P R O L O G U E
- T H E C A R A V A N -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Instead
of launching you straight into Act I like in the original game, this sequel offers a fairly extensive prologue adventure
that helps develop the main villains for the first Act. I really like this part of the game, it really helps get you
back into the whole Baldur's Gate: Dark Alliance experience if you've not played in a while.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 0-1.
The Trade Way -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
------------------------------------------------------------------------------- NOTE:
With the help of the Automap function, the first areas in the game are very easy to navigate. Throughout the rest of this
guide, I will only use directions where orientation can be tricky and leave you the benefit of finding your way throughout
the caves, dungeons and wilderness. -------------------------------------------------------------------------------
You
are on your way towards Baldur's Gate, traveling on The Trade Way. Walk east and you'll eventually encounter a wounded
female caravan guard called Keaira standing close to a save pedestal. She's not wounded that badly and says they were
ambushed by the Red Fang marauders. They captured some of the caravan people and took them into the Trollbark Forest, southwest
of here. However, most of them continued southeast to Wayfork Village and that they're probably going to raid it or
burn it. She asks for your help. You agree to help. She tells you to continue down the road until you see a path leading
into the trees. It eventually leads into the Trollbark Forest. She'll meet you later in Wayfork Village.
------------------------------------------------------------------------------- NOTE:
Fans of the first game might recognize Keiara. She encountered the 3 heroes in the first game, asking them to retrieve
a box of spices from the thieves guild under the city. More on her later. -------------------------------------------------------------------------------
Continue
going east along the road and you'll encounter some goblins. You'll come up to a hill heading north. Go up and around the
hill and you'll find some barrels and a chest containing some gold and items. Search all the various crevaces on the
side of the main road for chests and barrels containing gold and items. Continue along the main road and you'll come up
to a save pedestal. You'll eventually end up in Trollback Forest.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 1-2.
Trollbark Forest -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
As you enter the
Forest, you see some crows hovering over a corpse. Attack the crows and make your way through the Forest, always checking
your Automap if you get lost. You'll encounter some more goblins and some wolves on the way. Search all the weapon racks
you find next to the goblin tents. After the save pedestal you will have three different paths to take. Right will bring
you to a dead end with a trio of wolves, up, a dead end with a chest and left to the rest of the Forest and yet another
save pedestal. You'll eventually discover the entrance to the Red Fang Goblin Lair.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 1-3.
Red Fang Goblin Lair -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Use the save
pedestal in the first room because the next room is the toughest in the game, so far. It's filled with goblins wielding
spears and bows, behind some crates. Head into the room and kill everything that moves. You'll come up to another pedestal
flanked by two locked doors. Proceed in the tunnel to the north and you'll end up at another locked door. Take the tunnel
to east but beware the goblins again, some of them now wield flaming arrows. Look for the chest on one of the tables,
inside is a Gate Key that will allow you to open the locked doors you saw before.
Head back to the save pedestal
and take the eastern tunnel. There will be an underground pond with some mushrooms surrounding a little island with a chest on
it. Beware the mushrooms, they release poisonous spores. Kill the goblins there too. Look for the entrance to the Bat Cave.
Fairly straightforward cave filled with bats. Make your way to end of the cave and you'll find two chests with some
more bats and a really large bat. Kill them all, loot the chests and head back the way you came.
Return to the save
pedestal at the crossroads in the tunnels and take the western tunnel, past the locked door. You'll find another cave filled
with goblins and a goblin shaman. Lure the goblins back to the tunnel so that they can't swarm you and kill them off
one by one. Head back to the cave and pick off the remaining archers. Finally head to the pile of crates and attack the shaman.
Loot the cave and head back to the intersection with the save pedestal.
Take the final, northern tunnel, past the locked
door. From there, you can either go east or west. Go west first to find another cave with some goblins. Kill them all
and loot the chest on the table to find a Cell Key. You'll find some locked cell doors containing 3 prisoners further down
in the tunnels. Take the back tunnel, kill the bats and you'll end up to another locked door. Open it and you'll find
some more locked cells with the remaining prisoners. Free them and they might leave you some gold and items for your troubles.
------------------------------------------------------------------------------- NOTE:
There is a cavern entrance blocked by some stacked crates in this area. Be careful not to destroy all the barrels in the
nearby area. Push one of the barrels close to the crates, jump atop the barrel and then jump over the crates to access
the chests and weapons racks in the cavern. -------------------------------------------------------------------------------
Once
you have freed all the innocents taken from the ambushed caravan, your quest will be completed (500 gold coins and 500
experience points)... but where is the Caravan Master? Head a little south, past the cells and then east and you'll
find the entrance to Bile-Tooth's Treasury next to a save pedestal.
Inside the Treasury, you'll encounter some more
goblins and some spiders and even some goblins riding some spiders. The large spider with the goblin riding it is Bile-Tooth,
leader of the Red Fang Goblin clan. You can either head for him first or take care of his minions first. I suggest the
latter. You'll find a key once you kill Bile-Tooth, that will allow you to unlock the stuff in his Treasury. Save your
game at the pedestal and then head to the Spider Breeding Pit. Attack all the spiders, making sure not to let them swarm
you. Search the Pit to find some gold lying on the ground and a Rune Stone, too. Head back to the Treasury.
Loot
all the chests in the Treasury and unlock the door. You'll finally find the Caravan Master. Talk to her. Her name is Randalla
Brasshorn, owner of the ambushed caravan. You have her gratitude. As a reward, you get 1000 experience points. She tells
you that you will be well rewarded upon her return to Baldur's Gate. She offers you a job as her bodyguard until she reaches
the city's walls. If you are done in the Goblin Lair, accept her offer and you'll be off to the next part of your adventure...
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 1-4.
Wayfork Village -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
It seems the village
is under attack by the marauders. You meet Randalla near the entrance to the village. She says she'll remain outside and
search for wounded villagers to help. Head for the save pedestal nearby and save your game. Head into the village and
you'll see the goblins are terrorizing the villagers. Rescue villagers by freeing them from the goblins' clutches. There are
9 villagers to rescue in the village. Once you have rescued all the villagers, your quest is completed and you receive
250 gold coins and 750 experience points. But where are the other villagers still trying to hold the Wayfork Village
Inn?
Continue exploring the village, killing goblins as you go. Use the pedestal in front of the Wayfork Village
Inn and enter the Inn. You'll encounter a hobgoblin called Harnak the Butcher leading some goblins. Kill his minions and then
attack Harnak. Beware, his melee attacks are powerful. Once Harnak is defeated, the villagers are freed, Randalla, Keaira
and the Innkeeper, Larani, enter the Inn. Talk to Larani first. She thanks you with all her heart. She gives you 500
gold coins as a reward and you also get 1000 experience points. You can talk to Keaira but all she talks about are the
Red Fang marauders. Finally, talk to Randalla. She congratulates you on your success. Seeing how you can't exit the
Inn any other way, tell her you are ready to continue towards Baldur's Gate.
Watch the cutscene at the Keep of Pale
Night, between Mordoc and his lieutenant Xanhast. They speak of the interrogation of the 3 prisoners and about the events
that lead to the Onyx Tower's destruction. Mordoc speaks of Kharne, Xantam's employee and how Kharne works for the Zhentarim
and that he apparently did not die at the hands of Vahn, Kromlech and Adrianna...
------------------------------------------------------------------------------- NOTE:
People who have played the first game will remember Kharne. He was working for the beholder Xantam and was a major villain
in the game. It looks like they changed Karne's name to Kharne for this game, though. Still, he's a really cool villain. -------------------------------------------------------------------------------
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
A C T I - T H E R E D F A N G S -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Once
in Baldur's Gate, Randalla Brasshorn gives you your reward for being her bodyguard, 1000 gold coins and you also receive
1000 experience points. She asks you what you will do next. Randalla says she has some matters to take care of: informing
the relatives of the slain guards, the recovery of the caravan's goods, that sort of thing... but she says that if you
need her help or are looking for work, to please find her at the Purple Wyrm Inn. She has associates that could use
an adventurer of your formidable skills.
Baldur's Gate is a large city. There are many areas to explore. Depending
on which character you are playing, some areas and denizens won't be very useful. The first area worth visiting and
that you can actually visit for now is the Purple Wyrm Inn. Head there as soon as possible.
Also, make sure not
to forget Bartley. He's standing around on the street in front of the Inn and he's very easy to miss if you are not paying
attention. I actually went through about 50% of Act I without ever visiting him, during my first game. Sell off your
extra equipment and restock on potions as need be. He also mentions he has hired someone named Durbem, a skilled dwarven
artisan who can work on your equipment. You can meet Durbem in the Purple Wyrm Inn.
Also, you can find Sollus Duncirc,
Captain of the City Guard near the city exit. When you first speak to him on your arrival at the city and ask him if
he's heard of any rumors of note, he says the Purple Wyrm Inn would be a better place to look for those. However, he does
mention that he may have work for you. Hazardous, but paying work just the same.
A trio of adventurers (the heroes
from the first game, actually) recently tore through the city's sewers, slaughtering monsters and unsealing portals. Now
the sewers are crawling with all manner of carrion beasts... beasts he wants dead. You can accept his offer but first,
head to the Purple Wyrm Inn after making a stop at Bartley to sell of your extra loot.
Here is a list of all the
areas in Baldur's Gate:
- Purple Wyrm Inn & Tavern (most quests during Act I can be found here) - Church of
Helm (useful only if playing with Allessia) - Omduil's Manor (useful only if playing with Ysuran) - Warehouse (entrance
is barred until relevant quest is acquired) - Bloodmire Manor (entrance is barred until relevant quest is acquired) -
Sewers (entrance is barred until relevant quest is acquired)
Church of Helm (Allessia only) ------------------------------ When
playing any other character than Allessia, the priest in this church, Huros, won't ever have anything useful to say. However,
if you are playing as Allessia, Huros will be your contact in Baldur's Gate. When you first arrive to see him, it warms
his heart to see you again. He asks if things are well in Secomber. You say that they are but that you left home as soon
as you had received his letter. He speaks of Eldrith's defeat.. and that he sent his letter too late. Nonetheless, Baldur's
Gate is in dire need of adventurers. He says that you should speak to Sollus Duncirc and Randalla Brasshorn, if you haven't
already, for they may have tasks for you. Even though the church abolished the tithe long ago, the church is always grateful
for whatever you can offer. Good deeds will be done with your donations, such as building a home for the orphans of
the war veterans, building four massive catapults emblazoned with the symbol of Helm, each occupying a tower on the walls
of Baldur's Gate, building a defensible wayside temple to Helm north of Wayfork Village; its clerics will watch over
passing caravans and nearby settlements and farmsteads and finally, building the warship "Helm's Glory", which will patrol
the harbor of Baldur's Gate.
During Act I and II, you can offer the following amounts of gold to the Church: 2000
gold coins = 2000 experience points 4000 gold coins = 4000 experience points 8000 gold coins = 8000
experience points 16000 gold coins = 16000 experience points
Starting on Act III, Huros says there is a perilous
quest your superiors in the church have asked that he assigns you. They have received word that Goreth Vileblack, a
cleric of that foul god Cyric, is raising an army of skeletons in preparation to invade the town of Asbravn. He is gathering
these forces in an ancient mausoleum at the foot of the Sunset Mountains. You must assault the unholy mausoleum and
defeat Goreth. More on that later.
Omduil's Manor (Ysuran only) ---------------------------- Omduil, sage and
seer, can be quite useful to Ysuran and his quest to find his lost identity and past. He's willing to help you but his
time is expensive. You can give him 2000 gold coins to start with and he'll confirm that your name is indeed Ysuran
Auondril, a noble name. He says you are no longer welcome in Evereska, the last of the great hidden cities of the elves
but he can't tell you why yet. Come back when you have more gold and Omduil will reveal more about Ysuran's past.
During
Act I, II and III, you can give Omduil the following amounts of gold: 2000 gold coins = 2000 experience points 4000
gold coins = 4000 experience points 8000 gold coins = 8000 experience points 16000 gold coins = 16000 experience
points (Only during Act III)
As mentioned above, when you give him 2000 gold coins, he confirms that your name is
indeed Ysuran Auondril, the name you found in the black tome you're carrying. When you give him 4000 cold coins, Omduil
speaks of the tome you're carrying, something about Shadow Magic symbols that you apparently wrote there. He also talks
about the Shadow Weave, about the goddess Shar and how the Shadow Weave is an alternative conduit and methodology for casting
spells and that it is dangerous and shunned by most who know of it. When you give him 8000 gold coins, Omduil speaks
of Evereska and about how speaking of you over there is forbidden. You were exiled from there more than 50 years ago. Some
say you murdered your betrothed and her lover.. Omduil knows this to be false. Finally, when you give Omduil the last
payment of 16000 gold coins, he'll speak of Zarad's Clock Tower and its link to your past. More on that later.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 1-1.
Purple Wyrm Inn & Tavern -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Many
patrons frequent this establishment. Among them are the following people when you first begin the game:
Keaira ------ She
speaks to you of the troubles the city has had in recent times, what with the dark alliance and the three adventurers that
found Eldrith's tower and slew her... the tower crumbled and the heroes are presumed dead. She says she met them once,
in the Elfsong Tavern... an archer, a shield dwarf warrior and a moon elf sorceress. She speaks of Xantam and how the adventurers
defeated him and all the thieves but that then, the Hands of Glory came.
The Hands of Glory is a society of assassins
who've risen to power in the city's criminal underworld. Xantam destroyed the old thieves' guild, the adventurers destroyed
Xantam's and now, it's the Hands of Glory, the worst of the lot so far.
Randalla Brasshorn ------------------ Randalla
has gotten wind of some disturbing occurences about Baldur's Gate, and she thinks you might be able to help. First, there
has been a series of kidnappings; some victims number among the city's wealthy elite. Death lies in their future should
ransom or rescue not be made. There has also been a rash of mysterious, grisly murders. There have been some leads, but
little progress, and more mutilated corpses turn up each night. She says she'll reward you well for your efforts, of
course. You can decide to either investigate the murders or the kidnappings. Personally, I suggest you investigate the
kidnappings first as it's an easier quest than the investigation of the murders one.
If you choose to investigate
the kidnappings, Randalla says the Hands of Glory are responsible. The ransom demands are ridiculous, far beyond the means
of even the wealthiest victims' families. Some think it all merely a sadistic excuse to send back severed body parts.
The city guard knows a formal attack could result in the murder of the hostages. Many families think a small group would
have the best chance of success: this is you. Her "less savory" friends have informed her of where the victims are held:
a Hands of Glory lair hidden beneath an old warehouse in southwest Baldur's Gate. Head to Section 1-2. Warehouse for
more details on that area.
If you choose the murders, Randalla speaks of some strange happenings in Bloodmire Manor
and of the woman who lives there, Luvia Bloodmire. Some say she is very strange. Randalla suggests you begin your seach
there. See Section 1-6. Bloodmire Manor I for more details.
Durbem ------ When playing any character other
than Borador, if you buy him some ale, he'll tell you that he has the vault key for a treasure chamber in the Halls of
the Hammer and that it could be of some use to you if you're ever there. The Halls of the Hammer is an abandoned dwarf-hold
far to the north of the city, across the High Moor. You can try offering him gold for the key but you probably don't have
enough for now. Make sure to talk to him at some later time when you've acquired more gold. Besides, the Halls of the Hammer
can only be explored during Act II, so hang on to your gold for now.
However, if you are playing as Borador "Goldhand",
when you first talk to Durbem, he welcomes you as his clan-brother. He says a cloud is hanging over your clan but that
you must stand proud. He says that the debt remains unpaid. You owe thousands to those cursed moon elves. You can't rebuild
your clan hall until the fey folk are satisfied. You can offer him gold coins to help repay the debt owed to the elves
and restore your clan's honor.
During Act I, II and III, you can give Durbem the following amounts of gold: 2000
gold coins = 2000 experience points 4000 gold coins = 4000 experience points 8000 gold coins = 8000
experience points 16000 gold coins = 16000 experience points
Also, if you ask him if he's heard of any rumors lately,
he'll tell you that he has the vault key for a treasure chamber in the Halls of the Hammer and that it could be of some
use to you if you're ever there. Contrary to the other characters, you don't have to pay Durbem to get the key, you get
it free of charge. Now, that's what clan-brothers are for!
Starting on Act III, if you speak to Durbem, he says
he has received word of a most unusual nature. Your clan-brother Urkald has discovered Gandam's Hold! More on that later
in the guide.
Ulua (Vhaidra only) ------------------- A mysterious drow female. If you are not playing as Vhaidra,
she says she has nothing to say to you. However, if you are playing as Vhaidra, Ulua is, of course, your half-sister
that's been waiting for you. She's surprised to learn that you escaped, as she had heard reports of your death. She says
she's the only living family you have left. She speaks of the lesser noble houses of Menzoberranzan and how they purchased
the favor of the Dark Ravens, a splinter sect of the Black Raven monk order, assassins for hire of the most lethal caliber.
You speak of your desire to return to Menzoberranzan and have your revenge. Ulua has begun preparations, a network of allies.
It is only a matter of time... and coin.
If you have 2000 gold coins to offer her, you will gain 2000 experience
points. Your gold is used to fund a hidden base of operations for House Uoswiir. You can return to Ulua later in the
adventure and offer her more gold to fund this base of operations, thus gaining experience every time you give her some
gold. The next amount of gold that Ulua requires is 4000 gold coins. Return to her with the gold once you've amassed
the coins.
During Act I and II, you can give Ulua the following amounts of gold: 2000 gold coins = 2000 experience
points 4000 gold coins = 4000 experience points 8000 gold coins = 8000 experience points 16000 gold coins
= 16000 experience points (Only during Act II?)
I'm uncertain whether or not you need to have given Ulua all the gold
before the start of Act III. If anyone knows for sure if not having paid all the gold until Act III is a problem, let
me know. Starting on Act III, Ulua will have something more to say to her half-sister. More on that later.
An interesting
first quest would be to go clean up the sewers, so to speak, for Captain Duncirc. Head for the sewer grate in one of the
streets and head down.
------------------------------------------------------------------------------- NOTE: Most
of the quests in Act I can be accomplished in the order you wish. However, the order I'm presenting in this guide is the
one I've always used and I find it's the easiest. People going straight to investigating the murders at Bloodmire Manor
are in for a tough journey, as the monsters inside are fairly powerful for a low-level character. -------------------------------------------------------------------------------
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 1-2.
Sewers -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
When you first enter the
sewers, you'll notice some huge beetles flying around. Kill any you encounter. There are around 120 monsters to kill down
in the sewers. There will be a countdown showing you the remaining monsters for every 10 monsters you slay. The western
passage is blocked by a door. There are some more beetles in the room to the north. Go east and fight some rats. Don't
miss the chest in the alcove nearby. Continue east and then north to fight more beetles. In the following room, you'll
encounter some green slimes. Fans of the first game will remember these as pretty tough opponents. Go the room to the east
and fight some more beetles. Continue north to fight even more. The next room is blocked by a few barrels, including an
exploding one. Ignite it and watch the rats go boom. Keep going from room to room, fighting monsters as you go.
You'll
end up in a big chamber with some water in it and some beetles and an otyugh (the beast with the tentacles). Kill them
all. From this room, go south and fight some more green slimes. There's a chest and some crates in the little rooms
too. Then, take the north passage. Beware the following room! Lots of green slimes that hurl their stuff at you. Not good.
Retreat if you're getting whacked too much. A ranged weapon can be handy here. Don't forget the save pedestal in the
SE corner. Some more green slimes in the next room. Continue west to fight some more monsters along the way. Always keep
an eye on your Automap to make sure you've explored all the areas. Find another save pedestal and save your game. After
defeating the slime, you should have 10 monsters remaining, if you've killed everything so far. The 10 remaining monsters
are all slimes in the rest of the rooms. Find the lever to open up the door. Once you've slain all the monsters, return
to the surface and report to Sollus. As a reward for your help, he gives you 1000 gold coins and you receive 1000 experience
points.
Your next assignment should bring you to the Warehouse.
------------------------------------------------------------------------------- NOTE:
If you are playing as Vhaidra, Ysuran, Allessia or Borador and assuming you've been picking up the most stuff you can carry
and selling it off, there are some chances you'll have enough gold (4000 coins) to give to your contact to get the 2nd
experience bonus. -------------------------------------------------------------------------------
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 1-3.
Warehouse -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
When you first enter the
warehouse, you are attacked by some men. Navigate through the halls. You'll come up to a fork in the hall, head north first. There
will be some assassins behind some crates, along with some guard dogs. Kill them and you'll find a crowbar, which is useful
for opening things, of course. Head back to the fork in the hallway and head east. There'll be a locked door but you
can unlock it easily with the crowbar. Inside are two chests.
Go back to where you found the crowbar and head north
again. You'll come up to another fork. Head west first to find another chest and then head back east. You'll encounter
some more assassins and guard dogs along the way. Save at the pedestal before proceeding any further. You'll find a gold
key on one of the assassins you kill in the next room. Open the door and you'll find a stairway leading down to the
Hands of Glory Guildhall, behind some crates.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 1-4.
Hands of Glory Guildhall -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
As you
open the door leading into the guildhall, you are attacked by some stronger looking assassins that throw daggers at you.
Beware the next room, where there are some more assassins and a pillar that shoots fireballs. At the intersection, head
north first but beware the next area, there are about 6 assassins throwing daggers at you. Continue onward and open the
door to the next room. The assassins release the dogs... Kill everything in sight and loot the chests. Head back to
the intersection and go west. At the next fork, go north and you'll find some more assassins. One of them has a key ring
that allows you to release two of the hostages from the nearby rooms. Go back to the fork and go south. Save your game
at the pedestal and continue over the wooden bridge to fight some bats.
You'll fight some more assassins, one of
them carrying another key ring that unlocks the three cages that are holding the remaining 3 hostages. The last one you
rescue says there is one more hostage in Argesh's Lair and gives you a key stolen from one of the captors. You get 1000
experience points for this quest. Continue exploring the guildhall and you'll find another save pedestal. Enter the
door that leads to Argesh's Lair.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 1-5.
Argesh's Lair -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
As you enter the room,
you overhear a conversation the man Argesh has with his Red Fang goblin minions. He's unhappy with the way some of them
have handled the kidnappings and kills one of them, promoting the other. Argesh also mentions someoned called "Mistress
Luvia". You are eventually discovered though and Argesh orders his men to find and kill you. Argesh packs one mean looking weapon
on his wrist... try and kill his minions before taking him on. Once Argesh is defeated, you discover a map to the Red Fang's
secret base and a small iron key on his disfigured body. Open the door and find one last cage holding the remaining
hostage inside. You receive 250 experience points for finishing this quest. Go up the staircase and you'll return to the
surface. Return to the Purple Wyrm Inn and talk to Randalla.
--------------- Purple Wyrm Inn --------------- Randalla
offers you the reward offered by the families of the freed. You get 4000 gold coins and you gain 1000 experience points.
Randalla asks who this Argesh person was. If you'd taken the kidnappings as your first quest, she then talks about the
murders and mentions you should start your seach at Bloodmire Manor, on the northeastern side of Baldur's Gate. It's the
home of Luvia Bloodmire, sole heiress to a vast fortune. Many have sent sons there in hopes of marrying Bloodmire gold,
but she turns them all away. She's an eccentric woman: morose and, it's said, macabre.
------------------------------------------------------------------------------- NOTE:
If you are playing as Vhaidra, Ysuran, Allessia or Borador, with the reward money you get from completing this quest, you
should have enough gold to give to your contact for the experience bonus. -------------------------------------------------------------------------------
However,
if you have already done the Bloodmire Manor section, go to the end of Section 1-9. Luvia's Laboratory II.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 1-6.
Bloodmire Manor I -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
------------------------------------------------------------------------------- NOTE:
The humanoids in this manor are actually undead creatures. If you're playing as Allessia Faithhammer, Turn Undead is very
handy in this level. -------------------------------------------------------------------------------
As you first
enter the Manor, you'll notice a sort of piano called an Harpsichord. You can try playing a tune on it but it comes out
all wrong. Go up the stairs and you'll fight some flesh hounds that can poison you. You'll also encounter some strange
mutated humanoids. Open the doors along the hallway and you'll eventually rescue one of the 5 servants to be rescued. Save
your game at the pedestal and make sure to search the hallways for secret passages behind certain bookcases. You should
find the first of 5 sheet of Harpsichord music in a chest inside a room behind a secret passage. Continue in the rooms, searching
everywhere. You might come upon a locked door eventually. Leave it, you need to find the key for it first. Continue exploring
the passageways and rooms of the Manor, rescuing servants and finding the sheets of Harpischord music as you go. You
should find the key to the library in a chest in one of the rooms. Head back to the locked doors you encountered earlier
to find another sheet of music.
Look for the stairs leading to the Bloodmire Manor Cellar, while you're at it. Just
keep using your Automap feature to explore areas you've not found yet and you will eventually find your way around the
Manor without any problems. Down in the cellar, you will fight some skeletons, ghouls and some spiders. Once you've
cleared the Cellar, head back up and find the save pedestal and stairs that lead to the Manor's second floor.
------------------------------------------------------------------------------- NOTE:
There are 5 servants to be rescued in Bloodmire Manor. All of them can be found on the first floor. When you've rescued
them, you receive 500 gold coins and 1000 experience points. There are 3 sheets of music to be found on the first floor.
The remaining two are to be found on the second floor of the manor. -------------------------------------------------------------------------------
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 1-7.
Bloodmire Manor II -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
As you come up
to the second floor of the Manor, go slightly to the east and open the door to the north to find another sheet of music
in the chest at the foot of the bed. Head back to the hallway and go around it, killing everything you see. Don't forget
the secret passage that leads to a room full of statues and some chests. Eventually, you'll find a save pedestal next to
some stairs that lead to the Bloodmire Attic.
Guess what awaits you in the attic? Your old friends, the rats! Hooray!
Kill them all. You'll also find some bats. Pretty standard attic, really. Explore all the rooms of the attic, making
sure not to forget the huge pile of gold behind some crates towards the eastern room. You might come upon a high stack of
crates, eventually. Just jump on top of the nearby crates and make your way over the wall of crates. The attic is a dead
end though, so head back down when you are done to continue exploring the second floor.
Continue exploring the second
floor, finding the hidden passageways that lead to the remaining sheet of music. Once you've found all the sheets of music, you
receive 1000 experience points as a quest reward. Once you have them all and that you've rescued all the servants from
Luvia's monstrosities, head back down to the entrance hall of the Manor and play the Harpsichord.
As the haunting
melody echoes through the entryway, a secret passageway leading down to Luvia's hidden laboratory is revealed. Head down
there.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 1-8. Luvia's Laboratory I -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
You'll
encounter even more of Luvia's monsters down here. First, head NW to a series of cells that contain some of Luvia's creations.
After opening the chest, the monsters will be set loose and they'll attack you. Then, head for the NE part of the laboratory.
You'll find a letter written by Luvia Bloodmire to a "Lady F." in one of the first rooms on a table. The letter speaks
of Argesh as Luvia's "pinnacle of her creations". The Hands of Glory are also mentioned in the letter. You'll also find
a woman inside a cell but she apparently doesn't want to come out because it isn't safe. Make sure to step on the loose
stone inside one of the cells containing a beast, as it opens a door.
Head to the northwest and you'll find another
locked door. Look for a hidden lever nearby and the door will open, leading to a chest and some barrels. Go east and
you'll find a save pedestal. You'll come upon a huge chamber with more of Luvia's monsters. Stay on the raised section
and pull the lever to open the door that leads further into the laboratory. You'll end up in a big room with some more
flesh hounds, including a very big two-headed one called Atrocious. Kill the surrouding minions first and then whack away
at Atrocious. Once Atrocious is defeated, you hear a faint ethereal voice in the distance that says "Now that you are
done playing with my pets, come and visit me." A nearby door opens invitingly. Head south through the door and into the
Lower Laboratory.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 1-9. Luvia's
Laboratory II -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Save at the pedestal
and follow the passageway, fighting more of Luvia's minions as you go along. You'll open a door and you'll encounter Luvia
herself. Standing behind her are two more of her strange creations. If you've killed Argesh, she mentions that the creatures
behind her were made just for you. She leaves you to your fate. Be careful, these minions are very tough. After defeating
her minions, you head over to Luvia and you realize that she is quite mad. As she makes her leave, she releases poisonous
gas in the lab. You must escape quickly before the fumes overcome you. As you make your escape, doors open, releasing
more of Luvia's creations on your heels. Head back towards the exit of the Manor. Return to the Purple Wyrm Inn.
--------------- Purple
Wyrm Inn --------------- Talk to Randalla and she mentions that several terrible malformed creatures fled Bloodmire
Manor. City guards killed a few but some escaped. You explain what happened to her. She offers your reward for your efforts:
1500 gold coins and 2000 experience points. Now, if you've not investigated the kidnappings yet, Randalla will tell
you to check out the Warehouse in the southeastern part of Baldur's Gate. See Section 1-3. Warehouse for more details.
However,
if you have investigated both the kidnappings and the murders, Randalla suggests you speak to Sollus Duncirc, captain of
the city guard. Also, she mentions that she recently acquired an interesting map that leads to some ruins deep within
the Wood of Sharp Teeth... ruins likely filled with monsters and treasure. She asks if you'd be interested in purchasing
it. She accepts 400 gold coins for the map.
If you have enough gold, you can also purchase Durbem's vault key for
the treasure chamber in the Halls of the Hammer. He'll accept the sum of 4000 gold coins for the key, nothing less.
However, remember that you won't be able to use the vault key until you reach Act II, so you'd better save your gold, for now.
Go
talk to Sollus. He speaks of the Red Fang Marauders that have been troubling the city of late. The city guard has been
unable to locate their main base. You mention that you found a map on Argesh's body. Sollus says their base is in the Cloak
Wood. He asks that you take the Red Fangs out. You accept and he suggests you move down the shore and approach from the
eastern side.
So, for now, you have two choices you can make. You can either head out to destroy the Red Fang Marauders
at their main base in Cloak Wood or investigate the ruins in the Wood of Sharp Teeth. I suggest you head to the Wood of
Sharp Teeth first.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 1-10. Wood
of Sharp Teeth I -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
You'll encounter
some crows in the ruins. Follow the little stream and explore the ruined buildings. You'll eventually encounter some hobgoblins
and their camps. Continue following the stream, fighting everything along the way. You will eventually make your way
to a save pedestal and a path leading back to the World Map. Head back to Baldur's Gate to sell extra equipment and to restock
on potions and then head to the Cloak Wood Lower Cliffs.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 1-11.
Cloak Wood -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
------------------------------------------------------------------------------- NOTE:
Before heading to this area, invest in some non-metal weapons and armor. You will thank me later, trust me. ^_~ -------------------------------------------------------------------------------
------------ Lower
Cliffs ------------
You'll encounter some Red Fang Marauders riding wolves. Travel along the cliffs fighting
your way through the goblins and their wolf mounts. You'll discover a cave alongside the cliffs. Enter it.
Inside
the Cloak Wood Cave, you'll fight some more Red Fangs. However, the major event here is that you will discover a dead Rust
Monster! A normally harmless creature whose lightest touch destroys ferrous metal. The raiders may have another one
trapped within, so it might be wise to unequip any metal weapons or armor. A rust monster won't attack unless it smells
iron to rust and eat!
*** WARNING *** ------------------------------------------------------------------------------- Be extremely careful
here. If you do not want to lose your metal weapons and armor, equip some non-metal weapons and armor or else you might
lose these metal items, even if they are magical in nature. Attack the two rust monsters as you explore the cave but
remember to re-equip your standard metal weapons once you are done with them because there are more Marauders deep in the
cave. -------------------------------------------------------------------------------
After defeating the Marauders,
head outside and to the Upper Cliffs area.
------------ Upper Cliffs ------------
Fight your way along
the cliffs again. Very easy section that will eventually lead you to the Cloak Wood itself and the Red Fang Camp. Continue
killing the marauders as you discover them. You'll soon arrive at the entrance to their hidden base.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 1-12.
Red Fang Base -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Deep inside these
mines, you'll encounter more of the Red Fangs. At the next intersection, you have two choices. You can either follow the
tracks or you can head the other way around. Be careful when you start seeing black pits surrounding you.. if you fall
off, it's game over and you'll need to load your game. You might even encounter some otyughs along the way! Both paths
actually lead to the same place but if you keep following the tracks to stay on track (pardon the pun), you'll find
a save pedestal next to the entrance to the Red Queen's Lair.
---------------- Red Queen's Lair ----------------
------------------------------------------------------------------------------- NOTE:
In the following areas, you will encounter your first traps in the game. If you're playing as Borador, the Dwarven Rogue,
always remember that he can automatically disarm any trap he encounters. Just use the Action button when the text "Disarm
Trap" appears on screen. Very useful and he's the only character who can do this in the game. -------------------------------------------------------------------------------
Inside
the Red Queen's Lair, you'll find a goblin shaman talking to a creature called the Red Queen. Run around the cave, making
sure to dodge the fireballs coming from the statues, killing off her minions first. Then, attack the Red Queen. She
has a fairly powerful special attack, so always keep an eye on your Health meter. You can only wound her and she she vanishes,
you hear the sound of grinding stone.
You find a bloody footprint down the secret passage behind her throne. It
seems the Queen is trying to escape. Pursue her and put and end to the Red Fang Marauders! Be wary of the booby traps
laid out in the tunnels ahead. You'll eventually find the entrance to the Red Fang Secret Passage.
----------------------- Red
Fang Secret Passage -----------------------
Your old friends the rats have returned. More booby traps await you
in the next passages, including the never-before seen spikes that come out of the ground... Once you reach some more
dark pits, head west, jumping from platform to platform, to find the lair of another otyugh and some chests. Follow the secret
passage along its course and through some more rats, bats and traps and you'll find the entrance to Firewind Cellar inside
Firewind Manor.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 1-13. Firewind Manor -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
--------------- Firewind
Cellar ---------------
From there, you will see a cutscene between the Red Queen and her mistress. Needless to
say, the mistress is not happy of the Red Queen's failure...
Explore the dark passages of the cellar. You'll encounter
some more dogs and some marauders too. In the first main room, don't miss the false wall behind the barrels leading
to a secret room with some crates and a chest. Go north of the first main room and don't miss the room where there are
some crates stacked high in front of two weapon racks. Just push the nearby crate near the other crates and jump over
them. From there, go west to find another room. Jump on the crates and find the loose stone that's behind some barrels.
Push to reveal another secret room with two weapon racks and two chests. From there, go south and then west again. You'll
see some arrows start flying at you. Block if you want to avoid them or you can dodge them easily by hugging the walls.
There's a chest in the NW corner of the room. Go south.
Find the room with the lever and pull it to open a door
somewhere. Head to the western part of the cellar first. You'll find a hole in the wall behind two crates. You'll enter
a room with some dogs. Head south and check the back of the wall at the southern end of the room to pull a torch, it'll
open up a secret passage to a room with 3 weapon racks. Head to the eastern part of the cellar and you'll eventually
find a save pedestal and an entrance to another big room. Inside the room, you will encounter the Lady of the Manor but
she doesn't talk much and opens up a trap door beneath you. You are in the Firewind Dungeon now.
---------------- Firewind
Dungeon ----------------
Lady Argozia Firewind, the true power behind the Red Fang Marauders, has dropped you
into the dungeons beneath her manor. You must escape and confront her to complete your quest. There are three doors that
can be opened inside your cell, one of them having a lever you can pull inside.
------------------------------------------------------------------------------- NOTE:
Skeletons are ahead. Equip bludgeon-type weapons for best results. -------------------------------------------------------------------------------
After
pulling the lever and defeating the skeletons, head out of your cell. Find another lever but beware because one of them,
once you pull it, makes some fireballs shoot out of the nearby statue and releases some skeletons. Beware also the next
halls, as they have fireballs coming out from holes at regular intervals. Don't miss the loose stone along the way that
opens up a secret room containing two chests and two weapon racks. Find the lever at the end of the hallway to open
up the door. You'll find a save pedestal. Continue exploring the dungeon, finding levers and chains to pull, revealing
new passageways. You'll eventually discover a staircase leading to the Firewind Catacombs.
------------------ Firewind
Catacombs ------------------
You are immediately confronted by the Ghost of Felldane. Apparently, Argozia built
Firewind Manor atop the ruins of Felldane Manor. He speaks of the tragic fate of his family and how they were all turned
into ghouls. He asks you to destroy the Manor and with it the shame of house Felldane.
------------------------------------------------------------------------------- NOTE:
By now, you should be getting normal Healing/Rejuvenation potions from monsters instead of the usual Lesser potions. If
you've accumulated a lot of Lesser potions, now would perhaps be a good time to sell them off for extra gold and also,
extra carrying capacity. -------------------------------------------------------------------------------
Explore
the catacombs, destroying the skeletons and ghouls you encounter. At the first intersection, head east to find a room with
some coffins, skeletons and ghouls. Head northwest to explore some more rooms with undead creatures roaming around.
There's a room that contains a huge skeleton that comes out from under a crate along with some chests towards the NE. After
a while, you'll find another staircase, this one leading up to Firewind Manor itself.
---------------- Firewind
Manor I ----------------
After climbing the stairs, you will be on the first floor of Firewind Manor. Open up
the passageway and save at the pedestal. You'll eventually come up to a passageway where you can hear voices inside the
chamber ahead. You hear two people talking. You can slip into the nearby alcove and eavesdrop or you can barge in and
interrupt them.
A man named Kharne is talking to Lady Argozia. She plans to burn the manor to the ground. Kharne
leaves but Argozia has noticed you. She says even her treasure has been moved. She says you will be witness to her true
form... Aizagora, the Red Death. Lady Argozia transforms into a Red Dragon! She sets fire to the whole manor. You must
escape before the inferno consumes you!
----------------- Firewind Manor II -----------------
Run around
the halls of the manor as the flaming ceiling collapses. Keep an eye on your Health meter constantly. Look for chests in
the halls that contain keys that can unlock the doors on this floor. You can rescue a bunch of servants from one of
the locked rooms for a quest reward of 1500 gold coins and 1500 experience points. Please note however that there are some
doors you can't unlock in this section. You need to head out of the manor, on the way out, you will meet the Ghost of
Felldane again. He gives you a +1 Grand Ring of Fire, a +1 Remarkable Sacred Amulet, 1000 gold coins and you get 250 experience points.
Not too shabby, eh? Head outside to Baldur's Gate.
Return to Sollus for your reward with your success in clearing out
the Red Fangs base and routing the Red Dragon. You get 3000 gold coins and 3000 exp. points for your troubles. Head
to the Purple Wyrm Inn next.
--------------- Purple Wyrm Inn ---------------
Talk to Randalla. You explain
to her that the Red Fangs were led by the dragon Aizagora, who used sorcery to disguise herself as a noblewoman. She had
been funding Luvia's work and controlled the Hands of Glory. You tell her that she set fire to the manor and left, thinking
it a death trap. Randalla says she has a friend who would like to meet you and that you can find him at the abandoned warehouse.
His name is Jherek. He's a man with very powerful friends and many connections. She has told him of your exploits and he
is eager to meet you.
------------------------------------------------------------------------------- NOTE: Those
who have played the first game know that Jherek is a member of the Harpers. Sadly, he is no longer voiced by actor John-Rhys
Davies. The new voice is familiar, somehow, though. Must have heard him in a cartoon. Bill Ratner. He played Flint on
the original G.I. Joe series in the 80s. ^_^ -------------------------------------------------------------------------------
Thus
ends Act I of Baldur's Gate: Dark Alliance II.
Another Keep of Pale Night cutscene occurs...
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
A C T II - T H E E L E M E N T A L K E Y S -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
------------------------------------------------------------------------------- NOTE:
Like in the previous Act, some of the quests can be done in the order you prefer. The order I present here is the one I
find the easiest, with the priority on the side quests before proceeding to the main quests of the Act. As always, the
choice is yours...
Also, it should be noted that Bartley will be selling a lot more wares, including several new
gems and magical weapons/armor. Make sure to check these out if you've accumulated a lot of gold in your adventures, so
far. Finally, he is selling Normal Healing/Rejuvenation potions, so it's definitely a good idea to sell all your Lesser
potions and purchase Normal ones, if you can spare the gold. -------------------------------------------------------------------------------
--------- Warehouse ---------
Inside
the warehouse, open the door and talk to Jherek. He mentions that there are a number of artifacts scattered across the
Western Heartlands he intends to collect. He means to do so by hiring trustworthy, capable adventurers... someone like
you. Dangerous work but fairly compensated. The first artifact is called the Orb of Thunder, an engraved copper sphere
studded with enormous topazes. It was used to power a weather machine in the observatory of Lyran's Hold in the Forest
of Wyrms, now a fell and haunted place. That's your next main objective. Exit the warehouse and go to the Purple Wyrm Inn.
--------------- Purple
Wyrm Inn ---------------
Talk to Randalla, ask her if she's heard any rumors of note lately and she'll mention
Skull Gorge. It was the site of a great battle between men, orcs and demons. There is much treasure to be found there,
and danger... She marks the area on your map for you to explore. Head out of Baldur's Gate. You should have 3 different
destinations. Head back to the Wood of Sharp Teeth first.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 2-1.
Wood of Sharp Teeth II -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Once you
return to the Wood of Sharp Teeth, it is now inhabited by goblins, wolves and some gnolls now as well. Follow the same
path as before, killing everything in sight and looting everything. Once you're done, you should head to Skull Gorge.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 2-2.
Skull Gorge -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
------------------------------------------------------------------------------- NOTE:
Before heading to this area, it would be wise to have either some flamed based or acid-based weapons or spells. Trolls
are ahead! -------------------------------------------------------------------------------
This area is populated
by golbins, wolves and gnolls and contains two goblin caves and two gnoll caves. Explore each area for experience, gold
and items. The two goblin caves are on the eastern side of the gorge, while the two gnoll caves are on its western side.
In
Goblin Cave II, there's a bugbear in one of the rooms to the east. Flip the switch on the throne to open a secret door
to another room filled with gold and items. Inside that room, twist the torch sconce to reveal yet another secret room.
Inside are three treasure chests. One of them contains an exploding barrel, so be careful. However, one of them contains
a useful item for this dungeon: a +1 Fine Flaming Dagger.
Inside the gnoll caves, in addition to the gnolls, you'll
encounter some trolls. Equip the Flaming Dagger you found to finish the trolls off, if you don't have any other fire-based
weapons handy. If you don't use either fire or acid to kill the trolls, they will always regenerate and attack you.
------------------------------------------------------------------------------- NOTE:
Since the Fine Flaming Dagger is a fairly weak weapon to use, I suggest you break down the weapon in the workshop to get
the Jacinth inside. Use the gem in a stronger weapon instead. Flaming weapons are fun! -------------------------------------------------------------------------------
You'll
also find a decorative gem shaped like a reptilian eye in the second gnoll cave once you kill one of the gnolls. You'll
find a dragon idol figurine in the cave and it's missing an eye. Place the decorative stone in it and you'll hear the
sound of grinding rock in the distance. Make sure you examine the idol two times to place the gem in the socket. The door
that opened leads to a room with some chests inside.
Finally, don't forget to check out the cave behind the waterfall
at the north end of the gorge. Inside are some troglodytes and more treasure.
Once this area is complete, head for
Lyran's Hold to find the Orb of Thunder.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 2-3.
Lyran's Hold -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
---------------------- Forest
of Wyrms Ambush ----------------------
On your way to Lyran's Hold, you are ambushed by a marauding band of ettins and
hobgoblins while traveling through the Forest of Wyrms. You must fight your way out. Head north. Follow the small river
to find two smalls areas that have chests. Follow the main road north and continue to Lyran's Hold.
You'll see a
cutscene between Kharne and the lizard man, Sleyvas. Kharne orders Sleyvas to retrieve the Orb of Thunder and to bring
it to Darkhold.
-------------- Lyran's Hold I --------------
Proceed north in the Hold and you will encounter
some animated suits of armor that attack you. At some point in your exploration, you will come upon an intersection.
You can go north or west.
Go north first since the other areas on the first level are all unaccessible for now.
You will then face animated furniture: tables, chairs, benches, the kitchen sink (Okay, that last one was a joke...) Continue
going north, through the pair of doors that are side by side and to a save pedestal near the stairs leading to the second
level of the Hold.
--------------- Lyran's Hold II ---------------
You'll face more animated suits of
armor. Be careful in the next room, certain tiles have spiked traps on them. From this room, you can either go north, east or
west. The door to the north is locked, so you can either go east or west.
------------------------------------------------------------------------------- NOTE:
If you want to fully explore the second floor of Lyran's Hold without having Lyran pursuing and attacking you throughout
the level, stay away from his private study until you've searched everywhere else. However, if you make the mistake
of triggering Lyran before you finish exploring the level, you can get rid of him chasing you around for that level only,
by simply recalling out, and then recalling back in. This works in both normal and extreme modes. This does not
work for the Cellar, unfortunately. -------------------------------------------------------------------------------
Both
the eastern and western passages lead to the same place, eventually, so you can pick whichever you want. The western part
contains a room filled with pillars that shoot fireballs, spiked traps and many chests while the eastern passage is
a bit easier. Make sure to look at your Automap frequently to spot hidden passages and rooms.
You'll follow the
secret passages around and access the locked room through another secret passage, encountering animated books, this time.
Lyran's private study is located in the middle of this level and to access it, you must search for the hidden doorway.
Inside Lyran's private study, there's a chest with a key that unlocks the door to his study (to the south) and a bundle
of scrolls that reveal the location of Lyran's remains, in Lyran's Cellar. Lyran is a lich and the only way to truly
defeat him is to destroy his remains. After you've taken the key from the chest and searched the bundle of scrolls, as
you unlock the door to his study, Lyran appears and starts pursuing you throughout the second floor.
------------------------------------------------------------------------------- NOTE:
It's very important that you search the bundle of scrolls on the table in Lyran's private study or else the door leading
to his Cellar will remain locked and you'll have to run back to his study. Huge waste of time. -------------------------------------------------------------------------------
It's
no use trying to harm Lyran, all your attacks have no effect. Run south and back down to the first floor. Some new animated
suits of armors and books will have returned to hinder your progress. Return to the first floor's main intersection
and take the eastern passage to find the entrance to Lyran's Cellar.
-------------- Lyran's Cellar --------------
As
you enter the Cellar, you are confronted by Lyran. He says you must leave his castle and that he won't warn you again.
He'll pester you throughout your exploration of the Cellar, so just try and ignore him as best you can, dodging his
attacks. In the room nearby, you will find a decaying body. Search it to find a journal that speaks of Lyran being impervious
to all harm and that he's no normal lich. Head north and follow the passage. At the intersection, go north still and
fight a huge animated suit of armor guarding a chest and two weapon racks. Head back to the intersection and go west. Follow
the passage northwest around the chasm and continue south. You'll find a save pedestal. Head into the next room. Continue
west to find the door to Lyran's Ossuary.
--------------- Lyran's Ossuary ---------------
As you enter
his Ossuary, Lyran confronts you yet again and the battle begins. The idea here is to destroy all of the urns containing
his remains. Some of the areas in the Ossuary are sealed off with force fields. The trick is to destroy each urn, destroying
some urns will release some force fields, allowing you access to the other urns and so forth. Some of the urns can be tough
to find since they are in little alcoves along narrow passages. Use your camera angle function to find them. Eventually,
you'll make a room filled with urns accessible. Destroy them all and in one of them, you will find Lyran's Hand, which
is useful for unlocking his Observatory. Once you've retrieved his hand, Lyran falls down. Make sure to loot all the treasure
chests located in his Ossuary before heading out. Find the stairs in the northeast corner to exit the Cellar. Back on
the first floor, you are in a room that was previously unaccessible. Search the chests and the racks and then exit the
room. Head east to find a save pedestal. Then, go directly west and use Lyran's Hand to open the doorway to his Observatory.
------------------- Lyran's
Observatory -------------------
There is a chest inside the Observatory and of course, the Weather Machine. Examine
it and you'll find the Orb of Thunder, your main objective for this quest. However, as you are about to exit the Observatory,
the lizard man Sleyvas arrives with a few henchmen. He demands that you leave the Orb to him and that you should leave.
He says that all who serve Jherek soon fall, much like the three that preceded you. You tell him you won't surrender the
Orb to him. A battle ensues...
Kill Sleyvas' henchmen first. Sleyvas is a fairly potent spellcaster. Just keep
attacking him and he'll eventually fall. Once the deed is done, head back to Baldur's Gate to talk to Jherek.
------------- Baldur's
Gate -------------
Return to the abandoned warehouse to find Jherek. Give him the Orb and accept your reward:
2000 gold coins and 4000 experience points. You tell Jherek about Sleyvas and the black-armored men. He says they are part
of the Zhentarim and he says he'll increase the reward on future missions to reflect the increased risk. You ask him
about the other artifacts he'd mentioned before. There were four in total, including the Orb of Thunder you've just recovered.
The others are the Jade Octahedron, the Brazier of Eternal Flame and the Oceanic Urn. You can ask him about each artifact
but be warned that whichever artifact you ask about first and accept to retrieve will become your next assignment, so choose wisely.
The
Jade Octahedron is located in the Halls of the Hammer, an abandoned dwarf stronghold across the High Moor. The Brazier
of Eternal Flame was once in the treasury of Dragonspear Castle but lies somewhere in the caverns beneath the place
now, having been stolen by monsters. The Oceanic Urn was last seen in the hands of pirates based out of Seer's Cove. One
of Randalla's ships could get you there, though you'd have to row ashore yourself.
I picked the Jade Octahedron
first, so we'll explore that area first. Check section 2-4. Brigand's Ruins and 2-5. Halls of the Hammer for details. For
the Brazier of Eternal Flame, check Section 2-6. Dragonspear Castle. For the Oceanic Urn, check Section 2-7. Sea-Cave.
If you've recovered all the artifacts, check Section 2-9. Artifacts Recovered.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 2-4.
Brigand's Ruins -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
---------------- High
Moor Ambush ----------------
------------------------------------------------------------------------------- NOTE:
Make sure not to exit back to the World Map without having explored it all once you reach this area. Once you return to
the World Map, the location on the map becomes unavailable, possibly making you miss out on the Lady Cadmere rescue
quest entirely. -------------------------------------------------------------------------------
On your way to the
Halls of the Hammer, you are ambushed in the High Moor by some troglodytes. You'll find a wounded bodyguard called Landen
nearby. He says the troglodytes must be based in Brigand's Hold. His lord and lady Cadmere were traveling back to Baldur's
Gate from Waterdeep when the wagon was attacked. He believes all the other guards are dead. He saw Lady Cadmere being carried
off over one of the troglodyte's shoulders. He doesn't know what happened to his lord and he asks for your help. Landen
says the troglodytes are several miles west of here, a ruined keep and village. He says there's supposed to be an extensive
network of cellars and dungeons below ground. Bandits often use the place to hole up. He marks the area on your map. He's
in no condition to fight, so he says he'll check his fallen companions for survivors and continue down the road for
help.
Explore the surrouding area, fighting some more troglodytes as you go. Follow the road north to eventually
return to the World Map. From here, you should head just a little west, to the Brigand's Ruins.
--------------- Brigand's
Ruins ---------------
Head east. You'll encounter some more troglodytes. Follow the path through the ruins and
you'll find the stairs leading down to the Brigand's Hall guarded by some troglodytes and their larger leader. Head down
the stairs.
-------------- Brigand's Hall --------------
Go north and follow the passage. Troglodytes
will attack you. You'll come up to an intersection going north, east and west. Go west and you'll find two rooms, one
of them having a secret room containing some crates and a chest. Go east to find two more rooms with trogolodytes, chests
and crates. Finally, go north to find Sart Sarkat, the leader of the troglodytes. Kill his minions first, as usual and
then attack him head on. Once you've defeated him, you'll find a key that will unlock Lady Cadmere's cell. Once you've
rescued her, you get 4000 gold coins, a +1 Grand Keen Amulet and 2000 experience points. Head out of the Brigand's Hall
and continue on towards the Halls of the Hammer.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 2-5.
Halls of the Hammer -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
------------------------------------------------------------------------------- NOTE:
If you have not already done so, purchase the Vault Key from Durbem the dwarf at the Purple Wyrm Inn. You should have more
than enough gold by now to be burdened with the 4000 gold pieces price tag. Also, if you don't have a flame or acid
based weapon by now, I suggest you get one, as there are some trolls wandering around in the Halls of the Hammer. Buy a
Jacinth and/or a Jade and create yourself a flame and/or acid based weapon that way. -------------------------------------------------------------------------------
--------------------- Halls
of the Hammer I ---------------------
It's the return of your old friends, the green slimes! Explore the side passages
to find some trolls. Be careful on the narrow walkways, you can fall to your death. Keep on going north past the save pedestal.
You'll come upon a huge chamber with narrow walkways and orcs patrolling them. Be very careful, retreating back to the
save pedestal after having killed a few monsters. Explore all the side caverns. Continue north into the cavern with the
columns. There's a save pedestal in the NW corner of the cavern. You'll find the entrance to the second level of the
Halls.
---------------------- Halls of the Hammer II ----------------------
You'll see a short cutscene
showing some mimics (monsters that can mimic chests among other things). You'll fight some helmed horrors. Explore the
various rooms but be warned that some of the chests are mimics. At the first main hall, go north to find a room with
a save pedestal and then go back to the main hall and go west. Explore the side rooms along the passage to find gold and
items. You'll come upon another big hall. Go north. Save at the pedestal at the western end of the next hall and then
go east. At the next hall, go to the eastern wall to find the door to the Treasury that's locked by the key you bought
from Durbem. Enter the room and you'll be attacked by an animated hammer. You can make it fall but it always comes back
up. If anyone knows how or even if you can defeat it completely, let me know. Anyway, loot the Treasury for lots and
lots of gold pieces. Go back to the other room, head north and save at the pedestal. You'll find the entrance to the third
level of the Halls.
----------------------- Halls of the Hammer III -----------------------
You enter
a huge cavern inhabited by a chimera. Kill it and you'll retrieve the Jade Octahedron from its bowels (Ick!). Make sure
to loot the six treasure chests that the beast was guarding but beware, some of the chests can be mimics! Head back
to Baldur's Gate to give the Jade Octahedron to Jherek.
------------------------------------------------------------------------------- NOTE:
To return to Baldur's Gate, you have two choices. The quickest and easiest, of course, is to use a Recall Potion to get
back to the city. However, if you make your way back to the entrance of the Halls of the Hammer by foot and return to
the world map and select Baldur's Gate, you'll be attacked by a group of Zhentarim soldiers. See below. -------------------------------------------------------------------------------
---------------- Zhentarim
Attack ----------------
As you are making your way back to Baldur's Gate, you are ambushed by a group of Zhentarim
soldiers. They say you've meddled in their affairs long enough and that they will bring your head to Darkhold (By the way,
Darkhold is the Zhentarim's main base in the Western Heartlands). The soldiers attack you. After defeating them, make
your way around the clearing and kill off the remaining soldiers. Once you are done, head north and return to the city.
------------- Baldur's
Gate -------------
Return to the Warehouse and speak to Jherek. You receive 3000 gold coins and 4000 experience
points as a reward.
For the Brazier of Eternal Flame, check Section 2-6. Dragonspear Castle. For the Oceanic Urn,
check Section 2-7. Sea-Cave. If you've recovered all the artifacts, check Section 2-9. Artifacts Recovered.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 2-6.
Dragonspear Castle -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
----------------- Trollclaws
Ambush -----------------
On your way to Dragonspear Castle, you are camping and you awake in the middle of the
night to find your camp overrun by monsters from the nearby Trollclaws. Explore the area surrounding your camp and kill
all the trolls. Once you're done, return to the World Map and continue to Dragonspear Castle.
------------------ Dragonspear
Castle ------------------
As you enter the castle's courtyard, you're attacked by goblins and bugbears. Explore
the large courtyard and then head north to find yet another large courtyard populated by goblins and bugbears. After having
explored the courtyards, head for the inner building. There's a save pedestal to the west and a Cleric of Tempus standing
near it.
His name is Felleth. He asks if you've come to enter the dungeons beneath Dragonspear Castle. After you
say yes, he blesses you. He says there has been a shrine to Tempus on these ruins for many years. He also says that when
the hero Daeros Dragonspear passed on, his castle was abandoned and inhabited by a succession of fell beasts and monsters.
In time, a fiendish gate to the very hells was opened in the castle's bowels. Armies purged the place, but priests of
Tempus erected a shrine here. And so they remain, in a perpetual siege against the hordes of monsters that work their way
into the castle dungeons from the Underdark below... He says adventurers are welcome here and that there is a lot of
treasure to be found here. He asks if you could find an item for him. A holy symbol of Tempus. It was lost some months
ago by a young cleric who entered and never returned. You ask him if any other adventurers have entered the ruins lately.
Some days past, a band of black-armored men entered them but they have not yet returned. East of Felleth lies the entrance
to the Dragonspear Dungeons.
---------------------- Dragonspear Dungeons I ----------------------
Pull
the two levers in the first room to open the adjacent doors. Follow the corridor north and you'll find a closed door you
can't open. Continue on to find a save pedestal. The next room has some adjacent rooms. Goblins will come out of them
and attack you. Inside the western adjacent room, you'll find a lever. Pull it and it will have opened both the first closed
door you'd encountered and a secret passage in the previous hallway. Pull all the 6 levers in the secret room but beware
the pillar, it will start shooting fireballs. If there's an order to which you can pull these levers, I haven't really
tried, seeing how the fireballs are easy to dodge, anyway. You'll find two treasure chests and two weapon racks in the
next room. Head back to the hallway and go through the previously closed door to the east. You'll fight some goblin shamans,
a bugbear and some hell hounds, even.
As you enter the next room, the door will close behind you and you'll be ambushed
by bugbears and goblins. Pull the two levers in the adjacent western and eastern side rooms and the doors to the north
and south will open. Proceed south to find a room with some tents in it. From here, you can go either south or west.
Head west first. You'll find a room with some small cells. Search one of the cells and you'll find the Holy Symbol of Tempus
that Felleth wanted you to retrieve. Head back to the other room and go south. Beware, there are some fireballs that
will come out of the walls as you pass. You'll find another save pedestal.
Explore the side passages to the north
and south of the next room to find the required four levels you need to pull to open the door in the western passage. Beware,
as secret passages will open up and monsters will attack you as you search for the levers. Once all the levers have been
pulled, the path leading to the second level of the Dragonspear Dungeons will open. Head downstairs.
----------------------- Dragonspear
Dungeons II -----------------------
Go west and you'll find an intersection. The door in the western passage is closed.
Instead, take the southern passage and then at the intersection, go SE to find some levers that open nearby doors. After
opening one of the chests, secret passages will open up, releasing some hell hounds. Search the secret room for treasure.
Head back to the previous intersection and go west. At the next intersection, go SW to explore that part of the dungeon.
There will be three cells, one of them hiding a switch that opens up a secret door to the east of the room. Inside the
secret room are 4 treasure chests and 2 weapon racks.
Back at the previous intersection, go north. There will be
a save pedestal and another intersection. Head west and explore all the rooms with the coffins. Go back to the intersection
and then continue north and then explore the NW part of this level. You'll find another cell block. Back to the previous intersection,
head east to explore the NE part of the dungeon. You'll find a room guarded by 3 bugbears, some goblins and goblin shamans.
Pull the lever on the raised platform and it will open the Tomb Door, the one you couldn't open at the western passage
at the start of the level. The Tomb room has many pillars that shoot fireballs at you. Piles of gold are scattered everywhere. Continue
west and you'll find a small well leading down to the Dragonspear Caverns.
------------------- Dragonspear Caverns -------------------
Head
NE but be careful, there are some poisonous mushrooms around. At the next intersection in the tunnels, continue NE to find
a cavern populated by ropers. Ropers are rock creatures that take shape of stalactites/stalagmites. There's a gem in
the cavern (a Jade when I was playing, although it's possible the gem is randomized). Go back to the intersection and go
NW. Follow the tunnel and you'll encounter a band of driders (dark elves who have been transformed into spider-like
creatures). Looks like the driders attacked some of the black- armored men Felleth spoke of. Continue NE to encounter some
more driders and ropers. Make sure to spot the gems lying around near the poisonous mushrooms. Head SW to find a save
pedestal. Follow the passage through the tunnels and caverns and you'll find another save pedestal next to the entrance
to Ulchalothe's Lair.
----------------- Ulchalothe's Lair -----------------
Ulchalothe is a mind flayer,
a creature that can control and influence minds. She tries to control you but you resist. She orders her minions to attack
you. Her minions, by the way, seem to be those black-armored men Felleth spoke of. Beware her mind blast, it can stun
you for a period of time while her henchmen attack you. Take care of her henchmen and then attack her. Once she has been defeated,
you recover the Brazier of Eternal Flame from her body. Thankfully, you don't need to trek back through all the dungeons
you've just explored. Open the cell door in her lair. Behind the chest, there's an escape tunnel that will return you
to the surface.
------------------ Dragonspear Castle ------------------
You'll be in the northeastern
part of the castle. Head to the inner building to find Felleth. Give him the Holy Symbol of Tempus you found in the dungeons. Felleth
will give you a +1 Remarkable Flashing Battle Axe and you'll gain 2000 experience points. I'm not sure if the item is changed
depending on which character you are playing, though. Hopefully... Anyway, head back to Baldur's Gate to give the Brazier
of Eternal Flame to Jherek.
------------- Baldur's Gate -------------
Return to the Warehouse and speak
to Jherek. You gain 3000 gold coins and 4000 experience points as a reward.
For the Jade Octahedron, check Section
2-4. Brigand's Ruins and 2-5. Halls of the Hammer. For the Oceanic Urn, check Section 2-7. Sea-Cave. If you've recovered
all the artifacts, check Section 2-9. Artifacts Recovered.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 2-7.
Sea-Cave -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
After getting out of the
boat, head NW. You'll encounter some zombie pirates. At least, I think they're zombies, with the grunts they make... but
you never know. Anyway, the way to the next save pedestal is pretty straightforward. Keep following the path and you'll
find another save pedestal. You'll find your way to a large area filled with pirates and their leader, Captain Khoris.
Don't bother attacking the pirates surrounding him, he'll revive them. After you've defeated the Captain, you realize
he doesn't have the Oceanic Urn and that it perhaps lies in the Sea Temple said to be beneath Seer's Isle. The entrance to
the Sea Temple is pretty hard to miss, what with the huge doors... Go in.
------------ Sea Temple I ------------
There's
a secret passage directly north when you first enter. Then, head east. You'll encounter some kuo-toa (fish-like humanoid
creatures). Always check your Automap to spot hidden rooms and secret passages. As always, use the Action button to
open the secret passages. Follow the tunnels to the next save pedestal. This level is fairly easy, direction-wise, seeing
how there's usually only one direction to head in. You'll find the way to the second level of the Temple.
------------- Sea
Temple II -------------
This level is a bit more extensive. From the main intersection, you have a few choices
to make regarding the direction. There are some tunnels and caverns in the NE and NW sections but the NW section has a
few locked doors leading to some treasure chests. Look for the secret passage between the two doors and another passage
that leads around to the other locked room. Head north from the main intersection to face Dibtolpt, High Priest of the
Sea-Mother. After his speech, he attacks. Once he's dead, proceed north and explore all the side rooms. By exploring
the western rooms, it opens up locked doors that were locked. One of the two eastern rooms is locked. Find the secret passage
in the other room to access it. Don't forget the northern secret room that contains thousands of gold pieces. Examine
the altar in the middle of the room to find the Oceanic Urn. There's also lots of gold atop the altar. Jump on it to get it.
Since there's no convenient exit anywhere, better use a Recall potion to return to Baldur's Gate.
------------- Baldur's
Gate -------------
D'oh! As you return to the city, you realize that the Oceanic Urn is missing! Someone among
the men you were sailing with from Seer's Isle must have taken it. Return to the Warehouse and tell Jherek about the theft.
His sources tell him that the thieves are en route to the town of Hill's Edge, where they will hand the item over to
a band of Zhentarim. Better head for Hill's Edge.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 2-8.
Hill's Edge -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Head down the hill and
you'll encounter hill giants. Follow the path around the hills and you'll encounter some black-armored men, members of
the Zhentarim. You'll surprise the thief handing over the Urn to the Zhentarim. The Zhentarim will attack. Locate the
thief (he has blue clothes on) to recover the stolen Urn. Kill all the remaining Zhentarim soldiers in the surrounding
camps and houses. Make for the NE end of the village to return to the World Map and return to Baldur's Gate.
------------- Baldur's
Gate -------------
Return to the Warehouse and speak to Jherek. You gain 3000 gold coins and 4000 experience
points as a reward.
For the Jade Octahedron, check Section 2-4. Brigand's Ruins and 2-5. Halls of the Hammer. For
the Brazier of Eternal Flame, check Section 2-6. Dragonspear Castle. If you've recovered all the artifacts, check Section
2-9. Artifacts Recovered.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 2-9.
Artifacts Recovered -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Once you've
recovered all the artifacts, Jherek says he has many things to speak of with you, important things, but now is neither
the time nor place. He asks you to meet him in Omduil's Manor, here in the city. You'll speak again there.
Thus
ends Act II. On to Act III now.
Another Keep of Pale Night cutscene occurs.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- A C
T III - T H E E L E M E N T A L F O U N D A T I O N S -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
------------------------------------------------------------------------------- NOTE:
Like in the previous Act, some of the quests can be done in the order you prefer. The order I present here is the one I
find the easiest, with the priority on the side quests before proceeding to the main quests of the Act. As always, the
choice is yours...
Also, it should be noted that Bartley will be selling a lot more wares, including several new
gems and magical weapons/armor. Make sure to check these out if you've accumulated a lot of gold in your adventures, so
far. -------------------------------------------------------------------------------
The first quests in this Act
should be the character-specific quests. Each character has a "special" quest he/she needs to accomplish to gain access
to special feats and spells that were unavailable until now. Each character has a different way of reaching this special
quest. These ways are detailed below.
Dorn Redbear ------------ If you're playing as Dorn Redbear, your first
order of business should be to head to the Purple Wyrm Inn and speak to Randalla Brasshorn. She says word of your deeds
have reached even the keepers of the Reaching Woods, well east of here. The druid Allana seeks your help. She marks the
location of her home on your map. See section 3-1-1. Allana's Home for more details.
Vhaidra Uoswiir --------------- If
you're playing as Vhaidra Uoswiir, you should first go to the Purple Wyrm Inn and talk to Ulua. Assuming you've given her
the 2000, 4000, 8000 and 16000 gold coin payments to fund the hidden base of operations, Ulua will have gathered news
on where the monastery is hidden of the branch of Dark Ravens that were unleashed on your family. It's located in the Cloud
Peaks, far south of Baldur's Gate. Their archimandrite is a master murderer named Draezen, the Direhand. She also says
that the secret scrolls each monastery guards will doubtless prove useless to you in your quest for power. See section
3-1-2. Dark Monastery for more details.
Ysuran Auondril --------------- If you're playing as Ysuran Auondril,
you should go to Omduil's Manor and give him the final payment of 16000 gold coins. He says he knows where you went after
your banishment from Evereska. You wandered the Sword Coast for no more than a dozen years before making for Zarad's Clock
Tower. He asks if you've heard of this place. You have not. Zarad Duskmarrow is a wizard of no mean skill, with a reputation
dark and ominous. He dwells in a great clock tower hidden in the depths of the Cloak Wood, where it is rumored that he
studies chronomancy and other strange arts. Omduil says you need to go to him for he must have answers for you, for
you served him as an apprentice, and you wrote the black tome under his tutelage. See section 3-1-3. Zarad's Clock Tower
for more details.
Borador "Goldhand" ------------------ If you're playing as Borador "Goldhand", you should
first go to the Purple Wyrm Inn and speak to Durbem. Assuming you've given him the 2000, 4000, 8000 and 16000 gold coin
payments to reclaim the honor of your clan, Durbem will speak about your clan-brother Urkald having discovered Gandam's
Hold and the mines below as well. Urkald says a great basilisk lurks in the depths of the abandoned hold. He saw the
last of Gandam's clan, who'd been turned to stone trying to recover the place. Durbem says that if you can slay the beast
and recover the hold, your clan may take it as your own and that you'll all be able to clear the Goblinbreaker name
once and for all. See section 3-1-4. Gandam's Hold for more details.
------------------------------------------------------------------------------- NOTE:
I'm uncertain if you actually need to have paid all the gold payments to Durbem for this quest to become available. If
anyone knows, let me know. -------------------------------------------------------------------------------
Allessia
Faithhammer -------------------- If you're playing as Allessia Faithhammer, you should first go to the Church of
Helm and speak to Huros. Even if you haven't made all the donations to the Church during Acts I and II, he will offer you
a quest given to you by your superiors. They have received word that Goreth Vileblack, a cleric of that foul god Cyric,
is raising an army of skeletons in preparation to invade the town of Asbravn. He is gathering these forces in an ancient
mausoleum at the foot of the Sunset Mountains. You must assault the unholy mausoleum and defeat Goreth. See section
3-1-5. Unholy Mausoleum for more details.
------------------------------------------------------------------------------- NOTE:
If you are having some trouble with your character's special quest, I suggest you go get some experience and loot in the
side quest areas of the Wood of Sharp Teeth III and Skull Gorge II. -------------------------------------------------------------------------------
Once
you are done with your character's special quest, go to Section 3-2. Wood of Sharp Teeth III.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 3-1-1.
Allana's Home (Dorn only) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Approach
Allana the Druid. She welcomes you as Dorn of clan Red Bear and that she's one of the caretakers of the Reaching Woods.
She has been expecting you. She speaks of an evil that disturbs the harmony of these lands. The vile green dragon, Baragoth,
has taken up residence in the Reaching Woods. His very presence befouls the land. You must find him and destroy him. Follow
the path past her home, it will lead you to where the dragon dwells but she warns you that several monsters have come
to serve Baragoth and that they will try to bar your way. Follow the path as she said. You'll enter the Reaching Woods.
-------------- Reaching
Woods --------------
Head west first. You'll fight various creatures including wolves, gnolls, hill giants, etc.
After the first save pedestal, continue NW to find some gnolls, then head east to eventually find another save pedestal.
Head north to enter Baragoth's Lair.
--------------- Baragoth's Lair ---------------
You face Baragoth.
After his speech, the battle begins. Beware Baragoth's poison breath, it can kill you in practically one shot if you're
not careful. Try to not stay in front of his jaws and attack from the side instead. Once Baragoth has been defeated,
you retrieve a tarnished copper key hanging from a chain wrapped around one of his talons. Head for the NE corner of his
lair to find Baragoth's hoard. I found a very nifty +4 Imperial Chain Mail of Rage in one of the chests, with 35 AC.
Not bad. Return to the Reaching Woods and Alanna's Home
------------- Allana's Home -------------
Speak
to Allana. You gain 8000 experience points and Dorn gains access to new spells and feats, such as Animal Friendship, Bale
Arm, Barkskin, Heart of the Bear, Heart of the Wolf and Resist Elements (See Section G. Spells and Feats for details
on these new spells and feats). Once you are done, best head for the Wood of Sharp Teeth again.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 3-1-2.
Dark Monastery (Vhaidra only) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
As
you enter the monastery, you are confronted by drow monks. At the first intersection, go west to find a room where you'll
inevitably trip an alarm, alerting monks to your presence. Back at the intersection, go east and explore the adjacent
corridors, fighting more Dark Raven monks along the way. Turn west at the corner, continuing north, past the pool of water,
to a round room that looks like a cathedral. There's a chest atop a pillar there to the north. Jump up to open the chest.
Monks will attack you. Go back south and then continue west to another round room. Go north from there and then west again.
You'll
find a save pedestal. Go south down the corridor to a room with two treasure chests. Go through the doorway south and you
will come face to face with Draezen Direhand. The duel begins. Once he has been defeated, return to Baldur's Gate and
speak to Ulua. Don't bother trying to find the scrolls she mentioned, it seems you automatically find them when you defeat
Draezen. Ulua advises you should learn the secrets of the scrolls to augment your already potent skills. You gain 8000
experience points and access to the new special feats: Arterial Strike, Crippling Blow, Hail of Knives, Poison, Stealth
and Sweep Attack. See Section G. Spells and Feats for details on these new spells and feats. Once you are done, best
head for the Wood of Sharp Teeth again.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 3-1-3.
Zarad's Clock Tower (Ysuran only) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
As
soon as you enter the Tower, you are confronted by Zarad. You ask him why you can't remember him or this place. He doesn't
want to answer you and orders his automatons to show you the way out. After defeating the clockwork knights, use the
save pedestal and head west, through the door. You'll encounter some shades, creatures of shadow and more clockwork knights.
There will be a secret passage behind a bookcase to the north. The room contains a big chest, two weapon racks and two
barrels. Continue through the hallways of the Clock Tower to find another save pedestal. There's another secret passage
nearby behind a bookcase leading to a secret room with a big chest, three barrels and a weapon rack.
Beware the
next room, as it has several pillars that shoot some arrows and one that shoots fireballs. There are also some explosive
barrels near the two treasure chests, so be careful. Another save pedestal and directly ahead, another secret room behind
a bookcase, this one with two treasure chests and a weapon rack. The next room where there are several pillars shooting
arrows is a trap. Several shades will appear as you are crossing the room. Retreat back to the room's entrance and kill
them. At the next intersection, you can go either east or west. Go west first and you'll find room. Inside is a huge clockwork
giant, reminescent of the Onyx Golem from the first game. Be careful as one swipe from this big guy can kill you in one
shot. Once you've destroyed the giant automaton, you'll find a key with the letters 'BT' engraved on it. That's the
key to Zarad's secret Bell Tower. You can't enter Zarad's Study just yet so return to the intersection and go east. You'll
find a ladder leading to Zarad's Bell Tower.
------------------ Zarad's Bell Tower ------------------
Save
at the pedestal and then go north. More clockwork knights and shades guard the Bell Tower. Proceed north to the next room
but beware. As you enter, several shades appear out of nowhere and surround you. Retreat back to the entrance of the
room and kill them off more easily. I found Enervation to be a real nice spell here. Once they're all destroyed, open the
chest to find the key to Zarad's private study. Head back but be careful as even more shades will appear in the other
room, trying to surround you. Retreat back and use the same strategy to kill them. Head back down and open up the door
to his study with the key you just found.
------------- Zarad's Study -------------
Zarad is surprised
that you made it through his automatons. He mocks you when you try and ask him for some answers. Many years ago, you approached
him to serve as an apprentice. He was impressed by your boldness and decided to take you under his wing. He taught you
a lot of secrets about the dead, about the shadows. He speaks of Eldreth Veluuthra, butcher of men. You were exiled by your
own kindred. Your organization's radical, bloody view regarding the extermination of all humans across Faerūn disgusted
even them. Zarad says you would have slain him once you'd learned all you could. He says that this time, there will
be no escaping him and that you were lucky to escape only with your memory destroyed. The battle begins.
The strategy
here is fairly simple. Zarad will summon some shades to attack you. You can either possess them using Dark Possession or
use Enervation to your heart's content. If too many shades start surrounding you, retreat back to the first room and
Enervate them from a distance. He will also summon some Mirror Images to try and confuse you. Once he has been defeated,
make sure to grab the +4 Imperial Ice Witch's Amulet he was carrying. Loot the treasure six chests and return to Baldur's
Gate. Go speak to Omduil in his manor and you tell him that you learned what you'd been searching for but that it may have been
best if you hadn't. Omduil says you should examine the last pages of the tome you're carrying and that you will find that
you can read them now...
You gain 8000 experience points and access to some shadow magic spells that include Claws
of Darkness, Shadow Conjure, Shadow Shield and Shadow Spray. See Section G. Spells and Feats for details on these new spells
and feats. Once you are done, best head for the Wood of Sharp Teeth again.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 3-1-4.
Gandam's Hold (Borador only) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
From
the entrance of the hold, head north and you'll encounter some goblins and hobgoblins, lots of them, lying in wait to ambush
you. Loot the treasure chest in the small alcove to the east and proceed north in the corridor. You'll meet a spider-riding
goblin, like Bile-Tooth, in the Red Fang Goblin Lair in the prologue. Turn east from there and at the next intersection,
head north. You'll find a dead-end with a pit with some goblins and hobgoblins guarding it. Inside the pit are two treasure
chests. Return to the intersection and head south. Turn east to find a save pedestal. There's another intersection. Go north
first but be ready to face several monsters, including two more of those spider-riding goblins.
From that room,
continue north and then take the first door to the east. Follow the winding corridor and take the first door you see to
the west. Inside are more goblins and hobgoblins and one of the hobgoblins is carrying a key that unlocks a door in
another part of the hold. Explore the other rooms in the southern part of the corridor to face more hobgoblins. You will
find another key on the body of the hobgoblin leader, along with two more treasure chests. Head back to the previous
intersection and go south, past the save pedestal you encountered earlier. You'll unlock the door to a treasure room containing
two chests and two weapon racks. Make sure to ransack the chests for extra gold and items. Go past the save pedestal,
continue north and you'll find another save pedestal. You'll find a cave leading deep into Gandam's Mine.
------------- Gandam's
Mine -------------
Head north and face some giant bats. Those white pillars are actually some of your clan brothers
that have been turned to stone by the basilisk. Continue through the halls and you'll eventually enter a big cave where
the basilisk is lurking. Be careful not to fall down into the chasms in this cave. Approach the beast cautiously and
try to attack it from a distance using your crossbow. Hail of Bolts and Precise Shot are real lifesavers here. Try and
turn your back to the basilisk whenever it's trying to turn you to stone, or else it will damage you greatly and temporarily
'stun' you. The basilisk can't really turn you to stone, though. Once it has been defeated, you'll find a +4 Imperial Battle
Axe of Mighty Cleaving. Wicked! Explore the rest of the mine, being careful not to fall off the ledges and killing more
giant bats and some goblins along the way. Once you've ransacked all of the chests in the mine, return to Baldur's Gate
to speak with Durbem at the Purple Wyrm Inn. He's overjoyed about your success at the hold.
You gain 8000 experience
points and access to several combat-related feats such as Cleave, Death Blow, Dwarven Warsong, Great Weapon Focus, Power
Attack, Shield Bash and Shield Expertise. See Section G. Spells and Feats for details on these new spells and feats.
Once you are done, best head for the Wood of Sharp Teeth again.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 3-1-5.
Unholy Mausoleum (Allessia only) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Go
north through the first door and you'll be assaulted by many skeletons and skeleton archers. Turn Undead is a useful feat
in this mausoleum, of course. In the next room, there are more skeletons and zombies. You can either go west or east.
There are also doors to the north that lead to Goreth's Sanctum but they are magically sealed and you'll have to find another
way in. Go west. Beware the swinging scythe traps in the hallway. Explore the hallways, bashing undead as you go. You
should gradually make your way through the back door to Goreth's Sanctum. After his little speech, Goreth Vileblack will
attack you. After he's been defeated, among the items on him, there will be a +4 Imperial Templar's Bastard Sword, a
pretty potent great weapon. Return to Huros at the Church of Helm in Baldur's Gate. He says the church has received news
of Goreth's defeat at your hands and asks if you are prepared to serve Helm as a knight of the temple.
You gain
8000 experience points and access to several new combat-related feats and spells such as Cleave, Combat Reflexes, Death
Blow, Improved Critical, Power Attack, Shield Bash, Shield Expertise and Smite Evil. See Section G. Spells and Feats
for details on these new spells and feats. Once you are done, best head for the Wood of Sharp Teeth again.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 3-2.
Wood of Sharp Teeth III -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Same area
as the last two times, with new monsters roaming around. Creatures include ettins, bugbear, goblins and goblin shamans.
Kill and loot everything. Next side quest destination: Return to Skull Gorge.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 3-3.
Skull Gorge II -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Same area that you'd
visited before except the goblin caves you'd cleared out before are now inhabited by orcs. You'll find a blocked room in
the the first orc cave. You need to head to the former Golbin Cave II, that is now an Orc Lair and head for the throne
room. After flipping the switch and the torch sconce, you'll find a secret passage way that leads back to the orc cave
and the previously unaccessible caverns. Push the loose brick behind the crates to open up the passageway. Loot the
orc cave and the orc lair completely.
The first gnoll cave is now a Malodorous Cave... Must be all those gnoll bodies that
are decomposing, right? Nah, just some trolls that have taken up residence there for the time being. Clear the cave out.
Nothing really special here. The second gnoll cave is now a Troll Cave. Guess who's inside? You guessed it. More trolls.
But wait! There are also some spiders in here. Yay! There's no need to find that decorative gem to put into the dragon
idol again, the secret passage has remained open.
Finally, don't forget to recheck the Waterfall Cave at the north
end of the gorge. It's now being populated by ropers and trolls. Kill and loot. There's also a treasure chest under
the other waterfall to the west. When you are done with visiting Skull Gorge, return to Baldur's Gate to speak to Jherek
in Omduil's Manor.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 3-4. The Harpers -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Jherek
reveals to you that Randalla, Omduil and him are members of the Harpers, a group whose members have dedicated their lives
to the safety of the Realms and its people (People who've played the first game already knew Jherek was a Harper). He
mentions the artifacts you recovered and the threat of the Onyx Tower. The Tower is in truth a massive gate: a construct
with the ability to move itself anywhere in Faerūn with each new moon. In addition, Onyx Keystones fashioned in the
tower's forges may be used to construct smaller "shadow portals", pairs of magical gates which link to one another, outside
of the tower. Eldrith the Betrayer, seeking vengeance, intended to use the portals to move troops into Baldur's Gate.
Now, the Zhentarim wish to use the tower to expand the reach of their Black Network. The Tower must not fall into their hands.
The Onyx Tower wasn't really destroyed.. it's true shape spans other realities. We must travel to each of the elemental
planes and reactivate the tower's four Elemental Foundations. The four artifacts you recovered in Act II can do so.
Omduil's
magic can transport you to any of the four elemental planes. Which will you enter first? There's either Air, Earth, Fire
or Water. You must decide which plane you want to go to first. Once you've chosen a Plane, talk to Omduil and he'll
teleport you to your chosen Plane.
For the Air Elemental Plane, see Section 3-5. Air Elemental Plane. For the Earth
Elemental Plane, see Section 3-6. Earth Elemental Plane. For the Fire Elemental Plane, see Section 3-7. Fire Elemental
Plane. For the Water Elemental Plane, see Section 3-8. Water Elemental Plane. If you've activated all Foundations, see
Section 3-9. Foundations Activated.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 3-5.
Air Elemental Plane -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
There's a cutscene
between Kharne and someone called Habdazar Doomwing. Kharne tells Habdazar that he must guard the Air Foundation with his
life.
----- Air I -----
Okay, first off, be very careful not to fall off the edges or you'll fall to your
death. Also, there are gusts of wind that push you around, so be careful about those too. Continue along the path to encounter
some will o' wisps. You will also encounter some air elementals, little tornadoes that throw boulders at you at regular
intervals. Navigate on the narrow paths, making sure not to fall off. Dodge the rocks thrown at you too else they'll push
you off. Pretty frustrating part of the game, I must say. Take EVERY opportunity to save at the pedestals because one
wrong move or a bad break will mean you'll have to load your game. You'll eventually make your way to the Air Foundation.
------ Air
II ------
As you enter the area, you are attacked by Habdazar Doomwing, skymage of the Zhentarim and his manticore
mount. There are also a few Zhentarim soldiers. Once the manticore is slain, Habdazar casts a spell and vanishes like a sniveling
coward. Head for the north and you'll find the Air Foundation. Activate it.
Another cutscene between Kharne and
Habdazar, with the skymage making up lies about many men having attacked him. Kharne will hear nothing of it and runs the
coward through with his sword. You'll find yourself back at Omduil's Manor. Speak to Jherek and you'll receive 5000 gold
coins and 8000 experience points as a quest reward.
For the Earth Elemental Plane, see Section 3-6. Earth Elemental
Plane. For the Fire Elemental Plane, see Section 3-7. Fire Elemental Plane. For the Water Elemental Plane, see Section
3-8. Water Elemental Plane. If you've activated all Foundations, see Section 3-9. Foundations Activated.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 3-6.
Earth Elemental Plane -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
------------------------------------------------------------------------------- NOTE:
Before heading to the Earth Elemental Plane, make sure you have some non metallic weapons and armor. You guessed it, our
old friends, the rust monsters, are back with a vengeance... -------------------------------------------------------------------------------
There's
a cutscene between Kharne and Luvia Bloodmire. Kharne orders Luvia to guard the Earth Foundation.
------- Earth
I -------
As mentioned above, there are some rust monsters and also some umber hulks wandering around in these
caves. You can bash certain parts of the tunnels with your weapons/spells to make yourself a path through. Also, make sure
to smash all the little rock pillars you see, they'll often contain valuable gems. Keep heading in a generally northern
direction and you'll find a big cavern with some earth elementals in it. Save at the pedestal to the west. Then, go north and
then east, following the tunnels. You'll find the path to the Earth Foundation. Re-equip your metal weapons/armor.
-------- Earth
II --------
As you approach the Foundation, you are confronted by Luvia. After her speech, she attacks. Kill
off the Zhentarim soldiers and then take her head on. She shouldn't pose too much of a threat in her first form... it's
her second form that packs a punch, especially her poisonous breath weapon. After the creature formerly known as Luvia
has been defeated, activate the Earth Foundation. You will automatically be returned to Omduil's Manor. Speak to Jherek
and you'll receive 5000 gold coins and 8000 experience points as a quest reward.
For the Air Elemental Plane, see
Section 3-5. Air Elemental Plane. For the Fire Elemental Plane, see Section 3-7. Fire Elemental Plane. For the Water
Elemental Plane, see Section 3-8. Water Elemental Plane. If you've activated all Foundations, see Section 3-9. Foundations
Activated.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 3-7. Fire Elemental Plane -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
------------------------------------------------------------------------------- NOTE:
Of course, in this Plane, flame-based weapons are not the best way to go. You might want to invest in some cold-based weapons
by creating them yourself using Aquamarines or if your character has access to cold-based spells (Otiluke's Icy Sphere
comes to mind), use them in this Plane. -------------------------------------------------------------------------------
There's
a cutscene between Kharne and Lady Argozia/Aizagora.
------ Fire I ------
Fairly extensive network of
caverns. There are some pools of lava surrounding you. Stepping in them; not a good idea. You will also encounter some
flaming bats (best name I could come up with) and some fire elementals. Don't forget to smash the little volcanoes too.
They sometimes will contain gems. Head for the southeast section of the area and you'll eventually encounter some Zhentarim
soldiers near a save pedestal. Head for the southeast path that leads to the Fire Foundation.
------- Fire II -------
Aizagora
the Red Dragon is guarding the Fire Foundation. Beware her fire breath of course, as it causes massive amounts of damage
if taken directly. Try to stay on her flanks as much as possible. Once Aizagora has been defeated, go to the Fire Foundation
and activate it. You'll automatically be returned to Omduil's Manor. Speak to Jherek and you'll receive 5000 gold coins
and 8000 experience points as a quest reward.
For the Air Elemental Plane, see Section 3-5. Air Elemental Plane. For
the Earth Elemental Plane, see Section 3-6. Earth Elemental Plane. For the Water Elemental Plane, see Section 3-8. Water
Elemental Plane. If you've activated all Foundations, see Section 3-9. Foundations Activated.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 3-8.
Water Elemental Plane -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
There's a
cutscene between Kharne and Illudra, some crazy old woman.
------- Water I -------
Break the little mounds
of ice you find wherever you go, as they contain valuable gems. Follow the path in the water and you'll encounter some
weird looking creatures with tentacles. I have no idea what they're called. You'll also eventually meet some yetis.
At the first major intersection you find, go north to fight some more yetis down in a crevace. Head back to the intersection and
then go east. You'll find a save pedestal in a cave. Follow the tunnel east, wading through the water. Next intersection,
go south first for more yetis down a crevace and then go to the west, past the big cave with the large chasms that have
waterfalls. You'll find a room with a hole leading down to the Water Foundation.
-------- Water II --------
Illudra,
Mistress of the Deeps, awaits you near the Water Foundation. I'm not sure if it was intended to be that way but the water
in this room is pitch black. Illudra unleashes her kraken on you, its tentacles will come out of the water and attack
you. Once you've defeated Illudra, head north and activate the Water Foundation. You'll automatically be returned to Omduil's
Manor. Speak to Jherek and you'll receive 5000 gold coins and 8000 experience points as a quest reward.
For the
Air Elemental Plane, see Section 3-5. Air Elemental Plane. For the Earth Elemental Plane, see Section 3-6. Earth Elemental
Plane. For the Fire Elemental Plane, see Section 3-7. Fire Elemental Plane. If you've activated all Foundations, see
Section 3-9. Foundations Activated.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 3-9.
Foundations Activated -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
As Jherek
is about to explain the situation, Kharne shows up. He reveals that although the Zhentarim have lost the Onyx Tower, so
have the Harpers. He tells of Mordoc SeLanmere and of his plans to use the Onyx Tower for his own nefarious purposes.
Kharne and Jherek come to an agreement and Jherek asks you if you will help them stop Mordoc. You can ask Omduil about
Mordoc and about how he keeps a hidden keep on the Battle of the Bones and that he's a vampire. It is said that he created
the Orb of the Undead that caused so much havoc in Baldur's Gate recently. Before talking to Jherek, you can head back
outside and shop for a while, if you want. Once you speak to Jherek, he says the Keep of Pale Night awaits you all...
Thus
ends Act III. On to Act IV.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
A C T IV - T H E K E E P O F P A L E N
I G H T -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
------------------------------------------------------------------------------- NOTE:
It should be noted that Bartley will be selling some new weapons and armor. Make sure to check these out if you've accumulated
a lot of gold in your adventures, so far. He also starts selling Extra Healing and Rejuvenation potions. Also, those
who like to take notice of these things might notice Randalla Brasshorn has disappeared from the Purple Wyrm Inn... -------------------------------------------------------------------------------
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 4-1.
Battle of the Bones -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
--------------------- Battle
of the Bones I ---------------------
With Jherek and Kharne by your side, you must explore the Battle of the Bones to
find Mordoc SeLanmere's Keep. You'll encounter some wraiths along the way. You'll also encounter some other undead, like
skeletons. After hacking your way through the undead creatures, you'll find the path leading to the Keep of Pale Night.
---------------------- Battle
of the Bones II ----------------------
The entrance to the Keep is being guarded by one of Mordoc's shadow creatures, the
Nightcrawler. After defeating it, head north and into Mordoc's Keep of Pale Night.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 4-2.
Keep of Pale Night -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
As you first
enter, Jherek does a little inspirational speech.
-------------------- Keep of Pale Night I --------------------
Head
north through the main entrance hall, fighting shadow creatures as you go. There's an old pipe organ at the northern end
of the hall. Playing it will make spectral chests appear. However, you must be quick to retrieve them as they will disappear
as quickly as they were summoned. The trick here is to play the organ and then quickly run around the hall, opening the
six chests that have appeared before they disappear. Shadows come out to hinder you. A nice ability to use here is Sprint,
so you can run past the shadows and open the chests. Anyway, when you're done with the pipe organ, go NW and explore the
rest of the Keep. You'll find a room with two chests. You'll also come up some stairs to a save pedestal. First head
to the SW section to find the stairs leading down to the Keep Dungeons.
--------------------------- Keep of Pale
Night Dungeons ---------------------------
For some reason, Kharne and Jherek don't follow you down here. You'll
encounter some skeletons and ghouls in the next huge chamber filled with pillars that shoot fireballs at you. You need
to find the 5 levers to pull to unlock the prison door. Head for the prison and you'll find the heroes of Baldur's Gate that
destroyed Eldrith and the Onyx Tower: Kromlech the dwarven fighter, Adrianna the elven sorceress and Vahn, the arcane archer.
Use the save pedestal before trying to free them. You must make a choice of who you want to rescue. Each hero gives
you a different item to help you.
You gain 12000 experience points for freeing the heroes, no matter which character
you are playing. You get something more if you choose a certain hero while playing a certain character (namely 10 gems
and a more powerful magic item than usual, see below for details).
------------------------------------------------------------------------------- NOTE:
Any other character combinations besides the one shown below will wield lesser results, namely no extra gems and less powerful
magic items. Kromlech's magic axe will be a +5 Flawless Great Axe, Vahn's magic bow will be a +5 Flawless Shortbow and
Adrianna's magic staff will be a +5 Flawless Staff. You still get the 12000 experience points though, no matter what. Make
sure to choose carefully! Please note that you can't get a better weapon nor gems while playing Drizzt or Artemis, no
matter who you choose to rescue first. -------------------------------------------------------------------------------
Dorn
/ Vahn ----------- If you choose to rescue Vahn and are playing as Dorn Redbear, he thanks you in the rough, boisterous
manner of your tribe, having met and fought alongside your people once before. He explains that his powerful magic bow
was sealed within one of the sacrophagi in this dungeon. If you can recover the weapon before it is corrupted by the
Keep's lingering evil, it is yours. You gain the 12000 experience points and 10 Corals. Vahn's magic bow will be a +5 Flawless Shortbow
of Wounding.
Vhaidra / Adrianna ------------------ If you choose to rescue Adrianna and are playing as Vhaidra
Uoswiir, Adrianna expresses her gratitude, surprised to see a dark elf so far from home. She explains that her powerful
magic staff was sealed within one of the sarcophagi in this dungeon. If you can recover the weapon before it is corrupted
by the Keep's lingering evil, it is yours. You gain the 12000 experience points and 10 Sapphires. Adrianna's magic staff
will be a +5 Flawless Fey Staff.
Ysuran / Adrianna ----------------- If you choose to rescue Adrianna and are
playing as Ysuran Auondril, Adrianna expresses her gratitude, surprised to see a fellow moon elf so far from home. She
explains that her powerful magic staff was sealed within one of the sarcophagi in this dungeon. If you can recover the
weapon before it is corrupted by the Keep's lingering evil, it is yours. You gain the 12000 experience points and 10
Diamonds. Adrianna's magic staff will be a +5 Flawless Defending Staff.
Borador / Kromlech ------------------ If
you choose to rescue Kromlech and are playing as Borador "Goldhand", Kromlech of the Bruenghor Clan expresses his gratitude,
surprised to see a fellow dwarf. He explains that his powerful magic axe was sealed within one of the sarcophagi in
this dungeon. If you can recover the weapon before it is corrupted by the Keep's lingering evil, it is yours. You gain
the 12000 experience points and 10 Amethysts. Kromlech's magic axe will be a +5 Flawless Flaming Great Axe.
Allessia
/ Vahn --------------- If you choose to rescue Vahn and are playing as Allessia Faithhammer, Vahn expresses his gratitude,
thanking Helm as well when he sees the insignia you bear. He explains that his powerful magic bow was sealed within one
of the sacrophagi in this dungeon. If you can recover the weapon before it is corrupted by the Keep's lingering evil,
it is yours. You gain the 12000 experience points and 10 Jacinths. Vahn's magic bow will be a +5 Flawless Shortbow of
Disruption.
Head out to the huge chamber and look into each of the sarcophagi. You'll find the hero's weapon, eventually.
Some skeletons will come out and attack you for each sarcophagi you inspect, even if you find the right one first.
Before
leaving the dungeon, don't forget the loose stone in the NE corner of the huge chamber. It will open up the nearby secret
room that contains two treasure chests and two weapon racks. The two chests contain a lot of gems, so make sure to loot
them carefully. Head back upstairs to the first floor and then head north to find the stairs leading to the second floor
of the Keep. Jherek remains behind to hold off the shadow creatures, so it's just Kharne and you now...
--------------------- Keep
of Pale Night II ---------------------
Head east through the corridor and you'll see a small cutscene showing the mummies
that inhabit this floor. Head down the stairs and then head north to the next intersection with the save pedestal in the
middle. Go west first for a small alcove with a sarcophagi and some urns and then go north. There will be some raised
sections in this area. Find the stairs leading up to them and then head east. At the next intersection, go east to find
another pipe organ like the one you found on the first floor. When you play this one though, it only makes shadows appear.
Then, head south and then west, to find the save pedestal and the stairs leading to Mordoc's Sanctuary. Kharne says that
this is as far as he'll go, that it's been interesting and that you two should meet again...
---------------------- Keep
of Pale Night III ----------------------
After your chat with Mordoc, the duel begins. After the climatic battle,
the defeated vampire turns into mist and flees. A cutscene occurs between Mordoc and Xanhast on the Plane of Shadow.
Next thing you know, the Onyx Tower appears outside of Baldur's Gate and terrorizes the citizens.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 4-3.
Mordoc's Gate -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
--------------- Mordoc's
Gate I ---------------
As you enter Baldur's Gate, you notice that several buildings are on fire and that it's
raining. A huge stack of crates is in the middle of the road. Just off to the side, Bartley's there. He's happy to see
you, to say the least. He says he was on his way back up the road from Beregost when he saw a great black tower just
appear out of nowhere and it sent out a great ring of black lightning. He says that the citizens have been transformed
into a mass of crazy cannibals and he's fairly sure it's because of that tower. You tell him it's the Onyx Tower and
that you intend to save the city. Bartley offers you his wares for the final battle.
Jump over the stack of crates
and explore the city. You'll encounter some zombies, former Baldur's Gate citizens. Don't bother trying to enter any of
the city's buildings, they are all inaccessible. Head north along the main street and you'll eventually meet up with
Randalla Brasshorn. Players who pay attention to details might notice that her clothes are different... darker, somehow...
if that's any indication of foreshadowing, I don't know what is. Anyway, she says that the Onyx Tower suddenly appeared
and that people began to die and then rise again. She says she can lead you to the base of the tower.
---------------- Mordoc's
Gate II ----------------
As you approach the base of the tower, you are confronted by Randalla. She says that
Xanhast made her his just now, she'll make you hers. The battle begins. She fights unarmed. After you've defeated her,
she says that Xanhast is guarding his master, Mordoc and that you must save Baldur's Gate. Head into the Onyx Tower.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 4-4.
Onyx Tower -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
------------ Onyx
Tower I ------------
------------------------------------------------------------------------------- NOTE: Of
course, people who've played the first game will find this tower very familiar. It's the same Onyx Tower from the first
game. The layout seems to be different, though. -------------------------------------------------------------------------------
As
you explore the Onyx Tower, you'll encounter some gargoyles that can throw fireballs at you and iron golems that spit poison
gas at you. Go north, past the save pedestal and in the side passages to find the room with the stairs leading to the
second level.
------------- Onyx Tower II -------------
------------------------------------------------------------------------------- NOTE:
Again, people who've played the first game will recognize the layout of this floor of the tower. It's the Black Forge level
from the first game. -------------------------------------------------------------------------------
Here, you'll
encounter more fire-breathing gargoyles and iron golems again. Go through the western door first to eventually reach a
room with two weapon racks. Head back to the other passage and you'll find a save pedestal. Head north to find the third
level of the Tower.
-------------- Onyx Tower III --------------
Here, more gargoyles and huge iron golem
that greets you. Take the eastern passage first to find a weapon rack at the end of the hall. Then take the west passage
to find treasure chests and the way to the top of the Onyx Tower.
-------------- Onyx Tower Top --------------
You
are confronted by Xanhast at the top of the tower. He says that he turned Randalla into a vampire and that perhaps he shall
add you to his harem as well. After you've defeated Xanhast, you gain 10000 experience points as a quest reward. Just
a note: If you want to return to Bartley, go back down to the Onyx Tower's 3rd level or else it won't allow you to recall
from the top.
Go through the portal to the Plane of Shadow at the top of the tower whenever you are ready.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 4-5.
Plane of Shadow -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
As you enter the
Plane of Shadow, you encounter Mordoc SeLanmere. He says he controls the Onyx Heart and that nothing can defeat him. The
strategy here really depends on what character you are playing. It's fairly dangerous to engage Mordoc in melee combat
since he has a sword draining attack that literally sucks the life out of you and replenishes his own. Stay away from that
attack at all costs, if you can, engaging him with ranged weapons or spells if you have to. Also, if he summons his shadow,
make sure to kill it as soon as possible or else he will get to restore his health as well. After the tough battle,
you receive 16000 experience points as a quest reward. Shatter the Onyx Heart to free the citizens of Baldur's Gate from
its curse.
------------- Baldur's Gate -------------
You are returned to Baldur's Gate. Randalla says
she owes you her life. You are then treated to a fairly short cutscene between a priest and some sort of pharaoh-god
type creature... which opens up the door for another sequel. Fairly disappointing ending, if you ask me. The whole final
two acts of the game seemed entirely rushed to me. Oh well. Enjoy the ending credits and try the game another time at
another difficulty level or with another character!
Congratulations!
------------------------------------------------------------------------------- NOTE:
If you're playing as Dorn Redbear, Randalla says something different to him, something about him having her heart, or something.
Just a continuation of the flirtation between the two that is present throughout the game. -------------------------------------------------------------------------------
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