is worth 5000 quest
experience)
(AR 6101)
We can now open both of the doors to the left. Each of the doors will
lead us where we need to go. The upper left door leads you through a
spider infested area, the other through a slave infested area. Since
there are no treasures worth mentioning in either one, I prefer to take
the lower, slave passage.
(AR 6102)
As you enter here, you are attacked by Derro slaves (they look like
dwarves). Fight your way along the passage. As you go along, more
monsters will be summoned, possibly even behind you (annoying if you have
a weak archer back there). Just keep moving until you get to kill the
Slavemaster. As long as the Slavemaster is alive, more monsters will
continually be summoned.
Go to the end of the passage, and exit to the next area (x 2500 y 1550).
- INNER PASSAGE (AR 6104)
Head out to the center platform. We're going to have to go left first.
Fight your way through the Drow there, to get to the door beyond (x 950
y 770). Before entering, be sure you are ready for a battle with a Lich.
(AR 6110)
Beware of traps between you and the Lich.
Yep, there's a battle with a Lich in here, all right. You can summon
things without him seeing you, if you don't move. I just attacked him
with a Planetar and that worked pretty well. In another game, my main
character was a cleric of high enough level that her turn undead blew
the lich to pieces.
Odamaron - 22,000 experience
Drow Wardstone
Heart of the Damned (Cespenar can upgrade)
Eye of Tyr (Cespenar can upgrade)
There is a trapped container near the stairs (x 800 y 100):

Skull of the Lich (Cespenar can upgrade)


other treasures...
The other 2 containers in here have minor treasures. Exit. (again you
get to see what Sendai is up to. This is worth another 5000 quest exp)
(AR 6104)
Go back to the center, then up. (there may be some Drow on the center
platform) Fight through the Umber Hulks here to get to the doorway
beyond (x 2525 y 600). This door is opened by the Drow Wardstone that
we got from the Lich. Whenever you're ready for a fairly large, battle,
enter the door.
(AR 6105)
Diaytha confronts you here, and opens the door to the right. Her idea
is that you go over there and get killed by the mighty Ogremoch, an
Earth Elemental Prince. Concentrate your attack on Ogremoch as he is
quite mighty. Nothing tricky here, just straight-out melee.
Ogremoch 220 HP -7 AC 2 THAC0 3 Attacks
56,000 experience
Once that is taken care of, go over to the room on the left to fight
Diaytha and her goon squad (vampire, beholder, etc). I'd prioritize this
one a little, take out Diaytha and the Beholder first, then the Vampire,
then the rest.
Diaytha - 14,000 experience
Darksteel Shield +4 (10% fire, cold, acid, poison res.)
When you're done, go through the main doors.
(AR 6106)
As you come through, Captain Egeissag wants to kill you, but is afraid
that Sendai will take credit for his actions. To remedy this, he has
a suggestion for you: The two of you fight alone in the pit, winner
take all, loser dies. Sounds like fun. (The alternative is to simply
fight everyone in here) If you have a good Fighter type of character,
this will be easily winnable. If you are a mage, you may want to
reconsider. The Spectator Beholder casts a Geas such that whoever loses,
all his allies die as well.
Captain Egeissag - 20,000 experience
Bowstring of Gond (Upgradeable by Cespenar)
other treasures...
After the battle Spectator (the very same Spectator you met in the
Sahuagin city) is very amused by how he got out of the service of the
dopey drow. You could ask to fight him as well, but he'd much rather
not fight you. And with that, he's gone.
(a brief cutscene follows where Sendai sends out the last of her forces,
the Mindflayer. This is worth 5000 quest experience)
Once you're ready, on to the next room.

(AR 6107)
Time for some Mind Flayer madness. If you have anyone with the Psion's
Blade, then you are going to have one easy time in here. Just have them
rush in and slaughter everything. (Psion's Blade was in the Marching
Mountain so you SHOULD have it) In fact, I gave the Psion's Blade to
Sarevok and had him and him alone fight the battle.
The small pool in here (x 600 y 600) has:
Liquid Mercury (Upgradeable by Cespenar)
other treasures...
The two doors to the right have Vampiric Illithids in them (14,000 exp).
Open the upper door. Go through the passage, and the next door into the
next room. More Mind Flayers and an Umber Hulk. Kill them.
When you feel up to taking on Sendai, go up to the last door and go
through.
- SENDAI (AR 6108)
Although you have quite mercilessly slaughtered her army, Sendai isn't
about to let that faze her. In fact, she used that time to prepare to
fight you. She creates 7 statues of herself (with either 122 or 130
hit points) and vanishes. They are of diverse Classes (1 Cleric, 2
Fighter, 1 Thief, 1 Fighter/Thief, 1 Mage, 1 Mage/Cleric). The statues
can be defeated only one at a time. Also, Drow will be coming in from
the entrance. I'd summon up some high level monsters to guard the
entrance, then use your party to slaughter the statues. Once the statues
are defeated, Sendai reappears and should be killed on sight.
Sendai 182 HP 8 AC 8 THAC0 1 Attack
18,000 experience
Wong Fei's Ioun Stone (+1 AC, +15 HP, Regeneration)
Studded Leather Armor of Thorns +6 (1d4 damage to attacker)
Wand of Cursing
other treasures...
Sendai is a very dangerous Cleric/Mage, you will need to keep removing
any protections that she puts on herself. I find Khelben's Warding Whip
works well for this purpose. Once she has no protections, she is weak
as a kitten. You get 40,000 quest experience for killing her.
Once she's dead, you are drawn into another Solar Dream. The Solar wants
you to wonder about the present, what is your role in this prophecy? She
summons a clone of yourself, who is irritated to be here. (10,000 quest
experience) There is only one GOOD thing to say here, the rest are evil.
Good: (this has to do with Good-Evil choices only)
"I would prefer to find a way to avoid my destiny, if I could."
The dream-you then proceeds to explain the prophecy to you (the one
that says Faerun will be ravaged by the Bhaalspawn) saying that you are
the one set out to prevent the destruction, not to cause it. At this
point there are 2 Good things to say (and the rest are Evil):
Sorta Good: "If I exist to stop the prophecy instead of making it true,
then so be it."

Really Good: "That is a relief...I had no desire to cause the


destruction the prophecy tells of."
This part ends, and the Solar asks what you will do now. More good
answers:
Sorta Good: "The quicker I get this 'destiny' over with, the quicker I
can start the rest of my life."
Really Good: "I will prevent the destruction of the land because it is
the right thing to do."
You get 10,000 quest experience, and the Solar opens another path in your
Pocket Plane for yet another challenge. Go to your pocket plane...
- POCKET PLANE CHALLENGE NUMBER 3 (AR 4500)
Once you've rested up, head down the next path (x 1700 y 2000). Here you
meet with your lost innocence. He wants you to forget your recent
troubles and become innocent once more. Of course, there isn't even the
possibility of doing such a thing. Your innocence then becomes the
Slayer and attacks you. It is worth 25,000 exp to kill, plus you get
another 25,000 quest experience for completing the challenge (the main
character gets 30,000 quest experience).
Return to the real world, then take the portal out of Sendai's Lair.
------------------------------------------------------------------------------6.2 > > > > Abazigal
------------------------------------------------------------------------------Walkthrough:
------------ DRACONIS (AR 6000)
Prepare for a battle. Summon anything you want, protection spells, the
works. I'd also go with a True Sight spell, in case a certain enemy
casts Invisibility... repeatedly. You'll be fighting a mage/dragon if
that helps. You want enough Summoned creatures to overwhelm someone
very quickly... (I had a Planetar, an Elemental Prince and 2 Mordenkainen
Swords)
Walk forward to find Draconis. He does not seem terribly happy to see
you. He will taunt you for a bit, then attacks. He is a mage of fairly
high level, so expect Time Stops and all manner of Protections. When he
cast Protection from Magic weapons, I simply switched over to the
non-Magic weapons I got for dealing with Magical Golems, and that worked
just fine. When he goes invisible, hit him with a Remove Magic.
Draconis 190 HP -5 AC 4 THAC0 3 Attacks
When his human form is defeated, he tells you that it isn't so easy to
on. What a pain.
P.K. came up with this script bug:
By the way I noticed a small bug in BG2. I gave the "Trap detecting" script
to the thief (Is it called Thief Adventurer Script ?), and when I dualled
to mage, I forgot to change the script, but guess what... the Mage/Thief

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

Properly BOOK03 - Manual of Bodily Health +1 Con


Properly BOOK04 - Manual of Gainful Exercise +1 Str
Properly BOOK05 - Manual of Quickness of Action +1 Dex
When Picked up, it changes to a scroll icon, and then back to a book
Properly BOOK06 - Tome of Clear Thought +1 Int
-

BOOK07 - Tome of Leadership and Influence +1 Chr


BOOK08 - Tome of Understanding +1 Wis

Braden found the way around this:


To use Tomes of Wisdom, or Charisma, or other ones that may
not work, simply place one crappy healing potion, and the
appropriate IDed tome, into the less-than insightful, weak, dumb
clumsy, far from amiable, or frail character. If in MP mode,
pause the game, if in SP mode, not an issue. Open the inventory,
from a personal items slot, drink a potion by right clicking on
it and click Quaff/Drink (ensure that the same kind of potion
DOES NOT exist in your quick items also), switch the Tome with
the potion (pick up the book, put it down on top of potion,
put potion elsewhere). Return to game, unpause if needed. Wait.
Viola, you now bite less. This method can probably be adapted
to activate any item that has an effect targeted on the caster.
======
Only ONE Bag of Holding, Gems, Scrolls Bug:
I also found another bug <?> about the various bags in a most strange
way.
There is only ONE container of each type. Thus if you have (2) bags of
holding; any item placed into the 1st, appears in the 2nd, and vice versa.
I found this one out when my 1st bag was full of stuff, and I started to
dump stuff into the 2nd bag. It filled up in no time, and when I checked
into the bag, a bunch of the "lower level" stuff from the 1st bag was gone,
and the inventories of both bags were identical.
Editor's Note: If you think this sounds like a method for duplicating
items, think again. An item taken out of one bag is also

removed from the other.


Even if they are in separate people in the party... it works across people;
just like the shopkeeper interface.
Other Mistakes:
--------------In the Paladin Quest you are told that an artifact lies in the hands of
"geat evil". Heh.
When Jon Irenicus is being held by the cowled wizards he tells Imoen to be
quiet to let the "fool make his judgement", however it should be spelled
as "judgment." A lot of people have emailed me about this one, saying that
judgement is just as valid as judgment. This is probably one of those cases
where a misspelling was so common that it became a valid spelling.
David Lyons refutes that argument:
Judgement (Middle English, from Old French 'Jugement') is the correct
primary spelling. Judgment, however, is also valid, but if a persistent
misspelling occurred, it was in the omission of the first 'e'. Unless
you're American, of course, in which case it may well be the other way
around (this was my first thought, but then, you spell theatre as, well,
'theatre' and not 'theater' throughout the FAQ). This is supported by the
large amount of anglo-centric slang in the dialogue (mainly in the
insults), e.g. 'Arse' and not 'Ass', which sneaks me to the suspicion it
may have been compiled by a stray Brit at Bioware.
When Baron Ployer is about to curse Jaheira, he disdains the Hero by saying
that "Khalid was a better compliment," when he should have used "complement."
Compliment is a Praise (ie "you look pretty") while Complement means that
one thing completes another or goes well with.
In one of Viconia's Romances, she mentions that her sisters are "more of a
danger and a rival then the next," when it should be "than the next."
In another of Viconia's romances, she says: "My mother wished me to recant,
to prostate myself before the Spider Queen and beg forgiveness." This should
have been "prostrate", the missing "r" gives it a whole new meaning. (from
Cyrille Artho)
If you attempt to leave the Underdark without doing the Silver Dragon quests,
while still disguised as a Drow, the guards will stop you and tell you to
go back, to which you can say "we will offer a significan increase..."
They left off the 't' in "significant."
In a conversation between Keldorn and Aerie, Keldorn tells Aerie: "Wrong?
No, to some you be the ideal." Should be "you are the ideal."
Spelling mistake: While you're searching for the artifacts in Suldanessellar,
if you attempt to pick the lock of the Castle door, it will say this:
"....Them temple of Rillifane may hold the key" instead of THE temple.
(from Cornelius Chesterfield)
Spelling mistake: When the Guardian Telwyn (Temple of Helm) gives you the Sir
Sarles quest, the character writes in his journal that he needs 200 pounds of
"illuthium" instead of illithium. (from Snark)

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

will be quite attracted to Edwin. And Edwin is ALMOST attracted to Silvanus


as well! Not only that, but Bioware did up an entire FEMALE voice set for
"Edwina" as well! Hilarious!
Cyrando the Gnome romantic (at the Temple District at night) provides the
words for Garrick to woo a woman with. Just like Cyrano the Big Nosed
Romantic of literary fame. There are actually 4 little mini-events attached
to this one that take place over time. Eventually Cyrando and the Lady
get married and Garrick runs away with one of the bridesmaids.
One of the Sentient Sword's battle cries is: "Murder! Death! Kill!!", which
is the term for a homicide from the movie, Demolition Man. Also a reference
to the game MDK... MurderDeathKill. Get it?
In the Bridge section where the Five Flagon is located, there are a pair
of thugs that fight each other for the love of a girl named Bubbles. Their
names are Shank and Carbos. If their name is familiar, it's because they
were in Baldur's Gate. They were the thugs that tried to kill you in
Candlekeep. They hid inside houses. I'm pretty sure it's them since they
have a lot of trouble hitting each other. I've spent a minute or 2 watching
them trying to kill each other without any success. It doesn't seem to
affect the game in anyway, but it's funny to see. (from Death Crow)
In the Asylum, one of the mages gives you a worthless scroll (memo) that says
that that the scroll is worthless, that it is indecipherable and that it is
most likely the ravings of a madman. Anyways, the scroll is decipherable
although not within the game though. The text of the scroll says:
"Qc terxepssrw evi jypp sj aiewipw. Mrjsvg xli Uyiir, ws xlex wli qmklx
wlss xliq eaec. Livi ai ks ' vsyrh xli qypfivvc fywl. Ks qsioic KS!"
This translates into:
"My pantaloons are full of weasels. Inform the queen, so that she might
shoo them away. Here we go 'round the mulberry bush. Go monkey GO!"
(from Hector E. Meza)
In Chapter 4, in Spellhold, Aphril (sp?) talks of seeing a walking corpse
talking to a pillar of skulls. References to Planescape: Torment, the hero,
the Nameless One, who'll just wake up within minutes of dying. (from Matri)
Contributing to your list of Easter Eggs, on the top floor of the Five
Flagons there are what appear to be Elvis pictures on the far wall, and
guitars on other walls on the same floor. (from Per Jorner)
Here's one: William Reirrac's last name is "carrier" backwards. While
it's likely intentional, it's not necessarily a reference or a pun (people
make up fantasy names in the strangest ways). (Per Jorner)
The vampire named Durst is possibly a German pun - Durst is the German word
for "thirst", and definitely a good name for a vampire to have. Then again,
I accidentally named a character "Darsteller" (actor in German) without
thinking about it, so perhaps it's not intentional. (Brian Camley)
Rob DeCaire sent in this one:
Here's a "strange thing" that I didn't notice in the FAQ, but I thought was
a pretty good joke. In the Vulgar Monkey tavern in Brynnlaw, there's a
pirate named "Pirate Newf". If you talk to him, he sings a little shanty
that goes:

"I'se th' b'y that builds the boat


And I'se th' b'y who sails 'er
And I'se th' b'y that catches th' fish
And brings 'em home to Liza"
This is a joke for all the Canadians in the audience, since it's a fairly
well-known song from Newfoundland, sung by a character named Newf.
Voreth has some "Strange Things":
CLUAConsole:CreateCreature("Boo") creates Boo (and we all know who Boo is).
CTRL+Q him to add him to your party. He's very powerful, and even has his
own paper doll. To keep him effective, don't equip any weapons in any
slots, and DO NOT LEVEL HIM UP! (requires the EnableCheatKeys() cheat to
be active)
CLUAConsole:CreateCreature("Gorion") is fun, though it does require you to
exit your game once it works. If you create Gorion, talk to him and choose
a few of the dialogue choices (it's keyed to a different dialogue, so
you'll see some pretty weird, including NPC, dialogues). He'll bring you
through the BG sequence with him (bringing you over, casting Cure Light
Wounds, etc.) and bring you to a forest (area number is the same as circle
of stones in BG). There, you get stuck on a tree. Too bad. I wonder if
Sarevok would have appeared and all. Oh, and the BG loading screen appears
in front of the BG2 one, though off center and much smaller.
(Note: I've only tried this in the Docks, so if you try it somewhere else
and get different results, don't be alarmed...)
You can also create Kivan, from what I've seen, though he doesn't say
anything, his dialogues are bad, and he says what he should say on the
bottom of the screen. Still, it's pretty fun. You can do this with Drizzt
too, and get him to say some of Korgan's (voice acted) lines. So you have a
Drizzt with a Scottish accent who says "Cure Disease" at the end of his
dialogue. Answer his first question with the description of Summon Monster
I for the rest of Korgan's dialogue.
Xander77 found something interesting:
If you use CLUAConsole to teleport to AR2700 (Only works in SoA) you will
find the remains of an unfinished test - an area with giant heads (not
the one you find Illasera in) which force you to do battle with a slayer to
get a terrifying sword.
You can get the sword with CLUAConsole:CreateItem("Killsw01") It's sort of like PST's Eviscerator
NPC's from Baldur's Gate found in BG2 (but who don't join):
SPOILERS
Ajantis (killed at Windspear Hills by you, identified by Keldorn)
Coran (can be killed by Safana in chapter 6, or becomes a drunk)
Faldorn (seizes control of the Druid Grove, killed by you to free it)
Garrick (attempts to woo a woman, but fails)
Khalid (found dead in Irenicus' Dungeon)
Montaron (killed by the Harper's for breaking into their compound)
Quayle (currently alive and well and running a circus)

Safana (killed by Lanfear in chapter 6 after she attempts to kill you)


Tiax (locked away in Spellhold, helps the main character beat Irenicus,
dies in the attempt)
Xzar (killed by a Harper assassin at the docks)
Tutorial
Branwen
Xan
===============================================================================
< < < < < Final Words.... > > > > >
===============================================================================
This FAQ was written entirely using the GWD Text Editor: (shareware)
http://www.gwdsoft.com/
Spiffy Links:
Planet Baldur's Gate
TeamBG
GameFAQs
Baldurdash
Fantasy Name Generator

------

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)

/Eathlon for the mathematical way of looking at dual wielding


Accord for the "keep Yoshimo" trick
Adar for several strategies
Alan Cherry for a bit on romances and the Temple Ruins
Aleph for an interesting twist to my "Fake Talk" strategy (stealing)
Alessio Ronchi for a really neat Cromwell trick
Alexander Ferguson for some bugs
Alexcool for an update on the Hendak quest
Alex Malano for the mage scroll trick
Andrea Nicoli for the limited Wish trick
Andrew Scarvell for an interesting alternative for the Selfish Tear
ANDY for a list of different abilities at the end of the game
Ard for his improved method on getting the Selfish Tear
Bioware for making such a great game!
Blackhawk for details on Edwin's quest
Boogie for the additional rewards for the Sir Sarles Quest
Brad Beacham for picking a chicken's pocket for a second Beljuril
Braden for an interesting Dragon strategy and a Tome idea
Brian Brus for the trick on creating a character with all 18 stats
Brian Camley for various helps and tips
Carl Pettersson
Chris Emery for a better way to uncurse Jaheira
Chris Norman for the alternative way to keep the Drow items
CJayC for posting this FAQ
Clayton for his Shopthrifting strategy
Cornelius Chesterfield for a trick and some stuff

Corvus Albus for a new CTRL cheat key


Craig Gibbens for a better way to find the Skinner of the Bridge District
CY Lee for his infinite Fire Giant trick
Cyrille Artho for his different way to deal with Aboleth, the fish
Daniel Pang for an evil alternative to the Drow Eggs quest
Dave Loveland for various Throne of Bhaal additions
David Haire for some additions
David Lyons for a lot of small tips, and another pro-judgement article
David Weldon for a Stealing Strategy
Death Crow for the new special ability charts
Dominic for his Evil Method of Druid Removal
Doug Scheurich for correcting a ToB mistake
Dranyth for discovering that Mordenkainen's Sword has a Greenstone Amulet
Edward Adams for a reputation note on the Tanner Murders & more on Wellyn
Gabriel for a spiffy trick to keeping Drow items in daylight
Gareth Embrey
Geoff Ulreich for a whole lot of things (party making strategies, battles)
Grack for the multiplayer as single player trick
Greymane for a Golem fighting trick
Gunslinger <slingersalliance@hotmail.com> for some pickpocketing info
Harry Smith for the Familiar Frequently Asked Question
Hector E. Meza for a strange thing in the Asylum
Henning Roes for several notable tricks (Planar Sphere and the Burial Mask)
Jafar Sadeq for many tricks and tips
James Prieels for several contributions
James Victor for a Mind Flayer strategy
Jason Cha for the Dual Wield analysis
Jayhc for a party creating strategy
Jeremy Hanson for killing the Chromatic Demon
Jeremy Treanor for a couple of battle strategies
John Howard for a note on the Soul Gem, and the Bonus Merchants
John Knudson for the Wilfred the Red quest
John Winkleman for information on removing spell protections
Jonathan Zimmerman for another Mind Flayer strategy
JP for his Cowled Wizards fighting thing
Juky & 649 of 711 for the better Snares strategy
Ken Adams for a couple of cheats and a tip
Ken Baker (Founder of TeamBG) for making some of the best BG & IWD Utilities
Kevin Chung for confirming that the Store recharge thing works
Kevin Logan for the Sorcerer Spell Charts
Khadgar for getting out of the Underdark
Konstantin for a battle strategy in the Watcher's Keep
Lani Weaver
Lucas had a better way to deal with the Unseeing Eye
Marc Oliver for a Frequently Asked Question
Matri for the Nameless One Strange Thing
Max Chen for more information on Jaheira's Curse (and how to upgrade the
Silver Horn)
Michael Schneider
Miguel for some romance information
Mike O for his Fire healing trick
Mishael for the Mind Flayer strategy
Moby for getting evil-doers to join a rep above 18 party
Nick McIsaac for the Evil Note on the Firkraag quest
Paul Dickinson for bunches of stuff
P.K. for a party making strategy and a bug
Per Jorner for a million little tips and corrections
Pieter Spronck for sending in the method of adding the Bonus Merchants
Phobia for the Invisible Door Blocker Strategy
Rabbit for the 8 Stronghold Cheat

Rakhiir for a Mind Flayer lair tip


RCL for a great many strategies
Redd Barren for the alternative way to do the Spellhold test
Rick Harder had a better way to kill Neb (by NOT killing the spirits)
ROB for the Monks wearing Keldorn's Armor trick
Robert Pay for confirming that the 2 stronghold trick works
Rolander for a lot of strategies all over
Ryan Brady who discovered that a trick to allow anyone to have a familiar
Sarina noted that the Statue in the Unseeing area had a scroll
Sergio Le Roux for the FINAL Glaicas solution
ShirouKyoji for a way to the Kobold Shaman's Staff (Sentient Sword), etc.
SloppyDogg for fixing my Thieves Guild numbers
Snark for the Gloves of Pickpocketing
Souma for an Evil Abilities strategy
SpookyScarecrow for a trick on NOT fighting the De'Arnise golems
Steotia for the Ribald's Ring of Regeneration thing
Taganath for the locations of most of the item pieces
Tetrazome for an addition to the Samia quest
The Maxx
Tim Lou for a different way to free Hendak
Tim Marshal for the defensive spin trick
Travis Archer for noting that you get 2000 exp if you repay Jan's jailer
Vash for the two strongholds trick
Vladislav Brkic for the Mazzy/Gorf quest
Wai Chu Yu for the better way to solve the Spellhold trials
Willis Su for a better Set Traps strategy
Xander77 for a great many tips and strategies
Xar for his many tips and tricks
Anyone who emails me with nice things to say, you are appreciated!
_________________________
Shameless Self Promotion:

I am Dan Simpson (dsimpson.faqs@gmail.com) and have also written FAQs for:


NES:

Disney Adventures in the Magic Kingdom


Final Fantasy -- Magic FAQ
The Legend of Zelda
SNES:
Aerobiz
Aerobiz Supersonic
Utopia: Creation of a Nation
Genesis: StarFlight
PSX:
Thousand Arms -- Walkthrough
-- Forging/Dating FAQ
PS2:
Madden NFL 2001
XBOX:
Star Wars: KotOR II: The Sith Lords -- FAQ/Walkthrough
-- Influence Guide
PC:
AD&D Rules FAQ, 2nd and 3rd Editions
Baldur's Gate & Tales of the Sword Coast -- FAQ/Walkthrough
NPC List
Creature List
Baldur's Gate II & Throne of Bhaal -- FAQ/Walkthrough
-- Items List
-- Class FAQ
-- Creature List
Civilization III (incomplete)
Colonization -- the Single Colony Strategy Guide
-- the Cheat Guide

Drakan: Order of the Flame


Dungeon Hack
Icewind Dale & Heart of Winter -- FAQ/Walkthrough
Items List
Kresselack's Tomb Map (JPG)
Burial Isle Map (JPG)
Shattered Hand Map (JPG)
Icewind Dale II
-- Items List
Master of Magic (revision)
Messiah
Pharaoh (currently being edited by Red Phoenix)
Planescape: Torment -- FAQ/Walkthrough
Items Listing
Rollercoaster Tycoon
Sid Meier's Alpha Centauri
The Sims
Ultima 4: Quest of the Avatar
Ultima 7: The Black Gate
Ultima 7 Part 2: Serpent Isle
Ultima Underworld -- Keyboard Commands
Ultima Underworld II -- Keyboard Commands
-- Spell List
All of my FAQs can be found at:
http://www.gamefaqs.com/features/recognition/2203.html

________________
Version History:

Version 0.1 September 30, 2000 78k


Versions 0.2 to 5.5 were removed to save space...
Version 6.0 June 28, 2001 830k
Finished the Throne of Bhaal walkthrough. Fixed the Upgraded Familiars to
be more accurate. I had somehow missed something (Imix and the Ravager +4)
so those were added.
My comprehensive Item List is now updated to include all the Throne of
Bhaal items, you can find it at http://www.gamefaqs.com/
Also, there is now a BETA patch for ToB. If you're having trouble, I
would suggest installing it (see the Notes above).
Version 6.1 June 29, 2001 830k
Added the location of the Darkfire Bow (thanks to Dave Loveland).
Version 6.2 July 2, 2001 832k
Added a way to kill Fire Giants forever (in the Saradush section, thanks
to CY Lee).
Version 6.3 July 3, 2001 833k
Added the new cheat command that deals with Wild Mages and their wild
surges (from Vash).
Version 6.4 July 6, 2001 836k

Various small updates all over.


Version 6.45 July 8, 2001 839k
Changed the phrasing of some things, and corrected some minor errors.
Version 6.5 July 11, 2001 837k
Added a new "Demogorgon Guardians" battle strategy from Konstantin. Lots
and lots of edits.
Version 6.55 July 18, 2001 839k
Jeremy Hanson had a way to kill the Chromatic Demon pretty easily.
Baldurdash has some interesting files for Throne of Bhaal, these are now
added (http://www.baldurdash.org/).
Version 7.0 December 10, 2001 848k
After a very long break,
my emails and added most
information in the Notes
Day (unofficial mod) and

finally updated this FAQ once more. Went through


everything I was sent. Also updated some of the
section above to include a link to the Darkest
Ascension (another unofficial mod).

Version 7.1 January 18, 2002 848k


Included a link to Suburban Mod's The Darkest Day walkthrough, which can
be found in the above Notes section.
Version 8.0 September 10, 2002 876k
Added proficiencies to the Companions section. Added information on some
of the summoned monsters (see the end of the Ranger Stronghold). Created
some new Spell strategies for Larloch's Minor Drain and Draw Upon Holy
Might (In the Gameplay Strategies section). Added some neat tricks from
Xander77 (in Gameplay Strategies and Monster Fighting Strategies). Added
a new Infinite Exp Bug from wvfoos (Tiris and Raissa in the Trademeet
section). Added a link to the Kelsey romance (in Notes above).
Version 8.1 February 5, 2003 884k
Sorted out the Monster Fighting Strategies into multiple sections. Many,
many edits and corrections all over the place. Added Alessio Ronchi's
neat Cromwell trick. Added some new tips and tricks from Xar. Added
Andrew Scarvell's neat trick for the Selfish Tear. Fixed the Baldurdash
link (it is now at http://www.baldurdash.org/)
Version 8.2 February 10, 2003 892k
Added more strategies and secrets from Xander77.
Version 8.3 February 19, 2003 896k
Added the ForgottenWars unofficial add-ons to the Notes section. Added
two notes from John Howard, one on an easy way to get the "bonus" merchants
(in the Introduction) the other on the Underdark Soul Gem. Added a topic
in general strategies on magic weapons.
Version 8.4 December 22, 2004 902k

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?

_______________________________________________________________________________

This Document is Copyright 2000-2005 by Dan Simpson


Baldur's Gate II is Copyright 2000 by Bioware/Black Isle/Interplay
Throne of Bhaal is Copyright 2001 by Bioware/Black Isle/Interplay
I am not affiliated with Bioware, Black Isle, Interplay or anyone who had
anything to do with the creation of this game. This FAQ may be posted on any
site so long as NOTHING IS CHANGED and you EMAIL ME telling me that you are
posting it. You may not charge for, or in any way profit from this FAQ.

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